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Platformer(ゴミ)
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@Stage\n\nwhen flag clicked\nshow variable [かかった時間 v]\nswitch backdrop to (背景1 v)\nforever\n broadcast (スタート v)\n play sound [SUMMER-TRIANGLE-_-フリーBGM-DOVA-SYNDROME-OFFICIAL-YouTube-CHANNEL-SkQihFHiWt0 v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [1]> then\n switch backdrop to (背景1 v)\n end\n if <([costume # v] of [地面 v]) = [10]> then\n switch backdrop to (背景2 v)\n end\n if <([costume # v] of [地面 v]) = [12]> then\n switch backdrop to (背景1 v)\n end\nend\n\nwhen flag clicked\nset [かかった時間 v] to [0]\nforever\n wait (1) seconds\n change [かかった時間 v] by (1)\nend\n\nwhen I receive [ゴール v]\nset [かかった時間 v] to (かかった時間)\n\n@プレイヤー\n\ndefine 初期\nset size to (35) %\nset rotation style [left-right v]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (-215) y: (-100)\nshow\n\nwhen I receive [スタート v]\n初期\nforever\n switch costume to (通常 v)\nend\n\nwhen I receive [スタート v]\nforever\n set rotation style [left-right v]\n change x by (x)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1.5)\n switch costume to (右 v)\n if <<touching color (#9a5a00)?> or <touching color (#535353)?>> then\n set [x v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [x v] to [-15]\n set [y v] to [21]\n start sound [ジャンプの着地 v]\n end\n end\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 (-1.5)\n switch costume to (左 v)\n if <<touching color (#9a5a00)?> or <touching color (#535353)?>> then\n set [x v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [x v] to [15]\n set [y v] to [21]\n start sound [ジャンプの着地 v]\n end\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (通常 v)\n end\n set [x v] to ((x) * (0.9))\nend\n\nwhen I receive [スタート v]\nforever\n change y by (y)\nend\n\nwhen I receive [sibo- v]\ngo to x: (-215) y: (-100)\n\nwhen I receive [next v]\n初期\n\nwhen I receive [sibo- v]\nchange [死んだ回数 v] by (1)\nstart sound [Crazy Laugh v]\ngo to x: (-215) y: (-100)\n\nwhen I receive [スタート v]\nforever\n if <touching (スイカ v)?> then\n broadcast (sibo- v)\n end\nend\n\nwhen flag clicked\nshow\nset [死んだ回数 v] to [0]\nforever\n if <<touching color (#04ec00)?> or <touching color (#000000)?>> then\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [ぷよん v]\n set [y v] to [20]\n if <<touching color (#9a5a00)?> or <touching color (#535353)?>> then\n set [y v] to [-5 ]\n end\n end\n else\n change [y v] by (-2)\n end\nend\n\nwhen I receive [ゴール v]\nplay sound [Cheer v] until done\n\n@地面\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (a v)\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <touching (プレイヤー v)?> then\n broadcast (NEXT v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n switch costume to (コスチューム2 v)\n end\n if <([costume # v] of [地面 v]) = [1]> then\n switch costume to (コスチューム1 v)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n broadcast (sibo- v)\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n switch costume to (コスチューム2 v)\n end\n if <([costume # v] of [地面 v]) = [1]> then\n switch costume to (コスチューム1 v)\n end\nend\n\n@スイカ\n\nwhen flag clicked\n\ndefine ido-\nforever\n if <([costume # v] of [地面 v]) = [1]> then\n switch costume to (コスチューム1 v)\n point in direction (90)\n go to x: (-38) y: (-120)\n show\n end\n if <([costume # v] of [地面 v]) = [2]> then\n hide\n end\n if <([costume # v] of [地面 v]) = [3]> then\n hide\n end\n if <([costume # v] of [地面 v]) = [4]> then\n show\n point in direction (0)\n go to x: (-9) y: (-116)\n end\n if <([costume # v] of [地面 v]) = [5]> then\n go to x: (195) y: (23)\n show\n end\n if <([costume # v] of [地面 v]) = [6]> then\n hide\n end\n if <([costume # v] of [地面 v]) = [7]> then\n hide\n end\n if <([costume # v] of [地面 v]) = [8]> then\n go to x: (0) y: (-4)\n show\n switch costume to (コスチューム3 v)\n turn left (6) degrees\n end\n if <([costume # v] of [地面 v]) = [9]> then\n hide\n end\n if <([costume # v] of [地面 v]) = [10]> then\n switch costume to (コスチューム1 v)\n point in direction (-90)\n go to x: (113) y: (78)\n show\n end\n if <([costume # v] of [地面 v]) = [11]> then\n switch costume to (コスチューム4 v)\n point in direction (90)\n go to x: (4) y: (39)\n show\n end\n if <([costume # v] of [地面 v]) = [12]> then\n hide\n end\n if <([costume # v] of [地面 v]) = [13]> then\n go to x: (-40) y: (-119)\n show\n switch costume to (コスチューム5 v)\n end\n if <([costume # v] of [地面 v]) = [14]> then\n hide\n end\nend\n\nwhen flag clicked\nido-\n\nhide\n\ngo to x: (48) y: (37)\n\nwait (1) seconds\n\nswitch costume to (コスチューム4 v)\npoint in direction (90)\ngo to x: (4) y: (39)\nshow\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nwait (0.0001) seconds\nhide\n\nshow\n\n@goal\n\nwhen flag clicked\ngo to x: (-75) y: (29)\nhide\n\nwhen I receive [a v]\nforever\n show\n if <touching (プレイヤー v)?> then\n broadcast (ゴール v)\n end\nend\n\nwhen flag clicked\nhide\n\n
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矢印キー・w,a,dで移動できます。\nYou can move with the arrow keys w, a, d.\nーーーーーーーーーーーーーーーーーーーーーーーーー\n新作\nhttps://scratch.mit.edu/projects/810781497/
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Darkness - A platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [scary v] until done\nend\n\n@Blank\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@Player\n\nwhen I receive [restart v]\nset [xs v] to [0]\nset [ys v] to [0]\ngo to x: (-190) y: (50)\n\ndefine Reset and Begin\nset [level v] to [1]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\nReset and Begin\nCheck Touching Solid\nset size to (130) %\nshow\npoint in direction (90)\ngo to x: (-190) y: (20)\nset [xs v] to [0]\nset [ys v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [xs v] by (1.5)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [xs v] by (-1.5)\n switch costume to (left v)\n end\n if <not <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>>>>>>>> then\n switch costume to (normal v)\n end\n change x by (Xs)\n if <touching (level v)?> then\n change x by ((Xs) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(Xs) > [0]> then\n set [xs v] to [-15]\n set [ys v] to [10]\n else\n set [xs v] to [15]\n set [ys v] to [10]\n end\n else\n set [xs v] to [0]\n end\n else\n set [xs v] to ((Xs) * (0.8))\n end\n change y by (Ys)\n if <touching (level v)?> then\n change y by ((Ys) * (-1))\n set [ys v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n switch costume to (player - up v)\n if <(Jumping) = [yes]> then\n set [ys v] to [12]\n set [jumping v] to [no]\n end\n end\n else\n change [ys v] by (-1)\n set [jumping v] to [yes]\n end\n if <(x position) > [239]> then\n set size to (130) %\n change [level v] by (1)\n go to x: (-196) y: (20)\n set [xs v] to [0]\n set [ys v] to [0]\n end\n if <<<touching (spikes v)?> or <(y position) < [-178]>> or <touching (monster v)?>> then\n set size to (130) %\n set [xs v] to [0]\n set [ys v] to [0]\n go to x: (-196) y: (15)\n end\nend\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\n@Light\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\nend\n\n@Decor\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\n@Monster\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> or > then\n show\n set size to (130) %\n show\n go to x: (200) y: (60)\n set [new strategy v] to [0]\n set [jumps in a row v] to [0]\n set [enemy y v] to [0]\n set [enemy x v] to [0]\n forever\n move side\n physics+wall jump\n Jumping\n if <not <<(Level) = [4]> or >> then\n hide\n end\n if <<(Level) = [4]> or > then\n show\n set size to (130) %\n show\n go to x: (200) y: (60)\n set [new strategy v] to [0]\n set [jumps in a row v] to [0]\n set [enemy y v] to [0]\n set [enemy x v] to [0]\n forever\n move side\n physics+wall jump\n Jumping\n if <not <<(Level) = [4]> or >> then\n hide\n end\n end\n end\n end\n else\n end\nend\n\nif then\nend\n\ndefine move side\nchange y by (-1)\nif <not <<(new strategy) = [1]> or <(new strategy) = [2]>>> then\n if <<([y position v] of [player v]) < ((y position) - (5))> and <touching (level v)?>> then\n change y by (-40)\n if <not <touching (level v)?>> then\n change y by (20)\n change x by (70)\n change y by (1)\n if <touching (level v)?> then\n change x by (-70)\n change [enemy x v] by (-1)\n change y by (-1)\n else\n change x by (-70)\n change [enemy x v] by (1)\n change y by (-1)\n end\n else\n change y by (40)\n change [enemy x v] by (<(x position) < ([x position v] of [player v])> - <([x position v] of [player v]) < (x position)>)\n end\n else\n change [enemy x v] by (<(x position) < ([x position v] of [player v])> - <([x position v] of [player v]) < (x position)>)\n end\n if <(jumps in a row) > [3]> then\n set [jumps in a row v] to [0]\n set [new strategy v] to [1]\n end\nelse\n if <(jumps in a row) < [150]> then\n if <[2] = (new strategy)> then\n change [enemy x v] by (-1)\n else\n if <touching (level v)?> then\n change y by (-40)\n if <not <touching (level v)?>> then\n change y by (40)\n if <<<[-62] > (x position)> and <[55] > (y position)>> and <([y position v] of [player v]) > (y position)>> then\n change [enemy x v] by (1)\n if <<(x position) > [-100]> and <touching (level v)?>> then\n set [enemy y v] to [15]\n end\n else\n change [enemy x v] by (-1)\n if <<[20] > (x position)> and <touching (level v)?>> then\n set [enemy y v] to [15]\n set [new strategy v] to [2]\n end\n end\n else\n change y by (40)\n if <<[-61] > ([x position v] of [player v])> and <([y position v] of [player v]) > (y position)>> then\n change [enemy x v] by (-1)\n else\n if <((y position) - (20)) > ([y position v] of [player v])> then\n change [enemy x v] by (-1)\n else\n change [enemy x v] by (1)\n end\n end\n end\n else\n change [enemy x v] by (1)\n end\n end\n else\n set [jumps in a row v] to [0]\n set [new strategy v] to [0]\n end\n change [jumps in a row v] by (1)\n if <touching (_edge_ v)?> then\n change [jumps in a row v] by (2)\n end\nend\nchange y by (1)\n\ndefine physics+wall jump\nset [enemy x v] to ((enemy x) * (0.9))\nchange x by (enemy x)\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 change x by ((enemy x) * (-1))\n if <(enemy x) > [0]> then\n set [enemy x v] to [-15]\n else\n set [enemy x v] to [14]\n end\n set [enemy y v] to [15]\n end\n end\n end\n end\n end\nend\nchange [enemy y v] by (-1)\nchange y by (enemy y)\nif <touching (level v)?> then\n change y by ((enemy y) * (-1))\n set [enemy y v] to [0]\nend\n\ndefine Jumping\nchange y by (-1)\nif <touching (level v)?> then\n if <((y position) + (1)) < ([y position v] of [player v])> then\n if <(new strategy) = [0]> then\n set [enemy y v] to [15]\n change [jumps in a row v] by (1)\n end\n else\n if <(new strategy) = [0]> then\n set [jumps in a row v] to [0]\n end\n end\nend\nchange y by (1)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n
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Darkness.\n Welcome to my second game. I hope you \n enjoy. Please love and fave if you want more\n great games from me! Enjoy!!!\n From @-wrld\n ------------------------------------------------------------\n Reccomended age for this game is 7+\n This game is mobile friendly!
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Lucid Valley - Scrolling platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [jobii-brunch v] until done\nend\n\n@Blank\n\n@Player\n\ndefine Start The Game\nset [ded v] to []\nset [y v] to [0]\nset [x v] to [-50]\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset size to (130) %\nset [ghost v] effect to (0)\nshow\n\nif <(CHECKPOINT?) = [1]> then\n set [y v] to [396]\n set [x v] to [2618]\nelse\nend\n\nwhen flag clicked\nset [checkpoint? v] to [0]\nset [level v] to [1]\nset [timer v] to [0]\nbroadcast (Set Game v)\nbroadcast (Play Game v)\n\nwhen I receive [set game v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nforever\n broadcast (Reset v)\n broadcast (Setup v)\n Start The Game\n repeat until <(DED) > []>\n Tick\n broadcast (Tick v)\n end\n if <(DED) = [Dead]> then\n Player Die\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (left v)\n change [sx v] by (-2)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (right v)\n change [sx v] by (2)\nend\nif <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>>> then\n switch costume to (normal v)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change X By (player) (round (sx))\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(In Air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Y (player) By (sy)\nTrap Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nchange [scroll y v] by (((y) - (SCROLL Y)) / (15))\nPosition\nif <(y) < [-180]> then\n set [ded v] to [Dead]\nend\n\ndefine Change X By (player) (sx)\nchange [x v] by (sx)\nchange [in air v] by (1)\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 [other scripts in sprite 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 (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\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Y (player) 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\nchange [sy v] by (-2)\nChange Y (player) By (sy)\n\ndefine Player Die\nset [ded v] to []\n\ndefine Trap Die\nif <touching (danger v)?> then\n set [ded v] to [Dead]\nend\n\nset [scroll y v] to (y)\n\nwhen I receive [play game v]\n\nset [y v] to [0]\nset [x v] to [-50]\n\nwhen I receive [tick v]\nif <touching (you win! v)?> then\n broadcast (WIN! v)\nend\n\n@Level\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) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [set game v]\nhide\n\nwhen I receive [reset v]\ndelete this clone\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 (1 1 v)\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [720] [0]\n Clone at [720] [250]\n Clone at [720] [250]\n Clone at [720] [300]\nend\n\n@Danger\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [720] [0]\n Clone at [720] [250]\n Clone at [720] [250]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set game v]\nhide\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nClone at [360] [-200]\n\nClone at [720] [250]\n\n@Decor\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) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [set game v]\ngo to [back v] layer\nhide\n\nwhen I receive [reset v]\ndelete this clone\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 (1 1 v)\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [720] [0]\n Clone at [720] [250]\n Clone at [720] [250]\nend\n\ngo to [back v] layer\n\n@YOU WIN!\n\nwhen I receive [setup v]\ngo to [back v] layer\nset [x v] to [0]\nset [y v] to [0]\nhide\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [360] [0]\n Clone at [720] [0]\n Clone at [720] [250]\n Clone at [720] [250]\n Clone at [720] [300]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [set game v]\nhide\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nClone at [360] [-200]\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nhide\nbroadcast (WIN SCREEN v)\n\n@Win screen\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [win screen v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n go to [front v] layer\nend\nwait (3) seconds\nstop [all v]\n\n@Thumbnail!\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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✦ LUCID VALLEY ✦\n It's out!!! My first scrolling platformer! \n Please love and fave, it would really help me out!\n Maybe even follow me! Help spread word about me\n for more games like these! So I hope you enjoy \n my game! More coming out soon!\n-----------------------------------------------------------
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first Scroll platformer!【拡散希望!】
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n change [xの力 v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n change [xの力 v] by (-1)\n point in direction (-90)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n start sound [壁キック 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 (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n start sound [ジャンプ v]\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <touching (ゴール v)?> then\n broadcast (Thanks v)\n 初期位置\nend\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n start sound [Crunch v]\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nswitch costume to (コスチューム1 \(1\) v)\nforever\n point towards (mouse-pointer v)\n set rotation style [left-right v]\nend\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\nend\n\n@障害物\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [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]\nswitch costume to (none v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@ステージ\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [thanks v]\nhide\nステージ配置 [-480] [0] [10]\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 [4320] [0] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@雲\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (1) layers\nset [cloud y v] to (pick random (100) to (90))\nset [ghost v] effect to (20)\nif <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\nend\nswitch costume to ((1) + (pick random (1) to (10)))\nset y to (cloud y)\nrepeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n if <(#Biome) = [3]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\n if <(#Biome) = [4]> then\n set [ghost v] effect to (20)\n end\nend\nchange [cloud_num v] by (-1)\ndelete this clone\n\nwhen I receive [スタート v]\nhide\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\n if <(Dead) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nshow\nbroadcast (スタート v)\n\n@後ろの\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [thanks v]\nhide\nステージ配置 [-480] [0] [10]\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 [4320] [0] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@ゴール\n\nwhen flag clicked\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [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]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [thanks v]\nhide\nステージ配置 [-480] [0] [10]\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 [4320] [0] [11]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\n@スプライト1\n\nwhen flag clicked\nhide\nset size to (10) %\nset [ghost v] effect to (25)\n\nwhen I receive [thanks v]\ngo to [front v] layer\nshow\nrepeat (18)\n change size by (5)\nend\nwait (2) seconds\nrepeat (18)\n change size by (-5)\nend\nhide\n\nwhen I receive [thanks v]\nplay sound [Rip v] until done\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
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If you don't mind, I would appreciate it if you could give me a star and a heart. follow me.\nもし良ければ星とハート付けていただけると幸いです。\nさらに,フォローもいただけると幸いです。\n\nSince this is my first scroll, I would appreciate it if you could give me a good evaluation.\n初スクロールなので、良い評価を頂けると幸いです。\n\nーーEnglishーーー\nThis is the "first scroll platformer" that I made as the first scroll, even though it took two days.\nIt is a work with confidence for the first scroll.\n{Method of operation}\nThe main operation is the arrow key, but since it is also mobile compatible, you can tap the screen.\nWhen you touch the magma, you will return to the beginning.\n\nIf there are any bugs, please leave a comment in the comments section.\n\n❐ Credits\nSCROLL program\n@whitekeita\nbackground music\n@-xaf-\nsun fist\n@Coltroc\ncloud\n@kuri-pa-2\ntrees and grass\n@kurappi-\nSound effect\n@saimon0620\nplatformer logo\n@takuno\n高クオ\n-hinomaru-\nーー日本語ーーー\n2日間かかるも、初スクロールとして作成させて頂いた、「初scroll platformer」です。\n初スクロールにしては自信のある作品です。\n{操作方法}\n主な操作は矢印キーですが、モバイル対応もしていますので、画面をタップでも構いません。\nマグマに触れた際は、最初に戻ります。\n\nバグなどがあれば、コメント欄でコメントを頂けると幸いです。\n\n❐クレジット\nSCROLLプログラム\n @whitekeita様\nBGM\n@-xaf-様\n太陽拳\n@Coltroc様\n雲\n@kuri-pa-2様\n木や草\n@kurappi-様\n効果音\n@saimon0620様\nロゴ、背景\n@takuno様\n高クオ\n@-Hinomaru-\n⇓タグ\n#all\n#ALL\n#game\n#games\n#platformer \n#alawan\n©2023年10月29日
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Cyansquare || A Mobile Friendly Platformer #All #Games #Platformer #Trending #MobileFriendly
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@Stage\n\n@Sprite1\n\n@Important things//Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching color (#808080)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching color (#808080)?> then\n set y to (last value)\n set [speed y v] to [0]\n set [falling v] to [0]\n end\nend\n\nwhen I receive [play again v]\nset [gravity v] to [-1]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\n\nwhen flag clicked\nswitch costume to (player v)\nset [gravity v] to [-1]\nset [speed y v] to [0]\ngo to x: (-150) y: (55)\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(falling) < [3]> then\n set [speed y v] to [12]\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [speed x v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [speed x v] by (1.5)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n if <<touching color (#ef0000)?> or <touching color (#cf0000)?>> then\n set [gravity v] to [-1]\n set [speed y v] to [0]\n go to x: (-150) y: (55)\n end\n if <<<touching color (#922bff)?> or <touching color (#7900e6)?>> or <touching color (#6200cc)?>> then\n broadcast (next level v)\n end\n if <touching color (#fff100)?> then\n set [speed y v] to [20]\n end\n if <touching color (#0090ff)?> then\n set [speed x v] to [65]\n end\n set [player x v] to (x position)\n set [player y v] to (y position)\nend\n\n@Important things//Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nbroadcast (play again v)\n\n@More Important things//background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set y to ((player y) / (6))\n set x to ((player x) / (6))\nend\n\n@More Important things//Thumbnail\n\nwhen flag clicked\nforever\n set [thumbnail v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(thumbnail) > [0.01]> then\n go to [front v] layer\n show\n end\nend\n\nwhen flag clicked\nforever\n if <not <(thumbnail) < [0.01]>> then\n go to [front v] layer\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (0.3) seconds\nforever\n change [ghost v] effect by (25)\nend\n\n@Addons//sound\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n play sound [Dubstep v] until done\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [pitch v] effect to (0)\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set [pitch v] effect to ((-1) / ())\n set volume to (0) %\n end\nend\n\n@Addons//Like fave & follow\n\nwhen flag clicked\nforever\n hide\n wait (4) seconds\n go to x: (-165) y: (181)\n show\n glide (1) secs to x: (-165) y: (155)\n wait (1) seconds\n glide (1) secs to x: (-165) y: (181)\nend\n\n
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------------This is my platformer Cyansquare!----------\n----------Make sure to ❤️ and ⭐ if you like it!--------\n------------------------------------------------------------------- \n || || || || || || || || || How to play? || || || || || || || || || ||\n-------------------------------------------------------------------\nYou have to get to the portal at the end to go to the next level. You also have to avoid the spikes and lava. Use arrow keys, WASD, or tap to move. You can also use space to jump. Yellow are jump pads, and blue is speed boosts.\n--------------------------------------------------------------------\n || || || || || || || || || || || || || || || || || || || || || || || || || || || \n--------------------------------------------------------------------
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Platformer HACKED
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n play sound [d v] until done\nend\n\n@player\n\ndefine platformer\nswitch costume to (costume9 v)\nset rotation style [don't rotate v]\nchange [on ground v] by (-1)\nchange [-y- v] by (-1)\nchange y by (-y-)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (-y-) ) / (-y-)) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(-y-) < [4]>> then\n start sound [Jump3 v]\n set [-y- v] to [30]\n else\n set [on ground v] to [2]\n set [-y- v] to [0]\n end\nend\nset [-x- v] to ((-x-) * (0.7))\nchange x by (-x-)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (-x-) ) / (-x-)) * (-1))\n end\n set [-x- v] to [0]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [-x- v] by (-19)\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [-x- v] by (19)\n point in direction (90)\nend\nset rotation style [left-right v]\nswitch costume to (costume2 v)\nif <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to ((5) + ([floor v] of (((timer) * (40)) mod (13)) ))\nend\nif <(on ground) < [1]> then\n if <(-y-) < [0]> then\n switch costume to (costume18 v)\n else\n switch costume to (costume17 v)\n end\nend\n\nwhen I receive [play v]\nset [gameplay v] to [1]\nset up []\n\ndefine set up (number or text)\npoint in direction (90)\nif <not <(level) = [8]>> then\n go to x: (-156) y: (-132)\nelse\n go to x: (0) y: (-132)\nend\nshow\nset size to (150) %\nset [on ground v] to [0]\nset [-y- v] to [0]\nset [-x- v] to [0]\nforever\n platformer\nend\n\nif <touching (spikes v)?> then\n wait (0.1) seconds\nend\n\ndefine event\nif <touching (door v)?> then\n start sound [1up4 v]\n broadcast (win v) and wait\n go to x: (-156) y: (-132)\nend\nif <touching (spikes v)?> then\n start sound [Hit4 v]\n wait (0.1) seconds\n go to x: (-156) y: (-132)\nend\nif <touching (jumping pad v)?> then\n start sound [Jump2 v]\n set [-y- v] to [23]\nend\n\nwhen I receive [play v]\nforever\n event\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [gameplay v] to [0]\nset [costumes v] to [1]\n\nwhen I receive [favourite v]\nsay [You're my favorite too! ] for (2) seconds\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [love v]\nsay [Thanks for loving me!] for (2) seconds\nforever\n change [color v] effect by (25)\nend\n\n@level\n\nwhen I receive [next level v]\nchange [costumes v] by (1)\n\nbroadcast (play v)\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@loading scene\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\nend\nbroadcast (next level v)\nchange [level v] by (1)\nwait (2) seconds\nbroadcast (win 2 v)\n\nwhen flag clicked\nbroadcast (menu v)\nhide\n\nwhen I receive [win 2 v]\nshow\ngo to [front v] layer\npoint in direction (-90)\nrepeat (30)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [menu v]\nshow\ngo to [front v] layer\npoint in direction (-90)\nswitch costume to (costume31 v)\nwait (2) seconds\nrepeat (30)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [play 2 v]\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\nend\nbroadcast (next level v)\nwait (2) seconds\nbroadcast (win 2 v)\n\n@door\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@jumping pad\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\nswitch costume to (level)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\nswitch costume to (costume9 v)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (0.7) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\n@Sprite2\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nset [gameplay v] to [0]\nshow\nrepeat until <(gameplay) = [1]>\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Siren Whistle v]\n broadcast (play 2 v) and wait\n broadcast (play v)\n end\n else\n start sound [Crank v]\n change size by (((100) - (size)) / (4))\n end\nend\nhide\n\nwhen flag clicked\nforever\n change [play button dir v] by (1)\n point in direction ((([sin v] of ((play button dir) * (4)) ) * (6)) + (90))\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n wait (0.01) seconds\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 flag clicked\nshow\nset [ghost v] effect to (100)\n\n@😍 \n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (love v)\n end\nend\n\n@🌟 \n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n broadcast (favourite v)\n end\nend\n\n@YOUR Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#fbffe6)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\n@Sprite5\n\n
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\npart 2 hacked: https://scratch.mit.edu/projects/784876907/\nPlatformer game: https://scratch.mit.edu/projects/789599069/\nAnother platformer: https://scratch.mit.edu/projects/796018235/\n\nUpdate Log:\n 1. Took away spikes\n 2. Gave SUPER SPEED\n 3. Added intro(Credit to -Tic- )
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Winter World | Platformer 3 #games
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@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 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 if <<(Level) = [1]> and <<(Jumps) = [3]> or <(Jumps) = [6]>>> then\n set [y v v] to [0]\n else\n set [y v v] to [12]\n end\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\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nbroadcast (Start v)\n\nwhen I receive [start v]\n\nset [y v v] to [0]\n\nwhen I receive [?: closed v]\nshow\n\nwhen I receive [? v]\nhide\n\nwhen I receive [dead v]\ngo to x: (-200) y: (-65)\nclear graphic effects\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\nwhen I receive [? v]\nhide\n\nwhen I receive [?: closed v]\nshow\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 [key v]\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n change [pixelate v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [dead v]\nif <<(Level) = [3]> or <(Level) = [5]>> then\n hide\nend\n\nwhen I receive [next level v]\nshow\nclear graphic effects\nnext costume\nif <<(costume [number v]) = [3]> or <(costume [number v]) = [5]>> then\n hide\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n set [pixelate v] effect to (100)\nend\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 this sprite clicked\nbroadcast (Dead v)\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)\ngo to [front v] layer\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]) = [2]> then\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [3]>\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]) = [3]> then\n switch costume to (costume3 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [4]>\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]) = [4]> then\n switch costume to (costume8 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [5]>\n repeat (24)\n change x by (3)\n end\n repeat (24)\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 (45)\n change x by (-3)\n end\n repeat (45)\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]\nhide\nnext costume\nif <(costume [number v]) = [3]> then\n show\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]) = [5]> then\n show\n switch costume to (costume6 v)\n go to x: (0) y: (0)\n repeat until <(costume [number v]) = [6]>\n repeat (86)\n change x by (-3)\n end\n repeat (86)\n change x by (3)\n end\n end\nend\n\nwhen I receive [start v]\n\nhide\n\n@Skip\n\nwhen flag clicked\nhide\nset volume to (100) %\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\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\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@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 (20) to (30)) 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@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to x: (-195) y: (0)\nshow\nwait (0.1) seconds\nglide (0.5) secs to x: (0) y: (0)\n\nwhen I receive [next level v]\nif <(Level) = [2]> then\n hide\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [6]> then\n hide\nend\n\nwhen I receive [next level v]\nif <<(Level) = [3]> or <(Level) = [5]>> then\n switch costume to (costume2 v)\n hide\n go to x: (-195) y: (0)\n show\n wait (0.1) seconds\n glide (0.5) secs to x: (0) y: (0)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [jumps v] to [0]\nset [ghost v] effect to (100)\nswitch costume to (jump 0/3 v)\ngo to [front v] layer\nshow\nwait (0.77) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen [up arrow v] key pressed\nif <(Level) = [1]> then\n if <not <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>> then\n change [jumps v] by (1)\n next costume\n wait (1) seconds\n if <<<(Jumps) = [3]> or <(Jumps) = [6]>> and <(Level) = [1]>> then\n broadcast (3 Jumps v)\n end\n else\n change [jumps v] by (0)\n end\nend\n\nwhen I receive [dead v]\nif <(Level) = [1]> then\n switch costume to (jump 0/3 v)\n set [jumps v] to [0]\nend\nif <<(Level) = [3]> or <(Level) = [5]>> then\n switch costume to (key 0/1 v)\nend\n\nwhen [r v] key pressed\nbroadcast (Dead v)\n\nwhen I receive [start v]\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\nhide\nswitch costume to (reset v)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\nwhen I receive [3 jumps v]\nif <(Level) = [1]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [next level v]\nhide\n\nwhen I receive [next level v]\nset [jumps v] to [0]\nif <(Level) = [2]> then\n hide\nend\nif <<(Level) = [3]> or <(Level) = [5]>> then\n set [ghost v] effect to (100)\n switch costume to (key 0/1 v)\n go to [front v] layer\n show\n wait (0.77) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [key v]\nif <<(Level) = [3]> or <(Level) = [5]>> then\n next costume\nend\n\nwhen [w v] key pressed\nif <(Level) = [1]> then\n if <not <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>> then\n change [jumps v] by (1)\n next costume\n wait (1) seconds\n if <<<(Jumps) = [3]> or <(Jumps) = [6]>> and <(Level) = [1]>> then\n broadcast (3 Jumps v)\n end\n else\n change [jumps v] by (0)\n end\nend\n\nwhen flag clicked\nforever\n if <<mouse down?> and <(mouse y) > ((y position) + (20))>> then\n if <not <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>> then\n change [jumps v] by (1)\n next costume\n wait (1) seconds\n if <<<(Jumps) = [3]> or <(Jumps) = [6]>> and <(Level) = [1]>> then\n broadcast (3 Jumps v)\n end\n else\n change [jumps v] by (0)\n end\n end\nend\n\n@?\n\nwhen flag clicked\ngo to x: (-114) y: (-155)\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (? v)\nhide\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 I receive [?: closed v]\nshow\n\nwhen I receive [next level v]\nif <(Level) = [11]> then\n change x by (-50)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nwait (0.1234) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\n\nwhen I receive [? v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nwhen this sprite clicked\nbroadcast (?: CLOSED v)\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [6]> then\n hide\nend\n\nwhen I receive [start v]\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]\nif <(Level) = [3]> then\n switch costume to (costume1 v)\n repeat until <(Level) = (<(Level) = [3]> + (1))>\n if <touching (player v)?> then\n hide\n broadcast (Key v)\n end\n end\nend\n\nwhen I receive [key v]\nstart sound [Magic Spell v]\n\nwhen I receive [dead v]\nif <(Level) = [3]> then\n show\nend\nif <(Level) = [5]> then\n show\nend\n\nwhen I receive [next level v]\nif <(Level) = [5]> then\n switch costume to (costume2 v)\n repeat until <(Level) = (<(Level) = [5]> + (1))>\n if <touching (player v)?> then\n hide\n broadcast (Key v)\n end\n end\nend\n\nhide\n\nhide\n\nwhen I receive [next level v]\nif <(Level) = [3]> then\n show\nend\nif <(Level) = [5]> then\n show\nend\n\n@?2\n\nwhen flag clicked\ngo to x: (-75) y: (-155)\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nbroadcast (Dead 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 I receive [next level v]\nif <(Level) = [11]> then\n change x by (-50)\nend\n\n@Sprite6\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [3 jumps v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [dead v]\nhide\n\n
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Welcome to Winter World 3!\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- Some levels you need to get the key!!\n\nAlso watch out for moving enemies and spikes!\n\nI don't know why but can someone tell me why the 3 Jumps Max doesn't work with mobile?\n\nSUBSCRIBE\nhttps://www.youtube.com/@henrywolfe48/featured\n\nWINTER WORLD 1\nhttps://scratch.mit.edu/projects/465118577\nWINTER WORLD 2\nhttps://scratch.mit.edu/projects/782117834\n\n---------------------------CREDITS---------------------------\n\nThanks to @InfinitelyEndless for most of the platformer character code! :D\n\nNO ADVERTIZING\n\n\n\n\n\n\n#all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games
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Oddesy A Platformer strange world - #games #music #platformer remix
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\n change [whirl v] effect by (6)\n change [color v] effect by (6)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset rotation style [left-right v]\nset [jump power v] to [14]\nset [speed v] to [1.7]\nset [the level v] to [1]\nbroadcast (Next Level 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 change [x velocity v] by ((Speed) * (-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 ((Speed) * (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 [-50]\n else\n set [x velocity v] to [50]\n end\n set [y velocity v] to [50]\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 start sound [jump2 v]\n set [y velocity v] to ((Jump Power) * (1.2))\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Died v)\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <[-180] > (y position)> then\n broadcast (Died v)\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Died v)\n broadcast (Reset v)\n end\n if <touching (saws v)?> then\n broadcast (Died v)\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\ndefine Reset\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\nforever\n if <touching (spikes v)?> then\n broadcast (Message 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n next costume\n next costume\n next costume\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n change [color v] effect by (6)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n change [color v] effect by (6)\n set [pixelate v] effect to (30)\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nforever\n switch costume to (The Level)\n change [color v] effect by (6)\n set [pixelate v] effect to (8)\nend\n\n@Died\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nif <not <[Allow Death Animation] = [0]>> then\n if <not <[] = [1]>> then\n start sound [Respawn v]\n end\n if <([underwater v] of [player v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n show\n go to (player v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (2) layers\n repeat (25)\n change [ghost v] effect by ((100) / (25))\n change size by ((200) / (25))\n if <[] = [1]> then\n wait until <[] = [0]>\n end\n end\n hide\nend\n\nwhen I receive [hardpause v]\nstop [other scripts in sprite v]\nhide\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n hide\n if <(The Level) = [3]> then\n go to x: (144) y: (-125)\n show\n repeat (50)\n turn right (8) degrees\n end\n repeat (50)\n turn left (8) degrees\n end\n end\n hide\n if <(The Level) = [10]> then\n go to x: (52) y: (-5)\n show\n repeat (50)\n turn right (8) degrees\n end\n repeat (50)\n turn left (8) degrees\n end\n if <(The Level) = [11]> then\n hide\n end\n end\n hide\nend\n\n@Mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set [mute? v] to [Yes]\n set volume to (0) %\n switch costume to (music off v)\nelse\n set [mute? v] to [No]\n switch costume to (music on v)\n set volume to (10) %\nend\n\nstop all sounds\n\nwhen flag clicked\nswitch costume to (music on v)\nset [mute? v] to [No]\nswitch costume to (music on v)\nforever\n play sound [Y2Mate2 v] until done\n if <(Mute?) = [No]> then\n set volume to (10) %\n else\n set volume to (0) %\n end\nend\n\n@blossoms3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-25)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (.2) seconds\n create clone of (_myself_ v)\nend\n\n@Message 1\n\ndefine (bounce-size)\nset [bounce motion - play button v] to (((Bounce motion - Play button) * (0.8)) + (((bounce-size) - (size)) * (0.2)))\nchange size by (Bounce motion - Play button)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [message 1 v]\nstart sound [soft-pluck-notification-7-airy-friendly-pleasant-SBA-300421540 v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n[150]\nforever\n [90]\n go to [front v] layer\nend\n\nwhen I receive [hide v]\nhide\nforever\n go to [back v] layer\nend\n\nrepeat (5)\n change [ghost v] effect by (40)\nend\nhide\n\nforever\n\nforever\n\ngo to x: (36) y: (28)\nif <touching (mouse-pointer v)?> then\n [100]\nelse\n [90]\nend\n\nwhen I receive [message 1 v]\nwait (3) seconds\nrepeat (5)\n change [ghost v] effect by (40)\nend\nhide\n\n@animation\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [bird1]> then\n forever\n set size to (60) %\n go to x: (-150) y: (0)\n repeat (4)\n bird inamation\n switch costume to (bird2 v)\n bird inamation\n switch costume to (bird1 v)\n end\n repeat (6)\n bird outamation\n switch costume to (bird2 v)\n bird outamation\n switch costume to (bird1 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (2)\n end\n wait (3) seconds\n end\nend\n\ndefine motion, repeat: (n1) size: (n2)\nrepeat (n1)\n change size by (n2)\n change [ghost v] effect by (-5)\nend\n\ndefine bird inamation\nrepeat (10)\n change size by (1)\n change x by (1)\n change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n change x by (2)\n change y by (0.2)\nend\ngo to [back v] layer\n\ndefine squirel animation (direction) (move)\npoint in direction (direction)\nrepeat (5)\n change x by (move)\n change y by (1)\nend\nrepeat (5)\n change x by (move)\n change y by (-1)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [commence thee project v]\nwait (1) seconds\nswitch costume to (bird1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Commence THEE project v)\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 (player v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (player2 v)\n\nwhen flag clicked\nswitch costume to (player v)\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\nshow\nhide\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\n\nbroadcast (Play v)\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (3))\n set size to (80) %\n go to (random position v)\n set x to (-300)\n repeat (600)\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [commence thee project v]\nrepeat (10)\n switch costume to (costume1 v)\nend\nforever\n set size to (30) %\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen flag clicked\nbroadcast (Commence THEE project v)\n\n@Particles\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\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\nwhen I receive [intro over v]\n\nwhen flag clicked\nforever\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n block name\nend\n\nwhen I receive [\[part1\] end v]\n\nhide\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n change [size change v] by (5)\n change [color v] effect by (6)\n change size by ([cos v] of ((Size change) * (1)) )\nend\n\ndefine block name\ngo [backward v] (1000000000000) layers\ngo to [back v] layer\n\nwhen flag clicked\n\nwhen I receive [\[part1\] end v]\nbroadcast (\[Intro\] end v)\n\n
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pls no advertisement\nwarning this can bleed your eye\n✦✦✦✦Credits✦✦✦\n➡️@Skettycat for some art and code\n➡️@holybird3 for some code.\nvextno for the "music"\n\n#games #animations #art #music#games #animations #music #art #tutorials #stories#games #animations #music #art #tutorials #stori
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GEO A Platformer - #games #music #platformer remix
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@Stage\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset rotation style [left-right v]\nset [jump power v] to [14]\nset [speed v] to [1.7]\nset [the level v] to [1]\nbroadcast (Next Level 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 change [x velocity v] by ((Speed) * (-1))\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 (Speed)\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 start sound [jump2 v]\n set [y velocity v] to (Jump Power)\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Died v)\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <[-180] > (y position)> then\n broadcast (Died v)\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Died v)\n broadcast (Reset v)\n end\n if <touching (saws v)?> then\n broadcast (Died v)\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\ndefine Reset\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\nforever\n if <touching (spikes v)?> then\n broadcast (Message 1 v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Deco\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Died\n\nwhen flag clicked\nhide\n\nwhen I receive [died v]\nif <not <[Allow Death Animation] = [0]>> then\n if <not <[] = [1]>> then\n start sound [Respawn v]\n end\n if <([underwater v] of [player v]) = [1]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n show\n go to (player v)\n set size to (100) %\n set [ghost v] effect to (0)\n go to [front v] layer\n go [backward v] (2) layers\n repeat (25)\n change [ghost v] effect by ((100) / (25))\n change size by ((200) / (25))\n if <[] = [1]> then\n wait until <[] = [0]>\n end\n end\n hide\nend\n\nwhen I receive [hardpause v]\nstop [other scripts in sprite v]\nhide\n\n@Saws\n\nwhen flag clicked\ngo to [back v] layer\nforever\n hide\n if <(The Level) = [3]> then\n go to x: (144) y: (-125)\n show\n repeat (50)\n turn right (8) degrees\n end\n repeat (50)\n turn left (8) degrees\n end\n end\n hide\n if <(The Level) = [10]> then\n go to x: (52) y: (-5)\n show\n repeat (50)\n turn right (8) degrees\n end\n repeat (50)\n turn left (8) degrees\n end\n if <(The Level) = [11]> then\n hide\n end\n end\n hide\nend\n\n@Mute\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set [mute? v] to [Yes]\n set volume to (0) %\n switch costume to (music off v)\nelse\n set [mute? v] to [No]\n switch costume to (music on v)\n set volume to (10) %\nend\n\nstop all sounds\n\nwhen flag clicked\nswitch costume to (music on v)\nset [mute? v] to [No]\nswitch costume to (music on v)\nforever\n play sound [Y2Mate2 v] until done\n if <(Mute?) = [No]> then\n set volume to (10) %\n else\n set volume to (0) %\n end\nend\n\n@blossoms3\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-25)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n wait (.2) seconds\n create clone of (_myself_ v)\nend\n\n@Message 1\n\ndefine (bounce-size)\nset [bounce motion - play button v] to (((Bounce motion - Play button) * (0.8)) + (((bounce-size) - (size)) * (0.2)))\nchange size by (Bounce motion - Play button)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [message 1 v]\nstart sound [soft-pluck-notification-7-airy-friendly-pleasant-SBA-300421540 v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\n[150]\nforever\n [90]\n go to [front v] layer\nend\n\nwhen I receive [hide v]\nhide\nforever\n go to [back v] layer\nend\n\nrepeat (5)\n change [ghost v] effect by (40)\nend\nhide\n\nforever\n\nforever\n\ngo to x: (36) y: (28)\nif <touching (mouse-pointer v)?> then\n [100]\nelse\n [90]\nend\n\nwhen I receive [message 1 v]\nwait (3) seconds\nrepeat (5)\n change [ghost v] effect by (40)\nend\nhide\n\n@animation\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [bird1]> then\n forever\n set size to (60) %\n go to x: (-150) y: (0)\n repeat (4)\n bird inamation\n switch costume to (bird2 v)\n bird inamation\n switch costume to (bird1 v)\n end\n repeat (6)\n bird outamation\n switch costume to (bird2 v)\n bird outamation\n switch costume to (bird1 v)\n end\n repeat (20)\n change [ghost v] effect by (5)\n change x by (2)\n end\n wait (3) seconds\n end\nend\n\ndefine motion, repeat: (n1) size: (n2)\nrepeat (n1)\n change size by (n2)\n change [ghost v] effect by (-5)\nend\n\ndefine bird inamation\nrepeat (10)\n change size by (1)\n change x by (1)\n change [ghost v] effect by (-2)\nend\n\ndefine bird outamation\nrepeat (10)\n change x by (2)\n change y by (0.2)\nend\ngo to [back v] layer\n\ndefine squirel animation (direction) (move)\npoint in direction (direction)\nrepeat (5)\n change x by (move)\n change y by (1)\nend\nrepeat (5)\n change x by (move)\n change y by (-1)\nend\nwait (3) seconds\n\nwhen flag clicked\nhide\n\nwhen I receive [commence thee project v]\nwait (1) seconds\nswitch costume to (bird1 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Commence THEE project v)\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 (player v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (player2 v)\n\nwhen flag clicked\nswitch costume to (player v)\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen I receive [start! v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-2)\n end\n repeat (7)\n change y by (1)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\n\nbroadcast (Play v)\n\n@Mobile\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (3))\n set size to (80) %\n go to (random position v)\n set x to (-300)\n repeat (600)\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (30)\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo [forward v] (3) layers\n\nwhen I receive [commence thee project v]\nrepeat (10)\n switch costume to (costume1 v)\nend\nforever\n set size to (30) %\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen flag clicked\nbroadcast (Commence THEE project v)\n\n@Particles\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\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\nwhen I receive [intro over v]\n\nwhen flag clicked\nforever\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n block name\nend\n\nwhen I receive [\[part1\] end v]\n\nhide\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n change [size change v] by (5)\n change size by ([cos v] of ((Size change) * (1)) )\nend\n\ndefine block name\ngo [backward v] (1000000000000) layers\ngo to [back v] layer\n\nwhen flag clicked\n\nwhen I receive [\[part1\] end v]\nbroadcast (\[Intro\] end v)\n\n
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✦✦✦Instructions✦✦✦\n➜ Use arrows to move the cat\n➜ Don't touch spikes.\n➜ Don't fall off the platforms\n\n✦✦✦Credits✦✦✦\n➡️@invisity for some asset\n➡️@Skettycat for some art and code\n➡️@holybird3 for some code.\nvextno for the "music"\n\n#games #animations #art #music#games #animations #music #art #tutorials #stories#games #animations #music #art #tutorials #stori
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PLATFORMER
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(jjjjjjjjjj) = [5]> then\n play sound [ v] until done\n end\nend\n\nwhen I receive [sx v]\nrepeat (100)\n change volume by (-1)\nend\n\n@ \n\n@ \n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nswitch costume to ( v)\nset size to (100) %\nset [お v] to [0]\nshow\ngo to x: (-198) y: (59)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(jjjjjjjjjj) = [5]> then\n create clone of (_myself_ v)\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [x v] by (0.75)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-0.75)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching ( v)?> then\n change y by (1)\n if <touching ( v)?> then\n change y by (1)\n if <touching ( v)?> then\n change y by (1)\n if <touching ( v)?> then\n change y by (1)\n if <touching ( v)?> then\n change y by (1)\n if <touching ( v)?> then\n change y by (1)\n if <touching ( v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching ( v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> and <touching ( v)?>> then\n set [y v] to [13]\n end\n change y by (1)\n if <(x position) > [235]> then\n broadcast (NEXT v)\n go to x: (-216) y: (-19)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <<[-180] > (y position)> or <<touching ( v)?> or <touching ( v)?>>> then\n point in direction (90)\n go to x: (-211) y: (8)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (3 v)?> then\n broadcast (sx v)\n set [l v] to [1]\n set [jjjjjjjjjj v] to [0]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to ( v)\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (26)\nend\ndelete this clone\n\nwhen flag clicked\nset [jjjjjjjjjj v] to [5]\n\nwhen I receive [よる v]\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [あさ v]\nrepeat (15)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [sx v]\nrepeat (70)\n change size by (((300) - (size)) / (7))\n change x by (((0) - (x position)) / (7))\n change y by (((-110) - (y position)) / (7))\nend\n\nwhen I receive [end v]\nhide\n\n@ \n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to ( v)\nset size to (100) %\nforever\n go to x: (0) y: (0)\n set [ステージ v] to (costume [number v])\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [よる v]\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [あさ v]\nrepeat (15)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [sx v]\nrepeat (70)\n switch costume to ( 16 v)\n change size by (((200) - (size)) / (7))\n change x by (((0) - (x position)) / (7))\n change y by (((0) - (y position)) / (7))\n switch costume to ( v)\nend\n\nwhen flag clicked\nshow\nhide variable [☁ world record v]\nhide variable [time v]\nreset timer\nset [l v] to [0]\nrepeat until <(l) = [1]>\n set [time v] to (timer)\nend\nshow variable [time v]\nshow variable [☁ world record v]\nif <(time) < (☁ world record)> then\n set [☁ world record v] to (time)\nend\n\nwhen I receive [end v]\nhide\n\n@ \n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [よる v]\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [あさ v]\nrepeat (15)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [sx v]\nrepeat (70)\n switch costume to (コスチューム1 v)\n change size by (((200) - (size)) / (7))\n change x by (((0) - (x position)) / (7))\n change y by (((0) - (y position)) / (7))\n switch costume to ( v)\nend\n\nwhen I receive [end v]\nhide\n\n@ \n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (ステージ)\nend\n\nwhen I receive [よる v]\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\nwhen I receive [あさ v]\nrepeat (15)\n change [brightness v] effect by (2)\nend\n\n@ \n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [j v] to [3]\nforever\n change [whirl v] effect by ([cos v] of (j) )\n change [j v] by (3)\nend\n\nwhen flag clicked\nset [っっっっっっっっっっy v] to [6]\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n change y by ([cos v] of (っっっっっっっっっっy) )\n change [っっっっっっっっっっy v] by (10)\n wait (0.06) seconds\nend\n\n@ \n\nwhen flag clicked\nhide\nforever\n if <(jjjjjjjjjj) = [5]> then\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nset size to (pick random (2) to (11)) %\nset [ghost v] effect to (pick random (70) to (90))\nshow\ngo to x: (-236) y: (pick random (-178) to (143))\ngo to [front v] layer\nglide (pick random (2.5) to (8)) secs to x: (235) y: (pick random (181) to (-181))\ndelete this clone\n\n@ \n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\nforever\n if <(jjjjjjjjjj) = [5]> then\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\n end\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@スプライト1\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset [っっt v] to [0]\nset size to (100) %\ngo [backward v] (3) layers\nforever\n if <(jjjjjjjjjj) = [5]> then\n go to x: (187) y: (126)\n change size by ([cos v] of (っっt) )\n change [っっt v] by (5)\n end\nend\n\nwhen I receive [よる v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nswitch costume to (コスチューム2 v)\nrepeat (20)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [あさ v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nswitch costume to (コスチューム1 v)\nrepeat (20)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [end v]\nhide\n\n@ 2\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\nforever\n if <(jjjjjjjjjj) = [5]> then\n create clone of (_myself_ v)\n wait (pick random (1) to (3)) seconds\n end\nend\n\nwhen I start as a clone\nset [う v] to (pick random (1) to (2))\nforever\n turn right (う) degrees\nend\n\nwhen I start as a clone\nset size to (pick random (40) to (60)) %\nshow\ngo to x: (-236) y: (pick random (-178) to (143))\ngo to [front v] layer\nglide (pick random (2.5) to (8)) secs to x: (235) y: (pick random (181) to (-181))\ndelete this clone\n\nwhen I receive [あさ v]\nrepeat (15)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [よる v]\nrepeat (15)\n change [brightness v] effect by (-2)\nend\n\n@スプライト2\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset [、 v] to [0]\nwait (0.1) seconds\nset size to (100) %\nforever\n if <(jjjjjjjjjj) = [5]> then\n go to x: (187) y: (126)\n change size by ([cos v] of (、) )\n change [、 v] by (5)\n end\nend\n\nwhen I receive [よる v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nswitch costume to (コスチューム2 v)\nrepeat (20)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [あさ v]\nrepeat (20)\n change [brightness v] effect by (-2)\nend\nswitch costume to (コスチューム1 v)\nrepeat (20)\n change [brightness v] effect by (2)\nend\n\nwhen I receive [end v]\nhide\n\n@3\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (ステージ)\nend\n\n@スプライト3\n\nwhen I receive [sx v]\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\nend\n\nwhen I receive [sx v]\nrepeat (70)\n switch costume to (コスチューム2 v)\n change size by ((400) - (size))\n change x by (((0) - (x position)) / (7))\n change y by (((0) - (y position)) / (7))\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nset [ssdd v] to [2]\nforever\n if <(jjjjjjjjjj) = [5]> then\n wait (50) seconds\n broadcast (よる v)\n set [ssdd v] to [1]\n repeat (25)\n change [brightness v] effect by (-2)\n end\n wait (50) seconds\n broadcast (あさ v)\n set [ssdd v] to [2]\n repeat (25)\n change [brightness v] effect by (2)\n end\n end\nend\n\nwhen I receive [sx v]\nstop [other scripts in sprite v]\n\nwhen I receive [end v]\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [sx v]\nset [ghost v] effect to (100)\ngo to x: (-173) y: (142)\nwait (0.6) seconds\nshow\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [end v]\nhide\n\n@スプライト6\n\nwhen I receive [sx v]\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\nif <(ssdd) = [1]> then\n switch costume to (よる v)\nelse\n switch costume to (あさ v)\nend\ngo to x: (0) y: (-17)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\nwait (10) seconds\nbroadcast (end v)\nshow\npoint in direction (90)\nset size to (70) %\nhide variable [time v]\nhide variable [☁ world record v]\nstop all sounds\nstart sound [High Whoosh v]\nset [t v] to [10]\nset [gg v] to [42]\nrepeat (25)\n change [t v] by (-1)\n change size by (t)\n set [gg v] to ((gg) * (0.9))\n turn right (gg) degrees\nend\nhide\nbroadcast (EEEENNNNNDDDDD v)\n\nwhen flag clicked\nhide\nset size to (70) %\npoint in direction (90)\n\n@サムネ\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (100)\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n go [forward v] (11918491598175918776951876548716547156817776592874568764718654876154176548165816587115326548765481736548165348715618754817645187657154871652844174819459176581595) layers\nend\n\nwhen I receive [eeeennnnnddddd v]\nset [ghost v] effect to (0)\nset size to (0) %\nrepeat (20)\n change size by (((0.2) + (size)) * (0.2))\nend\nrepeat (40)\n change size by (((100) - (size)) / (4))\nend\nstop [all v]\n\n
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----------------------------------^-^-----------------------------------\n拡散お願いします。\nこんにちは@kan323です。\n最近作品作ってなかったので作りました。\n名前が思いつかなかったので「platformer」という名前にしました。リアルにしようと思って一個一個に時間をかけて作っていたらめちゃくちゃ時間がかかりました。\nリアルだけに時間をかけていたのでコースは全く楽しくありませんなので「コース楽しくない」という感じのコメントはめてください\n針のコスチュームとかのコスチュームとかマグマがぐにゃぐにゃなってるやつとかめちゃくちゃ頑張って作りました。どうでもいいけど夜もあるからね!\nこの世界では一日が100秒です!以上です!書くこな!\n----------------------------------^-^-----------------------------------
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[95% Self-made&Pen] Platformer
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@Stage\n\nwhen flag clicked\nset [タイマー v] to [0]\nwait (1) seconds\nset [タイマー v] to [1]\nrepeat until <(ステージ) = [30]>\n wait (0.1) seconds\n change [タイマー v] by (0.1)\nend\nset [タイマー v] to (round (タイマー))\nif <<(☁ WR) = []> and <(ターボモード?) = [0]>> then\n set [☁ wr v] to (タイマー)\nelse\n if <<(タイマー) < (☁ WR)> and <(ターボモード?) = [0]>> then\n set [☁ wr v] to (タイマー)\n end\nend\n\nset [☁ wr v] to []\n\n@主人公\n\nwhen flag clicked\nset [リスポーン v] to [0]\nhide\nbroadcast (初期設定 v)\n\nwhen I receive [すたあと v]\nforever\n if <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <(タップ右) = [1]>>> and <(緊急横移動) = [0]>> then\n if <(横移動速度) < [12]> then\n change [横移動速度 v] by (3)\n else\n if <(横移動速度) < [20]> then\n change [横移動速度 v] by (2)\n end\n end\n end\n if <<<key (left arrow v) pressed?> or <<key (a v) pressed?> or <(タップ左) = [1]>>> and <(緊急横移動) = [0]>> then\n if <[-12] < (横移動速度)> then\n change [横移動速度 v] by (-3)\n else\n if <[-20] < (横移動速度)> then\n change [横移動速度 v] by (-2)\n end\n end\n end\nend\n\nwhen I receive [すたあと v]\nforever\n if <(横移動速度) < [0]> then\n if <<not <key (right arrow v) pressed?>> or <<not <key (a v) pressed?>> or <not <(タップ右) = [1]>>>> then\n change [横移動速度 v] by (1)\n end\n end\n if <[0] < (横移動速度)> then\n if <<not <key (right arrow v) pressed?>> or <<not <key (d v) pressed?>> or <not <(タップ左) = [1]>>>> then\n change [横移動速度 v] by (-1)\n end\n end\nend\n\nwhen I receive [すたあと v]\nforever\n change x by ((横移動速度) * (0.3))\n change y by ((縦移動速度) * (0.8))\n change x by ((緊急横移動) * (0.3))\n change y by ((緊急縦移動) * (0.4))\nend\n\nwhen I receive [すたあと v]\nforever\n if <<(x position) > [239]> and <(リスポーン) = [0]>> then\n start sound [High Whoosh v]\n ペンあげる\n set x to (-200)\n set y to (-120)\n stop [other scripts in sprite v]\n broadcast (ねくすと v)\n ペンおろす\n stop [this script v]\n end\nend\n\nwhen I receive [ねくすと v]\nwait (0.5) seconds\nset [横移動速度 v] to [0]\nwait until <(更新?) = [0]>\nbroadcast (初期設定 v) and wait\nwait until <(更新?) = [2]>\nbroadcast (すたあと v)\n\ndefine プレイヤー絵画\nif <(リスポーン) = [0]> then\n set pen (transparency v) to (0)\n set pen color to (#000000)\n set pen size to (30)\n pen down\n set pen color to (#ffffff)\n set pen size to (20)\n pen down\n pen up\n if <(横移動速度) > [0]> then\n change x by (2)\n set pen color to (#000000)\n set pen size to (10)\n pen down\n pen up\n change x by (-2)\n else\n if <(横移動速度) = [0]> then\n set pen color to (#000000)\n set pen size to (10)\n pen down\n pen up\n else\n change x by (-2)\n set pen color to (#000000)\n set pen size to (10)\n pen down\n pen up\n change x by (2)\n end\n end\n replace item (1) of [座標 v] with (x position)\n replace item (2) of [座標 v] with (y position)\nend\n\ndefine ペンあげる\npen up\n\ndefine ペンおろす\npen down\n\ndefine ペン太さ (数値)\nset pen size to (30)\n\nwhen I receive [初期設定 v]\nbroadcast (分配 v)\ndelete all of [座標 v]\nrepeat (2)\n add [] to [座標 v]\nend\nif <(リスポーン) = [1]> then\n stop [other scripts in sprite v]\n set [y v] to [1]\n repeat (10)\n change [y v] by (0.1)\n プレイヤー絵画\n end\nend\nwait until <(リスポーン) = [0]>\nペンあげる\ngo to x: (-200) y: (-10)\nset pen color to (#000000)\nペン太さ [50]\nペンおろす\nペンあげる\nset [横移動速度 v] to [0]\nbroadcast (すたあと v)\nset [縦移動速度 v] to [0]\n\nwhen I receive [分配 v]\nbroadcast (雲 v)\nbroadcast (回転トゲ v)\nbroadcast (スイッチ v)\nbroadcast (地面 v)\nbroadcast (動く地面 v)\nbroadcast (バネ v)\nbroadcast (sinハンマー v)\nbroadcast (障害物 v)\nbroadcast (トゲ横移動 v)\nbroadcast (cave v)\n\nwhen I receive [すたあと v]\nforever\n プレイヤー絵画\nend\n\nwhen I receive [すたあと v]\nset [タップジャンプ v] to [0]\nset [タップ左 v] to [0]\nset [タップ右 v] to [0]\nforever\n if <<mouse down?> and <(mouse x) > [0]>> then\n set [タップ右 v] to [1]\n end\n if <<mouse down?> and <[0] > (mouse x)>> then\n set [タップ左 v] to [1]\n end\n if <<mouse down?> and <(mouse y) > [0]>> then\n set [タップジャンプ v] to [1]\n end\n if <not <<mouse down?> and <(mouse x) > [0]>>> then\n set [タップ右 v] to [0]\n end\n if <not <<mouse down?> and <[0] > (mouse x)>>> then\n set [タップ左 v] to [0]\n end\n if <not <<mouse down?> and <(mouse y) > [0]>>> then\n set [タップジャンプ v] to [0]\n end\nend\n\n@背後霊w\n\nwhen flag clicked\nset [緊急横移動 v] to [0]\nset [緊急縦移動 v] to [0]\nswitch costume to (正面 v)\nshow\nset size to (50) %\nset [ghost v] effect to (100)\n\nwhen I receive [すたあと v]\nforever\n switch costume to (正面 v)\n go to x: (item (1) of [座標 v]) y: (item (2) of [座標 v])\n if <<(item (3) of [座標 v]) > [2]> and <[7] > (item (3) of [座標 v])>> then\n switch costume to (下正面 v)\n end\nend\n\nwhen I receive [すたあと v]\nforever\n 判定\nend\n\ndefine 判定\nif <<color (#a7ff66) is touching (#a85000)?> or <color (#00ff5d) is touching (#a7ff66)?>> then\n set [横移動速度 v] to [0]\n set [緊急横移動 v] to [-10]\n if <<<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> or <<<key (d v) pressed?> and <key (w v) pressed?>> or <<(タップジャンプ) = [1]> and <(タップ右) = [1]>>>> then\n set [緊急横移動 v] to [-15]\n set [緊急縦移動 v] to [50]\n start sound [Zoop v]\n end\nelse\n if <[0] < (緊急縦移動)> then\n change [緊急縦移動 v] by (-5)\n end\n if <(緊急横移動) < [0]> then\n change [緊急横移動 v] by (5)\n end\nend\nif <<color (#678cbf) is touching (#a85000)?> or <color (#678cbf) is touching (#a7ff66)?>> then\n set [横移動速度 v] to [0]\n set [緊急横移動 v] to [10]\n if <<<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> or <<<key (a v) pressed?> and <key (w v) pressed?>> or <<(タップ左) = [1]> and <(タップジャンプ) = [1]>>>> then\n set [緊急横移動 v] to [-15]\n set [緊急縦移動 v] to [50]\n start sound [Zoop v]\n end\nelse\n if <[0] < (緊急縦移動)> then\n change [緊急縦移動 v] by (-5)\n end\n if <[0] < (緊急横移動)> then\n change [緊急横移動 v] by (-10)\n end\nend\nif <color (#9966ff) is touching (#faff08)?> then\n if <[-31] < (横移動速度)> then\n change [横移動速度 v] by (-3)\n set [特例措置中? v] to [-1]\n end\nend\nif <color (#9966ff) is touching (#08cdff)?> then\n if <(横移動速度) < [31]> then\n change [横移動速度 v] by (3)\n set [特例措置中? v] to [1]\n end\nend\n\nwhen I receive [すたあと v]\nset [特例措置中? v] to [0]\nchange [縦移動速度 v] by (-5)\nrepeat until <<<<touching color (#00ff5d)?> or <touching color (#a85000)?>> or <<touching color (#faff08)?> or <touching color (#08cdff)?>>> or <<touching color (#00b241)?> or <<touching color (#763800)?> or <<touching color (#56504d)?> or >>>>\n set [縦移動速度 v] to [-15]\nend\nset [縦移動速度 v] to [0]\nbroadcast (かいし v)\nforever\n if <[-1] < (縦移動速度)> then\n wait until <<<not <key (up arrow v) pressed?>> and <<not <key (w v) pressed?>> and <not <(タップジャンプ) = [1]>>>> or <[9] < (縦移動速度)>>\n repeat until <<<<touching color (#00ff5d)?> or <touching color (#a85000)?>> or <<touching color (#faff08)?> or <touching color (#08cdff)?>>> or <<touching color (#00b241)?> or <<touching color (#763800)?> or <<touching color (#56504d)?> or >>>>\n change [縦移動速度 v] by (-1)\n if <<not <(特例措置中?) = [0]>> and <[30] > ([abs v] of (横移動速度) )>> then\n change [横移動速度 v] by ((特例措置中?) * (2))\n end\n end\n set [縦移動速度 v] to [0]\n end\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\nwhen I receive [かいし v]\nwait until <<<color (#9966ff) is touching (#00ff5d)?> or <color (#9966ff) is touching (#a85000)?>> or <<color (#9966ff) is touching (#faff08)?> or <<color (#9966ff) is touching (#08cdff)?> or <<color (#9966ff) is touching (#00b241)?> or <<color (#9966ff) is touching (#00b241)?> or >>>>>\nforever\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(タップジャンプ) = [1]>>> and <<not <touching color (#ff9400)?>> or <not <touching color (#ff9400)?>>>> then\n repeat until <<<<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>> and <not <(タップジャンプ) = [1]>>> or <(縦移動速度) > [11]>>\n change [縦移動速度 v] by (5)\n end\n wait until <<(縦移動速度) > [-1]> and <<<color (#9966ff) is touching (#00ff5d)?> or <color (#9966ff) is touching (#a85000)?>> or <<color (#9966ff) is touching (#faff08)?> or <<color (#9966ff) is touching (#08cdff)?> or <<color (#9966ff) is touching (#00b241)?> or <<color (#9966ff) is touching (#00b241)?> or >>>>>>\n set [特例措置中? v] to [0]\n end\nend\n\nwhen I receive [すたあと v]\nset [リスポーン v] to [0]\nwait (0.3) seconds\nforever\n if <<<touching color (#ff0000)?> or <<touching color (#b20000)?> or >> or <(item (2) of [座標 v]) < [-179]>> then\n set [リスポーン v] to [1]\n start sound [Crunch v]\n broadcast (初期設定 v)\n wait (0.5) seconds\n set [リスポーン v] to [0]\n end\nend\n\nwhen I receive [かいし v]\nforever\n if then\n バネ特殊判定\n end\nend\n\nwhen I receive [かいし v]\nforever\n if then\n repeat (4)\n set [バネ v] to (pick random (1) to (15))\n wait (0.01) seconds\n end\n end\n set [バネ v] to [0]\nend\n\ndefine バネ特殊判定\nstart sound [Siren Whistle v]\nset [縦移動速度 v] to [22]\nwait (0.1) seconds\nwait until <<(縦移動速度) > [-1]> and <<<color (#9966ff) is touching (#00ff5d)?> or <color (#9966ff) is touching (#a85000)?>> or <<color (#9966ff) is touching (#faff08)?> or <<color (#9966ff) is touching (#08cdff)?> or <<color (#9966ff) is touching (#00b241)?> or <<color (#9966ff) is touching (#00b241)?> or <<color (#9966ff) is touching (#56504d)?> or >>>>>>>\nset [特例措置中? v] to [0]\n\nwhen I receive [かいし v]\nset [スイッチ押された? v] to [0]\nforever\n if <touching color (#ff7f7f)?> then\n start sound [Machine v]\n set [スイッチ押された? v] to [1]\n end\n if <touching color (#4bff00)?> then\n start sound [Machine v]\n set [スイッチ押された? v] to [2]\n end\nend\n\nwhen I receive [すたあと v]\nforever\n if <<(縦移動速度) > [-1]> and <<<color (#9966ff) is touching (#00ff5d)?> or <color (#9966ff) is touching (#a85000)?>> or <<color (#9966ff) is touching (#faff08)?> or <<color (#9966ff) is touching (#08cdff)?> or <<color (#9966ff) is touching (#00b241)?> or <<color (#9966ff) is touching (#00b241)?> or >>>>>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(タップジャンプ) = [1]>>> then\n play sound [Jump v] until done\n end\n end\nend\n\nwhen I receive [かいし v]\nset [スイッチ押された? v] to [0]\nforever\n if <color (#a7ff66) is touching (#00ff5d)?> then\n change [横移動速度 v] by (-5)\n end\n if <color (#678cbf) is touching (#00ff5d)?> then\n change [横移動速度 v] by (5)\n end\nend\n\n@地面\n\ndefine 地面絵画\nif <(ステージ) = [1]> then\n かく2 [-220] [-120] to [220] [-120] [50]\n かく [-220] [-150] to [220] [-150] [50]\nend\nif <(ステージ) = [2]> then\n かく2 [-220] [-120] to [-30] [-120] [40]\n かく [-220] [-150] to [0] [-150] [50]\n かく [0] [-150] to [0] [60] [50]\n かく [0] [60] to [220] [60] [50]\n 塗りつぶし [5] [10] [220] [-180] [-220] [180] []\n ペンで落とす [220] [110] [-70]\n かく2 [-10] [70] to [230] [70] [30]\nend\nif <(ステージ) = [3]> then\n かく2 [-230] [-150] to [230] [-150] [30]\n かく [-230] [-180] to [230] [-180] [50]\nend\nif <(ステージ) = [4]> then\n かく2 [-230] [-150] to [230] [-150] [30]\n かく [-230] [-180] to [230] [-180] [50]\nend\nif <(ステージ) = [5]> then\n かく2 [-250] [-120] to [-220] [-120] [15]\n かく2 [-230] [-150] to [230] [-150] [30]\n かく [-230] [-180] to [230] [-180] [50]\n コンベア左 [-230] [-150] to [-20] [-150]\n コンベア右 [20] [-150] to [230] [-150]\nend\nif <(ステージ) = [6]> then\n かく2 [-80] [-50] to [230] [-150] [30]\n かく2 [-230] [-50] to [-80] [-50] [30]\n かく [-80] [-80] to [230] [-180] [50]\n かく [-230] [-80] to [-80] [-80] [50]\nend\nif <(ステージ) = [7]> then\n かく [-230] [-180] to [230] [-180] [50]\n コンベア右 [-230] [-150] to [-130] [-150]\n かく2 [80] [-150] to [230] [-150] [30]\nend\nif <(ステージ) = [8]> then\n かく2 [10] [-150] to [150] [-150] [30]\n かく2 [-250] [-120] to [-220] [-120] [15]\n コンベア左 [-230] [-150] to [-100] [-150]\n かく [-60] [-180] to [230] [-180] [50]\nend\nif <(ステージ) = [9]> then\n かく2 [250] [110] to [225] [110] [60]\n コンベア右 [-220] [-150] to [-120] [-150]\n かく [220] [-180] to [220] [100] [50]\nend\nif <(ステージ) = [10]> then\n かく2 [-230] [-150] to [230] [-150] [30]\n かく [-230] [-180] to [230] [-180] [50]\nend\nif <(ステージ) = [11]> then\n かく2 [-230] [-150] to [230] [-150] [30]\n かく [-230] [-180] to [230] [-180] [50]\nend\nif <(ステージ) = [12]> then\n かく2 [-230] [-150] to [230] [-150] [50]\n かく2 [-230] [-30] to [-160] [-30] [40]\n かく [-230] [-180] to [230] [-180] [50]\n ペンで落とす [40] [-170] [-120]\n 塗りつぶし [-230] [-140] [60] [80] [-60] [-100] []\nend\nif <(ステージ) = [13]> then\n かく2 [-230] [-150] to [230] [-150] [30]\n かく [-230] [-180] to [230] [-180] [50]\n かく [-230] [80] to [230] [80] [100]\nend\nif <(ステージ) = [14]> then\n cave地面 [-300] [-150] to [300] [-150] [50]\nend\nif <(ステージ) = [15]> then\n cave地面 [-300] [-150] to [300] [-150] [50]\n cave地面 [-300] [130] to [300] [130] [100]\nend\nif <(ステージ) = [16]> then\n cave地面 [-300] [-150] to [300] [-150] [50]\n cave地面 [-300] [130] to [300] [130] [100]\nend\nif <(ステージ) = [17]> then\n cave地面 [-300] [-150] to [300] [-150] [50]\nend\nif <(ステージ) = [18]> then\n cave地面 [-300] [-150] to [300] [-150] [50]\n cave地面 [0] [-50] to [-80] [-50] [20]\n cave地面 [-230] [-120] to [-80] [-120] [30]\nend\nif <(ステージ) = [19]> then\n cave地面 [-300] [-150] to [300] [-150] [50]\nend\nif <(ステージ) = [20]> then\n かく2 [-230] [-160] to [230] [-160] [40]\n かく [-230] [-180] to [230] [-180] [50]\n 塗りつぶし [-230] [160] [280] [-50] [-280] [40] []\nend\nif <(ステージ) = [21]> then\n かく2 [-230] [-160] to [230] [-160] [40]\n かく [-230] [-180] to [230] [-180] [50]\nend\nif <(ステージ) = [22]> then\n かく2 [-230] [-160] to [230] [-160] [40]\n かく [-230] [-180] to [230] [-180] [50]\n 塗りつぶし [-230] [80] [460] [80] [-460] [-80] []\n かく [-230] [140] to [230] [140] [100]\nend\nif <(ステージ) = [23]> then\n かく2 [-230] [-160] to [230] [-160] [40]\n かく [-230] [-180] to [230] [-180] [50]\n かく [-150] [-40] to [150] [-40] [20]\n かく [-150] [-40] to [-150] [50] [20]\n かく [-150] [50] to [-230] [50] [20]\n かく [-150] [120] to [230] [120] [20]\nend\nif <(ステージ) = [24]> then\n かく2 [-230] [-160] to [-200] [-160] [50]\n かく [-230] [-180] to [-200] [-180] [50]\n かく2 [-10] [-50] to [-70] [-50] [30]\n 塗りつぶし [-70] [-70] [60] [-100] [-60] [100] [30]\n ペンで落とす [50] [-40] [-100]\n ペンで落とす [50] [-40] [-140]\n かく2 [110] [30] to [170] [30] [30]\n 塗りつぶし [110] [10] [60] [-200] [-60] [190] [30]\n ペンで落とす [70] [140] [-20]\n ペンで落とす [80] [140] [-80]\n ペンで落とす [80] [140] [-150]\nend\nif <(ステージ) = [25]> then\n かく2 [-230] [-160] to [-200] [-160] [50]\n かく [-230] [-180] to [-200] [-180] [50]\n かく2 [-10] [-50] to [-70] [-50] [30]\n 塗りつぶし [-70] [-70] [60] [-100] [-60] [100] [30]\n ペンで落とす [50] [-40] [-100]\n ペンで落とす [50] [-40] [-140]\n かく2 [110] [30] to [170] [30] [30]\n 塗りつぶし [110] [10] [60] [-200] [-60] [190] [30]\n ペンで落とす [70] [140] [-20]\n ペンで落とす [80] [140] [-80]\n ペンで落とす [80] [140] [-150]\nend\nif <(ステージ) = [26]> then\n かく2 [-230] [-140] to [230] [-140] [50]\n かく [-230] [-160] to [230] [-160] [50]\n かく [-230] [60] to [50] [60] [20]\n 塗りつぶし [230] [180] [-50] [-140] [50] [140] [50]\nend\nif <(ステージ) = [27]> then\n かく2 [-230] [-140] to [230] [-140] [50]\n かく [-230] [-160] to [230] [-160] [50]\n かく [-230] [60] to [-150] [60] [20]\n 塗りつぶし [150] [300] [-80] [-100] [200] [140] [80]\n ペンで落とす [200] [180] [140]\nend\nif <(ステージ) = [28]> then\n かく2 [-230] [-140] to [230] [-140] [50]\n かく [-230] [-160] to [230] [-160] [50]\n かく [-150] [60] to [-60] [60] [20]\n かく2 [0] [-20] to [20] [-20] [20]\nend\nif <(ステージ) = [29]> then\n かく2 [-230] [-140] to [230] [-140] [50]\n かく [-230] [-160] to [230] [-160] [50]\nend\nif <(ステージ) = [30]> then\n かく2 [-230] [-140] to [230] [-140] [50]\n かく [-230] [-160] to [230] [-160] [50]\nend\n\nwhen I receive [地面 v]\nforever\n 地面絵画\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\ndefine かく (ax) (ay) to (bx) (by) (太さ)\npen up\nset pen color to (#a95100)\nset pen size to (太さ)\ngo to x: (ax) y: (ay)\npen down\ngo to x: (bx) y: (by)\npen up\n\ndefine かく2 (ax) (ay) to (bx) (by) (太さ)\nset pen color to (#00ff5d)\nset pen size to (太さ)\ngo to x: (ax) y: (ay)\npen down\ngo to x: (bx) y: (by)\npen up\npen up\n\ndefine 塗りつぶし (x) (y) (1x) (1y) (2x) (2y) (太さ)\nset pen color to (#a95100)\nif <(太さ) = []> then\n set pen size to (60)\nelse\n set pen size to (太さ)\nend\ngo to x: (x) y: (y)\npen down\nchange x by (1x)\nchange y by (1y)\nchange x by (2x)\nchange y by (2y)\npen up\n\ndefine ペンで落とす (太さ) (x) (y)\ngo to x: (x) y: (y)\nset pen size to (太さ)\npen down\npen up\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nset [トゲ横移動 v] to [0]\n\ndefine コンベア左 (x) (y) to (2x) (2y)\nif <(コンベア) < ([abs v] of ((x) - (2x)) )> then\n change [コンベア v] by (5)\nelse\n set [コンベア v] to [0]\nend\npen up\nset pen color to (#f9ff00)\ngo to x: (x) y: (y)\nset pen size to (50)\npen down\ngo to x: (2x) y: (2y)\npen up\npen up\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: ((2x) - (コンベア)) y: (((y) + (2y)) / (2))\npen down\npoint in direction (180)\nmove (10) steps\npoint in direction (-60)\nmove (10) steps\npoint in direction (60)\nmove (10) steps\npen up\nif <(x) < (((x) + (コンベア)) - (([abs v] of ((x) - (2x)) ) / (-3)))> then\n go to x: (((2x) - (コンベア)) - (([abs v] of ((x) - (2x)) ) / (-3))) y: (((y) + (2y)) / (2))\n pen down\n point in direction (180)\n move (10) steps\n point in direction (-60)\n move (10) steps\n point in direction (60)\n move (10) steps\nend\npen up\nif <(x) < (((x) + (コンベア)) - (([abs v] of ((x) - (2x)) ) / (-6)))> then\n go to x: (((2x) - (コンベア)) - (([abs v] of ((x) - (2x)) ) / (-6))) y: (((y) + (2y)) / (2))\n pen down\n point in direction (180)\n move (10) steps\n point in direction (-60)\n move (10) steps\n point in direction (60)\n move (10) steps\nend\npen up\n\ndefine コンベア右 (x) (y) to (2x) (2y)\nif <(コンベア) < ([abs v] of ((x) - (2x)) )> then\n change [コンベア v] by (5)\nelse\n set [コンベア v] to [0]\nend\npen up\nset pen color to (#08cdff)\ngo to x: (x) y: (y)\nset pen size to (50)\npen down\ngo to x: (2x) y: (2y)\npen up\nset pen color to (#ffffff)\nset pen size to (10)\ngo to x: ((x) + (コンベア)) y: (((y) + (2y)) / (2))\npen down\npoint in direction (180)\nmove (10) steps\npoint in direction (60)\nmove (10) steps\npoint in direction (-60)\nmove (10) steps\npen up\nif <(x) < (((x) + (コンベア)) - (([abs v] of ((x) - (2x)) ) / (3)))> then\n go to x: (((x) + (コンベア)) - (([abs v] of ((x) - (2x)) ) / (3))) y: (((y) + (2y)) / (2))\n pen down\n point in direction (180)\n move (10) steps\n point in direction (60)\n move (10) steps\n point in direction (-60)\n move (10) steps\nend\npen up\nif <(x) < (((x) + (コンベア)) - (([abs v] of ((x) - (2x)) ) / (6)))> then\n go to x: (((x) + (コンベア)) - (([abs v] of ((x) - (2x)) ) / (6))) y: (((y) + (2y)) / (2))\n pen down\n point in direction (180)\n move (10) steps\n point in direction (60)\n move (10) steps\n point in direction (-60)\n move (10) steps\nend\npen up\n\ndefine cave地面 (ax) (ay) to (bx) (by) (太さ)\nset pen color to (#ff6b00)\nset pen size to (太さ)\ngo to x: (ax) y: (ay)\npen down\ngo to x: (bx) y: (by)\npen up\n\n@ねくすと\n\nwhen I receive [ねくすと v]\nset [大きさ v] to [0]\nset [x v] to [0]\nset [更新? v] to [1]\npen up\nset pen (color v) to (70)\nset pen size to (7)\nset pen color to (#2a00ff)\ngo to x: (-240) y: (-180)\nrepeat (40)\n 上がってくる\n change [x v] by (3)\nend\nrepeat (80)\n erase all\n 背景作成\n next\n change [大きさ v] by (1)\nend\nwait (1) seconds\nchange [ステージ v] by (1)\nset [更新? v] to [0]\nerase all\n\ndefine 上がってくる\nset pen (brightness v) to ((100) - (x))\npen down\nchange x by (480)\nchange y by (5)\nchange x by (-480)\nchange y by (5)\npen up\n\nwhen flag clicked\nset [更新? v] to [0]\n\ndefine next\npoint in direction (90)\npen up\ngo to x: (-100) y: (0)\nset pen color to (#ffffff)\nset pen size to ((大きさ) / (10))\ngo to x: (join [-] ((大きさ) * (1.5))) y: (join [-] (大きさ))\npen down\nchange y by (大きさ)\npoint in direction (135)\nmove (大きさ) steps\npoint in direction (90)\nchange y by (大きさ)\npen up\ngo to x: (join [-] ((大きさ) * (0.45))) y: (join [-] ((大きさ) * (0.4)))\npen down\npoint in direction (90)\nmove ((大きさ) / (2)) steps\npoint in direction (0)\nrepeat (100)\n move ((0.5) * ((大きさ) / (30))) steps\n turn right (-3) degrees\nend\npen up\ngo to x: ((大きさ) * (0.3)) y: (0)\npen down\npoint in direction (150)\nmove (大きさ) steps\npen up\npoint in direction (3)\nmove (大きさ) steps\npen down\npoint in direction (-150)\nmove (大きさ) steps\npen up\ngo to x: (大きさ) y: (0)\npen down\npoint in direction (90)\nmove ((大きさ) / (2)) steps\npen up\nmove ((0) - ((大きさ) / (4))) steps\npen down\nchange y by (((5) * (大きさ)) / (12))\npoint in direction (180)\nmove ((大きさ) * (1.3)) steps\npen up\nset [更新? v] to [2]\n\ndefine 背景作成\nset pen (color v) to (70)\nset pen size to (9)\nset pen color to (#2a00ff)\npen down\ngo to x: (-240) y: (-180)\nrepeat (40)\n change pen (brightness v) by (-3.5)\n change x by (480)\n change y by (8)\n change x by (-480)\n change y by (8)\nend\n\n@地面_move\n\nwhen I receive [動く地面 v]\nwait (0.2) seconds\nforever\n if <(ステージ) = [3]> then\n 動く地面 [180] [-70] [50] [0.5] [0]\n 動く地面-2 [40] [-30] [50] [-0.5]\n 動く地面-3 [130] [50]\n end\n if <(ステージ) = [10]> then\n 動く地面 [150] [-70] [50] [2] [0]\n 動く地面-2 [-150] [-70] [50] [-3]\n end\n if <(ステージ) = [12]> then\n 動く地面 [-180] [-50] [100] [-6.5] [0]\n end\n if <(ステージ) = [17]> then\n 動く地面 [30] [-50] [150] [ -2] [1]\n end\n if <(ステージ) = [18]> then\n 動く地面 [-170] [-50] [100] [-1.5] [1]\n end\nend\n\ndefine 動く地面 (x) (y) (size) (スピード) (in cave?)\npen up\nif <(in cave?) = [0]> then\n set pen color to (#00ff5d)\nelse\n set pen color to (#ff6b00)\nend\nset pen size to (10)\ngo to x: (((トゲ横移動) * (スピード)) - (x)) y: (y)\npen down\nchange x by (size)\n\nwhen I receive [動く地面 v]\nset [トゲ横移動 v] to [0]\nwait (0.5) seconds\nforever\n repeat (50)\n change [トゲ横移動 v] by (1)\n end\n repeat (50)\n change [トゲ横移動 v] by (-1)\n end\nend\n\nwhen flag clicked\nerase all\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\ndefine 動く地面-2 (x) (y) (size) (スピード)\npen up\nset pen color to (#00ff5d)\nset pen size to (10)\ngo to x: (((トゲ横移動) * (スピード)) - (x)) y: (y)\npen down\nchange x by (size)\n\ndefine 動く地面-3 (x) (y)\npen up\nset pen color to (#00ff5d)\nset pen size to (10)\ngo to x: (x) y: (y)\npen down\nchange x by ((トゲ横移動) * (-1))\nchange x by ((トゲ横移動) * (2))\n\n@回転トゲ\n\ndefine 回るトゲ (x) (y) (トゲの長さ)\nif <(ステージ) = [4]> then\n if <[-360] < (回転トゲむき)> then\n change [回転トゲむき v] by (-4)\n else\n set [回転トゲむき v] to [0]\n end\nend\nif <(ステージ) = [12]> then\n if <[-360] < (回転トゲむき)> then\n change [回転トゲむき v] by (4)\n else\n set [回転トゲむき v] to [0]\n end\nend\nif <(ステージ) = [14]> then\n if <[-360] < (回転トゲむき)> then\n change [回転トゲむき v] by (-3)\n else\n set [回転トゲむき v] to [0]\n end\nend\nif <(ステージ) = [19]> then\n if <[-360] < (回転トゲむき)> then\n change [回転トゲむき v] by (-4)\n else\n set [回転トゲむき v] to [0]\n end\nend\nif <(ステージ) = [29]> then\n if <[-360] < (回転トゲむき)> then\n change [回転トゲむき v] by (-5)\n else\n set [回転トゲむき v] to [0]\n end\nend\ngo to x: (x) y: (y)\npoint in direction (回転トゲむき)\nmove (30) steps\npen down\nset pen size to (5)\nset pen color to (#ff0000)\npoint in direction ((-90) + (回転トゲむき))\nmove ((トゲの長さ) / (2)) steps\npoint in direction ((15) + (回転トゲむき))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((165) + (回転トゲむき))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((-90) + (回転トゲむき))\nmove ((トゲの長さ) / (2)) steps\npen up\npoint in direction ((回転トゲむき) + (180))\nmove (60) steps\npen down\npoint in direction ((-90) + ((回転トゲむき) + (180)))\nmove ((トゲの長さ) / (2)) steps\npoint in direction ((15) + ((回転トゲむき) + (180)))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((165) + ((回転トゲむき) + (180)))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((-90) + ((回転トゲむき) + (180)))\nmove ((トゲの長さ) / (2)) steps\npen up\npoint in direction ((回転トゲむき) + (0))\nmove (30) steps\npoint in direction ((回転トゲむき) + (90))\nmove (30) steps\npen down\npoint in direction ((-90) + ((回転トゲむき) + (90)))\nmove ((トゲの長さ) / (2)) steps\npoint in direction ((15) + ((回転トゲむき) + (90)))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((165) + ((回転トゲむき) + (90)))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((-90) + ((回転トゲむき) + (90)))\nmove ((トゲの長さ) / (2)) steps\npen up\npoint in direction ((回転トゲむき) + (90))\nmove (30) steps\npoint in direction ((回転トゲむき) + (270))\nmove (90) steps\npen down\npoint in direction ((-90) + ((回転トゲむき) + (270)))\nmove ((トゲの長さ) / (2)) steps\npoint in direction ((15) + ((回転トゲむき) + (270)))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((165) + ((回転トゲむき) + (270)))\nmove ((トゲの長さ) / (0.5)) steps\npoint in direction ((-90) + ((回転トゲむき) + (270)))\nmove ((トゲの長さ) / (2)) steps\npen up\n\nwhen I receive [回転トゲ v]\nset [回転トゲむき v] to [0]\nforever\n if <(ステージ) = [4]> then\n 回るトゲ [100] [-30] [30]\n end\n if <(ステージ) = [12]> then\n 回るトゲ [80] [-90] [30]\n end\n if <(ステージ) = [14]> then\n 回るトゲ [100] [-40] [30]\n end\n if <(ステージ) = [19]> then\n 回るトゲ [100] [-40] [30]\n end\n if <(ステージ) = [29]> then\n 回るトゲ [100] [-20] [30]\n end\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\n@バネ\n\nwhen I receive [バネ v]\nforever\n if <(ステージ) = [11]> then\n バネ [-130] [-130]\n バネ [100] [-130]\n end\n if <(ステージ) = [22]> then\n バネ [-130] [-140]\n バネ [0] [-140]\n バネ [100] [-140]\n バネ [200] [-140]\n バネ [-260] [-140]\n end\n if <(ステージ) = [23]> then\n バネ [180] [-140]\n end\n if <(ステージ) = [26]> then\n バネ [120] [-110]\n end\nend\n\ndefine バネ (x) (y)\nset pen size to (7)\ngo to x: ((x) + (25)) y: ((y) + (3))\nset pen color to (#797979)\npen down\nif <<((item (1) of [座標 v]) - (50)) < (x)> and <(x) < ((item (1) of [座標 v]) - (-55))>> then\n go to x: ((x) + (5)) y: ((y) + ((30) - (バネ)))\nelse\n go to x: ((x) + (5)) y: ((y) + (30))\nend\npen up\nset x to ((x) + (25))\npen down\ngo to x: ((x) + (5)) y: ((y) + (3))\npen up\nset pen color to (#ffbb00)\ngo to x: (x) y: (y)\npen down\nset x to ((x) + (30))\npen up\nif <<((item (1) of [座標 v]) - (50)) < (x)> and <(x) < ((item (1) of [座標 v]) - (-60))>> then\n go to x: (x) y: ((y) + ((35) - (バネ)))\n pen down\n go to x: ((x) + (30)) y: ((y) + ((35) - (バネ)))\n pen up\nelse\n go to x: (x) y: ((y) + (35))\n pen down\n go to x: ((x) + (30)) y: ((y) + (35))\n pen up\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\nset [☁ wr v] to [0]\n\n@障害物\n\ndefine とげ (x) (y) (大きさ) (傾き)\nset pen size to (5)\npen up\ngo to x: (x) y: (y)\npen down\npoint in direction ((-90) + (傾き))\nmove ((大きさ) / (2)) steps\npoint in direction ((15) + (傾き))\nmove ((大きさ) / (0.5)) steps\npoint in direction ((165) + (傾き))\nmove ((大きさ) / (0.5)) steps\npoint in direction ((-90) + (傾き))\nmove ((大きさ) / (2)) steps\npen up\n\ndefine 赤い障害物 (x) (y) to (2x) (2y) (太さ)\nset pen size to (太さ)\ngo to x: (x) y: (y)\nset pen color to (#ff0000)\npen down\ngo to x: (2x) y: (2y)\npen up\n\nwhen I receive [障害物 v]\nforever\n if <(ステージ) = [3]> then\n 赤い障害物 [230] [-180] to [230] [120] [20]\n end\n if <(ステージ) = [4]> then\n とげ [-100] [-135] [35] []\n とげ [235] [-135] [15] []\n end\n if <(ステージ) = [5]> then\n とげ [-120] [-123] [25] []\n とげ [0] [-123] [25] []\n とげ [140] [-123] [30] []\n とげ [230] [-123] [5] []\n end\n if <(ステージ) = [6]> then\n とげ [220] [-130] [50] []\n とげ [60] [-80] [50] [20]\n end\n if <(ステージ) = [7]> then\n 赤い障害物 [100] [-150] to [-90] [-150] [50]\n とげ [-60] [-150] [40] []\n とげ [-30] [-150] [45] []\n とげ [0] [-150] [50] []\n とげ [30] [-150] [50] []\n とげ [60] [-150] [45] []\n end\n if <(ステージ) = [8]> then\n とげ [-65] [-150] [25] []\n とげ [-30] [-150] [25] []\n とげ [180] [-150] [30] []\n とげ [-30] [190] [75] [180]\n end\n if <(ステージ) = [10]> then\n とげ [-65] [-135] [70] []\n とげ [105] [-135] [70] []\n end\n if <(ステージ) = [11]> then\n とげ [-20] [-135] [70] []\n 赤い障害物 [230] [-180] to [230] [30] [30]\n end\n if <(ステージ) = [12]> then\n 赤い障害物 [-120] [-145] to [230] [-145] [50]\n end\n if <(ステージ) = [13]> then\n 赤い障害物 [0] [5] to [230] [5] [50]\n 赤い障害物 [230] [5] to [230] [-60] [50]\n end\n if <(ステージ) = [14]> then\n とげ [-80] [-125] [30] [0]\n とげ [230] [-125] [10] [0]\n end\n if <(ステージ) = [15]> then\n とげ [-110] [-125] [40] [0]\n とげ [-40] [90] [40] [180]\n とげ [120] [90] [40] [180]\n とげ [230] [-125] [20] [0]\n とげ [200] [80] [30] [180]\n end\n if <(ステージ) = [16]> then\n 赤い障害物 [-140] [-145] to [-30] [-145] [50]\n とげ [-80] [-145] [30] []\n とげ [200] [120] [80] [180]\n end\n if <(ステージ) = [17]> then\n とげ [] [-125] [65] []\n 赤い障害物 [-230] [150] to [230] [150] [50]\n end\n if <(ステージ) = [18]> then\n とげ [] [-125] [65] []\n 赤い障害物 [-230] [150] to [230] [150] [50]\n とげ [-85] [-40] [1] []\n とげ [100] [-125] [20] []\n 赤い障害物 [100] [-125] to [230] [-125] [30]\n end\n if <(ステージ) = [19]> then\n とげ [200] [80] [70] [180]\n end\n if <(ステージ) = [20]> then\n とげ [-200] [80] [35] [180]\n とげ [-120] [80] [90] [180]\n とげ [-40] [80] [80] [180]\n とげ [40] [80] [60] [180]\n とげ [220] [-140] [25] [0]\n end\n if <(ステージ) = [22]> then\n 赤い障害物 [-230] [50] to [230] [50] [50]\n end\n if <(ステージ) = [23]> then\n 赤い障害物 [230] [-180] to [230] [100] [30]\n 赤い障害物 [-230] [40] to [-160] [40] [10]\n 赤い障害物 [-150] [-50] to [150] [-50] [10]\n 赤い障害物 [-140] [-30] to [-140] [50] [10]\n end\n if <(ステージ) = [28]> then\n とげ [180] [-115] [130] []\n end\n if <(ステージ) = [30]> then\n 赤い障害物 [230] [-180] to [230] [180] [40]\n end\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\nset [リスポーン v] to [1]\nbroadcast (初期設定 v)\n\n@とげ_move\n\ndefine とげ (x) (y) (大きさ) (傾き) (速さ)\nset pen color to (#ff0000)\nif <<[100] < (トゲ横移動)> and <[100] > (トゲ横移動)>> then\n change [トゲ横移動 v] by (10)\nend\nif <(トゲ横移動) > [100]> then\n change [トゲ横移動 v] by (-10)\nend\nset pen size to (5)\npen up\ngo to x: ((x) + ((トゲ横移動) * (速さ))) y: (y)\npen down\npoint in direction ((-90) + (傾き))\nmove ((大きさ) / (2)) steps\npoint in direction ((15) + (傾き))\nmove ((大きさ) / (0.5)) steps\npoint in direction ((165) + (傾き))\nmove ((大きさ) / (0.5)) steps\npoint in direction ((-90) + (傾き))\nmove ((大きさ) / (2)) steps\npen up\n\nwhen I receive [トゲ横移動 v]\nset [トゲ横移動 v] to [0]\nforever\n if <(ステージ) = [6]> then\n とげ [-80] [-40] [40] [] [-2]\n end\n if <(ステージ) = [15]> then\n とげ [0] [-125] [40] [] [2]\n end\n if <(ステージ) = [16]> then\n とげ [100] [-125] [40] [] [2]\n end\n if <(ステージ) = [17]> then\n とげ [120] [-50] [3] [] [-2]\n とげ [-30] [-50] [3] [] [-2]\n end\n if <(ステージ) = [19]> then\n とげ [-50] [-120] [35] [] [1]\n とげ [-70] [-120] [30] [] [-2]\n end\n if <(ステージ) = [25]> then\n とげ [-62] [-35] [20] [] [0.9]\n とげ [110] [48] [30] [] [1.1]\n end\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\n@sincosハンマー\n\nwhen I receive [sinハンマー v]\npen up\nforever\n if <(ステージ) = [21]> then\n [sin] [-40] [80] [150] [40] ハンマー [35] [180] [0]\n [cos] [200] [-100] [30] [25] ハンマー [35] [-90] [0]\n [sin] [200] [-100] [30] [25] ハンマー [35] [-90] [0]\n end\n if <(ステージ) = [23]> then\n [cos] [0] [10] [60] [35] ハンマー [30] [180] [1]\n end\n if <(ステージ) = [24]> then\n [cos] [-40] [-150] [70] [40] ハンマー [40] [0] [0]\n [sin] [140] [-80] [70] [30] ハンマー [40] [0] [0]\n [cos] [140] [-100] [90] [35] ハンマー [40] [0] [0]\n end\n if <(ステージ) = [25]> then\n [cos] [-40] [170] [30] [30] ハンマー [40] [180] [0]\n [sin] [140] [-75] [70] [30] ハンマー [15] [0] [0]\n end\n if <(ステージ) = [26]> then\n [sin] [-80] [0] [70] [30] ハンマー [40] [0] [1]\n end\n if <(ステージ) = [29]> then\n [sin] [] [120] [200] [30] ハンマー [40] [180] [0]\n end\n 増加\nend\n\ndefine (sin or cos) (x) (y) (長さ) (針の大きさ) ハンマー (倍率) (向き) (特殊?)\ngo to x: (x) y: (y)\nset pen color to (#000000)\nset pen size to (40)\npen down\npen up\nif <(sin or cos) = [sin]> then\n pen up\n go to x: (x) y: (y)\n set pen size to (30)\n set pen color to (#7b7b7b)\n pen down\n point in direction ((([sin v] of (ハンマー度) ) * (倍率)) + (向き))\n move (長さ) steps\n set pen size to (5)\n set pen color to (#ff0000)\n pen down\n point in direction ((-90) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き)))\n move ((針の大きさ) / (2)) steps\n point in direction ((15) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き)))\n move ((針の大きさ) / (0.5)) steps\n point in direction (((([sin v] of (ハンマー度) ) * (倍率)) + (向き)) + (165))\n move ((針の大きさ) / (0.5)) steps\n point in direction ((-90) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き)))\n move ((針の大きさ) / (2)) steps\n pen up\n if <(特殊?) = [1]> then\n point in direction (((([sin v] of (ハンマー度) ) * (倍率)) + (向き)) + (180))\n set pen color to (#7b7b7b)\n set pen size to (30)\n pen down\n move ((長さ) * (2)) steps\n set pen size to (5)\n set pen color to (#ff0000)\n pen down\n point in direction (((-90) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (2)) steps\n point in direction (((15) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (0.5)) steps\n point in direction (((165) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (0.5)) steps\n point in direction (((-90) + ((([sin v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (2)) steps\n end\n set pen color to (#7b7b7b)\n set pen size to (30)\n pen down\nelse\n pen up\n go to x: (x) y: (y)\n set pen size to (30)\n set pen color to (#7b7b7b)\n pen down\n point in direction ((([cos v] of (ハンマー度) ) * (倍率)) + (向き))\n move (長さ) steps\n set pen size to (5)\n set pen color to (#ff0000)\n pen down\n point in direction ((-90) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き)))\n move ((針の大きさ) / (2)) steps\n point in direction ((15) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き)))\n move ((針の大きさ) / (0.5)) steps\n point in direction (((([cos v] of (ハンマー度) ) * (倍率)) + (向き)) + (165))\n move ((針の大きさ) / (0.5)) steps\n point in direction ((-90) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き)))\n move ((針の大きさ) / (2)) steps\n pen up\n if <(特殊?) = [1]> then\n point in direction (((([cos v] of (ハンマー度) ) * (倍率)) + (向き)) + (180))\n set pen color to (#7b7b7b)\n set pen size to (30)\n pen down\n move ((長さ) * (2)) steps\n set pen size to (5)\n set pen color to (#ff0000)\n pen down\n point in direction (((-90) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (2)) steps\n point in direction (((15) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (0.5)) steps\n point in direction (((165) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (0.5)) steps\n point in direction (((-90) + ((([cos v] of (ハンマー度) ) * (倍率)) + (向き))) + (180))\n move ((針の大きさ) / (2)) steps\n end\n set pen color to (#7b7b7b)\n set pen size to (30)\n pen down\nend\npen up\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\nset [ハンマー度 v] to [0]\n\nwhen flag clicked\nset [ハンマー度 v] to [0]\n\ndefine 増加\nchange [ハンマー度 v] by (5)\n\n@スイッチ\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\nwhen I receive [スイッチ v]\nforever\n if <(ステージ) = [26]> then\n スイッチ [-200] [100] [30] [r]\n end\n if <(ステージ) = [27]> then\n スイッチ [150] [-90] [30] [g]\n スイッチ [-220] [100] [30] [r]\n end\n if <(ステージ) = [28]> then\n スイッチ [-150] [100] [30] [g]\n スイッチ [80] [-90] [30] [r]\n end\nend\n\ndefine スイッチ (x) (y) (台の幅) (色)\ngo to x: ((x) + (15)) y: (y)\nset pen color to (#ffffff)\nif <(色) = [r]> then\n set pen color to (#ff7f7f)\n if <(スイッチ押された?) = [1]> then\n set pen color to (#000000)\n end\nend\nif <(色) = [g]> then\n set pen color to (#4cff00)\n if <(スイッチ押された?) = [2]> then\n set pen color to (#000000)\n end\nend\npen down\nset pen size to (30)\npen down\nchange y by (-10)\npen up\nset pen size to (20)\nset pen color to (#ffffff)\ngo to x: ((x) + ((台の幅) / (2))) y: ((y) - (20))\npen down\ngo to x: ((x) + (台の幅)) y: ((y) - (20))\ngo to x: (x) y: ((y) - (20))\npen up\n\n@スイッチ2\n\nwhen I receive [障害物 v]\nforever\n if <(ステージ) = [26]> then\n スイッチ障害物 [230] [0] to [230] [-100] [30]\n end\n if <(ステージ) = [27]> then\n スイッチ地面 [-50] [-40] to [0] [-40] [10]\n スイッチ障害物 [230] [30] to [230] [-100] [30]\n end\n if <(ステージ) = [28]> then\n スイッチ障害物 [-50] [60] to [-50] [180] [30]\n スイッチ地面 [130] [80] to [40] [80] [10]\n end\nend\n\ndefine スイッチ障害物 (x) (y) to (2x) (2y) (太さ)\ngo to x: (x) y: (y)\nif <not <(スイッチ押された?) = [1]>> then\n set pen color to (#ff0000)\n set pen size to (太さ)\n pen down\nend\ngo to x: (2x) y: (2y)\nset pen color to (#ffffff)\nset pen size to ((太さ) * (1.1))\npen down\npen up\ngo to x: (x) y: (y)\npen down\npen up\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\ndefine スイッチ地面 (x) (y) to (2x) (2y) (太さ)\ngo to x: (x) y: (y)\nif <(スイッチ押された?) = [2]> then\n set pen color to (#00ff5d)\n set pen size to (太さ)\n pen down\nend\ngo to x: (2x) y: (2y)\nset pen color to (#ffffff)\nset pen size to ((太さ) * (1.1))\npen down\npen up\ngo to x: (x) y: (y)\npen down\npen up\n\n@雲\n\nwhen I receive [雲 v]\nforever\n if <not <<[13] < (ステージ)> and <(ステージ) < [20]>>> then\n 雲\n else\n 白塗り\n end\nend\n\ndefine 雲\nset pen color to (#5166f1)\nset pen (transparency v) to (20)\nset pen size to (5000)\npen down\npen up\ngo to x: (-170) y: (150)\nif <not <(ステージ) = [30]>> then\n set pen size to (25)\n set pen color to (#ffffff)\n pen down\n change x by (40)\n pen up\n change y by (-15)\n pen down\n change x by (30)\n change x by (-80)\n pen up\n change y by (-15)\n pen down\n change x by (60)\n change x by (-20)\n pen up\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\ndefine 白塗り\nset pen color to (#ffffff)\nset pen (transparency v) to (0)\nset pen size to (5000)\npen down\npen up\n\n@cave\n\nwhen I receive [cave v]\nforever\n if <(ステージ) = [13]> then\n cave [190] [0]\n end\n if <<[13] < (ステージ)> and <(ステージ) < [20]>> then\n ステージのずっとcave\n end\n if <(ステージ) = [20]> then\n cave [-190] [0]\n end\nend\n\ndefine cave (x) (y)\ngo to x: (x) y: (y)\nset pen size to (550)\nset pen color to (#000000)\nset pen (transparency v) to (70)\npen down\npen up\n\ndefine ステージのずっとcave\npen up\ngo to x: (0) y: (0)\nset pen color to (#000000)\nset pen (transparency v) to (5)\nset pen size to (1000)\npen down\npen up\nif <(リスポーン) = [0]> then\n go to x: (item (1) of [座標 v]) y: (item (2) of [座標 v])\n set pen color to (#ffffff)\n set pen size to (175)\n set pen (transparency v) to (70)\n pen down\nend\n\nwhen I receive [ねくすと v]\nstop [other scripts in sprite v]\n\n@テロップ\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(ステージ) = [30]> then\n wait (0.5) seconds\n forever\n クリア\n Time\n WR\n end\n end\nend\n\ndefine クリア\npen up\ngo to x: (-170) y: (160)\nset pen color to (#000000)\nset pen size to (20)\npen down\nchange x by (-30)\npoint in direction (-135)\nmove (30) steps\npoint in direction (180)\nmove (30) steps\npoint in direction (135)\nmove (30) steps\npoint in direction (90)\nmove (30) steps\npen up\ngo to x: (-130) y: (160)\npen down\nchange y by (-70)\nchange x by (50)\npen up\ngo to x: (-50) y: (160)\npen down\nchange x by (40)\nchange x by (-40)\nchange y by (-35)\nchange x by (30)\nchange x by (-30)\nchange y by (-35)\nchange x by (40)\npen up\ngo to x: (30) y: (90)\npen down\nchange y by (30)\npoint in direction (30)\nmove (50) steps\npoint in direction (150)\nmove (50) steps\nchange x by (-35)\nchange x by (35)\nchange y by (-30)\npen up\ngo to x: (110) y: (160)\npen down\nchange y by (-70)\nchange y by (70)\nchange x by (30)\npoint in direction (135)\nmove (30) steps\npoint in direction (-120)\nmove (40) steps\npoint in direction (120)\nmove (50) steps\npen up\ngo to x: (200) y: (160)\npen down\nchange y by (-40)\npen up\nchange y by (-30)\npen down\npen up\n\ndefine Time\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (-200) y: (50)\npen down\nchange x by (20)\nchange x by (-10)\nchange y by (-30)\npen up\ngo to x: (-160) y: (50)\npen down\nchange y by (-30)\npen up\ngo to x: (-140) y: (50)\npen down\nchange y by (-30)\nchange y by (30)\npoint in direction (135)\nmove (20) steps\npoint in direction (45)\nmove (20) steps\nchange y by (-30)\npen up\ngo to x: (-95) y: (50)\npen down\nchange x by (15)\nchange x by (-15)\nchange y by (-15)\nchange x by (10)\nchange x by (-10)\nchange y by (-15)\nchange x by (15)\npen up\ngo to x: (-65) y: (50)\npen down\npen up\nchange y by (-20)\npen down\npen up\ngo to x: (-45) y: (60)\npen down\nif <(letter (1) of (タイマー)) = [1]> then\n 1\nend\nif <(letter (1) of (タイマー)) = [2]> then\n 2\nend\nif <(letter (1) of (タイマー)) = [3]> then\n 3\nend\nif <(letter (1) of (タイマー)) = [4]> then\n 4\nend\nif <(letter (1) of (タイマー)) = [5]> then\n 5\nend\nif <(letter (1) of (タイマー)) = [6]> then\n 6\nend\nif <(letter (1) of (タイマー)) = [7]> then\n 7\nend\nif <(letter (1) of (タイマー)) = [8]> then\n 8\nend\nif <(letter (1) of (タイマー)) = [9]> then\n 9\nend\nif <(letter (1) of (タイマー)) = [0]> then\n 0\nend\npen up\nif <<(length of (タイマー)) = [2]> or <(length of (タイマー)) = [3]>> then\n go to x: (-10) y: (60)\n pen down\n if <(letter (2) of (タイマー)) = [1]> then\n 1\n end\n if <(letter (2) of (タイマー)) = [2]> then\n 2\n end\n if <(letter (2) of (タイマー)) = [3]> then\n 3\n end\n if <(letter (2) of (タイマー)) = [4]> then\n 4\n end\n if <(letter (2) of (タイマー)) = [5]> then\n 5\n end\n if <(letter (2) of (タイマー)) = [6]> then\n 6\n end\n if <(letter (2) of (タイマー)) = [7]> then\n 7\n end\n if <(letter (2) of (タイマー)) = [8]> then\n 8\n end\n if <(letter (2) of (タイマー)) = [9]> then\n 9\n end\n if <(letter (2) of (タイマー)) = [0]> then\n 0\n end\n pen up\n if <(length of (タイマー)) = [3]> then\n go to x: (25) y: (60)\n pen down\n if <(letter (3) of (タイマー)) = [1]> then\n 1\n end\n if <(letter (3) of (タイマー)) = [2]> then\n 2\n end\n if <(letter (3) of (タイマー)) = [3]> then\n 3\n end\n if <(letter (3) of (タイマー)) = [4]> then\n 4\n end\n if <(letter (3) of (タイマー)) = [5]> then\n 5\n end\n if <(letter (3) of (タイマー)) = [6]> then\n 6\n end\n if <(letter (3) of (タイマー)) = [7]> then\n 7\n end\n if <(letter (3) of (タイマー)) = [8]> then\n 8\n end\n if <(letter (3) of (タイマー)) = [9]> then\n 9\n end\n if <(letter (3) of (タイマー)) = [0]> then\n 0\n end\n end\nend\n\ndefine 1\nchange y by (-40)\n\ndefine 2\nchange x by (20)\nchange y by (-20)\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\n\ndefine 3\nchange x by (20)\nchange y by (-20)\nchange x by (-20)\nchange x by (20)\nchange y by (-20)\nchange x by (-20)\n\ndefine 4\nchange y by (-20)\nchange x by (15)\nchange y by (20)\nchange y by (-40)\n\ndefine 5\nchange x by (20)\nchange x by (-20)\nchange y by (-20)\nchange x by (20)\nchange y by (-20)\nchange x by (-20)\n\ndefine 6\nchange y by (-40)\nchange x by (20)\nchange y by (20)\nchange x by (-20)\n\ndefine 7\nchange y by (-10)\nchange y by (10)\nchange x by (20)\nchange y by (-40)\n\ndefine 8\nchange x by (20)\nchange y by (-40)\nchange x by (-20)\nchange y by (20)\nchange x by (20)\nchange x by (-20)\nchange y by (20)\n\ndefine 9\nchange x by (20)\nchange y by (-20)\nchange x by (-20)\nchange y by (20)\nchange x by (20)\nchange y by (-40)\nchange x by (-20)\n\ndefine 0\nchange y by (-40)\nchange x by (20)\nchange y by (40)\nchange x by (-20)\n\ndefine WR\npen up\nset pen color to (#000000)\nset pen size to (10)\ngo to x: (-200) y: (0)\npen down\npoint in direction (165)\nmove (30) steps\npoint in direction (15)\nmove (30) steps\npoint in direction (165)\nmove (30) steps\npoint in direction (15)\nmove (30) steps\npen up\ngo to x: (-150) y: (0)\npen down\nchange y by (-30)\nchange y by (30)\nchange x by (20)\npoint in direction (150)\nmove (10) steps\npoint in direction (-120)\nmove (20) steps\npoint in direction (120)\nmove (20) steps\npen up\ngo to x: (-105) y: (-25)\npen down\npen up\ngo to x: (-105) y: (-5)\npen down\npen up\ngo to x: (-85) y: (0)\npen down\nif <(letter (1) of (☁ WR)) = [1]> then\n 1\nend\nif <(letter (1) of (☁ WR)) = [2]> then\n 2\nend\nif <(letter (1) of (☁ WR)) = [3]> then\n 3\nend\nif <(letter (1) of (☁ WR)) = [4]> then\n 4\nend\nif <(letter (1) of (☁ WR)) = [5]> then\n 5\nend\nif <(letter (1) of (☁ WR)) = [6]> then\n 6\nend\nif <(letter (1) of (☁ WR)) = [7]> then\n 7\nend\nif <(letter (1) of (☁ WR)) = [8]> then\n 8\nend\nif <(letter (1) of (☁ WR)) = [9]> then\n 9\nend\nif <(letter (1) of (☁ WR)) = [0]> then\n 0\nend\npen up\nif <<(length of (☁ WR)) = [2]> or <(length of (☁ WR)) = [3]>> then\n go to x: (-50) y: (0)\n pen down\n if <(letter (2) of (☁ WR)) = [1]> then\n 1\n end\n if <(letter (2) of (☁ WR)) = [2]> then\n 2\n end\n if <(letter (2) of (☁ WR)) = [3]> then\n 3\n end\n if <(letter (2) of (☁ WR)) = [4]> then\n 4\n end\n if <(letter (2) of (☁ WR)) = [5]> then\n 5\n end\n if <(letter (2) of (☁ WR)) = [6]> then\n 6\n end\n if <(letter (2) of (☁ WR)) = [7]> then\n 7\n end\n if <(letter (2) of (☁ WR)) = [8]> then\n 8\n end\n if <(letter (2) of (☁ WR)) = [9]> then\n 9\n end\n if <(letter (2) of (☁ WR)) = [0]> then\n 0\n end\n pen up\n if <(length of (☁ WR)) = [3]> then\n go to x: (-15) y: (0)\n pen down\n if <(letter (3) of (☁ WR)) = [1]> then\n 1\n end\n if <(letter (3) of (☁ WR)) = [2]> then\n 2\n end\n if <(letter (3) of (☁ WR)) = [3]> then\n 3\n end\n if <(letter (3) of (☁ WR)) = [4]> then\n 4\n end\n if <(letter (3) of (☁ WR)) = [5]> then\n 5\n end\n if <(letter (3) of (☁ WR)) = [6]> then\n 6\n end\n if <(letter (3) of (☁ WR)) = [7]> then\n 7\n end\n if <(letter (3) of (☁ WR)) = [8]> then\n 8\n end\n if <(letter (3) of (☁ WR)) = [9]> then\n 9\n end\n if <(letter (3) of (☁ WR)) = [0]> then\n 0\n end\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nswitch costume to (90a963a5-0885-4e3c-89f0-49b45182044e3 v)\nbroadcast (あ v)\n\n@Thank you for playing!\n\nwhen I receive [あ v]\nif <(username) = [Dragon-Blackstar]> then\nelse\n go to [front v] layer\n show\n set [pixelate v] effect to (100)\n repeat (30)\n change [pixelate v] effect by (-4)\n end\nend\nstop [all v]\n\nwhen flag clicked\ngo to x: (96) y: (148)\nhide\nset size to (120) %\n\n@ターボ検知\n\nwhen flag clicked\npoint in direction (90)\nforever\n turn right (1) degrees\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nset [ターボモード? v] to [0]\nforever\n if <(direction) > [130]> then\n set [ターボモード? v] to [1]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(ステージ) = [13]> then\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (cave BGM v)\n end\n if <(ステージ) = [20]> then\n repeat (100)\n change volume by (-1)\n end\n stop [other scripts in sprite v]\n broadcast (フィールドBGM2 v)\n end\nend\n\nwhen I receive [cave bgm v]\nwait until <(ステージ) = [14]>\nset volume to (100) %\nforever\n play sound [\[Typing-RPG\]ダンジョン「魔物の気配」 v] until done\nend\n\nwhen I receive [フィールドbgm v]\nwait (0.5) seconds\nset volume to (100) %\nforever\n play sound [\[Typing-RPG\]フィールド「楽しき平原の旅」 v] until done\nend\n\nwhen flag clicked\nbroadcast (フィールドBGM v)\n\nwhen I receive [フィールドbgm2 v]\nwait until <(ステージ) = [21]>\nset volume to (100) %\nforever\n play sound [\[Typing-RPG\]フィールド「楽しき平原の旅」 v] until done\nend\n\n@乗っ取りや無変更防止用\n\nwhen flag clicked\n\ndefine これは@Dragon-Blackstar,@Dragon-Blackstar_RPG,@garbage_garbage(本垢)@sab_garbageの作品です。\ncreate clone of (_myself_ v)\nこれは@Dragon-Blackstar,@Dragon-Blackstar_RPG,@garbage_garbage(本垢)@sab_garbageの作品です。\n\nwhen I start as a clone\nforever\n go to (random position v)\n show\n これは@Dragon-Blackstar,@Dragon-Blackstar_RPG,@garbage_garbage(本垢)@sab_garbageの作品です。\nend\n\nforever\n これは@Dragon-Blackstar,@Dragon-Blackstar_RPG,@garbage_garbage(本垢)@sab_garbageの作品です。\n これは@Dragon-Blackstar,@Dragon-Blackstar_RPG,@garbage_garbage(本垢)@sab_garbageの作品です。\n これは@Dragon-Blackstar,@Dragon-Blackstar_RPG,@garbage_garbage(本垢)@sab_garbageの作品です。\nend\n\n
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Sorry, English is below. Please scroll here.\n\n◆僕がこのプロジェクトを作った理由◆\n▶︎@Donguri_sg <プラフォ作ってみたらぁ?\n▶︎純粋にPlatformerが作って見たかった\n▶︎自分にどれだけ拡散力があるのか見たかった\n\n拡散はしますが、決してハート星や参照数をたくさんいただけるとは思っていません。本気作品の準備です。\n\n▶︎量産型とは言わせない\n▶︎非量産型 @Donguri_sg様に大賛成\n\n◆使い方◆\n矢印キー、wasd、タップの3種類に対応してます。\nだんだん難しくなっていきます。\n\n◆English◆\nWhy I made this project?\n▶︎@Donguri_sg <Why don't you make a platformer?\n▶︎I genuinely wanted to see Platformer made\n▶︎I wanted to see how much diffusion power I have\n\nI will spread the word, but I never expect to get a lot of heart stars or references. This is a preparation for a serious work.\n\nDon't say ▶︎ mass-produced\nI'm all for ▶︎ non mass-produced @Donguri_sg\n\n◆How to use\nArrow keys, wasd, and tap.\nIt gets harder and harder.
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[PENなのに動く!] “Move“Pen Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [BGM 名前考えてないw v] until done\nend\n\n@キャラ\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\n if <([costume # v] of [地面 v]) = [14]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-220) y: (0)\nset size to (70) %\nset rotation style [left-right v]\nclear graphic effects\ngo to [front v] layer\nset volume to (100) %\nset [x座標 v] to [0]\nset [y座標 v] to [0]\nset [ステージ v] to [1]\nset [time v] to [0]\nhide variable [time v]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x座標 v] by (0.65)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x座標 v] by (-0.65)\n end\n set [x座標 v] to ((X座標) * (0.92))\n change x by (X座標)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by (1)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by (1)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by (1)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by (1)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by (1)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by (1)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change x by ((0) - (X座標))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (X座標)> then\n set [x座標 v] to [-8]\n else\n set [x座標 v] to [8]\n end\n set [y座標 v] to [13]\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 end\n change [y座標 v] by (-1)\n change y by (Y座標)\n if <<touching color (#00da25)?> or <touching color (#2f5fff)?>> then\n change y by ((0) - (Y座標))\n set [y座標 v] to [0]\n end\n change y by (-2)\n if <touching color (#ff8e0d)?> then\n start sound [Zoop v]\n set [y座標 v] to [19]\n end\n if <<<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> and <<touching color (#00da25)?> or <touching color (#2f5fff)?>>> then\n start sound [Zoop v]\n set [y座標 v] to [12]\n end\n change y by (1)\n if <<[235] < (x position)> and <not <(ステージ) = [20]>>> then\n broadcast (next v)\n change [ステージ v] by (1)\n if <<(ステージ) = [6]> or <(ステージ) = [10]>> then\n go to x: (-220) y: (-25)\n else\n go to x: (-220) y: (32)\n end\n set [x座標 v] to [0]\n set [y座標 v] to [0]\n show\n clear graphic effects\n end\n if <<[-170] > (y position)> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\n end\n hide\n clear graphic effects\n if <<(ステージ) = [6]> or <(ステージ) = [10]>> then\n go to x: (-220) y: (-25)\n else\n go to x: (-220) y: (32)\n end\n set [x座標 v] to [0]\n set [y座標 v] to [0]\n show\n end\n if <not <<key (up arrow v) pressed?> and <<[0] < (mouse y)> and <mouse down?>>>> then\n \n change [y座標 v] by (-1)\n set [y座標 v] to [-1.2]\n end\n end\n if <touching color (#2f5fff)?> then\n change x by (3)\n end\nend\n\n@背景\n\nwhen flag clicked\nforever\n set pen color to (#94e2ff)\n set pen size to (10000000)\n pen down\n pen up\nend\n\n@地面ペン\n\nwhen flag clicked\nset pen size to (30)\nbroadcast (開始 v)\nforever\n if <(ステージ) = [1]> then\n broadcast (回転トゲ v)\n end\nend\n\nwhen I receive [next v]\nforever\n if <(ステージ) = [2]> then\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (350) y: (-120)\n pen up\n set pen size to (20)\n go to x: (-50) y: (-106)\n pen down\n go to x: (-50) y: (5)\n go to x: (60) y: (5)\n go to x: (60) y: (-106)\n pen up\n go to x: (-242) y: (-160)\n set pen color to (#b15e00)\n set pen size to (50)\n pen down\n go to x: (350) y: (-160)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [3]> then\n pen up\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (350) y: (-120)\n go to x: (110) y: (-120)\n set pen size to (20)\n go to x: (110) y: (75)\n go to x: (300) y: (75)\n pen up\n go to x: (-242) y: (-160)\n set pen color to (#b15e00)\n set pen size to (50)\n pen down\n go to x: (350) y: (-160)\n pen up\n go to x: (-90) y: (-120)\n set pen size to (30)\n set pen color to (#ff0000)\n pen down\n go to x: (10) y: (-120)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [4]> then\n pen up\n go to x: (-126) y: (-110)\n set pen size to (40)\n set pen color to (#ff0000)\n pen down\n go to x: (-81) y: (-110)\n pen up\n go to x: (120) y: (-100)\n pen down\n go to x: (250) y: (-100)\n pen up\n go to x: (30) y: (30)\n pen down\n go to x: (30) y: (200)\n pen up\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (350) y: (-120)\n pen up\n set pen size to (20)\n go to x: (-60) y: (-108)\n pen down\n go to x: (-60) y: (100)\n pen up\n go to x: (20) y: (250)\n pen down\n go to x: (20) y: (-50)\n pen up\n go to x: (155) y: (75)\n pen down\n go to x: (250) y: (75)\n pen up\n go to x: (-242) y: (-160)\n set pen color to (#b15e00)\n set pen size to (50)\n pen down\n go to x: (350) y: (-160)\n pen up\n pen up\n set pen color to (#00da25)\n set pen size to (20)\n go to x: (34) y: (縦移動変数)\n pen down\n change x by (110)\n pen up\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [5]> then\n pen up\n go to x: (117) y: (-100)\n set pen size to (40)\n set pen color to (#ff0000)\n pen down\n go to x: (50) y: (-100)\n pen up\n go to x: (195) y: (70)\n pen down\n go to x: (250) y: (70)\n pen up\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (350) y: (-120)\n pen up\n go to x: (-110) y: (-120)\n pen down\n go to x: (-110) y: (120)\n pen up\n go to x: (-30) y: (200)\n pen down\n go to x: (-30) y: (-42)\n pen up\n go to x: (150) y: (-120)\n pen down\n go to x: (150) y: (55)\n go to x: (300) y: (55)\n pen up\n go to x: (-242) y: (-160)\n set pen color to (#b15e00)\n set pen size to (50)\n pen down\n go to x: (350) y: (-160)\n pen up\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [6]> then\n pen up\n set pen size to (40)\n set pen color to (#ff0000)\n go to x: (120) y: (-75)\n pen down\n go to x: (300) y: (-75)\n pen up\n go to x: (155) y: (12)\n pen down\n go to x: (300) y: (12)\n pen up\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (350) y: (-120)\n pen up\n go to x: (-30) y: (-120)\n set pen size to (20)\n pen down\n go to x: (-30) y: (100)\n pen up\n go to x: (-250) y: (20)\n pen down\n go to x: (-120) y: (20)\n pen up\n go to x: (-160) y: (100)\n pen down\n go to x: (-30) y: (100)\n pen up\n go to x: (75) y: (0)\n pen down\n go to x: (300) y: (0)\n pen up\n go to x: (200) y: (85)\n pen down\n go to x: (300) y: (85)\n pen up\n go to x: (-242) y: (-160)\n set pen color to (#b15e00)\n set pen size to (50)\n pen down\n go to x: (350) y: (-160)\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-130)\n pen down\n go to x: (300) y: (-130)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-90)\n pen down\n go to x: (300) y: (-90)\n pen up\n set pen size to (15)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-110)\n pen down\n go to x: (350) y: (-110)\n pen up\n end\n if <(ステージ) = [7]> then\n pen up\n set pen color to (#ff0000)\n set pen size to (80)\n go to x: (-70) y: (-150)\n pen down\n go to x: (240) y: (-150)\n go to x: (240) y: (40)\n pen up\n set pen color to (#b15e00)\n set pen size to (110)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (-115) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (-80) y: (-120)\n pen up\n set pen size to (15)\n go to x: (-10) y: (-20)\n pen down\n go to x: (45) y: (-20)\n go to x: (45) y: (30)\n go to x: (-10) y: (30)\n go to x: (-10) y: (-20)\n pen up\n go to x: (170) y: (60)\n pen down\n go to x: (170) y: (110)\n go to x: (200) y: (110)\n go to x: (200) y: (60)\n go to x: (170) y: (60)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (-70) y: (-140)\n pen up\n end\n if <(ステージ) = [8]> then\n set pen size to (30)\n set pen color to (#ff8e0d)\n go to x: (-60) y: (-20)\n pen down\n go to x: (-30) y: (-20)\n pen up\n set pen color to (#ff0000)\n set pen size to (15)\n go to x: (5) y: (-20)\n pen down\n go to x: (30) y: (120)\n go to x: (55) y: (-15)\n go to x: (8) y: (-15)\n pen up\n go to x: (150) y: (-20)\n set pen size to (10)\n pen down\n go to x: (165) y: (15)\n go to x: (180) y: (-15)\n go to x: (150) y: (-15)\n pen up\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (300) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (300) y: (-120)\n set pen size to (20)\n pen up\n go to x: (-120) y: (-120)\n pen down\n go to x: (-120) y: (-30)\n go to x: (250) y: (-30)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [9]> then\n set pen color to (#ff0000)\n set pen size to (10)\n go to x: (30) y: (-100)\n pen down\n go to x: (45) y: (-70)\n go to x: (60) y: (-100)\n go to x: (30) y: (-100)\n pen up\n go to x: (155) y: (-100)\n set pen size to (10)\n pen down\n go to x: (170) y: (-70)\n go to x: (185) y: (-100)\n go to x: (155) y: (-100)\n pen up\n set pen color to (#2f5fff)\n set pen size to (10)\n go to x: (-75) y: (-100)\n pen down\n go to x: (240) y: (-100)\n pen up\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (300) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (300) y: (-120)\n pen up\n go to x: (-100) y: (-120)\n pen down\n go to x: (-100) y: (-49)\n go to x: (-300) y: (-50)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [10]> then\n pen up\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (-40) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (-40) y: (-120)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n set pen size to (80)\n set pen color to (#ff0000)\n go to x: (-45) y: (-145)\n pen down\n go to x: (300) y: (-145)\n pen up\n set pen size to (30)\n go to x: (40) y: (-120)\n pen down\n go to x: (40) y: (115)\n go to x: (60) y: (115)\n go to x: (60) y: (-120)\n pen up\n go to x: (242) y: (180)\n pen down\n go to x: (242) y: (55)\n pen up\n set pen size to (10)\n set pen color to (#00da25)\n go to x: (-30) y: (-30)\n pen down\n go to x: (0) y: (-30)\n pen up\n go to x: (-110) y: (40)\n pen down\n go to x: (-300) y: (40)\n pen up\n go to x: (-110) y: (130)\n pen down\n go to x: (100) y: (130)\n pen up\n go to x: (190) y: (-30)\n pen down\n go to x: (300) y: (-30)\n pen up\n end\n if <(ステージ) = [11]> then\n pen up\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (-40) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (-30) y: (-120)\n pen up\n set pen size to (15)\n go to x: (100) y: (-200)\n pen down\n go to x: (100) y: (50)\n go to x: (140) y: (50)\n go to x: (140) y: (-181)\n go to x: (140) y: (-200)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (-20) y: (-140)\n pen up\n end\n if <(ステージ) = [12]> then\n pen up\n set pen color to (#00da25)\n set pen size to (30)\n go to x: (-125) y: (縦移動変数)\n pen down\n change x by (120)\n pen up\n pen down\n change y by (-30)\n go to x: (-125) y: ((縦移動変数) - (30))\n change y by (30)\n pen up\n set pen color to (#b15e00)\n set pen size to (90)\n pen up\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-100)\n pen down\n go to x: (300) y: (-100)\n pen up\n set pen size to (26)\n go to x: (20) y: (90)\n pen down\n go to x: (20) y: (65)\n go to x: (300) y: (65)\n go to x: (300) y: (90)\n go to x: (20) y: (90)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-120)\n pen down\n go to x: (300) y: (-120)\n pen up\n set pen color to (#ff0000)\n set pen size to (110)\n go to x: (80) y: (-140)\n pen down\n go to x: (250) y: (-140)\n pen up\n set pen size to (15)\n go to x: (-165) y: (200)\n pen down\n go to x: (-165) y: (-30)\n pen up\n end\n if <(ステージ) = [13]> then\n pen up\n set pen size to (40)\n set pen color to (#ff0000)\n go to x: (-125) y: (-100)\n pen down\n go to x: (250) y: (-100)\n pen up\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (250) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (250) y: (-120)\n pen up\n set pen size to (15)\n go to x: (-140) y: (-30)\n pen down\n go to x: (-140) y: (-10)\n pen up\n go to x: (-70) y: (30)\n pen down\n go to x: (-70) y: (50)\n pen up\n go to x: (0) y: (90)\n pen down\n go to x: (0) y: (110)\n set pen size to (20)\n pen up\n go to x: (90) y: (200)\n pen down\n go to x: (90) y: (70)\n go to x: (300) y: (70)\n set pen size to (15)\n pen up\n go to x: (55) y: (0)\n pen down\n go to x: (250) y: (0)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (250) y: (-140)\n pen up\n end\n if <(ステージ) = [14]> then\n pen up\n set pen color to (#b15e00)\n set pen size to (50)\n pen up\n go to x: (-242) y: (-160)\n pen down\n go to x: (250) y: (-160)\n set pen size to (30)\n set pen color to (#00da25)\n pen up\n go to x: (-242) y: (-120)\n pen down\n go to x: (240) y: (-120)\n go to x: (240) y: (250)\n pen up\n set pen size to (15)\n set pen color to (#ffc300)\n go to x: (-100) y: (100)\n pen down\n go to x: (-155) y: (100)\n go to x: (-155) y: (30)\n go to x: (-100) y: (30)\n go to x: (-100) y: (60)\n go to x: (-120) y: (60)\n pen up\n go to x: (-70) y: (100)\n pen down\n go to x: (-70) y: (30)\n go to x: (-20) y: (30)\n go to x: (-20) y: (100)\n go to x: (-70) y: (100)\n pen up\n go to x: (45) y: (100)\n pen down\n go to x: (15) y: (30)\n pen up\n go to x: (50) y: (100)\n pen down\n go to x: (80) y: (30)\n pen up\n go to x: (35) y: (54)\n pen down\n go to x: (62) y: (54)\n pen up\n go to x: (110) y: (100)\n pen down\n go to x: (110) y: (30)\n go to x: (150) y: (30)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (250) y: (-140)\n pen up\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [4]> then\n repeat until <(縦移動変数) < [-115]>\n change [縦移動変数 v] by (-3.3)\n end\n repeat until <(縦移動変数) < [30]>\n change [縦移動変数 v] by (-1.8)\n end\n wait (0.1) seconds\n repeat until <[30] < (縦移動変数)>\n change [縦移動変数 v] by (3.3)\n end\n repeat until <[73] < (縦移動変数)>\n change [縦移動変数 v] by (1.8)\n end\n wait (0.1) seconds\n else\n repeat until <(縦移動変数) < [-40]>\n change [縦移動変数 v] by (-2.8)\n end\n repeat until <(縦移動変数) < [-100]>\n change [縦移動変数 v] by (-1.5)\n end\n wait (0.1) seconds\n repeat until <[60] < (縦移動変数)>\n change [縦移動変数 v] by (2.8)\n end\n repeat until <[86] < (縦移動変数)>\n change [縦移動変数 v] by (1.5)\n end\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nset [縦移動変数 v] to [0]\nset [動く針x v] to [0]\nset [動く針の向き v] to [0]\nset [動く針y v] to [0]\nset [ステージno. v] to [1]\n\nwhen I receive [開始 v]\nset [動く針x v] to [0]\nset [動く針の向き v] to [0]\nset [動く針y v] to [0]\nforever\n if <(ステージ) = [1]> then\n set pen size to (23)\n set pen color to (#00da25)\n go to x: (-242) y: (-120)\n pen down\n glide (0) secs to x: (350) y: (-120)\n go to x: (-242) y: (-161)\n set pen color to (#b15e00)\n set pen size to (50)\n glide (0) secs to x: (350) y: (-161)\n pen up\n set pen size to (15)\n set pen color to (#00a019)\n go to x: (-242) y: (-140)\n pen down\n go to x: (350) y: (-140)\n pen up\n end\n if <(ステージ) = [2]> then\n stop [this script v]\n end\nend\n\n@回転トゲ\n\nwhen flag clicked\n\ndefine 回転トゲ\npen up\nif <[-360] < (動く針の向き)> then\n change [動く針の向き v] by (-4)\nelse\n set [動く針の向き v] to [0]\nend\ngo to x: (-70) y: (5)\npoint in direction (動く針の向き)\npen down\nset pen size to (10)\nset pen color to (#ff0000)\nmove (30) steps\npoint in direction ((100) + (動く針の向き))\nmove (100) steps\npoint in direction ((250) + (動く針の向き))\nmove (100) steps\npoint in direction ((-10) + (動く針の向き))\nmove (30) steps\ngo to x: (-70) y: (0)\npen up\nset pen size to (10)\nset pen color to (#ff0000)\npen down\nmove (-20) steps\npoint in direction ((280) + (動く針の向き))\nmove (100) steps\npoint in direction ((430) + (動く針の向き))\nmove (100) steps\npoint in direction ((170) + (動く針の向き))\nmove (30) steps\npen up\nset pen size to (7)\nset pen color to (#ff0000)\npen down\npoint in direction ((0) + (動く針の向き))\nmove (5) steps\npoint in direction ((90) + (動く針の向き))\nmove (25) steps\npoint in direction ((190) + (動く針の向き))\nmove (100) steps\npoint in direction ((340) + (動く針の向き))\nmove (100) steps\npoint in direction ((80) + (動く針の向き))\nmove (30) steps\npen up\nset pen size to (7)\nset pen color to (#ff0000)\npen down\npoint in direction ((180) + (動く針の向き))\nmove (5) steps\npoint in direction ((270) + (動く針の向き))\nmove (25) steps\npoint in direction ((370) + (動く針の向き))\nmove (100) steps\npoint in direction ((520) + (動く針の向き))\nmove (100) steps\npoint in direction ((260) + (動く針の向き))\nmove (32.8) steps\nset pen size to (3)\nset pen size to (70)\nset pen color to (#ff0000)\npen down\n\nwhen I receive [回転トゲ v]\nforever\n if <(ステージ) = [11]> then\n 回転トゲ\n end\nend\n\n@星とハート\n\nwhen flag clicked\nhide\nwait (5) seconds\ngo to x: (-175) y: (250)\nforever\n show\n glide (0.5) secs to x: (-175) y: (150)\n wait (3) seconds\n go to [front v] layer\n glide (0.5) secs to x: (-175) y: (186)\n hide\n wait (10) seconds\nend\n\n@すみません。ペンにするのめんどくなった\n\nwhen flag clicked\nhide\nwait until <(ステージ) = [14]>\ngo to x: (-110) y: (140)\nset [今の数 v] to [1]\nrepeat (length of (Time))\n switch costume to (letter (今の数) of (Time))\n create clone of (_myself_ v)\n change x by (30)\n change [今の数 v] by (1)\nend\nswitch costume to (タイム v)\ngo to x: (-180) y: (140)\nshow\n\nwhen I start as a clone\nshow\n\ncreate clone of (_myself_ v)\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\n\n
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▶︎絶対見て‼︎‼︎ 超絶楽しい!\nhttps://scratch.mit.edu/projects/788414855/\n\n[English]\nTap or use the arrow keys to operate.\n\nThat's about it...\n\n▶︎I won't let you say it's a mass production type anymore.\n\nThis is made of pen. Well, the program is troublesome.\n\n▶︎Super recommended studio\n\nHttps://scratch.mit.edu/studios/32404874/\n\n▶︎A new work will be released around the end of January.\n\nPlease look forward to it.\n\n[日本語]\nタップまたは矢印キーで操作です。\n\nいうことはそれくらいかな… \n▶︎もう量産型とは言わせない。\nこれはpenで作っています。まあまあプログラムが面倒です。\n\n▶︎超絶おすすめスタジオ\nhttps://scratch.mit.edu/studios/32404874/\n\n▶︎1月下旬あたり新作公開予定\n\nぜひご期待を\n
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Inconsistency || Platformer
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@Stage\n\nwhen I receive [intro done v]\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\n\nwhen I receive [play scene v]\nwait (3) seconds\nstop all sounds\nset volume to (50) %\nclear graphic effects\nforever\n play sound (pick random (2) to (3)) until done\nend\n\nwhen I receive [play scene v]\nwait until <(Level) = [10]>\nset volume to (0) %\n\nclear graphic effects\n\nwhen flag clicked\nwait until <(Level) = [2]>\nswitch backdrop to (2 v)\nwait until <(Level) = [2]>\nswitch backdrop to (2 v)\nwait until <(Level) = [3]>\nswitch backdrop to (3 v)\nwait until <(Level) = [4]>\nswitch backdrop to (4 v)\nwait until <(Level) = [6]>\nswitch backdrop to (5 v)\nwait until <(Level) = [7]>\nswitch backdrop to (2 v)\n\nstop all sounds\nset volume to (50) %\n\nwait until <(Level) = [4]>\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]\nset volume to (100) %\nstart sound [Test 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 (5) seconds\nrepeat (100)\n change volume by (-1)\nend\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\nset volume to (100) %\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 <(Gravity) = [1]> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (1)\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 then\n repeat until <<not <<touching (level v)?> or <touching (coinlock v)?>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if then\n change y by (Slope)\n repeat until <not >\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 then\n repeat until <not >\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 (jumpplatform v)?> 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 if <(Gravity) = [1]> then\n set [y velocity v] to (jump height)\n else\n set [y velocity v] to [-12.8]\n end\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 <(Gravity) = [1]> 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 else\n if <(Y Velocity) > [0]> then\n switch costume to (fall v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (jump v)\n end\n end\n end\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not <(Level) = [7]>>> 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 [Goofy sound effects 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\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 [1]\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-16)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [gravity v] to [1]\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 then\n go to x: (-215) y: ((-16) + (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]\n set [gravity v] to [1]\nend\nif <<(Level) = [2]> or > then\n go to x: (-215) y: ((0) + (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]\n set [gravity v] to [1]\nend\nif <<(Level) = [3]> or > then\n go to x: (-215) y: (0)\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 [gravity v] to [1]\nend\nif <<(Level) = [4]> or > then\n go to x: (-215) y: (-63)\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 [gravity v] to [1]\nend\nif <<(Level) = [5]> or > then\n go to x: (-215) y: (0)\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 [gravity v] to [1]\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 [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\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\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 then\n go to x: (-215) y: (-16)\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 [gravity v] to [1]\nend\nif then\n go to x: (-215) y: (0)\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 [gravity v] to [1]\nend\nif then\n go to x: (-215) y: (0)\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 [gravity v] to [1]\nend\nif <<(Level) = [4]> 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 [gravity v] to [1]\nend\nif then\n go to x: (-215) y: (0)\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 [gravity v] to [1]\nend\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]\n set [gravity v] to [1]\nend\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]\n set [gravity v] to [1]\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\ndefine Gravity\nif <touching (gravityup v)?> then\n start sound [Switch v]\n set [gravity v] to [2]\n wait until <not <touching (gravityup v)?>>\nend\nif <touching (gravitydown v)?> then\n start sound [Switch v]\n set [gravity v] to [1]\n wait until <not <touching (gravitydown v)?>>\nend\n\nwhen flag clicked\nforever\n Gravity\nend\n\n\n go to x: (-215) y: (0)\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 [gravity v] to [1]\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@JumpPlatform\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@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@GravityUp\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\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\n@GravityDown\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\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\n@Glow\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@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) = [6]> then\n Clone At X: [100] [-70] 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\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@FakeLevel\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (ShakeX) y: (ShakeY)\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\nforever\nend\n\nwait (pick random (10) to (15)) seconds\nrepeat (10)\n set [shakex v] to (pick random (-2) to (2))\n set [shakey v] to (pick random (-2) to (2))\nend\nset [shakex v] to [0]\nset [shakey v] to [0]\n\nwhen I receive [intro done v]\nforever\n if <touching (player v)?> then\n change [ghost v] effect by (16)\n else\n change [ghost v] effect by (-10)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go [forward v] (5) layers\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\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\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@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]\n\nwhen I receive [intro done v]\nwait until <(Level) = [2]>\n\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\ngo to x: (0) y: (-10)\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\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@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\nforever\n hide\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\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\nwhen flag clicked\nforever\n Keyboard controls\nend\n\n@Shine\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) = [3]> then\n Clone At X: [-111] [-35] At Size [100]\n Clone At X: [147] [58] At Size [100]\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 turn right (2) degrees\nend\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-111] [-35] At Size [100]\n Clone At X: [147] [58] At Size [100]\nend\n\nbroadcast (Next Level v)\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (128) y: (145)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nhide\nforever\n switch costume to (pick random (1) to (4))\n wait (pick random (0) to (2)) seconds\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\n@Charpy Detector\n\nwhen flag clicked\nforever\n if <(username) = [theCharpy]> then\n change [☁ charpydetector v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\n else\n end\nend\n\nset [☁ charpydetector v] to [0]\n\nshow variable [☁ charpydetector v]\n\nhide variable [☁ charpydetector v]\n\n
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Wleocme to the best platformer on scratch!\nUse the arrow keys to move\nGo to the right side of the screen to BEAT the LEVEL!\nI spent 200+ hours working on this\n\n13/01/2023 Update:\n• Things have been changed\n• Changes have been made to things\n• More specifically, in game changes\n• These changes change things
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MR. STICK MAN PLATFORMER
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@Stage\n\n@player\n\ndefine platformer\nswitch costume to (costume9 v)\nset rotation style [don't rotate v]\nchange [on ground v] by (-1)\nchange [-y- v] by (-1)\nchange y by (-y-)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change y by ((([abs v] of (-y-) ) / (-y-)) * (-1))\n end\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(-y-) < [4]>> then\n start sound [Jump2 v]\n set [-y- v] to [14]\n else\n set [on ground v] to [2]\n set [-y- v] to [0]\n end\nend\nset [-x- v] to ((-x-) * (0.7))\nchange x by (-x-)\nif <touching (level v)?> then\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (-x-) ) / (-x-)) * (-1))\n end\n set [-x- v] to [0]\nend\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [-x- v] by (-3)\n point in direction (-90)\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n change [-x- v] by (3)\n point in direction (90)\nend\nset rotation style [left-right v]\nif <(LOVE) < [2]> then\n switch costume to (costume2 v)\n if <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to ((5) + ([floor v] of (((timer) * (40)) mod (13)) ))\n end\n if <(on ground) < [1]> then\n if <(-y-) < [0]> then\n switch costume to (costume18 v)\n else\n switch costume to (costume17 v)\n end\n end\nelse\n switch costume to (k1 v)\n if <<<key (a v) pressed?> or <key (d v) pressed?>> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>> then\n switch costume to ((21) + ([floor v] of (((timer) * (40)) mod (25)) ))\n end\n if <(on ground) < [1]> then\n if <(-y-) < [0]> then\n switch costume to (costume20 v)\n else\n switch costume to (costume19 v)\n end\n end\nend\n\nwhen I receive [play v]\nset up []\n\ndefine set up (number or text)\npoint in direction (90)\nif <not <(level) = [8]>> then\n go to x: (-156) y: (-132)\nelse\n go to x: (0) y: (-132)\nend\nset size to (150) %\nshow\nset [on ground v] to [0]\nset [-y- v] to [0]\nset [-x- v] to [0]\nforever\n platformer\n if <touching (spikes v)?> then\n wait (0.1) seconds\n end\nend\n\ndefine event\nif <touching (door v)?> then\n start sound [1up4 v]\n broadcast (win v) and wait\n go to x: (-156) y: (-132)\nend\nif <touching (spikes v)?> then\n start sound [Hit4 v]\n wait (0.1) seconds\n go to x: (-156) y: (-132)\nend\nif <touching (jumping pad v)?> then\n start sound [Jump2 v]\n set [-y- v] to [23]\nend\n\nwhen I receive [play v]\nforever\n event\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [costumes v] to [1]\n\nif <(gameplay) = [1]> then\n\n@level\n\nwhen I receive [next level v]\nchange [costumes v] by (1)\n\nbroadcast (play v)\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@loading scene\n\nwhen I receive [win v]\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\nend\nbroadcast (next level v)\nchange [level v] by (1)\nwait (2) seconds\nbroadcast (win 2 v)\n\nwhen flag clicked\nbroadcast (menu v)\nhide\n\nwhen I receive [win 2 v]\nset [gameplay v] to [1]\nshow\ngo to [front v] layer\npoint in direction (-90)\nrepeat (30)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [menu v]\nset [gameplay v] to [1]\nshow\ngo to [front v] layer\npoint in direction (-90)\nswitch costume to (costume31 v)\nwait (2) seconds\nset [gameplay v] to [0]\nrepeat (30)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [play 2 v]\nshow\ngo to [front v] layer\npoint in direction (90)\nswitch costume to (costume1 v)\nrepeat (30)\n next costume\nend\nset [level v] to [1]\nbroadcast (next level v)\nwait (2) seconds\nbroadcast (win 2 v)\n\n@door\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@spikes\n\nwhen flag clicked\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@jumping pad\n\nwhen I receive [play v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\ngo to [front v] layer\nshow\nswitch costume to (level)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\ngo to [front v] layer\nshow\nswitch costume to (costume9 v)\nset [ghost v] effect to (100)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (0)\nwait (0.7) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\n@Sprite2\n\nwhen I receive [play v]\nshow\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(gameplay) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (4))\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [Siren Whistle v]\n broadcast (play 2 v) and wait\n broadcast (play v)\n end\n else\n start sound [Crank v]\n change size by (((100) - (size)) / (4))\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n change [play button dir v] by (1)\n point in direction ((([sin v] of ((play button dir) * (4)) ) * (6)) + (90))\nend\n\nwhen this sprite clicked\nswitch backdrop to (download \(4\) v)\n\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (download \(3\) v)\n\nwhen flag clicked\nforever\n play sound [Video Game 2 v] until done\nend\n\nstart sound [Drum Funky v]\n\n@Sprite4\n\nwhen flag clicked\nforever\n wait (0.01) seconds\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 flag clicked\nshow\nset [ghost v] effect to (100)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nhide\nhide\nwait (3) seconds\ngo to x: (0) y: (-100)\nshow\nrepeat (3)\n change y by (10)\nend\nchange y by (4)\nwait (3) seconds\nrepeat (3)\n change y by (-10)\nend\nchange y by (-4)\nhide\nwait (40) seconds\n\n@Sprite9\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [love v] to [0]\nset [touching? v] to []\nforever\n set [touching? v] to []\n lf [l] [-201] [-220]\n lf [f] [-201] [-220]\nend\n\ndefine lf (c) (x) (y)\nswitch costume to (costume1 v)\nset size to (100000000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (c)\nif <touching (mouse-pointer v)?> then\n set [touching? v] to (c)\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [f]>\n wait (0.4) seconds\n if <(touching?) = [f]> then\n change [love v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [l]>\n wait (0.4) seconds\n if <(touching?) = [l]> then\n change [love v] by (1)\n stop [this script v]\n end\nend\n\n
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YOU MAY NOT WANT TO PLAY YOU MIGHT RAGE QUIT \n***The instructions are in the game\n
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Platformer‼ / プラットフォーマー!
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@Stage\n\n@ターボ防止\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nreset timer\nset [ターボ対策用の変数 v] to [0]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n change [ターボ対策用の変数 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n if <[25] < (ターボ対策用の変数)> then\n switch costume to (コスチューム1 v)\n go to [front v] layer\n show\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n wait (0.6) seconds\n set [ターボ対策用の変数 v] to [0]\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@素材\n\nwhen flag clicked\nhide\n\n@バネ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@next\n\nwhen I receive [next v]\nset [ok v] to [✖]\nhide\ngo to [front v] layer\nchange [color v] effect by (30)\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)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n change [color v] effect by (25)\n go to x: (36) y: (-400)\n repeat until <[1] < (y position)>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n change [color v] effect by (25)\n hide\n wait (0.25) seconds\n show\n go to x: (36) y: (400)\n repeat until <(y position) < [1]>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n change [color v] effect by (25)\n hide\n wait (0.5) seconds\n show\n go to x: (500) y: (0)\n repeat until <(x position) < [1]>\n change x by ((() - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n change [color v] effect by (25)\n hide\n wait (0.75) seconds\n show\n go to x: (-500) y: (0)\n repeat until <[1] < (x position)>\n change x by ((() - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n hide\n wait (1) seconds\n show\n go to x: (0) y: (400)\n repeat until <(y position) < [1]>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n hide\n wait (1) seconds\n show\n go to x: (0) y: (-400)\n repeat until <[1] < (y position)>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nwait (2.5) seconds\nrepeat (20)\n change size by ((() - (size)) / (5))\nend\nset [ok v] to [◎]\ndelete this clone\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nbroadcast (うへへ v)\n\nwhen I receive [うへへ v]\nwait (1) seconds\nbroadcast (ANEXT v)\n\nwhen flag clicked\nset [color v] effect to (-30)\n\n@水\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@地面\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n@プレイヤー\n\ndelete this clone\n\nset [ステージ v] to [24]\n\nchange [x v] by (5)\n\nwhen flag clicked\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (join [コスチューム] ((costume [number v]) + (1)))\nrepeat (5)\n change size by (-5)\nend\ndelete this clone\n\ndefine 初めに戻る\ngo to x: (-200) y: (0)\nset size to (80) %\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [front v] layer\nshow\nset size to (80) %\ngo to x: (-200) y: (0)\ngo to x: (-200) y: (0)\nswitch costume to (コスチューム1 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(costume [number v]) = [1]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n \n change x by (x)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) > [0]> then\n start sound [壁キック v]\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [ジャンプの音 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <not <touching (水 v)?>> then\n change [y v] by (-1)\n end\n change y by (y)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n set rotation style [left-right v]\n if <<touching (障害物 v)?> or <<touching (回る針 v)?> or <touching (行き止まり v)?>>> then\n start sound [タヒ v]\n 初めに戻る\n wait (0.1) seconds\n end\n if <[240] < (x position)> then\n if <<(ステージ) < [21]> or <(ステージ) = [24]>> then\n broadcast (next v)\n 初めに戻る\n start sound [素振り v]\n wait (3) seconds\n change [ステージ v] by (1)\n 初めに戻る\n end\n end\n end\n if <(y position) < [-170]> then\n start sound [タヒ v]\n 初めに戻る\n wait (0.1) seconds\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (水 v)?> then\n set [y v] to [3]\n end\n else\n if <touching (水 v)?> then\n change [y v] by (-0.2)\n end\n end\n if <touching (バネ v)?> then\n start sound [バネ踏む v]\n set [y v] to [18]\n end\n set [x v] to ((x) * (0.9))\nend\n\n
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2か月前に公開した作品。\n(一番最初に公開した作品)\n再共有直ってるか確認のため再共有\nゲーム1P傾向4Pありがとう!\n日本語は下\n"How to operate"\n・Arrow keys\n・Tap operation\n\n「操作方法」\n・矢印キー\n・タップ操作\n\n「コメント」\n記念すべき初投稿です!自信作なので傾向につれていってください!♥★押すと作者が喜びます!((\n傾向のった\n実績\n@kt-all様 ♥★!?\n@nanase-miu様 ♥★!
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ダダサバイバー platformer
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@Stage\n\n@影くん\n\nwhen flag clicked\nshow\nset [ghost v] effect to (60)\npoint in direction (38)\ngo [backward v] (3) layers\nforever\n go to (player v)\nend\n\n@Stage\n\nwhen flag clicked\nset [stage v] to [1]\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nset size to (100) %\nshow\nforever\n set [ghost v] effect to (0)\n switch costume to (STAGE)\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nset size to (100) %\n\n@とげ・まぐま\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nshow\ngo [backward v] (1) layers\nforever\n switch costume to (STAGE)\nend\n\n@Player\n\ndefine start position\nset size to (70) %\ngo to x: (-204) y: (-55)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\ngo to [back v] layer\ngo [forward v] (3) layers\nshow\n\nwhen flag clicked\nset [stage v] to [1]\nstart position\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\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 x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [じゃんぷ v]\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 [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y 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 <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [じゃんぷ v]\n change [y v] by (16)\n end\n change y by (1)\n if <not <(STAGE) = [20]>> then\n if <(x position) > [200]> then\n change [stage v] by (1)\n wait (0.05) seconds\n start position\n end\n end\n if <<touching (とげ・まぐま v)?> or <(y position) < [-160]>> then\n start sound [死 v]\n wait (0.05) seconds\n start position\n end\nend\n\nwhen I start as a clone\nswitch costume to (2 v)\nrepeat (7)\n change size by (-5)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(STAGE) = [17]> then\n show variable [time v]\n show variable [☁ ワールドレコード v]\n else\n hide variable [time v]\n hide variable [☁ ワールドレコード v]\n end\nend\n\nwhen flag clicked\nreset timer\nset [time v] to [0]\nshow variable [time v]\nshow variable [☁ ワールドレコード v]\nforever\n if <not <(STAGE) = [17]>> then\n wait (1) seconds\n change [time v] by (1)\n else\n if <(☁ ワールドレコード) > (time)> then\n set [☁ ワールドレコード v] to (time)\n end\n end\nend\n\nwhen flag clicked\nhide variable [☁ ワールドレコード v]\nhide variable [time v]\n\nwhen [space v] key pressed\nコスチューム変更\n\ndefine コスチューム変更\nif <(costume [number v]) = [1]> then\n switch costume to (プレイヤー2 v)\nelse\n switch costume to (普通 \(1\) v)\nend\n\nwhen flag clicked\nswitch costume to (普通 \(1\) v)\nplay sound [Unlimited v] until done\n\n@クナイ\n\nwhen I start as a clone\nshow\nrepeat until <touching (_edge_ v)?>\n move (15) steps\nend\nmove (10) steps\nwait (0.2) seconds\nshow\nrepeat until <<<touching (_edge_ v)?> or <touching (敵 v)?>> or <touching (ボス v)?>>\n move (10) steps\nend\nmove (10) steps\nwait (0.2) seconds\ndelete this clone\n\ndelete this clone\n\nwhen flag clicked\n\nwhen [a v] key pressed\ngo to (player v)\nswitch costume to (クナイ v)\nwait (0.5) seconds\npoint towards (mouse-pointer v)\ncreate clone of (_myself_ v)\n\n@ふわふわ\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nhide\nforever\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (75) to (85))\ngo to x: (pick random (300) to (-300)) y: (180)\nshow\nrepeat (265)\n change y by (-2)\nend\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n if <<(STAGE) = [19]> or <<(STAGE) = [18]> or <<(STAGE) = [17]> or <(STAGE) = [20]>>>> then\n wait (1) seconds\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nset rotation style [left-right v]\nset [ghost v] effect to (100)\nshow\nif <(STAGE) = [17]> then\n go to (random position v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat until <touching (stage v)?>\n change y by (-1)\n end\n forever\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n set [えっくす v] to (pick random (-10) to (10))\n change x by (えっくす)\n end\nelse\n if <(STAGE) = [18]> then\n go to (random position v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat until <touching (stage v)?>\n change y by (-1)\n end\n forever\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n set [えっくす v] to (pick random (-10) to (10))\n change x by (えっくす)\n end\n else\n if <(STAGE) = [19]> then\n go to (random position v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat until <touching (stage v)?>\n change y by (-1)\n end\n forever\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n set [えっくす v] to (pick random (-10) to (10))\n change x by (えっくす)\n end\n else\n if <(STAGE) = [20]> then\n go to (random position v)\n repeat (50)\n change [ghost v] effect by (-2)\n end\n repeat until <touching (stage v)?>\n change y by (-1)\n end\n forever\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n change [えっくす v] by (pick random (-10) to (10))\n point towards (player v)\n wait (0.1) seconds\n set [えっくす v] to (pick random (-10) to (10))\n change x by (えっくす)\n end\n end\n end\n end\nend\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nset [stage v] to [17]\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <touching (スプライト2 v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (クナイ v)?> then\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\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 wait (0.1) seconds\n switch costume to (コスチューム4 v)\n wait (0.1) seconds\n switch costume to (コスチューム5 v)\n wait (0.1) seconds\nend\n\n@スプライト2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@スプライト3\n\nwhen flag clicked\nhide\n\n
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◆今回はプラットフォーマーを作ってみました!◆\n楽しんでいただけると嬉しいです!\n最後まで読んでね~\n----------------------------------------------------------\n◤\nーーーーーーー操作方法/Operation Methodーーーーー\n移動 矢印キーまたはタップ\nクナイを投げる Aキー\n変身 スペースキー\n-----------------------------\nちょっと1話\n敵はクナイを当てると倒せます!
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Elly's Rescue Adventure! | A Platformer
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [nhạc v] until done\nend\n\nwhen I receive [hide v]\nset volume to (0) %\nstop [other scripts in sprite v]\n\n@con heo\n\nwhen flag clicked\nset [cấp độ v] to [1]\nset [tốc độ của heo con \(y\) v] to [0]\nset [tốc độ của heo con \(x\) v] to [0]\nhide variable [cấp độ v]\nhide variable [tốc độ của heo con \(y\) v]\nhide variable [tốc độ của heo con \(x\) v]\ngo to [front v] layer\nshow\nset size to (90) %\nswitch costume to (player v)\nset drag mode [not draggable v]\ngo to x: (-54) y: (-31)\npoint in direction (90)\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [tốc độ của heo con \(x\) 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 change [tốc độ của heo con \(x\) v] by (2)\n end\n set [tốc độ của heo con \(x\) v] to ((tốc độ của heo con \(X\)) * (0.8))\n change x by (tốc độ của heo con \(X\))\n if <touching (cấp độ v)?> then\n change y by (1)\n if <touching (cấp độ v)?> then\n change y by (1)\n if <touching (cấp độ v)?> then\n change y by (1)\n if <touching (cấp độ v)?> then\n change y by (1)\n if <touching (cấp độ v)?> then\n change y by (1)\n if <touching (cấp độ v)?> then\n change x by ((tốc độ của heo con \(X\)) * (-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 <(tốc độ của heo con \(X\)) > [0]> then\n set [tốc độ của heo con \(x\) v] to [-7]\n else\n set [tốc độ của heo con \(x\) v] to [7]\n end\n set [tốc độ của heo con \(y\) v] to [14]\n else\n set [tốc độ của heo con \(x\) 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 (cấp độ 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 [tốc độ của heo con \(y\) v] to [13]\n end\n end\n change y by (1.2)\n change [tốc độ của heo con \(y\) v] by (-1)\n change y by (tốc độ của heo con \(Y\))\n if <touching (cấp độ v)?> then\n change y by ((tốc độ của heo con \(Y\)) * (-0.8))\n set [tốc độ của heo con \(y\) v] to [0]\n end\n if <[-230] > (x position)> then\n broadcast (next v)\n broadcast (s v)\n start sound [Coin v]\n set [tốc độ của heo con \(y\) v] to [0]\n set [tốc độ của heo con \(x\) v] to [0]\n end\n if <(y position) < [-230]> then\n broadcast (next v)\n broadcast (s v)\n start sound [Coin v]\n set [tốc độ của heo con \(x\) v] to [0]\n set [tốc độ của heo con \(y\) v] to [0]\n end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\ndefine đi đây\nset [tốc độ của heo con \(x\) v] to [0]\nset [tốc độ của heo con \(y\) v] to (tốc độ của heo con \(X\))\nif <<(cấp độ) = [3]> or <(cấp độ) = [8]>> then\n go to x: (200) y: (200)\nelse\n if <<(cấp độ) = [4]> or <(cấp độ) = [10]>> then\n go to x: (200) y: (200)\n else\n if <(cấp độ) = [5]> then\n go to x: (200) y: (100)\n else\n if <(cấp độ) = [2]> then\n go to x: (200) y: (200)\n else\n if <(cấp độ) = [1]> then\n go to x: (200) y: (200)\n else\n if <(cấp độ) = [6]> then\n go to x: (200) y: (200)\n else\n if <(cấp độ) = [7]> then\n go to x: (200) y: (200)\n else\n if <(cấp độ) = [11]> then\n go to x: (200) y: (-31)\n else\n if <(cấp độ) = [9]> then\n go to x: (200) y: (-31)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (-20)\nset volume to (40) %\nforever\n if <touching (gai v)?> then\n go to x: (200) y: (200)\n set [tốc độ của heo con \(x\) v] to [0]\n set [tốc độ của heo con \(y\) v] to (tốc độ của heo con \(X\))\n start sound [Crunch v]\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (player2 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (player v)\n end\n if <<<mouse down?> and <(y position) > (mouse y)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player4 v)\n end\n if <touching (đừng có đến gần tôi v)?> then\n go to x: (200) y: (200)\n start sound [Crunch v]\n end\nend\n\nwhen I receive [s v]\n đi đây\n\n@cấp độ\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (10 v)\n\nwhen I receive [hide v]\nhide\n\n@mặt trời\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nshow\nbroadcast (play v)\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n repeat until <(size) > [150]>\n change size by (0.3)\n end\n repeat until <(size) < [100]>\n change size by (-0.3)\n end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@chữ\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nwait (1) seconds\nrepeat (7)\n wait (0.5) seconds\n repeat (15)\n change [ghost v] effect by (-5)\n end\n play sound [pop v] until done\n wait (0.5) seconds\n repeat (15)\n change [ghost v] effect by (5)\n end\n next costume\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nforever\n if <(cấp độ) = [5]> then\n clear graphic effects\n set [ghost v] effect to (100)\n switch costume to (7 v)\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (-5)\n end\n start sound [pop v]\n wait (1) seconds\n repeat (15)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nforever\n if <(cấp độ) = [9]> then\n clear graphic effects\n set [ghost v] effect to (100)\n switch costume to (8 v)\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (-7)\n end\n play sound [Magic Spell v] until done\n wait (1) seconds\n repeat (15)\n change [ghost v] effect by (7)\n end\n end\nend\n\n@bảng hiệu\n\nwhen flag clicked\nhide\nwait (5) seconds\nforever\n if <(cấp độ) = [4]> then\n go to x: (140) y: (168)\n switch costume to (bảng hiệu v)\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 end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nwait (5) seconds\nforever\n if <(cấp độ) = [8]> then\n go to x: (140) y: (168)\n switch costume to (bảng hiệu v)\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 end\nend\n\n@đám mây\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (4) to (6)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo [backward v] (12) layers\ngo to x: (300) y: (pick random (80) to (120))\nforever\n set [ghost v] effect to (0)\n glide (8) secs to x: (-300) y: (y position)\n repeat (20)\n change [ghost v] effect by (6)\n end\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@đằng sau \n\nwhen I receive [next v]\nnext costume\nchange [cấp độ v] by (1)\n\nwhen flag clicked\nset [cấp độ v] to [0]\nshow\nswitch costume to (rừng10 v)\ngo [backward v] (7) layers\n\nwhen I receive [hide v]\nhide\n\n@hình \n\nwhen flag clicked\nforever\n if <(username) = [Ellyflower]> then\n if <key (9 v) pressed?> then\n clear graphic effects\n show\n broadcast (hide v)\n end\n end\nend\n\nwhen flag clicked\ngo [forward v] (20000) layers\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [hide v]\nstop [other scripts in sprite v]\n\n@gai\n\nwhen flag clicked\nswitch costume to (sự nguy hiểm10 v)\nset [brightness v] effect to (-20)\nshow\ngo [backward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\n@đừng có đến gần tôi\n\nwhen flag clicked\nshow\n\n@Lá cây\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (40) to (60)) %\nset [ghost v] effect to (pick random (20) to (70))\ngo to x: (500) y: (pick random (20) to (180))\nglide (pick random (1.07) to (5)) secs to x: (-240) y: (pick random (-100) to (180))\nif <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nhide\nswitch costume to (costume1 v)\nforever\n if <(cấp độ) = [10]> then\n set size to (100) %\n show\n go to x: (0) y: (0)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nswitch costume to (player v)\nforever\n if <(cấp độ) = [10]> then\n go to [front v] layer\n set size to (100) %\n show\n go to x: (0) y: (0)\n end\n if <(costume [number v]) = [23]> then\n stop [all v]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(cấp độ) = [10]> then\n go to x: (0) y: (0)\n go to [front v] layer\n show\n end\nend\n\n
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-- Ellys Rescue Adventure! | A Platformer ! | A platformer -- \nby @Ellyflower\n\nthere is two ending! good luck\n\nI hope you like my game, is the part 2!\n\n-= Story =-\n\nOne day, Piggy was foraging some mushrooms, and never return, is she lost? Elly it very worried, Elly is going to the forest to search Piggy!\n✎ Platfomer Difficulty: ★★☆☆☆\n\n[] controls []\n\nWASD / Arrow keys\nhold and move for mobile\n\n[] credits []\n\nidea by me \nart by peapix and me\n@griffpatch and @hern1 for inspiration and some codes \nmusic from @-xaf-\nsound effects from scratch\nmore than 400+ blocks\n\n☎ If there are any bugs or glitches, please tell me \n\n⚠️ Only if you ⭐️ the project, you can advertise \n\n-tags-\n\n#all #games #Peapix #platformer #platform #trending #adventure #easy #music #explore #art #stories #fun #cute #forest #mushroome
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Normal Platformer #platformer #cool
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@Stage\n\nwhen flag clicked\nforever\n play sound [weiner in your mouth lovania v] until done\nend\n\n@スプライト1\n\nwhen I start as a clone\nswitch costume to (クローン v)\nrepeat (10)\n change size by (-5.1)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine 初期設定\nshow\nclear graphic effects\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-201) y: (-30)\n\nwhen flag clicked\nhide\nwait (1) seconds\nbroadcast (START v)\n\nshow\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nswitch costume to (コスチューム1 v)\n初期設定\nforever\n switch costume to (止まる v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (1.3)\n switch costume to (右 v)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1.3)\n switch costume to (左 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n start sound [Zoop v]\n else\n set [x v] to [-10]\n start sound [Zoop v]\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 <<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 start sound [Jump v]\n set [y v] to [13]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<(y position) < [-182]> or <<touching (トゲ v)?> or <<touching (sprite3 v)?> or <touching (スプライト3 v)?>>>> then\n start sound [Oops v]\n 初期設定\n wait (0.8) seconds\n end\n if <[242] < (x position)> then\n broadcast (メッセージ1 v)\n 初期設定\n wait (1.5) seconds\n end\n if <touching (bane v)?> then\n set [y v] to [20]\n end\nend\n\nif then\n\nwhen flag clicked\nforever\n if <<<touching (sprite6 v)?> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> then\n 初期設定\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [11]> then\n say [You took] for (2) seconds\n say (timer) for (2) seconds\n say [To finish the Platformer ] for (2) seconds\n end\nend\n\n@地面\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\ngo to x: (0) y: (35)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\n\n\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [10]> then\n go to [back v] layer\n show\n end\nend\n\n@こ2\n\nwhen flag clicked\nset [stage v] to [1]\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\ngo to x: (456) y: (0)\nstart sound [Disconnect v]\nrepeat (10)\n move (([abs v] of (x position) ) / (-2)) steps\nend\nwait (0.1) seconds\nrepeat (18)\n move (([abs v] of (x position) ) / (2)) steps\nend\nhide\n\nwhen I receive [メッセージ1 v]\nchange [stage v] by (1)\nforever\n go to [front v] layer\nend\n\n@こ\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (背景3 v)\nshow\nwait (3) seconds\nnext costume\n\n@bane\n\nwhen flag clicked\nset [ステージ v] to [0]\nhide\n\nwhen I receive [start v]\nset [ステージ v] to [1]\nforever\n if <(ステージ) = [5]> then\n go to x: (0) y: (35)\n go to [front v] layer\n show\n switch costume to (コスチューム2 v)\n else\n if <(ステージ) = [6]> then\n go to x: (0) y: (35)\n go to [front v] layer\n show\n switch costume to (コスチューム1 v)\n else\n hide\n end\n end\n if <touching (スプライト1 v)?> then\n start sound [Whiz v]\n end\nend\n\nwhen I receive [メッセージ1 v]\nchange [ステージ v] by (1)\n\nhide\n\n@トゲ\n\nwhen I receive [メッセージ1 v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [time v] to [0]\npoint in direction (90)\ngo to x: (0) y: (35)\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [4]> then\n go to x: (100) y: (20)\n turn left (6) degrees\n else\n if <(ステージ) = [5]> then\n go to x: (100) y: (25)\n turn left (6) degrees\n else\n go to x: (0) y: (35)\n point in direction (90)\n end\n end\nend\n\nwhen I receive [start v]\nforever\n repeat until <(ステージ) = [11]>\n change [time v] by (1)\n wait (1) seconds\n end\nend\n\n\n\ngo to x: (0) y: (35)\npoint in direction (90)\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(ステージ) = [4]> then\n switch costume to (コスチューム1 v)\n show\n go to x: (0) y: (0)\n else\n if <(ステージ) = [5]> then\n switch costume to (コスチューム2 v)\n show\n go to x: (0) y: (0)\n else\n hide\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset size to (50) %\ngo to x: (-179) y: (-140)\nforever\n if <(stage) = [1]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [4]> then\n switch costume to (costume4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [3]> then\n switch costume to (costume3 v)\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(stage) = [5]> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [6]> then\n switch costume to (costume6 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [7]> then\n switch costume to (costume7 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [8]> then\n switch costume to (costume8 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [9]> then\n switch costume to (costume9 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(stage) = [10]> then\n switch costume to (costume10 v)\n end\nend\n\nwhen flag clicked\n\nforever\n if <(stage) = [11]> then\n switch costume to (costume11 v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nwait (2) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\nforever\n if <(stage) = [8]> then\n show\n end\n if <(stage) > [8]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (191) y: (-147)\n glide (2) secs to x: (71) y: (-153)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <(stage) = [4]> then\n show\n end\n if <(stage) > [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (178) y: (-99)\n glide (2) secs to x: (-4) y: (-99)\nend\n\n@Sprite5\n\n@Sprite6\n\nwhen flag clicked\nhide\nforever\n if <(stage) = [10]> then\n show\n end\n if <(stage) > [10]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n glide (2) secs to x: (7) y: (33)\n glide (2) secs to x: (10) y: (-83)\nend\n\n
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Just a normal Platformer \nYou have 10 level\nThey are all possible \nMy record is 47.6 second
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Splatoon3 Platformer
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@Stage\n\nwhen flag clicked\nset [buki v] to [1]\nif <key (2 v) pressed?> then\n set [buki v] to [2]\nend\nif <key (3 v) pressed?> then\n set [buki v] to [3]\nend\nbroadcast (Let's go v)\nset volume to (50) %\nforever\n play sound [スプラトゥーン3 v] until done\nend\n\nwhen I receive [let's go v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(stage) = [12]> then\n switch costume to (背景2 v)\n else\n switch costume to (背景1 v)\n end\nend\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nstop all sounds\nhide\n\n@Player\n\nwhen I receive [let's go v]\npoint in direction (90)\nshow\n初期位置\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [60]> and <mouse down?>>>> then\n point in direction (90)\n change [x v] by (1.75)\n set [player:向き v] to [左]\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-60]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-1.75)\n set [player:向き v] to [右]\n end\n set [x v] to ((X) * (0.8))\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 x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [60]> and <mouse down?>>>> then\n if <touching (ink v)?> then\n switch costume to (1 v)\n start sound [se_jump1 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 end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-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 (-5)\n if <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [60]> and <mouse down?>>>>> then\n switch costume to (1 v)\n start sound [se_jump1 v]\n set [y v] to [16]\n end\n change y by (5)\n if <<<touching (water v)?> or <touching (刺 v)?>> or <(y position) > [−174]>> then\n wait (0.05) seconds\n start sound [rip v]\n broadcast (タヒんだらしい v)\n 初期位置\n end\n if <not <(stage) = [15]>> then\n if <(x position) > [224]> then\n hide\n broadcast (NEXT v)\n wait (0.05) seconds\n wait until <(NEXT中) = [no]>\n start sound [Coin v]\n 初期位置\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (しゃがむ v)\n if <touching (ink v)?> then\n broadcast (ink補給 v)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (2.5)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-2.5)\n end\n else\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (-0.8)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (0.8)\n end\n end\n end\n if <touching (enemy ink v)?> then\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (-0.99)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (0.99)\n end\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (buki)\n end\nend\n\nif <key (s v) pressed?> then\n if <key (right arrow v) pressed?> then\n change [x v] by (10)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-10)\n end\n if <key (up arrow v) pressed?> then\n change [y v] by (0.99)\n end\nend\n\nwhen I receive [let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\ndefine 初期位置\ngo to [back v] layer\nswitch costume to (1 v)\nset size to (90) %\ngo to x: (-200) y: (-50)\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 [autro v]\nstop [other scripts in sprite v]\nhide\n\n@stage\n\nwhen I receive [let's go v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen flag clicked\nset [stage v] to [1]\nswitch costume to (9 v)\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nwait (1) seconds\nhide\n\n@タイム表示\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nset [time v] to [180]\nクローン\nforever\n wait (1) seconds\n change [time v] by (-1)\n if <(stage) = [15]> then\n hide\n stop [this script v]\n end\nend\n\ndefine クローン\nset [クローンid v] to [1]\ngo to x: (-169) y: (152)\ncreate clone of (_myself_ v)\ngo to x: (-210) y: (150)\nrepeat (4)\n change [クローンid v] by (1)\n create clone of (_myself_ v)\n change x by (27)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <(クローンID) = [1]> then\n switch costume to (土台 v)\n set [ghost v] effect to (30)\n else\n if <(クローンID) = [2]> then\n switch costume to (join [数字] (([floor v] of ((time) / (60)) ) mod (10)))\n else\n if <(クローンID) = [3]> then\n switch costume to (数字: v)\n else\n if <(クローンID) = [4]> then\n switch costume to (join [数字] (([floor v] of (((time) mod (60)) / (10)) ) mod (10)))\n else\n switch costume to (join [数字] (([floor v] of ((time) mod (60)) ) mod (10)))\n end\n end\n end\n end\nend\n\nwhen I receive [終了 v]\ndelete this clone\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [let's go v]\nforever\n if <(time) = [0]> then\n stop [all v]\n end\n if <(stage) = [16]> then\n broadcast (autro v)\n stop [this script v]\n end\nend\n\nwhen I receive [let's go v]\nforever\n if <(stage) = [15]> then\n broadcast (結果発表だドン!(?) v)\n stop [this script v]\n end\nend\n\n@enemy ink\n\nwhen I receive [let's go v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\n\n@water\n\nwhen I receive [let's go v]\nshow\nforever\n switch costume to (stage)\nend\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@Tank\n\nwhen I receive [let's go v]\nforever\n if <<([ink v] of [ink v]) < [15]> and <([ink v] of [ink v]) > [12]>> then\n switch costume to (インクタンク4 v)\n end\n if <<([ink v] of [ink v]) < [12]> and <([ink v] of [ink v]) > [9]>> then\n switch costume to (インクタンク3 v)\n end\n if <<([ink v] of [ink v]) < [9]> and <([ink v] of [ink v]) > [6]>> then\n switch costume to (インクタンク3 v)\n end\n if <<([ink v] of [ink v]) < [6]> and <([ink v] of [ink v]) > [3]>> then\n switch costume to (インクタンク2 v)\n end\n if <<([ink v] of [ink v]) < [3]> and <([ink v] of [ink v]) > [0]>> then\n switch costume to (インクタンク1 v)\n end\n if <([ink v] of [ink v]) = [0]> then\n switch costume to (インクタンク0 v)\n end\nend\n\nwhen I receive [let's go v]\nforever\n if <([ink v] of [ink v]) = [30]> then\n switch costume to (インクタンク10 v)\n end\n if <<([ink v] of [ink v]) < [30]> and <([ink v] of [ink v]) > [27]>> then\n switch costume to (インクタンク9 v)\n end\n if <<([ink v] of [ink v]) < [27]> and <([ink v] of [ink v]) > [24]>> then\n switch costume to (インクタンク8 v)\n end\n if <<([ink v] of [ink v]) < [24]> and <([ink v] of [ink v]) > [21]>> then\n switch costume to (インクタンク7 v)\n end\n if <<([ink v] of [ink v]) < [21]> and <([ink v] of [ink v]) > [18]>> then\n switch costume to (インクタンク6 v)\n end\n if <<([ink v] of [ink v]) < [18]> and <([ink v] of [ink v]) > [15]>> then\n switch costume to (インクタンク5 v)\n end\nend\n\nwhen I receive [let's go v]\nswitch costume to (インクタンク10 v)\nset rotation style [left-right v]\nforever\n go to (player v)\n if <(Player:向き) = [右]> then\n point in direction (90)\n end\n if <(Player:向き) = [左]> then\n point in direction (-90)\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\n\n@ink\n\nwhen I receive [let's go v]\nset [player:向き v] to [左]\nset [ink v] to [30]\nforever\n if <<<<key (space v) pressed?> and <not <(ink) = [0]>>> and <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> and <(NEXT中) = [no]>> then\n if <(buki) = [1]> then\n create clone of (_myself_ v)\n start sound [ぽっぷ v]\n change [ink v] by (-1)\n wait (0.09) seconds\n end\n if <(buki) = [2]> then\n reset timer\n wait until <not <key (space v) pressed?>>\n if <not <(ink) < [3]>> then\n if <(timer) < [1]> then\n set [長押し v] to [0]\n set [トラストy v] to [-6]\n repeat (3)\n change [トラストy v] by (1)\n change [ink v] by (-1)\n create clone of (_myself_ v)\n start sound [ぽっぷ v]\n end\n set [トラストy v] to [-6]\n wait (0.1) seconds\n end\n if <(timer) > [1]> then\n if <not <key (down arrow v) pressed?>> then\n set [長押し v] to [0]\n set [トラストy v] to [-6]\n repeat (3)\n change [トラストy v] by (1)\n change [ink v] by (-1)\n create clone of (_myself_ v)\n start sound [ぽっぷ v]\n end\n set [トラストy v] to [-6]\n wait (0.1) seconds\n end\n end\n end\n end\n if <(buki) = [3]> then\n reset timer\n wait until <not <key (space v) pressed?>>\n if <(timer) < [1]> then\n create clone of (_myself_ v)\n change [ink v] by (-1)\n start sound [ぽっぷ v]\n reset timer\n wait (0.05) seconds\n end\n if <(timer) > [1]> then\n if <not <key (down arrow v) pressed?>> then\n if <not <(ink) < [10]>> then\n repeat (10)\n create clone of (_myself_ v)\n change [ink v] by (-1)\n start sound [ぽっぷ v]\n end\n end\n end\n end\n end\n end\n if <<key (space v) pressed?> and <(ink) = [0]>> then\n play sound [ガチャ v] until done\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to (player v)\nif <(buki) = [1]> then\n switch costume to (1ink v)\n if <(Player:向き) = [右]> then\n repeat until <touching (stage v)?>\n move (pick random (5) to (10)) steps\n change y by (-4)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n else\n repeat until <touching (stage v)?>\n move (pick random (-5) to (-10)) steps\n change y by (-4)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n end\nend\nif <(buki) = [2]> then\n if <(Player:向き) = [右]> then\n if <(長押し) = [0]> then\n switch costume to (2ink v)\n repeat until <touching (stage v)?>\n move (pick random (5) to (8)) steps\n change y by (トラストy)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n else\n switch costume to (4ink v)\n repeat until <touching (stage v)?>\n move (pick random (22) to (25)) steps\n change y by (トラストy)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n end\n else\n switch costume to (2ink v)\n repeat until <touching (stage v)?>\n move (pick random (-5) to (-8)) steps\n change y by (トラストy)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n end\nend\nif <(buki) = [3]> then\n switch costume to (3ink v)\n if <(Player:向き) = [右]> then\n repeat until <touching (stage v)?>\n move (pick random (16) to (18)) steps\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n else\n repeat until <touching (stage v)?>\n move (pick random (-16) to (-18)) steps\n change y by (-2)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n end\nend\nswitch costume to (平いんく v)\nforever\n if <not <touching (stage v)?>> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nwait until <(NEXT中) = [NO]>\ndelete this clone\n\nwhen I receive [let's go v]\nforever\n if <<not <(ink) = [30]>> and <not <key (space v) pressed?>>> then\n change [ink v] by (1)\n wait (1) seconds\n end\n if <(ink) > [30]> then\n set [ink v] to [30]\n wait (0.1) seconds\n end\nend\n\nwhen I receive [ink補給 v]\nif <not <(ink) = [30]>> then\n change [ink v] by (1)\nend\n\nwhen I receive [let's go v]\nforever\n if <(ink) < [0]> then\n set [ink v] to [0]\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\n\n@samune\n\nwhen flag clicked\nswitch costume to (サムネ(仮) v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@NEXT\n\nwhen I start as a clone\nset [next中 v] to [yes]\nset [color v] effect to (pick random (1) to (100))\nset size to (100) %\nset [ghost v] effect to (0)\ngo to x: (583) y: (0)\ngo to [front v] layer\nshow\nrepeat until <(round (x position)) = [-30]>\n change x by (((-30) - (x position)) / (10))\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [next中 v] to [no]\ndelete this clone\n\nwhen I receive [next v]\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\nwhen I receive [let's go v]\nset [next中 v] to [no]\n\nrepeat (5)\n create clone of (_myself_ v)\nend\n\n@刺\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\n\n@Turbo\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\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@結果発表の主\n\nwhen I receive [結果発表だドン!(?) v]\nwait (0) seconds\nset [結果発表 v] to [0]\nset [クローンid v] to [200]\nset [結果発表 v] to ((180) - (time))\ngo to [front v] layer\nset size to (85) %\nif <(length of (結果発表)) = [2]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [3]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (3) of (結果発表)))\n go to x: (51) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\n\n@わいぷあうと\n\nwhen I receive [タヒんだらしい v]\ngo to x: (0) y: (20)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nhide\n\n
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日本語は下\nUsage\nMove with left and right arrow keys\nJump with the up arrow keys\nCrouch with the down arrow keys\nInking a wall will give you a wall kick\nIf you hold down the 2 or 3 key and press the flag...!\n\n使い方\n左、右向き矢印キーで移動、\n上向き矢印キーでジャンプ、\n下向き矢印キーでしゃがむ、\nスペースキーでインクが打てます。\n壁にインクを当てると壁キックができます。\n2または3キーを押しながら旗を押すと…!
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☁Minecraft platformer 2 v1.1
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@Stage\n\nwhen flag clicked\nforever\n play sound [1 v] until done\n play sound [2 v] until done\nend\n\nwhen flag clicked\nbroadcast (|| Intro Start Message v)\n\nwhen I receive [|| intro start message v]\nswitch backdrop to (2 v)\nset [...bgm オンオフ v] to [1]\nset [...効果音 オンオフ v] to [1]\nwait until <([costume # v] of [壁 v]) = [6]>\nswitch backdrop to (3 v)\nwait until <([costume # v] of [壁 v]) = [15]>\nswitch backdrop to (2 v)\n\nwhen I receive [|| intro start message v]\nforever\n if <(...BGM オンオフ) = [0]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen I receive [|| intro start message v]\nset [持ち物 v] to [1]\nwait until <(Stage) = [9]>\nset [持ち物 v] to [5]\nwait until <(Stage) = [10]>\n\n@軽量化\n\nwhen I receive [無敵 v]\nadd [プレイヤーが無敵になりました] to [1 v]\nset [無敵 v] to [1]\nwait ((無敵団) + (1)) seconds\nset [無敵 v] to [0]\n\nset [持ち物 v] to [13]\nadd [剣がMAXになりました] to [1 v]\n\nwhen flag clicked\nchange [☁ 参照数 v] by (1)\n\nadd ["\(-""-\)"] to [チャット v]\n\n@1\n\ndefine クローン ()\nswitch costume to ()\nif <[0] = ()> then\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n set size to (100) %\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n add [0] to [0 v]\n delete this clone\nend\nif <[遊ぶ] = ()> then\n create clone of (_myself_ v)\nend\nif <[設定] = ()> then\n create clone of (_myself_ v)\nend\nif <[スキン] = ()> then\n create clone of (_myself_ v)\nend\nif <[サムネイル] = ()> then\n add [プロジェクトが停止] to [1 v]\n add [サムネイル作成] to [1 v]\n set [サムネ変数 v] to [0]\n set size to (100) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (500)\n show\n repeat (25)\n change [サムネ変数 v] by (-1)\n change y by (サムネ変数)\n end\n set y to (0)\n stop [all v]\nend\n\nwhen [timer v] > (0.01)\nクローン [サムネイル]\nbroadcast (サムネ ステージ作成 v)\ndelete all of [0 v]\nadd [000] to [0 v]\n\nwhen I start as a clone\ngo to [front v] layer\nif <(clone数) = [1]> then\n add [あそぶのクローンを作成] to [1 v]\n set size to (5) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (0)\n show\n add [遊ぶ] to [0 v]\n forever\n if <(どこの画面?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n if <mouse down?> then\n set [どこの画面? v] to [ゲーム]\n add [ゲームを開始] to [1 v]\n broadcast (スタート v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [Click v]\n end\n end\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\n end\nend\nif <(clone数) = [2]> then\n add [設定のクローンを作成] to [1 v]\n set size to (5) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-50)\n show\n add [設定] to [0 v]\n forever\n if <(どこの画面?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n if <mouse down?> then\n add [設定画面] to [1 v]\n set [どこの画面? v] to [設定]\n if <[1] = (...効果音 オンオフ)> then\n start sound [Click v]\n end\n end\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\n end\nend\nif <(clone数) = [3]> then\n add [スキンのクローンを作成] to [1 v]\n set size to (5) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n show\n add [スキン] to [0 v]\n forever\n if <(どこの画面?) = [0]> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n if <mouse down?> then\n if <[1] = (...効果音 オンオフ)> then\n set [どこの画面? v] to [スキン]\n add [スキン画面] to [1 v]\n start sound [Click v]\n broadcast (スキン ☺ v)\n end\n end\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ndelete all of [1 v]\nadd [旗を押した] to [1 v]\nset [clone数 v] to [0]\nset [確認 v] to [0]\nhide\ndelete all of [0 v]\nクローン [0]\nwait until <(0) = [0]>\nクローン [遊ぶ]\nchange [clone数 v] by (1)\nwait until <[0 v] contains [遊ぶ]?>\nchange [clone数 v] by (1)\nクローン [設定]\nwait until <[0 v] contains [設定]?>\nchange [clone数 v] by (1)\nクローン [スキン]\n\n@online\n\nwhen flag clicked\ndelete all of [ユーザー名素材 v]\nadd [a] to [ユーザー名素材 v]\nadd [b] to [ユーザー名素材 v]\nadd [c] to [ユーザー名素材 v]\nadd [d] to [ユーザー名素材 v]\nadd [e] to [ユーザー名素材 v]\nadd [f] to [ユーザー名素材 v]\nadd [g] to [ユーザー名素材 v]\nadd [h] to [ユーザー名素材 v]\nadd [i] to [ユーザー名素材 v]\nadd [j] to [ユーザー名素材 v]\nadd [k] to [ユーザー名素材 v]\nadd [l] to [ユーザー名素材 v]\nadd [m] to [ユーザー名素材 v]\nadd [n] to [ユーザー名素材 v]\nadd [o] to [ユーザー名素材 v]\nadd [p] to [ユーザー名素材 v]\nadd [q] to [ユーザー名素材 v]\nadd [r] to [ユーザー名素材 v]\nadd [s] to [ユーザー名素材 v]\nadd [t] to [ユーザー名素材 v]\nadd [u] to [ユーザー名素材 v]\nadd [v] to [ユーザー名素材 v]\nadd [w] to [ユーザー名素材 v]\nadd [x] to [ユーザー名素材 v]\nadd [y] to [ユーザー名素材 v]\nadd [z] to [ユーザー名素材 v]\nadd [0] to [ユーザー名素材 v]\nadd [1] to [ユーザー名素材 v]\nadd [2] to [ユーザー名素材 v]\nadd [3] to [ユーザー名素材 v]\nadd [4] to [ユーザー名素材 v]\nadd [5] to [ユーザー名素材 v]\nadd [6] to [ユーザー名素材 v]\nadd [7] to [ユーザー名素材 v]\nadd [8] to [ユーザー名素材 v]\nadd [9] to [ユーザー名素材 v]\nadd [-] to [ユーザー名素材 v]\nadd [_] to [ユーザー名素材 v]\ndelete all of [ユーザー名 v]\nrepeat (9)\n add [] to [ユーザー名 v]\nend\nset [i2 v] to [1]\nset [ユーザー名数値 v] to []\nrepeat (length of (username))\n set [ユーザー名数値 v] to (join (ユーザー名数値) ((item # of (letter (i2) of (username)) in [ユーザー名素材 v]) + (10)))\n change [i2 v] by (1)\nend\nforever\n ユーザー名 (☁ ☁ 1P) [1]\n ユーザー名 (☁ ☁ 2P) [2]\n ユーザー名 (☁ ☁ 3P) [3]\n ユーザー名 (☁ ☁ 4P) [4]\n ユーザー名 (☁ ☁ 5P) [5]\n ユーザー名 (☁ ☁ 6P) [6]\n ユーザー名 (☁ ☁ 7P) [7]\n ユーザー名 (☁ ☁ 8P) [8]\n ユーザー名 (☁ ☁ 9P) [9]\n wait (20) seconds\nend\n\nwhen I receive [スタート v]\nforever\n if <(自分は何Pか?) = [1]> then\n set [☁ ☁ 1p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [2]> then\n set [☁ ☁ 2p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [3]> then\n set [☁ ☁ 3p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [4]> then\n set [☁ ☁ 4p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [5]> then\n set [☁ ☁ 5p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [6]> then\n set [☁ ☁ 6p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [7]> then\n set [☁ ☁ 7p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [8]> then\n set [☁ ☁ 8p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\n if <(自分は何Pか?) = [9]> then\n set [☁ ☁ 9p v] to (join (プレイヤーデータ) (ユーザー名数値))\n end\nend\n\nwhen flag clicked\nset [自分は何pか? v] to [0]\nhide\nif <(username) = []> then\n wait (1) seconds\n show\n switch costume to (サインインして v)\n go to [front v] layer\n wait (2) seconds\n hide\nelse\n if <(☁ ☁ 1P) = [0]> then\n set [自分は何pか? v] to [1]\n else\n if <(☁ ☁ 2P) = [0]> then\n set [自分は何pか? v] to [2]\n else\n if <(☁ ☁ 3P) = [0]> then\n set [自分は何pか? v] to [3]\n else\n if <(☁ ☁ 4P) = [0]> then\n set [自分は何pか? v] to [4]\n else\n if <(☁ ☁ 5P) = [0]> then\n set [自分は何pか? v] to [5]\n else\n if <(☁ ☁ 6P) = [0]> then\n set [自分は何pか? v] to [6]\n else\n if <(☁ ☁ 7P) = [0]> then\n set [自分は何pか? v] to [7]\n else\n if <(☁ ☁ 8P) = [0]> then\n set [自分は何pか? v] to [8]\n else\n if <(☁ ☁ 9P) = [0]> then\n set [自分は何pか? v] to [9]\n else\n switch costume to (サーバーがいっぱい v)\n go to [front v] layer\n wait (1) seconds\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <[] = [0]> then\n set [自分は何pか? v] to [9]\nelse\nend\n\ndefine ユーザー名 (データ) (何p)\nset [復元 v] to (length of (プレイヤーデータ))\nreplace item (何p) of [ユーザー名 v] with []\nrepeat ((length of (データ)) - (length of (プレイヤーデータ)))\n replace item (何p) of [ユーザー名 v] with (join (item (何p) of [ユーザー名 v]) (item ((join (letter ((復元) - (1)) of (データ)) (letter (復元) of (データ))) - (10)) of [ユーザー名素材 v]))\n change [復元 v] by (2)\nend\n\nwhen I start as a clone\nswitch costume to (キャラ v)\nset rotation style [left-right v]\nforever\n if <(クローンID) = (自分は何Pか?)> then\n delete this clone\n else\n if <(クローンID) = [1]> then\n 他のプレイヤー (☁ ☁ 1P) [1]\n end\n if <(クローンID) = [2]> then\n 他のプレイヤー (☁ ☁ 2P) [2]\n end\n if <(クローンID) = [3]> then\n 他のプレイヤー (☁ ☁ 3P) [3]\n end\n if <(クローンID) = [4]> then\n 他のプレイヤー (☁ ☁ 4P) [4]\n end\n if <(クローンID) = [5]> then\n 他のプレイヤー (☁ ☁ 5P) [5]\n end\n if <(クローンID) = [6]> then\n 他のプレイヤー (☁ ☁ 6P) [6]\n end\n if <(クローンID) = [7]> then\n 他のプレイヤー (☁ ☁ 7P) [7]\n end\n if <(クローンID) = [8]> then\n 他のプレイヤー (☁ ☁ 8P) [8]\n end\n if <(クローンID) = [9]> then\n 他のプレイヤー (☁ ☁ 9P) [9]\n end\n end\nend\n\ndefine 他のプレイヤー (データ) (何p)\nif <[0] < (データ)> then\n show\n set [ghost v] effect to (50)\n switch costume to ((join (letter (13) of (データ)) (letter (14) of (データ))) - (8))\n go to x: ((join (letter (2) of (データ)) (join (letter (3) of (データ)) (letter (4) of (データ)))) - (500)) y: ((join (letter (5) of (データ)) (join (letter (6) of (データ)) (letter (7) of (データ)))) - (500))\n point in direction ((join (letter (8) of (データ)) (join (letter (9) of (データ)) (letter (10) of (データ)))) - (500))\n say (join (letter (2) of (item (何p) of [ユーザー名 v])) (join (letter (3) of (item (何p) of [ユーザー名 v])) (join (letter (4) of (item (何p) of [ユーザー名 v])) (join (letter (5) of (item (何p) of [ユーザー名 v])) (join (letter (6) of (item (何p) of [ユーザー名 v])) (join (letter (7) of (item (何p) of [ユーザー名 v])) (join (letter (8) of (item (何p) of [ユーザー名 v])) (join (letter (9) of (item (何p) of [ユーザー名 v])) (join (letter (10) of (item (何p) of [ユーザー名 v])) (join (letter (11) of (item (何p) of [ユーザー名 v])) (join (letter (12) of (item (何p) of [ユーザー名 v])) (join (letter (13) of (item (何p) of [ユーザー名 v])) (join (letter (14) of (item (何p) of [ユーザー名 v])) (join (letter (15) of (item (何p) of [ユーザー名 v])) (join (letter (16) of (item (何p) of [ユーザー名 v])) (join (letter (17) of (item (何p) of [ユーザー名 v])) (join (letter (18) of (item (何p) of [ユーザー名 v])) (join (letter (19) of (item (何p) of [ユーザー名 v])) []))))))))))))))))))\n if <((join (letter (11) of (データ)) (letter (12) of (データ))) - (10)) = (Stage)> then\n show\n else\n switch costume to (コスチューム3 v)\n if <((join (letter (11) of (データ)) (letter (12) of (データ))) - (10)) < (Stage)> then\n go to x: (-20000) y: ((join (letter (5) of (データ)) (join (letter (6) of (データ)) (letter (7) of (データ)))) - (500))\n else\n go to x: (20000) y: ((join (letter (5) of (データ)) (join (letter (6) of (データ)) (letter (7) of (データ)))) - (500))\n end\n end\nelse\n hide\nend\n\nwhen flag clicked\nforever\n set [プレイヤーデータ v] to (join (join (join (letter (2) of (current [second v])) (join ((round ([x position v] of [プレイヤー v])) + (500)) (join ((round ([y position v] of [プレイヤー v])) + (500)) ((round ([direction v] of [プレイヤー v])) + (500))))) ((Stage) + (10))) (([costume # v] of [プレイヤー v]) + (10)))\nend\n\nwhen flag clicked\nforever\n set [1p抜けた? v] to (letter (1) of (☁ ☁ 1P))\n set [2p抜けた? v] to (letter (1) of (☁ ☁ 2P))\n set [3p抜けた? v] to (letter (1) of (☁ ☁ 3P))\n set [4p抜けた? v] to (letter (1) of (☁ ☁ 4P))\n set [5p抜けた? v] to (letter (1) of (☁ ☁ 5P))\n set [6p抜けた? v] to (letter (1) of (☁ ☁ 6P))\n set [7p抜けた? v] to (letter (1) of (☁ ☁ 7P))\n set [8p抜けた? v] to (letter (1) of (☁ ☁ 8P))\n set [9p抜けた? v] to (letter (1) of (☁ ☁ 9P))\n set [何人参加してる? v] to (join ((((<[0] = (☁ ☁ 1P)> + (0)) + (<[0] = (☁ ☁ 2P)> + (0))) + (((<[0] = (☁ ☁ 3P)> + (0)) + (<[0] = (☁ ☁ 4P)> + (0))) + (((<[0] = (☁ ☁ 5P)> + (0)) + (<[0] = (☁ ☁ 6P)> + (0))) + (((<[0] = (☁ ☁ 7P)> + (0)) + (<[0] = (☁ ☁ 8P)> + (0))) + (((<[0] = (☁ ☁ 9P)> + (0)) + (<[0] = [50]> + (0))) + ()))))) - (10)) [人が参加中])\n wait (1.5) seconds\n if <(letter (1) of (☁ ☁ 1P)) = (1P抜けた?)> then\n set [☁ ☁ 1p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 2P)) = (2P抜けた?)> then\n set [☁ ☁ 2p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 3P)) = (3P抜けた?)> then\n set [☁ ☁ 3p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 4P)) = (4P抜けた?)> then\n set [☁ ☁ 4p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 5P)) = (5P抜けた?)> then\n set [☁ ☁ 5p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 6P)) = (6P抜けた?)> then\n set [☁ ☁ 6p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 7P)) = (7P抜けた?)> then\n set [☁ ☁ 7p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 8P)) = (8P抜けた?)> then\n set [☁ ☁ 8p v] to [0]\n end\n if <(letter (1) of (☁ ☁ 9P)) = (9P抜けた?)> then\n set [☁ ☁ 9p v] to [0]\n end\nend\n\nwhen I receive [スタート v]\nset [クローンid v] to [0]\nrepeat (9)\n change [クローンid v] by (1)\n create clone of (_myself_ v)\nend\n\nset [☁ みんなで倒せ! v] to [10000]\n\n@2\n\ndefine 常時実行\ngo to x: (0) y: (0)\ngo to [front v] layer\nchange [三角関数用 v] by (5)\nreset timer\nif <[Nan%] = (join ((☁ 世界のclear数) / (☁ 世界の旗が押された回数)) [%])> then\n set [クリア率 v] to [不明...]\nelse\n set [クリア率 v] to (round (((☁ 世界のclear数) / (☁ 世界の旗が押された回数)) * (100)))\nend\n\nwhen I receive [音を鳴らして v]\nif <[1] = (...効果音 オンオフ)> then\n start sound [Click v]\nend\n\nwhen flag clicked\nchange [☁ 世界の旗が押された回数 v] by (1)\nset [どこの画面? v] to [0]\nforever\n 常時実行\nend\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nswitch costume to ( v)\nhide\nwait (2) seconds\nshow\nset [世界記録保存の許可 v] to [0]\nset [...bgm オンオフ v] to [1]\nset [...効果音 オンオフ v] to [1]\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I start as a clone\nset [天候 v] to [晴れ]\nset [三角関数用 v] to [0]\nadd [エフェクト/太陽] to [1 v]\ngo to x: (177) y: (124)\nset size to (100) %\nshow\nswitch costume to (2 v)\nforever\n change [▶︎ v] by (5)\n go to [back v] layer\n change size by ([sin v] of (三角関数用) )\n if <(天候) = [晴れ]> then\n clear graphic effects\n else\n set [ghost v] effect to (30)\n end\n if <<[9] < (Stage)> and <(Stage) < [15]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(どこの画面?) = [0]> then\n show\n else\n hide\n end\nend\n\n@saisyo\n\nwhen I receive [スタート v]\nhide\ndelete this clone\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nswitch costume to ( v)\ncreate clone of (_myself_ v)\nshow\nforever\n go to x: (0) y: (0)\n go [forward v] (1) layers\n go [backward v] (6) layers\nend\n\nwhen I start as a clone\nrepeat (10)\n switch costume to (pick random (2) to (3))\nend\nforever\n change y by ([sin v] of ("三角関数) )\n change ["三角関数 v] by (5)\nend\n\n@Weather\n\nwhen I receive [layer sort v]\nif <(cloud_num) = [-1]> then\n Z-index Sprite by [999]\nend\nif <(cloud_num) > [0]> then\n Z-index Sprite by [998]\nend\n\ndefine Z-index Sprite by (z-index)\nset [i v] to [1]\nrepeat until <not <(z-index) < (item (i) of [z-index v])>>\n change [i v] by (1)\nend\ninsert (z-index) at (i) of [z-index v] \ngo [forward v] ((i) - (1)) layers\n\nwhen I start as a clone\nif <(cloud_num) = [-1]> then\n show\n forever\n if <<[9] < (Stage)> and <(Stage) < [15]>> then\n delete this clone\n else\n show\n end\n go to [back v] layer\n go [backward v] (1) layers\n if <(#Daylight cycle) = [Day]> then\n switch costume to (sun v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Sunset]> then\n switch costume to (sunset v)\n go to x: ((140) + ((4) * ([cos v] of (#Frame) ))) y: ((100) + ((4) * ([sin v] of (#Frame) )))\n end\n if <(#Daylight cycle) = [Night]> then\n switch costume to (moon v)\n go to x: ((0) + ((220) * ([cos v] of (((#Frame) / (30)) + (180)) ))) y: ((-250) + ((380) * ([sin v] of ((#Frame) / (30)) )))\n end\n end\nend\nif <(cloud_num) > [0]> then\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [backward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (11)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n if <(#Daylight cycle) = [Night]> then\n set [ghost v] effect to (90)\n else\n set [ghost v] effect to (20)\n end\n if <(#Gamemode) = (item (1) of [#gamemode v])> then\n end\n change [cloud_num v] by (-1)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [cloud_num v] to [-1]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nset [cloud_num v] to [1]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nadd [雲のクローンを作成] to [1 v]\nchange [cloud_num v] by (1)\nforever\n if <(cloud_num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n add [雲のクローンを作成] to [1 v]\n end\n wait (3) seconds\n end\nend\n\n@オンオフ1\n\nwhen this sprite clicked\nadd [オンオフが押された] to [1 v]\nif <(...BGM オンオフ) = [0]> then\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n set [...bgm オンオフ v] to [1]\nelse\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n set [...bgm オンオフ v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[設定] = (どこの画面?)> then\n show\n else\n hide\n end\nend\n\nset [世界記録保存の許可 v] to [0]\n\n@オンオフ3\n\nwhen this sprite clicked\nadd [オンオフ3が押された] to [1 v]\nif <not <(username) = []>> then\n if <(世界記録保存の許可) = [0]> then\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [5]>\n next costume\n end\n set [世界記録保存の許可 v] to [1]\n else\n broadcast (音を鳴らして v)\n repeat until <(costume [number v]) = [1]>\n switch costume to ((costume [number v]) - (1))\n end\n set [世界記録保存の許可 v] to [0]\n end\nelse\n switch costume to (6 v)\nend\n\nwhen flag clicked\nforever\n if <[設定] = (どこの画面?)> then\n show\n else\n hide\n end\n if <not <(username) = []>> then\n go to x: (174) y: (-80)\n else\n go to x: (96) y: (-110)\n switch costume to (6 v)\n end\nend\n\n@設定画面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(どこの画面?) = [設定]> then\n show\n else\n hide\n end\nend\n\n@戻る\n\nwhen flag clicked\ngo to x: (-154) y: (-154)\nhide\nforever\n if <<(どこの画面?) = [設定]> or <(どこの画面?) = [スキン]>> then\n show\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((115) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\n else\n hide\n end\nend\n\nwhen this sprite clicked\nadd [戻が押された] to [1 v]\nset [どこの画面? v] to [0]\nbroadcast (音を鳴らして v)\n\nwhen I receive [スキン ☺ v]\nshow\n\n@壁\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (Stage)\n if <[20] = (Stage)> then\n set [brightness v] effect to (-50)\n else\n clear graphic effects\n end\nend\n\n@Health2\n\nwhen flag clicked\ngo to x: (0) y: (-114)\nset [ライフ v] to [20]\ngo to [front v] layer\nhide\nforever\n switch costume to ((ライフ) + (1))\nend\n\nwhen flag clicked\nforever\n set [前ライフ v] to (ライフ)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(ライフ) < [4]> then\n change y by (3)\n wait (0.07) seconds\n change y by (-3)\n end\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen I receive [スタート v]\nshow\n\n@ゾンビ\n\nwhen I start as a clone\nadd [ゾンビ/クローン] to [1 v]\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n show\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (ゾンビ v)\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.1) seconds\nwait until <(Stage) = [1]>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <(Stage) = [2]>\nゾンビ召喚魔法 [2] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <(Stage) = [15]>\nゾンビ召喚魔法 [2] [200] [0] [0.1] 秒待つ [5] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ゾンビx v] to (x)\nset [ゾンビy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@剣\n\nwhen flag clicked\nhide\nforever\n if <[100] < (direction)> then\n point in direction (100)\n end\n if <(direction) < [-100]> then\n point in direction (-100)\n end\nend\n\nwhen I receive [スタート v]\nset [攻撃 v] to [0]\nforever\n switch costume to (持ち物)\n if <[0] < ([direction v] of [プレイヤー v])> then\n set [右左 v] to [右]\n go to x: (([x position v] of [プレイヤー v]) + (30)) y: (([y position v] of [プレイヤー v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (-100)\n end\n else\n set [右左 v] to [左]\n go to x: (([x position v] of [プレイヤー v]) + (-30)) y: (([y position v] of [プレイヤー v]) + (-5))\n if <(攻撃) = [0]> then\n point in direction (100)\n end\n end\nend\n\nwhen I receive [スタート v]\nset [持ち物 v] to [5]\nshow\nforever\n set size to (120) %\n if <(item (1) of [#gamemode v]) = [10]> then\n hide\n end\n if <(右左) = [右]> then\n switch costume to ((持ち物) + (1))\n else\n switch costume to (持ち物)\n end\nend\n\nwhen I receive [attack v]\nif <[0] < ([direction v] of [プレイヤー v])> then\n point in direction (-100)\nelse\n point in direction (100)\nend\nset [攻撃 v] to [1]\nif <(右左) = [右]> then\n repeat (4)\n turn right (15) degrees\n end\nelse\n repeat (4)\n turn left (15) degrees\n end\nend\nset [攻撃 v] to [0]\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n broadcast (attack v)\n if <(item (1) of [#gamemode v]) = [15]> then\n broadcast (爆発剣 v)\n end\n end\n wait until <not <<key (space v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>>>\nend\n\nwhen I receive [リスポーン v]\nwait () seconds\nshow\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [スタート v]\nset [持ち物 v] to [5]\nwait until <(Stage) = [23]>\nset [持ち物 v] to [13]\n\n@弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトンの方向) = [90]> then\n change x by (20)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (壁 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトンの方向) = [90]> then\n change x by (22)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n add [矢] to [1 v]\n if <(...効果音 オンオフ) = [1]> then\n start sound [弓矢射撃音 v]\n end\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトンの方向) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトンの方向) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@スケルトン\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nスケルトン召喚魔法 [1] [200] [0] [1] 秒待つ\n\nwhen I receive [スタート v]\nforever\n set [スケルトン v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nadd [スケルトン/クローン] to [1 v]\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [スケルトンx v] to [0]\nset [スケルトンy v] to [0]\nclear graphic effects\nshow\nforever\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトンの方向 v] to [-90]\n point in direction (-90)\n else\n set [スケルトンの方向 v] to [90]\n point in direction (90)\n end\n set size to (100) %\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (-0.2)\n else\n change [スケルトンx v] by (-0.3)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [スケルトンx v] by (0.2)\n else\n change [スケルトンx v] by (0.3)\n end\n end\n set [スケルトンx v] to ((スケルトンx) * (0.9))\n change x by (スケルトンx)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (スケルトンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [スケルトンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [スケルトンy v] by (-0.9)\n if <<touching (水 v)?> and <(スケルトンy) < [-2]>> then\n set [スケルトンy v] to [-2]\n end\n change y by (スケルトンy)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (スケルトンy))\n set [スケルトンy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [スケルトンy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [スケルトンy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [適用 v] with ((item (12) of [適用 v]) + (1))\n replace item (9) of [適用 v] with [0]\n replace item (4) of [適用 v] with (x position)\n replace item (5) of [適用 v] with (y position)\n if <(...効果音 オンオフ) = [1]> then\n start sound [Skeleton_death v]\n end\n set [sukeruton keikenti v] to (x position)\n set [sukeruton keikenti2 v] to (y position)\n broadcast (スケルトン v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(...効果音 オンオフ) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [スケルトンx v] to (x)\nset [スケルトンy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nwait (n) seconds\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nadd [弓] to [1 v]\ncreate clone of (弓 v)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\n@ちび助\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (3) seconds\nwait until <[5] = (Stage)>\nrepeat (4)\n スケルトン召喚魔法 [1] [200] [100] [0.2] 秒待つ\nend\nwait until <[7] = (Stage)>\nrepeat (2)\n スケルトン召喚魔法 [1] [200] [100] [0.2] 秒待つ\nend\n\nwhen I receive [スタート v]\nforever\n set [スケルトン v] to ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))\nend\n\nwhen I receive [next v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\nwhen I start as a clone\nadd [スケルトン/クローン] to [1 v]\nswitch costume to (スケルトン v)\nset [スケルトンの存在 v] to [1]\nclear graphic effects\nset size to (65) %\nwait (0.01) seconds\npoint in direction (-90)\nset [ちびx v] to [0]\nset [ちびy v] to [0]\nclear graphic effects\nshow\nforever\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <([x position v] of [プレイヤー v]) < (スケルトン位置x)> then\n set [スケルトンの方向 v] to [-90]\n point in direction (-90)\n else\n set [スケルトンの方向 v] to [90]\n point in direction (90)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n set [スケルトン位置x v] to (x position)\n set [スケルトン位置y v] to (y position)\n if <<((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [-200]> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [ちびx v] by (-0.2)\n else\n change [ちびx v] by (-1)\n end\n end\n if <<[-170] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [0]>> then\n if <touching (水 v)?> then\n change [ちびx v] by (0.2)\n else\n change [ちびx v] by (1)\n end\n end\n if <<[0] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> and <((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x))) < [170]>> then\n if <touching (水 v)?> then\n change [ちびx v] by (-0.2)\n else\n change [ちびx v] by (-1)\n end\n end\n if <[200] < ((round ([x position v] of [プレイヤー v])) - (round (スケルトン位置x)))> then\n if <touching (水 v)?> then\n change [ちびx v] by (0.2)\n else\n change [ちびx v] by (1)\n end\n end\n set [ちびx v] to ((ちびx) * (0.9))\n change x by (ちびx)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change x by ((0) - (ちびx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ちびx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ちびy v] by (-0.9)\n if <<touching (水 v)?> and <(ちびy) < [-2]>> then\n set [ちびy v] to [-2]\n end\n change y by (ちびy)\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n change y by ((0) - (ちびy))\n set [ちびy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ちびy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (地面ー砂 v)?> or <touching (地面ー石 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ちびy v] to [9]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\ndefine ダメージ (ダメージ量)\nswitch costume to (スケルトン2 v)\nchange [hp v] by (ダメージ量)\nif <(HP) < [0.01]> then\n replace item (12) of [適用 v] with ((item (12) of [適用 v]) + (1))\n replace item (9) of [適用 v] with [0]\n if <[1] = (...効果音 オンオフ)> then\n start sound [Skeleton_death v]\n end\n replace item (4) of [適用 v] with (x position)\n replace item (5) of [適用 v] with (y position)\n set [tibisuke keikenti v] to (x position)\n set [tibisuke keikenti 2 v] to (y position)\n broadcast (チビ助 v)\n repeat (5)\n change [ghost v] effect by (20)\n end\n set [スケルトンの存在 v] to [0]\n delete this clone\nelse\n if <(...効果音 オンオフ) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n start sound [skeletonhurt2 v]\n else\n start sound [skeletondeath v]\n end\n end\nend\nwait (0.25) seconds\nswitch costume to (スケルトン v)\n\ndefine ノックバック (x) (y)\nset [ちびx v] to (x)\nset [ちびy v] to (y)\n\nwhen I start as a clone\nif <(item (2) of [設定 v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n end\n if <touching (サボテン v)?> then\n ダメージ [-3]\n wait (0.3) seconds\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n ダメージ [-16]\n wait (0.3) seconds\n switch costume to (スケルトン v)\n wait (1) seconds\n end\n if <touching (爆発 v)?> then\n ダメージ [-16]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-14]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (スケルトン v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine スケルトン召喚魔法 (ステージ) (x) (y) (n) 秒待つ\nwait (n) seconds\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nadd [弓] to [1 v]\ncreate clone of (弓 v)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [やられた v]\nset [スケルトンの存在 v] to [0]\ndelete this clone\n\n@ちび弓\n\nwhen flag clicked\nset size to (80) %\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n go to [front v] layer\n set [ghost v] effect to (0)\n set rotation style [all around v]\n show\n repeat (2)\n if <(スケルトンの方向) = [90]> then\n change x by (20)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-20)\n end\n end\n repeat until <<<<touching (_edge_ v)?> or <touching (プレイヤー v)?>> or <<touching (サボテン v)?> or <<touching (マグマ v)?> or <<touching (壁 v)?> or <<touching (地面ー石 v)?> or <touching (地面ー砂 v)?>>>>>> or <<touching (剣 v)?> and <(攻撃) = [1]>>>\n if <(スケルトンの方向) = [90]> then\n change x by (22)\n end\n if <(スケルトンの方向) = [-90]> then\n change x by (-22)\n end\n change [ghost v] effect by (2)\n change y by (-1.5)\n turn left (0.5) degrees\n end\n repeat (2)\n change [ghost v] effect by (50)\n end\n delete this clone\nend\nset rotation style [all around v]\n\nwhen I start as a clone\nforever\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <not <(costume [name v]) = [4]>> then\n if <(スケルトンの存在) = [0]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nif <(costume [name v]) = [4]> then\n add [矢] to [1 v]\n if <(...効果音 オンオフ) = [1]> then\n start sound [弓矢射撃音 v]\n end\n wait until <touching (プレイヤー v)?>\n broadcast (弓矢 v)\nend\n\nwhen I start as a clone\nshow\nif <not <(costume [name v]) = [4]>> then\n forever\n switch costume to (1 v)\n wait (1.5) seconds\n switch costume to (2 v)\n wait (1) seconds\n switch costume to (3 v)\n wait (1) seconds\n switch costume to (4 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <not <(costume [name v]) = [4]>> then\n forever\n if <(スケルトンの方向) = [90]> then\n point in direction (-135)\n go to x: ((スケルトン位置x) + (20)) y: ((スケルトン位置y) + (-2))\n end\n if <(スケルトンの方向) = [-90]> then\n point in direction (45)\n go to x: ((スケルトン位置x) + (-20)) y: ((スケルトン位置y) + (-2))\n end\n end\nend\n\n@エフェクト ゾンビ\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nrepeat (20)\n change x by (xspeed)\n go to [front v] layer\n change y by (vel)\n change [ghost v] effect by (5)\n change [vel v] by (-2)\n turn right ((xspeed) / (3)) degrees\nend\ndelete this clone\n\n@ウィザー\n\nwhen I start as a clone\nadd [ウィザー] to [1 v]\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [ウィザーx v] to [0]\nset [ウィザーy v] to [0]\nset [ウィザー攻撃方 v] to [0]\nclear graphic effects\nshow\nchange [brightness v] effect by (100)\nwait (3) seconds\nset [brightness v] effect to (0)\nset [ウィザードこx v] to (x position)\nset [ウィザードこ2 v] to (y position)\ncreate clone of (爆発! v)\nforever\n if <<[1] = (pick random (1) to (10))> and <(distance to [プレイヤー v]) < [150]>> then\n set [ウィザー攻撃方 v] to [0]\n change [ウィザーx v] by (5)\n if <[270] < (x position)> then\n change [ウィザーx v] by (-50)\n end\n set [ウィザードこx v] to (x position)\n set [ウィザードこ2 v] to (y position)\n create clone of (爆発! v)\n end\n if <<[1] = (pick random (1) to (10))> and <not <(distance to [プレイヤー v]) < [150]>>> then\n set [ウィザー攻撃方 v] to [1]\n change [ウィザーx v] by (5)\n if <[270] < (x position)> then\n change [ウィザーx v] by (-30)\n end\n set [ウィザードこx v] to (x position)\n set [ウィザードこ2 v] to (y position)\n create clone of (爆発! v)\n end\n set [ウィザー v] to (HP)\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ウィザーx v] by (-0.14)\n else\n change [ウィザーx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ウィザーx v] by (0.14)\n else\n change [ウィザーx v] by (0.2)\n end\n end\n set [ウィザーx v] to ((ウィザーx) * (0.9))\n change x by (ウィザーx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ウィザーx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ウィザーx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ウィザーy v] by (-0.9)\n if <<touching (水 v)?> and <(ウィザーy) < [-2]>> then\n set [ウィザーy v] to [-2]\n end\n change y by (ウィザーy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ウィザーy))\n set [ウィザーy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ウィザーy v] to [4]\n else\n set y to (120)\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nset [ウィザー hp v] to [50]\nset [ウィザー v] to [50]\nswitch costume to (player v)\nforever\n show\n if <touching (マグマ v)?> then\n ダメージ [-2]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-1]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [2] [0]\n else\n ノックバック [-2] [0]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-1]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [3] [0]\n else\n ノックバック [3] [0]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n broadcast (ウィザー v)\n repeat (4)\n set [ウィザー v] to [0]\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (5) seconds\nwait until <(Stage) = [9]>\n\nゾンビ召喚魔法 [1] [200] [100] [0.1] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ウィザーx v] to (x)\nset [ウィザーy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@エフェクト sukeru ti\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nrepeat (20)\n change x by (xspeed)\n go to [front v] layer\n change y by (vel)\n change [ghost v] effect by (5)\n change [vel v] by (-2)\n turn right ((xspeed) / (3)) degrees\nend\ndelete this clone\n\nwhen I receive [スケルトン v]\nadd [スケルトンのエフェクト] to [1 v]\nh [1]\n\nwhen I receive [チビ助 v]\nadd [スケルトンのエフェクト] to [1 v]\nh [???]\n\ndefine h (1)\nif <(1) = [1]> then\n go to x: (sukeruton keikenti) y: (sukeruton keikenti2)\n switch costume to (costume1 v)\n repeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\n end\n hide\nelse\n if <(1) = [2]> then\n go to x: (ウィ) y: (ウィ2)\n switch costume to (costume1 v)\n repeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\n end\n hide\n else\n go to x: (tibisuke keikenti) y: (tibisuke keikenti 2)\n switch costume to (costume1 v)\n repeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (_myself_ v)\n end\n hide\n end\nend\n\nwhen I receive [ウィザー v]\nadd [ウィザーのエフェクト] to [1 v]\nh [2]\n\n@Info\n\nwhen flag clicked\nwait (0.01) seconds\nadd [Infoを表示] to [1 v]\nset [位置リセット v] to [0]\nhide\nwait (1) seconds\ngo to x: (0) y: (-45)\nswitch costume to (1 v)\nshow\nrepeat (30)\n change y by ((0.25) * ((0) - (y position)))\nend\ngo to [front v] layer\nwait (3) seconds\nrepeat (9)\n change y by (-5)\nend\nswitch costume to (2 v)\nrepeat (30)\n change y by ((0.25) * ((0) - (y position)))\nend\nwait (3) seconds\nrepeat (9)\n change y by (-5)\nend\nswitch costume to (3 v)\nrepeat (30)\n change y by ((0.25) * ((0) - (y position)))\nend\nwait (4) seconds\nrepeat (9)\n change y by (-5)\nend\nhide\n\nwhen I receive [スタート v]\nhide\n\nwhen [timer v] > (0.01)\nhide\n\n@サボテン\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\n go to [back v] layer\nend\n\nset [...bgm オンオフ v] to [0]\n\nforever\n set [clone削除して v] to [1]\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\n go to [back v] layer\nend\n\n@水\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n switch costume to (Stage)\n go to [back v] layer\n go to x: (0) y: (0)\nend\n\n@クモ\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [クモx v] to [0]\nset [クモy v] to [0]\nclear graphic effects\nshow\nforever\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [クモx v] by (-0.1)\n else\n change [クモx v] by (-0.18)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [クモx v] by (0.1)\n else\n change [クモx v] by (0.18)\n end\n end\n set [クモx v] to ((クモx) * (0.9))\n change x by (クモx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (クモx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [クモx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [クモy v] by (-0.9)\n if <<touching (水 v)?> and <(クモy) < [-2]>> then\n set [クモy v] to [-2]\n end\n change y by (クモy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (クモy))\n set [クモy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [クモy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [クモy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n broadcast (ゾンビ v)\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.01) seconds\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <[2] = (Stage)>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [1] 回繰り返す\nwait until <[3] = (Stage)>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [3] 回繰り返す\nwait until <[4] = (Stage)>\nゾンビ召喚魔法 [1] [200] [0] [0.1] 秒待つ [3] 回繰り返す\nwait until <[5] = (Stage)>\n\ndefine ノックバック (x) (y)\nset [クモx v] to (x)\nset [クモy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\n@ペン\n\ndefine 最大HPを (最大hp) に設定し、現在のHPを (現在のhp) にする\nset [最大hp v] to (最大hp)\nerase all\npen up\nset pen size to (15)\nset pen color to (#000000)\nset y to (-120)\nset x to (-225)\npen down\nset x to (225)\npen up\nset pen color to (#ff80f8)\nset pen size to (10)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (ウィザー)))\npen up\nset pen color to (#ffffff)\nset pen size to (3)\nset x to (-225)\npen down\nchange x by ((450) / ((最大HP) / (ウィザー)))\n\nwhen flag clicked\nforever\nend\n\nif <([costume # v] of [壁 v]) = [10]> then\n 最大HPを [25] に設定し、現在のHPを (ウィザー) にする\nelse\n erase all\nend\n\nwhen flag clicked\nwait until <([costume # v] of [壁 v]) = [10]>\nrepeat (10)\n set [ウィザー v] to [25]\nend\n\n@爆発\n\nwhen I receive [ウィザー攻撃 v]\nadd [ウィザー攻撃] to [1 v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [get4 v]\ngo to x: (ウィザー爆発x) y: (ウィザー爆発y)\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@スキン\n\nwhen flag clicked\nset size to (200) %\nhide\ncreate clone of (_myself_ v)\nwait (1) seconds\nswitch costume to (スキン)\nforever\n go to x: (0) y: (0)\n if <[スキン] = (どこの画面?)> then\n set [スキン v] to (costume [name v])\n show\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (音を鳴らして v)\n if <(costume [number v]) = [3]> then\n switch costume to (スティーブ v)\n else\n next costume\n end\n wait (1) seconds\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nswitch costume to (変更 v)\nset size to (100) %\nforever\n go to x: (0) y: (100)\n if <[スキン] = (どこの画面?)> then\n show\n else\n hide\n end\nend\n\n@爆発!\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nif <[0] = (ウィザー攻撃方)> then\n switch costume to (1 v)\n go to x: (ウィザードこx) y: (ウィザードこ2)\n glide (1) secs to x: (([x position v] of [プレイヤー v]) + (pick random (-10) to (10))) y: (([y position v] of [プレイヤー v]) - (pick random (-30) to (-40)))\n set [ウィザー爆発x v] to (x position)\n set [ウィザー爆発y v] to (y position)\nelse\n switch costume to (2 v)\n go to x: (ウィザードこx) y: (ウィザードこ2)\n glide (1) secs to (random position v)\n set [ウィザー爆発x v] to (x position)\n set [ウィザー爆発y v] to (y position)\nend\nif <[0] = (ウィザー攻撃方)> then\n broadcast (ウィザー攻撃 v)\nelse\n broadcast (ウィザー青頭 v)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (壁 v)?> then\n set [ウィザー爆発x v] to (x position)\n set [ウィザー爆発y v] to (y position)\n broadcast (ウィザー攻撃 v)\n delete this clone\n end\n if <(clone削除して) = [1]> then\n delete this clone\n end\nend\n\n@cloud\n\ndefine ランキング追加 (スコア)\nhide list [ランキング v]\nset [値1 v] to [abcdefghijklmnopqrstuvwxyz-_1234567890:]\nset [値2 v] to [1234567890:]\ndelete all of [数値 v]\ndelete all of [ユーザー v]\ndelete all of [ランキング v]\nif <not <(length of (☁ 記録)) = [0]>> then\n set [順番1 v] to [0]\n repeat until <(length of (☁ 記録)) = (順番1)>\n set [保存2 v] to []\n set [保存1 v] to []\n repeat until <(letter (保存1) of (値2)) = [:]>\n set [保存1 v] to []\n repeat (2)\n change [順番1 v] by (1)\n set [保存1 v] to (join (保存1) (letter (順番1) of (☁ 記録)))\n end\n set [保存2 v] to (join (保存2) (letter (保存1) of (値2)))\n end\n add (保存2) to [数値 v]\n end\n set [順番1 v] to [0]\n repeat until <(length of (☁ ユーザー)) = (順番1)>\n set [保存2 v] to []\n set [保存1 v] to []\n repeat until <(letter (保存1) of (値1)) = [:]>\n set [保存1 v] to []\n repeat (2)\n change [順番1 v] by (1)\n set [保存1 v] to (join (保存1) (letter (順番1) of (☁ ユーザー)))\n end\n set [保存2 v] to (join (保存2) (letter (保存1) of (値1)))\n end\n add (保存2) to [ユーザー v]\n end\nend\nset [順番1 v] to [0]\nrepeat (length of [ユーザー v])\n change [順番1 v] by (1)\n set [数値 v] to []\n set [順番2 v] to [0]\n repeat ((length of (item (順番1) of [数値 v])) - (1))\n change [順番2 v] by (1)\n set [数値 v] to (join (数値) (letter (順番2) of (item (順番1) of [数値 v])))\n end\n add (join (item (順番1) of [ユーザー v]) (数値)) to [ランキング v]\nend\nset [順番1 v] to [0]\nadd (join (username) [:]) to [ユーザー v]\nadd (join (round (スコア)) [:]) to [数値 v]\nrepeat ((length of [数値 v]) - (1))\n change [順番1 v] by (1)\n if <(item (順番1) of [数値 v]) < (item (length of [数値 v]) of [数値 v])> then\n set [保存1 v] to (item (length of [数値 v]) of [数値 v])\n set [保存2 v] to (item (length of [ユーザー v]) of [ユーザー v])\n replace item (length of [数値 v]) of [数値 v] with (item (順番1) of [数値 v])\n replace item (順番1) of [数値 v] with (保存1)\n replace item (length of [ユーザー v]) of [ユーザー v] with (item (順番1) of [ユーザー v])\n replace item (順番1) of [ユーザー v] with (保存2)\n end\nend\ndelete all of [ランキング v]\nset [順番1 v] to [0]\nrepeat (length of [ユーザー v])\n change [順番1 v] by (1)\n add (join (item (順番1) of [ユーザー v]) (item (順番1) of [数値 v])) to [ランキング v]\nend\nif <[10] < (length of [ランキング v])> then\n delete (length of [数値 v]) of [数値 v]\n delete (length of [ユーザー v]) of [ユーザー v]\n delete (length of [ランキング v]) of [ランキング v]\nend\nset [順番1 v] to [0]\nset [保存1 v] to []\nrepeat until <(順番1) = (length of [数値 v])>\n change [順番1 v] by (1)\n set [順番2 v] to [0]\n repeat (length of (item (順番1) of [数値 v]))\n change [順番2 v] by (1)\n set [順番3 v] to [0]\n repeat until <(letter (順番3) of (値2)) = (letter (順番2) of (item (順番1) of [数値 v]))>\n change [順番3 v] by (1)\n end\n if <(length of (順番3)) = [1]> then\n set [保存1 v] to (join (保存1) (join [0] (順番3)))\n else\n set [保存1 v] to (join (保存1) (順番3))\n end\n end\nend\nset [順番1 v] to [0]\nset [保存2 v] to []\nrepeat (length of [ランキング v])\n change [順番1 v] by (1)\n set [順番2 v] to [0]\n repeat (length of (item (順番1) of [ユーザー v]))\n change [順番2 v] by (1)\n set [順番3 v] to [0]\n repeat until <(letter (順番2) of (item (順番1) of [ユーザー v])) = (letter (順番3) of (値1))>\n change [順番3 v] by (1)\n end\n if <(length of (順番3)) = [1]> then\n set [保存2 v] to (join (保存2) (join [0] (順番3)))\n else\n set [保存2 v] to (join (保存2) (順番3))\n end\n end\nend\nset [☁ 記録 v] to (保存1)\nset [☁ ユーザー v] to (保存2)\n\nwhen [0 v] key pressed\nif <(username) = [bakky_game]> then\n set [☁ ユーザー v] to []\n set [☁ 記録 v] to []\nend\n\nwhen I receive [クリア v]\nset [保存中? v] to [1]\nif <(世界記録保存の許可) = [0]> then\n ランキング追加 [11]\nend\nset [保存中? v] to [0]\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n change [ghost v] effect by ([sin v] of (▶︎) )\nend\n\nwhen I receive [クリア v]\ngo to x: (0) y: (0)\nswitch costume to ( v)\nshow\nwait (1) seconds\nrepeat until <(保存中?) = [0]>\nswitch costume to (2 v)\nwait (1) seconds\nhide\n\n@爆発2\n\nwhen I receive [ウィザー青頭 v]\nadd [ウィザー攻撃] to [1 v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [get4 v]\ngo to x: (ウィザー爆発x) y: (ウィザー爆発y)\nswitch costume to (explosion_0 v)\nshow\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@kazari\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Stage)\nend\n\n@ウォーデン\n\nwhen I start as a clone\nadd [ウォーデン/クローン] to [1 v]\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [ウォーデンx v] to [0]\nset [ウォーデンy v] to [0]\nclear graphic effects\nshow\nforever\n set size to (100) %\n switch backdrop to (5 v)\n if <[20] = (Stage)> then\n set [brightness v] effect to (-50)\n else\n clear graphic effects\n end\n show\n set size to (80) %\n if <(位置リセット) = [1]> then\n go to x: (240) y: (100)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ウォーデンx v] by (-0.14)\n else\n change [ウォーデンx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ウォーデンx v] by (0.14)\n else\n change [ウォーデンx v] by (0.2)\n end\n end\n set [ウォーデンx v] to ((ウォーデンx) * (0.9))\n change x by (ウォーデンx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ウォーデンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ウォーデンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ウォーデンy v] by (-0.9)\n if <<touching (水 v)?> and <(ウォーデンy) < [-2]>> then\n set [ウォーデンy v] to [-2]\n end\n change y by (ウォーデンy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ウォーデンy))\n set [ウォーデンy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ウォーデンy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ウォーデンy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nset [hpda v] to [100]\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hpda v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HPda) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (ウォーデン v)\n switch backdrop to (2 v)\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.1) seconds\nwait until <(Stage) = [20]>\nゾンビ召喚魔法 [300] [100] [2] [0] 秒待つ [1] 回繰り返す\n\ndefine ノックバック (x) (y)\nset [ウォーデンx v] to (x)\nset [ウォーデンy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (240) y: (100)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\n@壁2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [スタート v]\nset [stage v] to [1]\nshow\nforever\n go to x: (0) y: (-30)\n switch costume to (1 v)\n if <<(Stage) = [9]> or <(Stage) = [14]>> then\n show\n else\n hide\n end\nend\n\n@ゾンビ2\n\nwhen I start as a clone\nadd [ガスと/クローン] to [1 v]\nclear graphic effects\nset size to (100) %\nwait (0.2) seconds\npoint in direction (90)\nset [ゾンビx v] to [0]\nset [ゾンビy v] to [0]\nclear graphic effects\nshow\nforever\n show\n if <(位置リセット) = [1]> then\n go to x: (200) y: (0)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (-0.14)\n else\n change [ゾンビx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ゾンビx v] by (0.14)\n else\n change [ゾンビx v] by (0.2)\n end\n end\n set [ゾンビx v] to ((ゾンビx) * (0.9))\n change x by (ゾンビx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ゾンビx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ゾンビx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ゾンビy v] by (-0.9)\n if <<touching (水 v)?> and <(ゾンビy) < [-2]>> then\n set [ゾンビy v] to [-2]\n end\n change y by (ゾンビy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ゾンビy))\n set [ゾンビy v] to [0]\n end\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ゾンビy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ゾンビy v] to [12]\n end\n end\n end\n end\n set y to (100)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nif <(item (2) of [#gamemode v]) = [12]> then\n set [hp v] to [18]\nelse\n set [hp v] to [22]\nend\nswitch costume to (player v)\nforever\n set y to (100)\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (player v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-5]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [0]\n else\n ノックバック [-15] [0]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [0]\n else\n ノックバック [-10] [0]\n end\n wait (0.3) seconds\n switch costume to (player v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (player v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hp v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (player2 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (player2 v)\nend\nif <(HP) < [0.01]> then\n switch costume to (player2 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (ゾンビ v)\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.1) seconds\nwait until <(Stage) = [13]>\nゾンビ召喚魔法 [13] [0] [100] [1] 秒待つ [2] 回繰り返す\n\ndefine ノックバック (x) (y)\nset y to (100)\nset [ゾンビx v] to (x)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (3) seconds\n if <not <touching (_edge_ v)?>> then\n switch costume to (2 v)\n play sound [ガスト v] until done\n set [gasuto_x v] to (x position)\n set [gasuto_y v] to (y position)\n create clone of (球 v)\n wait (0) seconds\n if <(x position) < [1]> then\n change [ゾンビx v] by (30)\n else\n change [ゾンビx v] by (-30)\n end\n wait (1) seconds\n switch costume to (player v)\n end\nend\n\n@球\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (GASUTO_X) y: (GASUTO_Y)\npoint towards (プレイヤー v)\nrepeat until <<touching (_edge_ v)?> or <<(distance to [プレイヤー v]) < [40]> or <touching (壁 v)?>>>\n move (5) steps\nend\nif <<<<touching (プレイヤー v)?> or <touching (剣 v)?>> or <(distance to [剣 v]) < [40]>> and <not <<([direction v] of [剣 v]) = [-100]> or <([direction v] of [剣 v]) = [100]>>>> then\n turn right (180) degrees\n repeat until <<touching (_edge_ v)?> or <touching color (#ffffff)?>>\n move (5) steps\n end\nend\ncreate clone of (爆発 v)\nset [ウィザー爆発x v] to (x position)\nset [ウィザー爆発y v] to (y position)\ndelete this clone\n\n@エフェクト\n\ndefine particles\ngo to x: (ウィ) y: (ウィ2)\nswitch costume to (costume1 v)\nrepeat (20)\n set [vel v] to (pick random (10) to (20))\n set [xspeed v] to (pick random (-8) to (8))\n show\n set size to (pick random (40) to (86)) %\n create clone of (エフェクト ゾンビ v)\nend\nhide\n\nwhen I receive [ゾンビ v]\nswitch costume to (1 v)\nadd [ゾンビのエフェクト] to [1 v]\nparticles\n\n@円パ\n\nwhen flag clicked\nhide\n\ndefine ブロック名 (s) (n) (x) (y)\nwait until <(s) = (Stage)>\nrepeat (n)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat until <touching (プレイヤー v)?>\n switch costume to ( v)\n show\n go to [front v] layer\n change size by ([sin v] of ("三角関数) )\nend\nadd [エンダーパール] to [持ち物 v]\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (2)\nend\nclear graphic effects\nset size to (60) %\ngo to x: (-160) y: (-156)\ngo to [front v] layer\nwait until <<<<key (enter v) pressed?> and <([costume # v] of [experience bar2 v]) = [1]>> or <<mouse down?> and <touching (mouse-pointer v)?>>> and <<not <(Stage) = [23]>> and <not <(Stage) = [11]>>>>\ndelete (item # of [エンダーパール] in [持ち物 v]) of [持ち物 v]\nwait until <not <[持ち物 v] contains [エンダーパール]?>>\ngo to (プレイヤー v)\nset [円パ 重力 v] to [9]\nstart sound [dye v]\nif <([direction v] of [プレイヤー v]) = [-90]> then\n repeat until <touching (壁 v)?>\n move (-6) steps\n change y by (円パ 重力)\n change [円パ 重力 v] by (-0.33)\n end\nelse\n repeat until <touching (壁 v)?>\n move (6) steps\n change y by (円パ 重力)\n change [円パ 重力 v] by (-0.33)\n end\nend\nset [warp_x v] to (x position)\nset [warp_y v] to (y position)\nbroadcast (わ v)\nrepeat (30)\n switch costume to (2 v)\n change [fisheye v] effect by (100)\nend\ndelete this clone\n\nwhen I receive [スタート v]\ndelete all of [持ち物 v]\nブロック名 [1] [1] [-200] [0]\nforever\n change ["三角関数 v] by (5)\nend\n\n@Experience Bar2\n\nwhen flag clicked\nset [経験値 v] to [0]\ngo to x: (0) y: (-157)\nhide\n\nwhen I receive [スタート v]\nshow\nswitch costume to (1 v)\ngo to [back v] layer\ngo [forward v] (8) layers\nforever\n if <<key (1 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [-180]> and <[-140] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (1 v)\n end\n if <<key (2 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [-140]> and <[-100] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (2 v)\n end\n if <<key (3 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [-100]> and <[-60] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (3 v)\n end\n if <<key (4 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [-60]> and <[-20] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (4 v)\n end\n if <<key (5 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [-20]> and <[20] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (5 v)\n end\n if <<key (6 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [20]> and <[60] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (6 v)\n end\n if <<key (7 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [60]> and <[100] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (7 v)\n end\n if <<key (8 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [100]> and <[140] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (8 v)\n end\n if <<key (9 v) pressed?> or <<<[-136] > (mouse y)> and <<(mouse x) > [140]> and <[180] > (mouse x)>>> and <mouse down?>>> then\n broadcast (止まって v)\n switch costume to (9 v)\n end\nend\n\nwhen I receive [止まって v]\nif <(PC?) = [0]> then\n set [動いてよろしい? v] to [0]\n wait (0.3) seconds\n wait until <not <mouse down?>>\n set [動いてよろしい? v] to [1]\nend\n\n@攻撃\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [pc? v] to [0]\nshow\nwait until <key (space v) pressed?>\nset [pc? v] to [1]\nhide\n\nwhen this sprite clicked\nbroadcast (止まって v)\nbroadcast (attack v)\nwait (0.3) seconds\n\n@ミニゲーム\n\ndefine 動き (始点:x) (始点:y) (到着点:x) (到着点:y) (速度) (始点:向き) (到着点:向き) (精度)\ngo to x: (始点:x) y: (始点:y)\npoint in direction (始点:向き)\nif <<(始点:x) < (到着点:x)> or <(始点:y) < (到着点:y)>> then\n repeat until <<((到着点:x) - (round (x position))) < (精度)> and <((到着点:y) - (round (y position))) < (精度)>>\n change y by (((到着点:y) - (y position)) / (速度))\n change x by (((到着点:x) - (x position)) / (速度))\n turn right (((到着点:向き) - (direction)) / (速度)) degrees\n end\nelse\n repeat until <<((x position) - (round (到着点:x))) < (精度)> and <((y position) - (round (到着点:y))) < (精度)>>\n change y by (((到着点:y) - (y position)) / (速度))\n change x by (((到着点:x) - (x position)) / (速度))\n turn right (((到着点:向き) - (direction)) / (速度)) degrees\n end\nend\n\nwhen I receive [ミニゲーム v]\nshow\nswitch costume to (ミニゲーム! v)\n動き [-2000] [100] [0] [100] [5] [90] [90] [1]\nwait (1) seconds\n動き [0] [100] [422] [100] [5] [90] [90] [1]\nswitch costume to (ルール v)\n動き [-2000] [100] [0] [100] [5] [90] [90] [1]\nwait (1) seconds\n動き [0] [100] [455] [100] [5] [90] [90] [1]\nswitch costume to (スタート v)\n動き [-2000] [100] [0] [100] [5] [90] [90] [1]\nwait (1) seconds\n動き [0] [100] [366] [100] [5] [90] [90] [1]\nhide\nbroadcast (ミニゲーム 開始 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [ミニゲーム クリア v]\nshow\nswitch costume to (クリア!! v)\n動き [-2000] [100] [0] [100] [5] [90] [90] [1]\nwait (1) seconds\n動き [0] [100] [366] [100] [5] [90] [90] [1]\nswitch costume to (前に進もう! v)\n動き [-2000] [100] [0] [100] [5] [90] [90] [1]\nwait (1) seconds\n動き [0] [100] [396] [100] [5] [90] [90] [1]\nhide\nset [動いてよろしい? v] to [1]\nwait until <(Stage) = [20]>\nshow\nswitch costume to (ボス出現! v)\n動き [-2000] [100] [0] [100] [5] [90] [90] [1]\nwait (1) seconds\n動き [0] [100] [389] [100] [5] [90] [90] [1]\nhide\nset [動いてよろしい? v] to [1]\n\n@敵 見逃げ\n\nwhen I receive [ミニゲーム 開始 v]\nset [倒した敵 v] to [0]\nrepeat until <[9] < (倒した敵)>\n wait (3) seconds\n create clone of (_myself_ v)\nend\nbroadcast (ミニゲーム クリア v)\n\nwhen I start as a clone\nshow\ngo to x: (10000) y: (100)\nrepeat until <<touching (トライデント v)?> or <(x position) < [-100]>>\n change x by (-1)\nend\nif <(x position) < [-100]> then\n glide (1) secs to x: (-300) y: (100)\nelse\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [倒した敵 v] by (1)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n set [敵 乱数 v] to (pick random (1) to (2))\n if <(pick random (1) to (2)) = [1]> then\n repeat (10)\n change y by (敵 乱数)\n if <[9] < (倒した敵)> then\n delete this clone\n end\n end\n else\n repeat (10)\n change y by (join [-] (敵 乱数))\n if <[9] < (倒した敵)> then\n delete this clone\n end\n end\n end\nend\n\n@トライデント\n\nwhen flag clicked\nhide\n\nwhen I receive [ミニゲーム 開始 v]\nset [倒した敵 v] to [0]\nrepeat until <[9] < (倒した敵)>\n if <(倒した敵) < [10]> then\n wait until <mouse down?>\n if <(倒した敵) < [10]> then\n create clone of (_myself_ v)\n if <(倒した敵) < [10]> then\n wait until <not <mouse down?>>\n end\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nstart sound [弓矢射撃音 v]\nset [トライデント 重力 v] to [12]\nset rotation style [all around v]\nswitch costume to (トライデント v)\ngo to (プレイヤー v)\nchange y by (10)\npoint towards (mouse-pointer v)\nshow\nrepeat until <<touching (敵 見逃げ v)?> or <touching (壁 v)?>>\n move (10) steps\n change y by (トライデント 重力)\n change [トライデント 重力 v] by (-0.5)\n turn right (3) degrees\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@プレイヤー\n\nwhen I receive [スタート v]\nset [無敵 v] to [0]\nset [動いてよろしい? v] to [1]\ngo to [front v] layer\nshow\nset size to (100) %\nswitch costume to (usually v)\nset drag mode [not draggable v]\ngo to x: (-201) y: (60)\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [now v] to [1]\nforever\n if <touching (ウォーデン v)?> then\n change [ライフ v] by (-10)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [12]\n set [yv v] to [20]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-12]\n set [yv v] to [20]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (ゾンビ v)?> then\n if <[90] = (direction)> then\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [-10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (マグマ v)?> then\n set [yv v] to [-2]\n end\n if <touching (クモ v)?> then\n if <[90] = (direction)> then\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [-10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n change [ライフ v] by (-1)\n set [xv v] to [10]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (爆発 v)?> then\n if <(無敵) = [0]> then\n change [ライフ v] by (-2.5)\n broadcast (damezi v)\n 無敵判定 [0.3] 秒\n end\n end\n if <(timer) = [0]> then\n if <(動いてよろしい?) = [1]> then\n set size to (100) %\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <key (left arrow v) pressed?>> then\n if <touching (水 v)?> then\n change [xv v] by (-0.6)\n point in direction (-90)\n else\n change [xv v] by (-1)\n point in direction (-90)\n end\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n if <touching (水 v)?> then\n change [xv v] by (0.6)\n point in direction (90)\n else\n change [xv v] by (1)\n point in direction (90)\n end\n end\n if <<<mouse down?> and <(mouse y) < (y position)>> or <key (down arrow v) pressed?>> then\n set [xv v] to ((Xv) * (1.02))\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n end\n end\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change y by (1)\n if <touching (壁 v)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n end\n if <<<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> and <<touching (マグマ v)?> or <touching (水 v)?>>> then\n if <touching (マグマ v)?> then\n set [yv v] to [3]\n else\n set [yv v] to [10]\n end\n if <[1] = (世界記録保存の許可)> then\n change [☁ 世界のジャンプ数 v] by (1)\n end\n end\n if <touching (水 v)?> then\n change y by (-0.7)\n else\n change y by (-1)\n end\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(動いてよろしい?) = [1]> then\n if <touching (壁 v)?> then\n set [yv v] to [15]\n end\n end\n end\n if <touching (水 v)?> then\n change [yv v] by (-0.5)\n else\n change [yv v] by (-1)\n end\n change y by (1)\n change y by (Yv)\n if <touching (壁 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <touching (壁2 v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n broadcast (neza-a-z-az-a v)\n wait (1) seconds\n clear graphic effects\n switch backdrop to (4 v)\n broadcast (位置リセット v)\n change [stage v] by (1)\n go to x: (-201) y: (60)\n set [動いてよろしい? v] to [1]\n set [clone削除して v] to [1]\n wait (0.2) seconds\n set [clone削除して v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <(x position) > [230]> then\n if <(Stage) = [20]> then\n if <(HPda) < [1]> then\n broadcast (位置リセット v)\n change [stage v] by (1)\n go to x: (-201) y: (60)\n set [動いてよろしい? v] to [1]\n set [clone削除して v] to [1]\n wait (0.2) seconds\n set [clone削除して v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n else\n broadcast (位置リセット v)\n change [stage v] by (1)\n go to x: (-201) y: (60)\n set [動いてよろしい? v] to [1]\n set [clone削除して v] to [1]\n wait (0.2) seconds\n set [clone削除して v] to [0]\n broadcast (next level v)\n change [now v] by (1)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n end\n if <<(y position) < [-170]> or <(ライフ) < [0.5]>> then\n broadcast (位置リセット v)\n set [円ダメ v] to [0]\n if <[1] = (世界記録保存の許可)> then\n change [☁ みんなで倒せ! v] by (1)\n end\n set [ライフ v] to [0]\n broadcast (死 v)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n go to x: (-201) y: (60)\n set [ライフ v] to [20]\n end\n if <(無敵) = [0]> then\n if <touching (マグマ v)?> then\n if <(direction) = [-90]> then\n broadcast (円ダメ v)\n broadcast (damezi v)\n change [ライフ v] by (-2)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (円ダメ v)\n broadcast (damezi v)\n change [ライフ v] by (-2)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (スケルトン v)?> then\n change [ライフ v] by (-0.5)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (ちび助 v)?> then\n change [ライフ v] by (-1)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (ちび弓 v)?> then\n change [ライフ v] by (-0.5)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n if <touching (弓 v)?> then\n change [ライフ v] by (-1)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n end\n end\n if <touching (ちび弓 v)?> then\n change [ライフ v] by (-1)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-3]\n set [yv v] to [5]\n 無敵判定 [0.2] 秒\n end\n end\n if <touching (ウォーデン2 v)?> then\n change [ライフ v] by (-1)\n if <(direction) = [-90]> then\n broadcast (damezi v)\n set [xv v] to [12]\n set [yv v] to [12]\n 無敵判定 [0.2] 秒\n else\n broadcast (damezi v)\n set [xv v] to [-12]\n set [yv v] to [12]\n 無敵判定 [0.2] 秒\n end\n end\nend\n\nif <(動いてよろしい?) = [1]> then\n\nif <touching (壁 v)?> then\n\nif <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n\nwhen flag clicked\nset [clone削除して v] to [0]\nhide\nswitch costume to (スティーブ1 v)\nif <[1] = (pick random (1) to (4))> then\n set [スキン v] to [スティーブ]\nelse\n if <[1] = (pick random (1) to (2))> then\n set [スキン v] to [マイケル]\n else\n set [スキン v] to [アレックス]\n end\nend\nadd [プレイヤーが正常に動作] to [1 v]\nforever\n if <[スティーブ] = (スキン)> then\n switch costume to (スティーブ1 v)\n wait (0.5) seconds\n switch costume to (スティーブ2 v)\n wait (0.5) seconds\n else\n if <[アレックス] = (スキン)> then\n switch costume to (alex v)\n wait (0.5) seconds\n switch costume to (alex2 v)\n wait (0.5) seconds\n else\n switch costume to (1 v)\n wait (0.5) seconds\n switch costume to (2 v)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [damezi v]\nswitch costume to (damezi v)\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [位置リセット v]\nset [位置リセット v] to [1]\nwait (1) seconds\nset [位置リセット v] to [0]\n\nwhen I receive [damezi v]\nif <[1] = (...効果音 オンオフ)> then\n play sound [ダメージ v] until done\nend\n\nwhen I receive [円ダメ v]\nset [円ダメ v] to [5]\nrepeat until <(円ダメ) < [1]>\n wait (1) seconds\n broadcast (damezi v)\n change [円ダメ v] by (-1)\n change [ライフ v] by (-4)\nend\nset [円ダメ v] to [0]\n\ndefine 無敵判定 (何) 秒\nset [無敵団 v] to (何)\nbroadcast (無敵 v)\n\nwhen I receive [わ v]\nhide\ngo to x: (Warp_x) y: ((Warp_y) + (50))\nrepeat until <not <touching (壁 v)?>>\n change y by (10)\nend\nshow\n\nwhen I receive [位置リセット v]\nif <(Stage) = [12]> then\n repeat (10)\n go to x: (-198) y: (-115)\n set [動いてよろしい? v] to [0]\n end\n start sound [和太鼓でドドン v]\n broadcast (ミニゲーム v)\nend\n\nwhen I receive [スタート v]\nforever\n\n@HP\n\nwhen flag clicked\nforever\n if <(Stage) = [20]> then\n ;\n else\n erase all\n end\nend\n\ndefine ;\nerase all\npen up\ngo to x: (-100) y: (150)\nset pen size to (30)\nset pen color to (#929292)\npen down\nrepeat (1)\n change x by (200)\nend\npen up\ngo to x: (-100) y: (150)\nif <[0] < (HPda)> then\n set pen (color v) to ((HPda) / (3))\n set pen (saturation v) to (100)\n set pen (brightness v) to (1000)\n set pen size to (20)\n pen down\nend\nrepeat (HPda)\n change x by (2)\nend\n\n@minnnadetaose\n\nwhen flag clicked\ngo to x: (0) y: (30)\nhide\nhide variable [☁ みんなで倒せ! v]\n\nwhen I receive [スタート v]\nhide variable [☁ みんなで倒せ! v]\nwait until <(Stage) = [23]>\nshow variable [☁ みんなで倒せ! v]\nswitch costume to (コスチューム1 v)\nshow\nforever\n change y by ([sin v] of ("三角関数) )\n if <<not <<([direction v] of [剣 v]) = [-100]> or <([direction v] of [剣 v]) = [100]>>> and <touching (剣 v)?>> then\n change [☁ みんなで倒せ! v] by (-1)\n start sound [Boing v]\n broadcast (pe v)\n end\nend\n\nwhen I receive [pe v]\nswitch costume to (コスチューム2 v)\nwait (0.1) seconds\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nwait until <(Stage) = [23]>\nforever\n if <(☁ みんなで倒せ!) < [1]> then\n play sound [Sneeze2 v] until done\n repeat (10)\n turn right (36) degrees\n end\n point in direction (90)\n next costume\n switch costume to (コスチューム1 v)\n set [☁ みんなで倒せ! v] to [100000]\n end\nend\n\n@ウォーデン2\n\nwhen I start as a clone\nadd [ウォーデン/クローン] to [1 v]\nclear graphic effects\nset size to (200) %\nwait (0.2) seconds\npoint in direction (90)\nset [ウォーデンx v] to [0]\nset [ウォーデンy v] to [0]\nclear graphic effects\nshow\nforever\n set size to (100) %\n switch backdrop to (5 v)\n if <[20] = (Stage)> then\n set [brightness v] effect to (-50)\n else\n clear graphic effects\n end\n show\n set size to (80) %\n if <(位置リセット) = [1]> then\n go to x: (240) y: (100)\n end\n if <(clone削除して) = [1]> then\n forever\n delete this clone\n end\n end\n if <([x position v] of [プレイヤー v]) < (x position)> then\n point in direction (-90)\n if <touching (水 v)?> then\n change [ウォーデンx v] by (-0.14)\n else\n change [ウォーデンx v] by (-0.2)\n end\n end\n if <(x position) < ([x position v] of [プレイヤー v])> then\n point in direction (90)\n if <touching (水 v)?> then\n change [ウォーデンx v] by (0.14)\n else\n change [ウォーデンx v] by (0.2)\n end\n end\n set [ウォーデンx v] to ((ウォーデンx) * (0.9))\n change x by (ウォーデンx)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change x by ((0) - (ウォーデンx))\n change y by (-5)\n if <not <(y position) < ([y position v] of [プレイヤー v])>> then\n set [ウォーデンx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [ウォーデンy v] by (-0.9)\n if <<touching (水 v)?> and <(ウォーデンy) < [-2]>> then\n set [ウォーデンy v] to [-2]\n end\n change y by (ウォーデンy)\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n change y by ((0) - (ウォーデンy))\n set [ウォーデンy v] to [0]\n end\n change y by (-2)\n if <<touching (水 v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [ウォーデンy v] to [4]\n else\n if <<touching (壁 v)?> or <<touching (壁 v)?> or <touching (壁 v)?>>> then\n if <(y position) < ([y position v] of [プレイヤー v])> then\n if <[1] = (pick random (1) to (15))> then\n set [ウォーデンy v] to [12]\n end\n end\n end\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n set [モブの位置x v] to (x position)\n set [モブの位置y v] to (y position)\n set size to (300) %\nend\n\nwhen I receive [やられた v]\ndelete this clone\n\nwhen I start as a clone\nset [hpda v] to [100]\nswitch costume to (player v)\nforever\n if <touching (マグマ v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (2 v)\n end\n if <touching (サボテン v)?> then\n ダメージ [-4]\n wait (0.25) seconds\n switch costume to (2 v)\n end\n if <<touching (剣 v)?> and <(攻撃) = [1]>> then\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n if <(結果) = [クリティカル攻撃可能]> then\n ダメージ ([floor v] of (([costume name v] of [剣 v]) * (1.5)) )\n set [攻撃位置x v] to (x position)\n set [攻撃位置y v] to (y position)\n broadcast (クリティカル v)\n else\n ダメージ ([costume name v] of [剣 v])\n end\n wait until <(攻撃) = [0]>\n wait (0.3) seconds\n switch costume to (2 v)\n end\n if <touching (爆発 v)?> then\n ダメージ [-15]\n if <(item (4) of [適用 v]) < (x position)> then\n ノックバック [15] [12]\n else\n ノックバック [-15] [12]\n end\n wait (0.3) seconds\n switch costume to (2 v)\n end\n if <touching (ソニックブーム補完用4 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [10] [10]\n else\n ノックバック [-10] [10]\n end\n wait (0.3) seconds\n switch costume to (2 v)\n wait (1) seconds\n end\n if <touching (爆発2 v)?> then\n ダメージ [-16]\n if <([x position v] of [プレイヤー v]) < (x position)> then\n ノックバック [14] [12]\n else\n ノックバック [-14] [12]\n end\n wait (0.3) seconds\n switch costume to (2 v)\n end\n if <(y position) < [-160]> then\n ダメージ [-100]\n wait (0.3) seconds\n end\nend\n\ndefine ダメージ (ダメージ量)\nchange [hpda v] by (ダメージ量)\nif <(pick random (1) to (2)) = [1]> then\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃 v]\n end\n switch costume to (1 v)\nelse\n if <[1] = (...効果音 オンオフ)> then\n start sound [攻撃2 v]\n end\n switch costume to (1 v)\nend\nif <(HPda) < [0.01]> then\n switch costume to (1 v)\n if <[1] = (...効果音 オンオフ)> then\n start sound [倒した v]\n end\n set [ウィ v] to (x position)\n set [ウィ2 v] to (y position)\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (ウォーデン v)\n switch backdrop to (2 v)\n delete this clone\nend\n\nwhen I receive [スタート v]\ngo to x: (250) y: (0)\ngo to [front v] layer\nhide\nwait (0.1) seconds\nwait until <(Stage) = [8]>\nゾンビ召喚魔法 [300] [100] [2] [0] 秒待つ [1] 回繰り返す\nwait until <(Stage) = [9]>\nswitch backdrop to (2 v)\n\ndefine ノックバック (x) (y)\nset [ウォーデンx v] to (x)\nset [ウォーデンy v] to (y)\n\ndefine ゾンビ召喚魔法 (ステージ) (x) (y) (n) 秒待つ (a) 回繰り返す\nrepeat (a)\n wait (n) seconds\n go to x: (240) y: (100)\n create clone of (_myself_ v)\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nforever\n wait (0.1) seconds\n next costume\nend\n\n
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アップデートしました!\n\n\n訂正\nエンターキーまたはアイテムをタップしてエンダーパールが使用できます!1回まで\n\n⁂ ▶︎ᴍɪɴᴇᴄʀᴀғᴛ◀︎ ⁂\n\n日本語は下\n\nEnglish\n\n▶︎How to operate\n\n▶︎ How to control characters\nOperate with arrow keys or tap\n\n▶︎ How to use the sword\nSpacebar or tap "Attack"\n▶︎Enemies\n\nenemy list\n\n1. Zombies\n2. Skeleton\n3. Spider\n4. Chibisuke (self-made character)\n5. Warden\n6. Gust\n\n▶︎Settings\nThere are two settings, bgm and cloud\nIf you want to remove the BGM, set it to [OFF].\nIf you want to save to the cloud, please set it to [ON].\n\n\n▶︎Skins\nSkins can be changed by pressing the skin button and tapping the character\nCurrently there are only two types, but more will be added in the future.\n\n日本語\n\n▶︎操作方法\n\n▶︎キャラクターの操作方法\n矢印キーまたはタップで操作\n\n▶︎剣の使い方\nスペースキーまたは「攻撃」をタップ\n▶︎敵について\n\n敵一覧\n\n1.ゾンビ\n2.スケルトン\n3.クモ\n4.チビ助 (自作キャラクター)\n5.ウォーデン\n6.ガスト\n\n▶︎設定について\n設定ではbgm、cloudの2つがあります\nBGMをなくしたい方は[OFF]にしてください\ncloudに保存したい方は[ON]にしてください\n\n\n▶︎スキンについて\nスキンはスキンのボタンを押してキャラクターをタップすると変更が可能です\n現在は2種類しかありませんが今後追加予定です
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Rainbow Runner 2 || Platformer || #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music#) = [1]> then\n set volume to (50) %\n set [canmoveplayer v] to [1]\n repeat until <(TotalExploration) > [59]>\n play sound [Gleaming Gardens v] until done\n end\n stop [this script v]\nelse\n if <(Music#) = [2]> then\n set volume to (50) %\n set [canmoveplayer v] to [1]\n \n play sound [Rainy Dreams v] until done\n end\n stop [this script v]\n end\nend\n\nwhen I receive [particles v]\n\nwhen I receive [show intro v]\nwait until <(TotalExploration) > [59]>\nstop all sounds\nset volume to (0) %\nstop [this script 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 [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\nstop all sounds\n\nstart sound [Rainy Dreams v]\n\n@Blank\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 (50)\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 (50)\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 (25)\n change [ghost v] effect by (10)\nend\ndelete this clone\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 (grabbars v)?> or <touching (vines v)?>>> then\n change [y velocity v] by (-1)\n end\n end\n if <touching (vines 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 <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>> 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 <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>>\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 <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>> then\n repeat until <not <<<touching (level v)?> or <<touching color (#ffffff)?> and <<(CanMovePlayer) = [1]> or <<(Lost) = [0]> or <(Win) = [0]>>>>> or <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>>>\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 (blocks v)?> or <touching (blocks2 v)?>>> or <<touching (jump through v)?> and <(On JT?) = [1]>>>> 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) + (0.1))\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)?> or <touching (vines 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))\nBars\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [8]> or <<(Level) = [14]> or <(Level) = [15]>>>>> then\n if then\n broadcast (Text v)\n end\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 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 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: (-54)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nrepeat (20)\n go [backward v] (1) layers\nend\nforever\n Check if on JT\n if <touching color (#a1ff27)?> then\n Platformer Physics [1.9] [0.7] [12.8]\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) = [6]>>> 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 <<(Level) = [3]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [5]> or > then\n go to x: (-215) y: (140)\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 > then\n go to x: (-215) y: (50)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [8]> or > then\n go to x: (-215) y: (0)\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 (vines v)?> then\n if <touching (vines v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (1.6)\n end\n end\n end\n if <touching (vines v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (-1.6)\n end\n end\n end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n wait until <touching (vines v)?>\n set [viney v] to [3]\n wait until <not <touching (vines v)?>>\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [y velocity v] to [8]\n end\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]\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) = [2]> or > then\n go to x: (-215) y: (-54)\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: (-40)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [5]> or > then\n go to x: (-215) y: (122)\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 > then\n go to x: (-215) y: (100)\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 > then\n go to x: (-215) y: (100)\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\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 <(TotalExploration) > [59]>\nhide variable [exploration count v]\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 [999]\nend\nif <(Level) = [10]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\n\nset [totalexploration v] to [25]\n\nwhen flag clicked\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\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\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\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: (-20)\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 > 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 <<(Level) = [12]> 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]\nend\nif <<(Level) = [13]> or > then\n go to x: (-215) y: (50)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [14]> 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]\nend\n\ngo to x: (-215) y: (-40)\n\ndefine Spawn2\nif then\n go to x: (-215) y: (-1)\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: (22)\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: (-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\nif then\n go to x: (-215) y: (21)\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: (21)\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\nforever\n if <<touching (coins v)?> and <(Level) = [14]>> then\n set [cheat v] to [1]\n set [win v] to [1]\n go to x: (-215) y: (-30)\n set [ghost v] effect to (100)\n switch costume to (idle v)\n switch costume to (idle v)\n set [canmoveplayer v] to [0]\n broadcast (Win 2 v)\n wait (0) seconds\n set volume to (100) %\n start sound [Qualified v]\n end\nend\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 v]\nswitch costume to (idle v)\nset size to (20) %\nrepeat (20)\n change size by (((100) - (size)) / (10))\nend\nrepeat (80)\n change size by (((100) - (size)) / (10))\nend\n\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\ndefine Bars\n\nif <touching (grabbars v)?> then\n set [y velocity v] to [0]\nend\n\nstart sound (pick random (27) to (33))\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n set [y velocity v] to [12]\nend\n\nset [totalexploration v] to [60]\n\nwait (1) seconds\nwait until <<touching (coins v)?> and <(Level) = [13]>>\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-53)\n\nwhen I receive [countdown2 v]\nforever\n if <<touching (toxicwater v)?> 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 [Splash 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]\n end\nend\n\nset [totalexploration v] to [60]\n\nif <touching (vines v)?> then\n if <touching (vines 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 [5]\n end\n end\n end\n if <touching (vines 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 [-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\ndefine Check if on JT\nchange y by (-30)\nif <touching (jump through v)?> then\n set [on jt? v] to [1]\nelse\n set [on jt? v] to [0]\nend\nchange y by (30)\n\nchange y by (-30)\n\nforever\n wait until <touching (vines v)?>\nend\n\nwait until <not <touching (vines v)?>>\n\nhide variable [exploration count v]\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 flag clicked\nforever\n set [totaljumps v] to [999]\nend\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\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\nClone At X: [-116] [-120] At Size: [100] [0]\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward 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@Vines\n\nwhen flag clicked\nhide\n\ngo [backward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Level) = [12]> then\n else\n set [ghost v] effect to (100)\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [damage1 v]\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [next v]\nif <(Level) = [12]> then\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\nelse\nend\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 (0)\n switch costume to (Level)\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (5) layers\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) = [4]> then\n Clone At X: [196] [-44] 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\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 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@Thumbnail\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@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 switch costume to (Level)\n set [ghost v] effect to (45)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [backward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\ngo [forward v] (5) layers\n\ngo [backward v] (1) 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) = [2]>\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\n\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\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\nrepeat (10)\nend\n\ngo [forward v] (3) layers\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@Hidden3\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@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) = [2]> then\n Clone At X: [-41] [-80] At Size: [100] [0]\n Clone At X: [116] [130] At Size: [100] [0]\nend\nif <(Level) = [3]> then\n Clone At X: [-144] [-5] At Size: [100] [0]\n Clone At X: [-9] [55] At Size: [100] [0]\n Clone At X: [140] [131] At Size: [100] [0]\nend\nif <(Level) = [5]> then\n Clone At X: [129] [15] At Size: [100] [0]\n Clone At X: [129] [150] At Size: [100] [0]\n Clone At X: [-180] [-5] At Size: [100] [0]\nend\nif <(Level) = [6]> then\n Clone At X: [-85] [140] At Size: [100] [0.2]\n Clone At X: [5] [110] At Size: [100] [0]\n Clone At X: [100] [110] At Size: [100] [0.3]\nend\nif <(Level) = [9]> then\n Clone At X: [124] [150] At Size: [100] [0.2]\n Clone At X: [-128] [141] At Size: [100] [0.2]\nend\nif <(Level) = [11]> then\nif <(Level) = [12]> then\n Clone At X: [-207] [90] At Size: [100] [0.2]\nend\nif <(Level) = [14]> then\n Clone At X: [85] [130] At Size: [200] [0]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Coin 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\nhide\ndelete this clone\n\nSpin\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\nbroadcast (Next v)\n\nClone At X: [69] [-118] At Size: [100] [0]\n\nbroadcast (Next v)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\nClone At X: [124] [150] At Size: [100] [0.2]\nClone At X: [-128] [141] At Size: [100] [0.2]\n\nwhen I receive [coins1 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [117] [-95] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-1] [143] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [156] [62] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-221] [10] At Size: [100] [0]\n\nwhen [e v] key pressed\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I receive [coins2 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [154] [40] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [154] [-30] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [-220] [142] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-222] [-60] At Size: [100] [0.2]\n\nbroadcast (Coins2 v)\n\nwhen I receive [coins3 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-223] [-50] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-68] [-50] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [-204] [90] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-80] [90] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [5 v]\nClone At X: [-146] [25] At Size: [100] [0]\n\nClone At X: [-222] [-60] At Size: [100] [0.2]\n\nwhen I receive [coins4 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-212] [30] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-80] [30] At Size: [100] [0]\n\n@ExplorationCoins5\n\ndefine Spin\n\nwhen flag clicked\nhide variable [exploration count v]\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 [intro done v]\nset [coins: frame v] to [0]\nif then\n delete this clone\nend\nshow variable [exploration count v]\nwait until <(Level) = [1]>\nClone At X: [69] [-118] At Size: [100] [0]\nwait until <(Level) = [3]>\nClone At X: [82] [-68] At Size: [100] [0]\nwait until <(Level) = [5]>\nClone At X: [-223] [-5] At Size: [100] [0]\nwait until <(Level) = [6]>\nClone At X: [218] [-60] At Size: [100] [0]\nwait until <(Level) = [7]>\nClone At X: [201] [-140] At Size: [100] [0]\nwait until <(Level) = [8]>\nClone At X: [-198] [-140] At Size: [100] [0]\nClone At X: [214] [-10] At Size: [100] [0]\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nswitch costume to (1 v)\nwait until <touching (player v)?>\nchange [totalexploration v] by (5)\nstart sound [Collect v]\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\nend\nset size to (110) %\nswitch costume to (2 v)\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\nend\nwait (0.3) seconds\nset [collected? v] to [1]\nrepeat (20)\n change y by (0.5)\n change [ghost v] effect by (5)\nend\n\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\nset [collected? v] to [0]\nforever\n if <(collected?) = [0]> then\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\n end\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\nwhen I receive [countdown 1 v]\nshow variable [exploration count v]\n\nwhen [e v] key pressed\n\ndelete this clone\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\n\nwhen I receive [round 2 v]\ndelete this clone\n\n@ExplorationCoins10\n\ndefine Spin\n\nwhen flag clicked\nhide variable [exploration count v]\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 [intro done v]\nset [coins: frame v] to [0]\nif then\n delete this clone\nend\nshow variable [exploration count v]\nwait until <(Level) = [2]>\nClone At X: [-41] [-119] At Size: [100] [0]\nwait until <(Level) = [3]>\nClone At X: [25] [-154] At Size: [100] [0]\nwait until <(Level) = [4]>\nClone At X: [-116] [-120] At Size: [100] [0]\nClone At X: [219] [48] At Size: [100] [0]\nwait until <(Level) = [7]>\nClone At X: [-131] [-120] At Size: [100] [0]\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\ngo [forward v] (15) layers\nwait until <touching (player v)?>\nchange [totalexploration v] by (10)\nstart sound [Collect v]\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (((10) - (size)) / (4))\nend\nset size to (110) %\nswitch costume to (2 v)\nrepeat (4)\n change [ghost v] effect by (-25)\n change size by (((90) - (size)) / (6))\nend\nwait (0.3) seconds\nset [collected? v] to [1]\nrepeat (20)\n change y by (0.5)\n change [ghost v] effect by (5)\nend\n\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\nset [collected? v] to [0]\nforever\n if <(collected?) = [0]> then\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\n end\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\nwhen flag clicked\nset [totalexploration v] to [0]\nforever\n set [exploration count v] to (join (TotalExploration) (join [ / ] [60]))\nend\n\nwhen I receive [countdown 1 v]\nshow variable [exploration count v]\n\nwhen [e v] key pressed\n\ndelete this clone\n\nwait until <(Level) = [7]>\nClone At X: [-131] [-120] At Size: [100] [0]\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\n\nwhen I receive [round 2 v]\ndelete this clone\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@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@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]\ngo to [front v] layer\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]\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 [win v] to [1]\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\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\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\nstop [all v]\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 (2 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nswitch backdrop to (2 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@Timer (Level Changing)\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 [9]\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@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?>\ngo to [front v] layer\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@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]\nbroadcast (RiseWater v)\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@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]\nforever\n go to x: (-20) y: (5)\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@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@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\n\nstop [all v]\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\n\nstop [all v]\n\nset [canmoveplayer v] to [1]\nhide\n\nwhen I receive [stop sounds v]\nset volume to (0) %\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@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@Shine\n\nwhen I receive [play scene v]\nshow\ngo to [back v] layer\nforever\n go to x: (145) y: (50)\n turn right (2) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [show intro v]\nhide\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) = [3]>\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@CoinLock3\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) = [5]>\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\ngo [forward v] (5) layers\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) = [6]>\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\nwait (0.1) seconds\nwait until <(Level) = [6]>\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\n\nif <(username) = [250119code2]> then\n hide\nend\n\nwhen I receive [next v]\nwait until <(Level) = [9]>\nhide\n\n@Rain\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (55) to (75))\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (200)\nrepeat until <(y position) < [-185]>\n change y by (-7)\nend\ndelete this clone\n\ndefine Snow\nSnow\n\nwhen I receive [countdown2 v]\n\n if <(Raining) = [1]> then\n if <(Amount) = [1]> then\n create clone of (_myself_ v)\n else\n if <(Amount) = [2]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n else\n if <(Amount) = [3]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nwhen I receive [animation v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@ToxicWater\n\nwhen flag clicked\ngo to x: (0) y: (0)\nwait until <(Level) = [9]>\nshow\nrepeat (2)\n set size to (20) %\n change y by (-20)\n set size to (100) %\nend\n\nwhen I receive [risewater v]\nshow\nset [ghost v] effect to (40)\nset [raining v] to [1]\nrepeat until <(y position) > (RainY)>\n set [yv v] to (Speed)\n set size to (20) %\n change y by (yv)\n set size to (100) %\nend\nset [raining v] to [0]\n\ndefine Go off Screen\nrepeat until <(y position) < [-35]>\n set size to (20) %\n change y by (-5)\n set size to (100) %\nend\n\nwhen I receive [next v]\nif <<(Level) > [8]> and <(Level) < [18]>> then\n Y\n Go off Screen\n broadcast (RiseWater v)\nend\n\nwhen flag clicked\nhide\n\ndefine Fall\nstop [other scripts in sprite v]\nset [yv v] to [-0.65]\nrepeat until <(y position) < (FallY)>\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\nshow\n\ndefine Y\nif <(Level) = [9]> then\n set [rainy v] to [140]\n set [speed v] to [0.5]\n set [amount v] to [2]\n set [fally v] to [-30]\nend\nif <(Level) = [10]> then\n set [rainy v] to [210]\n set [speed v] to [0.5]\n set [amount v] to [2]\nend\nif <(Level) = [11]> then\n set [rainy v] to [400]\n set [speed v] to [0.3]\n set [amount v] to [1]\n set [fally v] to [-30]\nend\nif <(Level) = [12]> then\n set [rainy v] to [135]\n set [speed v] to [0.6]\n set [amount v] to [3]\n set [fally v] to [-30]\nend\nif <(Level) = [13]> then\n set [rainy v] to [121]\n set [speed v] to [0.8]\n set [amount v] to [3]\n set [fally v] to [-30]\nend\nif <(Level) = [14]> then\n set [rainy v] to [400]\n set [speed v] to [0.8]\n set [amount v] to [3]\n set [fally v] to [-30]\nend\n\nset [rainy v] to [190]\n\nset [rainy v] to [210]\n\nbroadcast (RiseWater v)\n\nGo off Screen\n\nFall\n\ngo [forward v] (5) layers\n\nset [speed v] to [0.2]\n\nwhen I receive [damage1 v]\nset [raining v] to [1]\nrepeat (220)\n set [raining v] to [1]\n set [yv v] to [0.2]\n set size to (20) %\n change y by (yv)\n set size to (100) %\nend\n\nif <(Level) = [12]> then\n set [rainy v] to [135]\n set [speed v] to [0.6]\n set [amount v] to [3]\nend\n\n@CoinLock5\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\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\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\nwhen flag clicked\nwait until <(Level) = [9]>\nclear graphic effects\nshow\n\n@CoinLock6\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 [back v] layer\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [4]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen I receive [next v]\nforever\n next costume\nend\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n hide\nend\n\n@CoinLock7\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nwait (0.1) seconds\nwait until <(Level) = [11]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [4]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [intro done v]\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] (5) layers\n\n@CoinLock8\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]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [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\n\nif <(username) = [250119code2]> then\n hide\nend\n\ngo [forward v] (5) layers\n\n@CoinLock9\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]>\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [6]>\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\n\nif <(username) = [250119code2]> then\n hide\nend\n\ngo [forward v] (5) layers\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\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) = [10]> then\n Clone At X: [-198] [164] At Size: [100] [0]\nend\nif <(Level) = [11]> then\n Clone At X: [-102] [164] At Size: [100] [0]\nend\nif <(Level) = [12]> then\n Clone At X: [148] [108] At Size: [100] [0]\nend\nif <(Level) = [13]> then\n Clone At X: [102] [120] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nelse\n if <(Level) = [11]> then\n broadcast (Fall v)\n broadcast (Coins2 v)\n set [raining v] to [0]\n set [coinspawn v] to [1]\n else\n if <(Level) = []> then\n end\nend\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (10)\nend\ndelete this clone\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\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 (Countdown2 v)\n\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\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by (-1)\n if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n broadcast (Open v)\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nelse\n if <(Level) = [11]> then\n broadcast (Fall v)\n broadcast (Coins2 v)\n set [raining v] to [0]\n else\n if <(Level) = [12]> then\n broadcast (Fall v)\n broadcast (Coins3 v)\n set [raining v] to [0]\n else\n if <(Level) = [13]> then\n broadcast (Coins4 v)\n end\n end\n end\nend\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Blocks2\n\ndefine Spin\n\nwhen flag clicked\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) = [12]> then\n Clone At X: [85] [108] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nelse\n if <(Level) = [11]> then\n broadcast (Fall v)\n broadcast (Coins2 v)\n set [raining v] to [0]\n set [coinspawn v] to [1]\n else\n if <(Level) = []> then\n end\nend\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (10)\nend\ndelete this clone\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\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 (Countdown2 v)\n\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\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\n\nwhen I start as a clone\nforever\n change y by (-1)\n if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n broadcast (Open2 v)\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open2 v]\nstart sound [Open v]\nif <(Level) = [12]> then\n set [raining v] to [0]\n broadcast (Damage1 v)\nelse\nend\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [open v]\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@CoinLock10\n\nwhen flag clicked\nhide\nclear graphic effects\nswitch costume to (1 v)\n\nwhen I receive [next v]\nset [coinscollected v] to [0]\nwait (0.1) seconds\nwait until <(Level) = [13]>\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\nclear graphic effects\nswitch costume to (1 v)\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n hide\nend\n\n
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泥棒プラットフォーマー thief platformer
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@Stage\n\nwhen I receive [intro end v]\nforever\n play sound [Elektronomia - Energy v] until done\nend\n\nwhen I receive [intro end v]\nset [time v] to [0]\nrepeat until <([costume # v] of [ステージ v]) = [13]>\n show variable [time v]\n show variable [☁ 世界記録 world record v]\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ 世界記録 world record v]\n\n@FREE INTRO\n\nwhen I start as a clone\nif <(Clone ID) = [Logo+Name]> then\n point in direction (0)\n hide\n set [ghost v] effect to (0)\n switch costume to (logo v)\n go to x: (0) y: (0)\n wait (.3) seconds\n show\n repeat (40)\n go to [front v] layer\n go [backward v] (2) layers\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n go [backward v] (1) layers\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n switch costume to (name v)\n set size to (150) %\n point in direction (90)\n go to x: (0) y: (1000)\n Smooth Glide x: [0] y: [0] speed: [4]\n wait (1.2) seconds\n repeat (100)\n point in direction ((([sin v] of ((timer) * (350)) ) * (20)) + (90))\n set y to ((([abs v] of ([sin v] of ((timer) * (360)) ) ) * (100)) + (-50))\n end\n Smooth Glide x: [0] y: [0] speed: [2]\n go to [front v] layer\n go [backward v] (2) layers\n repeat (20)\n switch costume to (size hack v)\n change size by (300)\n switch costume to (name v)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nswitch costume to (blank v)\nreset timer\nhide\nset [clone id v] to [Logo+Name]\ncreate clone of (_myself_ v)\nset [clone id v] to [Arrows]\ncreate clone of (_myself_ v)\nset [clone id v] to [Black1]\ncreate clone of (_myself_ v)\nset [clone id v] to [Black2]\ncreate clone of (_myself_ v)\nset [clone id v] to [End]\ncreate clone of (_myself_ v)\nset [clone id v] to [Background]\ncreate clone of (_myself_ v)\nset [clone id v] to [Arrow2]\ncreate clone of (_myself_ v)\nset [clone id v] to [Arrow1]\ncreate clone of (_myself_ v)\nExplode\nwait (14) seconds\n\nforever\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 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 Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen I start as a clone\nif <(Clone ID) = [Arrows]> then\n point in direction (90)\n wait (3) seconds\n show\n switch costume to (size hack v)\n set size to (80) %\n switch costume to (arrows v)\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n go to x: (0) y: (-600)\n set [clone y v] to [-360]\n repeat (8)\n change [clone y v] by (100)\n repeat (14)\n change y by (((Clone Y) - (y position)) / (6))\n change [ghost v] effect by (-20)\n end\n end\n repeat (6)\n change [clone y v] by (100)\n repeat (13)\n change y by (((Clone Y) - (y position)) / (6))\n change [ghost v] effect by (-20)\n end\n end\n repeat (10)\n change y by (((Clone Y) - (y position)) / (6))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black1]> then\n go to [front v] layer\n switch costume to (black up v)\n go [forward v] (100) layers\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (0)\n Smooth Glide x: [0] y: [300] speed: [7]\n wait (7.3) seconds\n repeat (25)\n change y by (3)\n change [ghost v] effect by (4)\n end\n wait (.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black2]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (black down v)\n go [forward v] (100) layers\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (0)\n Smooth Glide x: [0] y: [-300] speed: [7]\n wait (7.3) seconds\n repeat (25)\n change y by (-3)\n change [ghost v] effect by (4)\n end\n wait (.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [End]> then\n wait (8.2) seconds\n go to [front v] layer\n go [forward v] (5) layers\n switch costume to (dot v)\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (-300)\n show\n set size to (120) %\n set [1 v] to [35]\n repeat until <[0] < (y position)>\n change size by (((30) - (size)) / (8))\n change [1 v] by (-2.1)\n change y by (1)\n end\n repeat until <(y position) < [3]>\n change size by (((30) - (size)) / (6))\n change [1 v] by (-2.1)\n change y by (1)\n end\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (size hack v)\n change size by (120)\n switch costume to (dot v)\n end\n wait (.01) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n wait (2.3) seconds\n go to [front v] layer\n go [forward v] (5) layers\n switch costume to (back dot v)\n point in direction (90)\n go to x: (0) y: (-300)\n show\n set size to (120) %\n set [1 v] to [35]\n repeat until <[0] < (y position)>\n change size by (((30) - (size)) / (8))\n change [1 v] by (-2.1)\n change y by (1)\n end\n repeat until <(y position) < [3]>\n change size by (((30) - (size)) / (6))\n change [1 v] by (-2.1)\n change y by (1)\n end\n go to x: (0) y: (0)\n go to [back v] layer\n repeat (20)\n switch costume to (size hack v)\n change size by (120)\n switch costume to (back dot v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n go to [front v] layer\n switch costume to (size hack v)\n go [backward v] (2) layers\n point in direction (90)\n set size to (100) %\n switch costume to (blue2 v)\n go to x: (0) y: (0)\n wait (4.5) seconds\n show\n repeat (2)\n show\n repeat (20)\n switch costume to (size hack v)\n change x by (-25)\n switch costume to (blue2 v)\n end\n hide\n set size to (100) %\n wait (.8) seconds\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n go to [front v] layer\n switch costume to (size hack v)\n go [backward v] (2) layers\n point in direction (90)\n set size to (100) %\n switch costume to (blue v)\n go to x: (0) y: (0)\n wait (4.5) seconds\n show\n repeat (2)\n show\n repeat (20)\n switch costume to (size hack v)\n change x by (25)\n switch costume to (blue v)\n end\n hide\n set size to (100) %\n wait (.8) seconds\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n hide\n clear graphic effects\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (0) %\n show\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n next costume\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (4.75) seconds\nforever\n repeat (2)\n set [clone id v] to [Circle]\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n wait (.6) seconds\n end\n wait (.4) seconds\n set [clone id v] to [Circle]\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n wait (12.4) seconds\nend\n\ndefine Explode\ngo to x: (0) y: (0)\nset [clone id v] to [Explode]\nset [clone x v] to [100]\nset [clone y v] to [100]\ncreate clone of (_myself_ v)\nset [clone id v] to [Explode]\nset [clone x v] to [100]\nset [clone y v] to [-100]\ncreate clone of (_myself_ v)\nset [clone id v] to [Explode]\nset [clone x v] to [-100]\nset [clone y v] to [100]\ncreate clone of (_myself_ v)\nset [clone id v] to [Explode]\nset [clone x v] to [-100]\nset [clone y v] to [-100]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Explode]> then\n hide\n clear graphic effects\n switch costume to (explode v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n go to x: (Clone X) y: (Clone Y)\n wait (6) seconds\n show\n set size to (0) %\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [screenshake_x v] to [0]\nset [screenshake_y v] to [0]\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n change x by (((_lastSCX) * (-1)) * (amount))\n change y by (((_lastSCY) * (-1)) * (amount))\n set [_lastscx v] to (ScreenShake_X)\n set [_lastscy v] to (ScreenShake_Y)\n change x by ((_lastSCX) * (amount))\n change y by ((_lastSCY) * (amount))\nend\n\ndefine Screen Shake | strengthX (strengthx) strengthY (strengthy) interval (interval) duration (duration)\nset [_screenshake_starttime v] to (timer)\nset [screenshake_x v] to ((((pick random (0) to (1)) * (2)) - (1)) * (strengthx))\nset [screenshake_y v] to ((((pick random (0) to (1)) * (2)) - (1)) * (strengthy))\nset [_screenshake_lasttime v] to (timer)\nrepeat until <(timer) > ((_screenShake_startTime) + (duration))>\n wait ((interval) - ((timer) - (_screenShake_lastTime))) seconds\n set [_screenshake_fraction v] to ((1) - (((timer) - (_screenShake_startTime)) / (duration)))\n set [screenshake_x v] to ((((ScreenShake_X) / ([abs v] of (ScreenShake_X) )) * (-1)) * ((_screenShake_fraction) * ((pick random (0.7) to (1.2)) * (strengthx))))\n set [screenshake_y v] to ((((ScreenShake_Y) / ([abs v] of (ScreenShake_Y) )) * (-1)) * ((_screenShake_fraction) * ((pick random (0.7) to (1.2)) * (strengthy))))\n set [_screenshake_lasttime v] to (timer)\nend\nset [screenshake_x v] to [0]\nset [screenshake_y v] to [0]\n\nwhen flag clicked\nwait (6) seconds\nforever\n repeat (10)\n set [animate v] to [26]\n wait (0) seconds\n set [animate v] to [28]\n wait (0) seconds\n set [animate v] to [29]\n wait (0) seconds\n set [animate v] to [30]\n wait (0) seconds\n set [animate v] to [29]\n wait (0) seconds\n set [animate v] to [28]\n wait (0) seconds\n end\n wait (14) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Stars]> then\n wait (3.8) seconds\n go to x: (pick random (-70) to (70)) y: (pick random (-35) to (35))\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n set [ghost v] effect to (100)\n set size to (pick random (60) to (120)) %\n set [clone x v] to ((x position) * (3.6))\n set [clone y v] to ((y position) * (3.6))\n go to [front v] layer\n go [backward v] (2) layers\n set [brightness v] effect to (100)\n set [clone size v] to (pick random (2) to (40))\n show\n repeat (pick random (35) to (45))\n go to [front v] layer\n go [backward v] (2) layers\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n switch costume to (Animate)\n change [ghost v] effect by (-20)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\n repeat (20)\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (Animate)\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n repeat (15)\n set [clone id v] to [Stars]\n create clone of (_myself_ v)\n end\n wait (14) seconds\nend\n\nwhen flag clicked\nwait (.9) seconds\nforever\n Explode\n wait (14) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logoo]> then\n point in direction (0)\n hide\n set [ghost v] effect to (0)\n switch costume to (logo v)\n go to x: (0) y: (0)\n wait (.3) seconds\n show\n repeat (40)\n go to [front v] layer\n go [backward v] (2) layers\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n go [backward v] (1) layers\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n switch costume to (name v)\n set size to (150) %\n point in direction (90)\n go to x: (0) y: (1000)\n Smooth Glide x: [0] y: [0] speed: [4]\n wait (1.2) seconds\n repeat (100)\n point in direction ((([sin v] of ((timer) * (350)) ) * (20)) + (90))\n set y to ((([abs v] of ([sin v] of ((timer) * (360)) ) ) * (100)) + (-50))\n end\n Smooth Glide x: [0] y: [0] speed: [2]\n go to [front v] layer\n go [backward v] (2) layers\n repeat (20)\n switch costume to (size hack v)\n change size by (300)\n switch costume to (name v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Explode-2]> then\n hide\n clear graphic effects\n switch costume to (explode v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n go to x: (Clone X) y: (Clone Y)\n wait (6) seconds\n show\n set size to (0) %\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle-2]> then\n hide\n clear graphic effects\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (0) %\n show\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n next costume\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Stars2]> then\n wait (3.8) seconds\n go to x: (pick random (-70) to (70)) y: (pick random (-35) to (35))\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n set [ghost v] effect to (100)\n set size to (pick random (60) to (120)) %\n set [clone x v] to ((x position) * (3.6))\n set [clone y v] to ((y position) * (3.6))\n go to [front v] layer\n go [backward v] (2) layers\n set [brightness v] effect to (100)\n set [clone size v] to (pick random (2) to (40))\n show\n repeat (pick random (35) to (45))\n go to [front v] layer\n go [backward v] (2) layers\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n switch costume to (Animate)\n change [ghost v] effect by (-20)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\n repeat (20)\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (Animate)\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nplay sound [Domastic - Weird Dream NCS Release v] until done\nbroadcast (intro end v)\nforever\n broadcast (イントロ削除 v)\nend\n\nwhen I receive [イントロ削除 v]\nforever\n delete this clone\nend\n\n@prayer\n\ndefine 動作\nset rotation style [left-right v]\nset size to (80) %\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <touching (氷 v)?> then\n set [x v] to ((x) * (0.97))\nelse\n set [x v] to ((x) * (0.89))\nend\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 (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 (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n start sound [Pop v]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (1)\nend\nchange y by (-1)\nif <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [12]\n start sound [ニュッ v]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\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\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<[0] > (mouse y)> and <mouse down?>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player1 v)\nend\nif <touching (水 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [2]\n else\n set [y v] to [-0.5]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\ngo to x: (-200) y: (0)\nclear graphic effects\nshow\nforever\n 動作\n if <<[-175] > (y position)> or <touching (❌ v)?>> then\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n go to x: (-200) y: (0)\n end\n if <[230] < (x position)> then\n broadcast (NEXT v)\n wait (2) seconds\n go to x: (-200) y: (0)\n wait (3.5) seconds\n end\nend\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-7)\nend\ndelete this clone\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nswitch costume to (1 v)\nshow\nforever\n go to x: (0) y: (0)\n set size to (100) %\n if <(costume [number v]) = [13]> then\n switch backdrop to (背景2 v)\n if <(☁ 世界記録 world record) > (Time)> then\n set [☁ 世界記録 world record v] to (Time)\n end\n else\n switch backdrop to (背景1 v)\n end\nend\n\nwhen I receive [next v]\nwait (2) seconds\nnext costume\n\n@スプライト2\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(Clone Name) = [Slide]> then\n Change color\n show\n switch costume to (slide v)\n go to [front v] layer\n go to x: (0) y: (1000)\n set size to (100) %\n point in direction (90)\n start sound [ v]\n x: [0] y: [0] Speed: [4]\n set [clone name v] to [Next]\n create clone of (_myself_ v)\n wait (3.4) seconds\n delete this clone\nend\n\ndefine 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\nwhen I start as a clone\nif <(Clone Name) = [End]> then\n if <(Color Pattern) = [White]> then\n switch costume to (end\(white\) v)\n else\n if <(Color Pattern) = [Black]> then\n switch costume to (end\(black\) v)\n end\n end\n color reset\n show\n go to [front v] layer\n go to x: (-1000) y: (-1000)\n point in direction (90)\n x: [0] y: [0] Speed: [4]\n repeat (20)\n change size by (((0) - (size)) / (6))\n end\n hide\n wait (1) seconds\n if <(Color Pattern) = [White]> then\n set [color pattern v] to [Black]\n else\n if <(Color Pattern) = [Black]> then\n set [color pattern v] to [White]\n end\n end\n wait (2) seconds\n delete this clone\nend\n\nset [clone name v] to [Slide]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone Name) = [Next]> then\n color reset\n show\n go to [front v] layer\n switch costume to (next v)\n go to x: (-240) y: (-180)\n point in direction (100)\n set size to (0) %\n start sound [ v]\n repeat until <<[-0.5] < (x position)> and <[-0.5] < (x position)>>\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (9))\n turn right ([abs v] of (((90) - (direction)) / (7)) ) degrees\n change size by (((100) - (size)) / (10))\n end\n wait (1) seconds\n set [clone name v] to [End]\n create clone of (_myself_ v)\n wait (0.3) seconds\n delete this clone\nend\n\ndefine Change color\nset [color v] effect to (pick random (-1000) to (1000))\n\ndefine color reset\nset [color v] effect to (0)\n\nwhen I receive [next v]\nhide\nset [clone name v] to [Slide]\nset [color pattern v] to [White]\ncreate clone of (_myself_ v)\n\n@❌\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end v]\nswitch costume to (1 v)\nshow\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n go to (警官 v)\n point in direction ([direction v] of [警官 v])\n else\n go to x: (0) y: (0)\n point in direction (90)\n end\n set size to (100) %\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\n@警官\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [intro end v]\nforever\n if <([costume # v] of [ステージ v]) = [5]> then\n set y to (-71)\n show\n set x to (([sin v] of (((timer) / (3)) * (150)) ) * (100))\n set rotation style [left-right v]\n if <[0] < (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n else\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nswitch costume to (1 v)\ngo to x: (0) y: (300)\nshow\nrepeat until <(round (y position)) = [0]>\n go to [front v] layer\n show\n change y by (((0) - (y position)) / (5))\nend\n\n
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The impossible platformer evar!!!!!!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nforever\n stop all sounds\nend\n\nplay sound [Elektronomia - Energy.mp3 v] until done\n\nwhen I receive [next lveel v]\nnext backdrop\nwait (1) seconds\n\n@player\n\nwhen flag clicked\nhide variable [sho v]\nset pen size to (5)\nset size to (70) %\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\ngo to x: (-220) y: (-143)\npoint in direction (90)\nwait (0.001) seconds\nshow variable [sho v]\nhide variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n broadcast (next lveel v)\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [15]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n go to x: (-220) y: (-143)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n go to x: (-220) y: (-143)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\n@imgres\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n
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...Figure it out!>:D>:D>:D>:D>:D>D:D>D:D>D:D>:D>:D>:D>:D>:D>D:D>D:D\n>:D!>:D>:D>:D>:D>:D>D:D>D:D>D:D>:D>:D>:D>:D>:D>D:D>D:D>D:D\n\n1/12/2017- 1000+ views wow thank you so much!\n
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The Gigachad Platformer v 1.2.1
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@Stage\n\nwhen flag clicked\nforever\n play sound [GIGACHAD Theme Song v] until done\nend\n\n@Gigachad\n\ndefine Collide X - Stop 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 v)\nset rotation style [don't rotate v]\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nhide\nwait (0.01) seconds\nReset and Begin Level\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 (Die v)\n end\nend\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\ndefine Controls - Left and right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (right arrow v) pressed?> or <key (d v) pressed?>> - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.25)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (0.5)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nshow\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 # (Scene #) go to x, y: [-200] (Respawn y)\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n broadcast (Change scene v)\n Begin Scene # ((Scene #) + (1)) go to x, y: [-235] (y position)\n set [respawn y v] to (y position)\nend\nif <touching (spikes v)?> then\n broadcast (Die v)\nend\nif <touching (toxic liquid v)?> then\n broadcast (Die v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nset x to (x)\nset y to (y)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nFix collision in Direction [0]\nSet costume\nbroadcast (Game loop v)\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platform v)\n broadcast (Tick - Player v)\n broadcast (Tick - last v)\nend\n\ndefine Controls - Up and down\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn left (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n 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 Check Touching solid\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [start intro v]\nset y to (y)\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.75]\nset [resistance v] to [0.8]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\nset [respawn y v] to [-30]\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 - Stop 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\nwhen flag clicked\nhide\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 (jump1 v)\n else\n switch costume to (jump2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (4)) ))\nelse\n switch costume to (stand v)\nend\n\nwhen I receive [tick - player v]\nMoved by moving platform\nControls - Up and down\nControls - Left and right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet costume\n\n@Bright effect\n\nwhen flag clicked\nhide\n\nwhen I receive [start intro v]\nshow\nforever\n go to (gigachad v)\nend\n\ngo to [front v] layer\n\ngo [backward v] (1) layers\n\n@Platforms\n\nwhen I receive [start intro v]\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset [scene # v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nset [scene # v] to [6]\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [start intro v]\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\ngo to x: (0) y: (0)\nswitch costume to (join [Scene] (Scene #))\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\nwhen flag clicked\nhide\n\n@Toxic liquid\n\nwhen I receive [run project v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nforever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Backdrops\n\nwhen flag clicked\nswitch costume to (1 v)\nset [mosaic v] effect to (30)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset [mosaic v] effect to (30)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [idxglowing v] to [0]\nrepeat (30)\n change [ghost v] effect by (IDXGlowing)\n change [idxglowing v] by (0.5)\nend\nhide\nbroadcast (Start Intro v)\nhide\n\nwhen flag clicked\nforever\n set [afterstopanimationidx v] to (timer)\nend\n\nwhen [timer v] > (AfterStopAnimationIdx)\ngo to [front v] layer\nset [ghost v] effect to (100)\nset [idxglowing v] to [5]\nshow\nrepeat (30)\n change [ghost v] effect by ((0) - (IDXGlowing))\n change [idxglowing v] by (-0.1)\n wait (0.01) seconds\nend\n\n
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◄ WELCOME TO THE GIGACHAD PLATFORMER ►\n• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • \nYou are a gigachad and you need to prove that you are a real gigachad to prevent all of your gigachad friends considering you a non-chad.\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nInstructions:\nBeat all the levels to win, but watch out for the spikes.\nArrow keys or WASD to move.\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬Please like and fav to make my mom proud of me.\nBruh why is this getting so many views?\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nUpdates:\nv 1.0 game released!\nv 1.1 added more levels\nv 1.2 "harded up" the levels and fixed chad movements\nv 1.2.1 edited final level\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nCredits:\nDesign by me.\nPlatform game mechanics and scripts by @griffpatch\n▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬\nMore games:\nhttps://scratch.mit.edu/projects/781662439/\nhttps://scratch.mit.edu/projects/760232179/\nhttps://scratch.mit.edu/projects/721381119/\n\nLast updated: 15/03/2024 - 14:41 (Italy)
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One Tap! A PLatformer! #games #fun #all #trending #featured
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@Stage\n\n@player\n\nwhen flag clicked\nset rotation style [left-right v]\nset size to (40) %\nshow\ngo to x: (-210) y: (50)\nset [ghost v] effect to (0)\nset [yvelocity v] to [0]\nset [xvelocity v] to [0]\nforever\n broadcast (MakePlayerFollowHitbox v)\n Up/Down Movement [15] [-1]\n Right/Left Movement [10] [0.6]\nend\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (yVelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (yVelocity) ) )\n if <touching (level v)?> then\n change y by (((yVelocity) / ([abs v] of (yVelocity) )) * (-1))\n end\n end\n if <<not <(yVelocity) > [0]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yvelocity v] to (jump height)\n else\n set [yvelocity v] to [0]\n end\nelse\n change [yvelocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (xVelocity)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (xVelocity) ) )\n if <touching (level v)?> then\n change x by (((xVelocity) / ([abs v] of (xVelocity) )) * (-1))\n end\n end\n set [xvelocity v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [xvelocity v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [xvelocity v] to ((move speed) * (-1))\n end\nend\nset [xvelocity v] to ((xVelocity) * (drag))\n\nwhen I receive [next level v]\ngo to x: (-210) y: (50)\n\nwhen flag clicked\nforever\n if <<touching (death v)?> or <touching (sprite1 v)?>> then\n broadcast (Death v)\n end\nend\n\nwhen I receive [death v]\ngo to x: (-210) y: (50)\n\nwhen flag clicked\nforever\n change [color v] effect by (0.3)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\n@Level\n\nwhen flag clicked\nshow\nset [number of clones v] to [1]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nhide\nswitch costume to (costume2 v)\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n show\n switch costume to (costume2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [clones v]\nwait (0.05) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [clones v]\ndelete this clone\n\nwhen I receive [death v]\ndelete this clone\n\nwhen I receive [death v]\nwait (0.05) seconds\ncreate clone of (_myself_ v)\n\nwhen [space v] key pressed\nbroadcast (Death v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (You noclipped v)\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\n\n@Ground ghost\n\nwhen flag clicked\nshow\nforever\n go to (mouse-pointer v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n end\nend\n\nwhen I receive [next level v]\nshow\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n end\nend\n\nwhen I receive [death v]\nshow\nforever\n if <mouse down?> then\n wait until <not <mouse down?>>\n hide\n end\nend\n\n@text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\nif <(costume [number v]) = [4]> then\n hide\nend\n\nwhen I receive [you noclipped v]\nshow\nswitch costume to (costume5 v)\n\n@Next level\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (Clones v)\n broadcast (Next level v)\n wait (1) seconds\n end\nend\n\n@Death\n\nwhen flag clicked\ngo to [back v] layer\n\n@Sprite1\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume2 v)\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@intro\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\ngo to [front v] layer\nshow\npoint in direction (90)\nset size to (100) %\nswitch costume to (clipart2460801 v)\ngo to x: (0) y: (200)\nrepeat (50)\n change y by (my variable)\nend\nrepeat (6)\n next costume\nend\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nrepeat (100)\n change size by (300)\nend\nwait (1) seconds\nrepeat (50)\n turn right (30) degrees\n change size by (-500)\nend\nhide\nbroadcast (Start v)\n\nwhen flag clicked\nset [my variable v] to [0]\nforever\n change [my variable v] by (-0.2)\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@Sprite2\n\n@Sprite4\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n play sound [yt5s v] until done\nend\n\n@Sprite5\n\nwhen flag clicked\nset [for speedrunners v] to [0]\nhide variable [☁ . v]\nhide variable [for speedrunners v]\n\nwhen I receive [start v]\nshow variable [☁ . v]\nshow variable [for speedrunners v]\nforever\n wait (0.1) seconds\n change [for speedrunners v] by (0.1)\nend\n\nwhen I receive [you noclipped v]\nstop [other scripts in sprite v]\nif <(For Speedrunners) < (☁ .)> then\n set [☁ . v] to (For Speedrunners)\nend\n\n@turbo mode detector\n\nwhen flag clicked\nhide\nset [turbo v] to [0]\nforever\n change [turbo v] by (1)\n wait (0) seconds\nend\n\nwhen flag clicked\nset [turbo v] to [0]\nforever\n broadcast (Check v)\n wait (0.125) seconds\nend\n\nwhen I receive [check v]\nif <(Turbo) > [100]> then\n show\n go to [front v] layer\n stop [all v]\nend\nset [turbo v] to [0]\n\n
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Consider to Love and Fave!\nControls\nWAD to move\nClick to place a block\nSpace to reset level
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プラットフォーマー/PLATFORMER
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [reset v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [go v]\nswitch backdrop to (背景3 v)\nforever\n play sound [Nebula v] until done\nend\n\n@player\n\nwhen flag clicked\nforever\n if <(move) = [1]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n if <(Ninja) = [1]> then\n change [x v] by (1.5)\n else\n if <(sluggish) = [1]> then\n change [x v] by (0.5)\n else\n change [x v] by (1)\n end\n end\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n if <(Ninja) = [1]> then\n change [x v] by (-1.5)\n else\n if <(sluggish) = [1]> then\n change [x v] by (-0.5)\n else\n change [x v] by (-1)\n end\n end\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (road v)?> then\n change y by (1)\n if <touching (road v)?> then\n change y by (1)\n if <touching (road v)?> then\n change y by (1)\n if <touching (road v)?> then\n change y by (1)\n if <touching (road v)?> then\n change y by (1)\n if <touching (road v)?> then\n change y by (1)\n if <touching (road v)?> then\n if <<<(penetration) = [1]> and <key (r v) pressed?>> and <not <(penetration limit) < [1]>>> then\n change [penetration limit v] by (-1)\n else\n change x by ((x) * (-1))\n end\n change y by (-6)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(direction) = [90]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n if <(low gravity) = [1]> then\n start sound [可愛いジャンプ v]\n set [y v] to [20]\n else\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (road v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n set [number of jumps v] to [0]\n end\n end\n change y by (-2)\n if <(x position) > [239]> then\n broadcast (next v)\n change [stage v] by (1)\n wait (1) seconds\n 初期設定\n end\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n go to [back v] layer\n change size by (-7)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\nset [move v] to [0]\n初期設定\n\ndefine 初期設定\nset [color v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-202) y: (-43)\n\nwhen I receive [go v]\nshow\nset [move v] to [1]\n\nwhen flag clicked\nforever\n if <<touching (thorn v)?> or <(y position) < [-180]>> then\n if <(lucky) = [1]> then\n set [50% v] to (pick random (0) to (1))\n end\n if <(50%) = [1]> then\n wait until <not <touching (thorn v)?>>\n else\n set [move v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n 初期設定\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [move v] to [1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(mini) = [1]> then\n set size to (50) %\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nset [number of jumps v] to [0]\n\nwhen flag clicked\n\nforever\n\n\n\nchange [number of jumps v] by (1)\n\nwhen flag clicked\nforever\n if <(move) = [1]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n if <(air jump) = [1]> then\n if <touching (road v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n else\n if <(number of jumps) = [0]> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n change [number of jumps v] by (1)\n end\n end\n wait (0.3) seconds\n else\n if <touching (road v)?> then\n start sound [可愛いジャンプ v]\n if <(low gravity) = [1]> then\n set [y v] to [20]\n else\n set [y v] to [15]\n end\n end\n end\n end\n end\n change y by (2)\nend\n\nwhen I receive [a v]\n初期設定\n\nchange x by (-1)\n\nwhen I receive [go v]\nforever\n if <(penetration limit) < [0]> then\n set [penetration limit v] to [0]\n end\n if <<touching (road v)?> and <(penetration limit) = [0]>> then\n wait (1) seconds\n set [move v] to [0]\n repeat (10)\n change [ghost v] effect by (10)\n end\n 初期設定\n wait (0.8) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [move v] to [1]\n end\nend\n\nwhen flag clicked\nset [penetration limit v] to [500]\n\nwhen I receive [go v]\nif <(penetration) = [1]> then\n show variable [penetration limit v]\nelse\n hide variable [penetration limit v]\nend\n\nwhen flag clicked\nset [teleport limit v] to [0]\nhide variable [teleport limit v]\n\nwhen I receive [go v]\nif <(Teleporter) = [1]> then\n set [teleport limit v] to [3]\n show variable [teleport limit v]\nend\nforever\n if <<(Teleporter) = [1]> and <<(Teleport limit) > [0]> and <mouse down?>>> then\n wait until <not <mouse down?>>\n go to (mouse-pointer v)\n change [teleport limit v] by (-1)\n end\nend\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen flag clicked\nset [stage v] to [0]\n\nwhen I receive [go v]\nshow variable [one-hit wonder limit v]\nif <(one-hit wonder) = [1]> then\n set [one-hit wonder limit v] to [5]\n forever\n set [50% v] to [0]\n if <key (z v) pressed?> then\n if <(one-hit wonder limit) > [0]> then\n set [one-hit wonder record v] to (stage)\n change [one-hit wonder limit v] by (-1)\n end\n repeat until <not <(stage) = (one-hit wonder record)>>\n set [50% v] to [1]\n change [color v] effect by (5)\n end\n end\n end\nend\n\nwhen flag clicked\nset [one-hit wonder limit v] to [0]\n\nwhen flag clicked\nhide variable [one-hit wonder limit v]\n\n@road\n\nwhen flag clicked\nswitch costume to (road1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\n\nwhen I receive [a v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nshow\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\n\nwhen I receive [go v]\nrepeat until <(costume [number v]) = [16]>\n wait (1) seconds\n change [time v] by (1)\nend\nshow variable [time v]\n\nwhen flag clicked\nforever\n if <<<(move) = [1]> and <<(stage skip) = [1]> and <<key (q v) pressed?> and <not <(costume [number v]) = [16]>>>>> and <not <(skip number) = [3]>>> then\n change [skip number v] by (1)\n broadcast (next v)\n end\nend\n\nwhen flag clicked\nset [skip number v] to [0]\n\nwait (1) seconds\nnext costume\n\n\n\nwhen I receive [go v]\nif <(needle lover) = [1]> then\n repeat until <(stage) = [16]>\n switch costume to (road1 v)\n end\n wait (2) seconds\n switch costume to (road16 v)\nend\n\n@thorn\n\nwhen flag clicked\nset x to (0)\nset y to (0)\nswitch costume to (thorn1 v)\nshow\n\nwhen I receive [8 v]\nswitch costume to (thorn8 v)\n\nwhen I receive [a v]\nnext costume\n\nwhen I receive [a v]\nwait (0.01) seconds\ngo to [back v] layer\nset y to (0)\nswitch costume to ([costume # v] of [road v])\nif <([costume # v] of [road v]) = [8]> then\n repeat until <([costume # v] of [road v]) = [9]>\n repeat (5)\n change y by (2)\n wait (0.1) seconds\n end\n wait (0.4) seconds\n repeat (5)\n change y by (-2)\n wait (0.1) seconds\n end\n wait (0.4) seconds\n end\nend\n\nwhen I receive [go v]\nforever\n if <(needle lover) = [1]> then\n if <(stage) < [16]> then\n switch costume to (thorn16 v)\n else\n switch costume to (thorn1 v)\n end\n end\nend\n\n@card\n\nwhen I receive [decision v]\ngo to [front v] layer\nstart sound [ヒューンと落下 v]\nset [decision v] to [1]\nshow\npoint in direction (0)\nset size to (10) %\ngo to x: (0) y: (70)\nset [y\(card\) v] to [9]\nrepeat until <(y\(card\)) < [-10]>\n change [y\(card\) v] by (-0.5)\n change y by (y\(card\))\n turn right (30) degrees\n change size by (5)\nend\nplay sound [ジャジャーン v] until done\nwait (2) seconds\nbroadcast (go v)\nglide (1) secs to x: (-184) y: (144)\n\nwhen flag clicked\nset [decision v] to [0]\nset [shake v] to [0]\nset [ninja v] to [0]\nset [low gravity v] to [0]\nset [lucky v] to [0]\nset [stage skip v] to [0]\nset [50% v] to [0]\nset [mini v] to [0]\nset [air jump v] to [0]\nset [number of jumps v] to [0]\nset [penetration v] to [0]\nset [sluggish v] to [0]\nset [nocturnality v] to [0]\nset [teleporter v] to [0]\nset [needle lover v] to [0]\nset [one-hit wonder v] to [0]\nswitch costume to (pick random (1) to (12))\nhide\n\nwhen I receive [shake v]\nset [low gravity v] to [0]\nset [ninja v] to [0]\nset [lucky v] to [0]\nset [stage skip v] to [0]\nset [air jump v] to [0]\nset [penetration v] to [0]\nset [sluggish v] to [0]\nset [mini v] to [0]\nset [nocturnality v] to [0]\nset [teleporter v] to [0]\nset [needle lover v] to [0]\nswitch costume to (pick random (1) to (11))\n\nwhen I receive [go v]\nrepeat until <(size) < [66]>\n change size by (-4.5)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [ninja v] to [1]\n end\n if <(costume [number v]) = [2]> then\n set [low gravity v] to [1]\n end\n if <(costume [number v]) = [3]> then\n set [lucky v] to [1]\n end\n if <(costume [number v]) = [4]> then\n set [stage skip v] to [1]\n end\n if <(costume [number v]) = [5]> then\n set [mini v] to [1]\n end\n if <(costume [number v]) = [6]> then\n set [air jump v] to [1]\n end\n if <(costume [number v]) = [7]> then\n set [penetration v] to [1]\n end\n if <(costume [number v]) = [8]> then\n set [sluggish v] to [1]\n end\n if <(costume [number v]) = [9]> then\n set [nocturnality v] to [1]\n end\n if <(costume [number v]) = [10]> then\n set [teleporter v] to [1]\n end\n if <(costume [number v]) = [11]> then\n set [needle lover v] to [1]\n end\n if <(costume [number v]) = [12]> then\n set [one-hit wonder v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@next\n\nwhen I receive [next v]\nshow\ngo to [front v] layer\ngo to x: (460) y: (0)\nset [move v] to [0]\nset [next gravity v] to [0]\nrepeat until <(x position) = [0]>\n change x by (-46)\nend\nbroadcast (a v)\nwait (1) seconds\nrepeat until <(x position) = [-460]>\n change x by (-46)\nend\nset [move v] to [1]\nhide\n\nchange [next gravity v] by (-1)\n\nset [next gravity v] to [0]\n\nchange [next gravity v] by (-1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@box\n\nwhen flag clicked\nhide\npoint in direction (90)\nswitch costume to (costume1 v)\nset [sway v] to [0]\n\nwhen I receive [shake v]\nstart sound [抽選機を回す v]\nset [shake v] to [1]\nrepeat (80)\n change [sway v] by (10)\n point in direction ((90) + ((10) * ([sin v] of (sway) )))\nend\nwait (1) seconds\npoint in direction (90)\nbroadcast (i v)\nset [shake v] to [0]\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [go v]\nstop all sounds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [reset v]\nwait (2) seconds\nrepeat until <(move) = [1]>\n play sound [魔王魂 BGM アコースティック50 v] until done\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@shake\n\nwhen I receive [i v]\nshow\n\nwhen I receive [decision v]\nhide\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [go v]\nhide\n\nwhen I receive [reset v]\nforever\n if <<(decision) = [0]> and <(shake) = [0]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n repeat (4)\n next costume\n end\n start sound [決定ボタンを押す22 v]\n broadcast (shake v)\n hide\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (shake v)\nhide\n\n@decision\n\nswitch costume to (decision v)\n\nwhen I receive [shake v]\nhide\n\nwhen I receive [i v]\nshow\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [go v]\nhide\n\nwhen I receive [reset v]\nforever\n if <<(decision) = [0]> and <(shake) = [0]>> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n repeat (4)\n next costume\n end\n start sound [決定ボタンを押す22 v]\n broadcast (decision v)\n hide\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@intro\n\nwhen I start as a clone\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nif <(costume [name v]) = [LOGO]> then\n go to [back v] layer\n switch costume to (logo v)\n show\n go to x: (123) y: (230)\n wait (0.6) seconds\n repeat (27)\n change y by (((0) - (y position)) / (5))\n end\n repeat (100)\n if <(FLASH) = [1]> then\n set size to (100) %\n change size by (40)\n repeat (20)\n change size by (((100) - (size)) / (7))\n end\n end\n end\nend\nif <(costume [name v]) = [NAME]> then\n set [intro v] to [0]\n go to [back v] layer\n switch costume to (name v)\n show\n go to x: (0) y: (230)\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n repeat (15)\n point in direction (90)\n turn right (50) degrees\n wait () seconds\n change [intro v] by (1)\n broadcast (FLASH v)\n repeat (22)\n turn right (((90) - (direction)) / (5)) degrees\n end\n if <(Intro) = [3]> then\n repeat (22)\n change x by (((-123) - (x position)) / (7))\n end\n end\n end\nend\nif <(costume [name v]) = [2]> then\n go to [front v] layer\n switch costume to (2 v)\n show\n go to x: (0) y: (230)\n repeat (40)\n change y by (((100) - (y position)) / (5))\n end\nend\nif <(costume [name v]) = [3]> then\n go to [front v] layer\n switch costume to (3 v)\n show\n go to x: (0) y: (-230)\n repeat (40)\n change y by (((-100) - (y position)) / (5))\n end\nend\nif <(costume [name v]) = [4]> then\n switch costume to (4 v)\n show\n go to x: (310) y: (0)\n go to [back v] layer\n glide (3) secs to x: (-310) y: (0)\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n go to [back v] layer\n go [forward v] (1) layers\n show\n clear graphic effects\n switch costume to (5 v)\n go to x: (pick random (-200) to (200)) y: (pick random (70) to (-70))\n set size to (pick random (30) to (70)) %\n repeat (6)\n next costume\n change size by (3)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine ウェイト (秒数)\nwait until <(秒数) < (timer)>\n\ngo to [front v] layer\n\ndefine クローン (id)\nswitch costume to (id)\ncreate clone of (_myself_ v)\n\nwhen I receive [flash v]\nset [flash v] to [1]\nclear graphic effects\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nset [flash v] to [0]\n\nwhen flag clicked\nif <[遊んだ人 v] contains (username)?> then\n broadcast (RESET v)\nelse\n add (username) to [遊んだ人 v]\n broadcast (intro? v)\nend\n\nwhen I receive [intro? v]\nhide\nstart sound [Nightcore - Tonight \(Nurko feat Luma\) v]\nset size to (100) %\nreset timer\nhide variable [intro v]\nhide variable [flash v]\nset [flash v] to [0]\nクローン [2]\nクローン [3]\nウェイト [1]\nクローン [NAME]\nwait until <(Intro) = [3]>\nクローン [LOGO]\n\nwhen I receive [intro? v]\nウェイト [2]\nrepeat (10)\n クローン [9]\n wait (0.75) seconds\nend\n\nwhen I receive [intro? v]\nウェイト [2]\nrepeat (10)\n クローン [9]\n クローン [4]\n wait (0.75) seconds\nend\n\n@intro2\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [intro? v]\nreset timer\nhide\nwait until <[10] < (timer)>\nshow\ngo to x: (0) y: (300)\ngo to [front v] layer\nrepeat (50)\n change y by (((0) - (y position)) / (7))\nend\nbroadcast (RESET v)\nrepeat (50)\n change y by (((350) - (y position)) / (7))\nend\nhide\nstop [this script v]\n\n@...\n\nwhen flag clicked\nhide\nforever\n go to (player v)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <<(move) = [1]> and <(low gravity) = [1]>> then\n show\n else\n hide\n end\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@claim stars, hearts and follows\n\nwhen flag clicked\nhide\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 flag clicked\nwait (20) seconds\nforever\n go to [front v] layer\n show\n go to x: (152) y: (350)\n repeat (30)\n change y by (((145) - (y position)) / (4))\n end\n wait (3) seconds\n repeat (5)\n change y by (7)\n end\n hide\n wait (20) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nif <(stage skip) = [1]> then\n show\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(stage skip) = [1]> then\n if <<not <(skip number) = [3]>> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n wait until <not <mouse down?>>\n change [skip number v] by (1)\n broadcast (next v)\n wait (3) seconds\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nforever\n if <(Nocturnality) = [1]> then\n show\n go to (player v)\n end\nend\n\n
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特殊能力提案あればコメントでどうぞ!!\n日本語は下。\n\nスタジオ!!/studio!!↓↓\nhttps://scratch.mit.edu/studios/32100437/\n---------------------------------------------------------------English\n►difficulty:★☆☆☆☆\n\n►Explanation\nOperate with direction keys or screen tap.\nIf it hits a needle or magma, it will die.\nIn this work, you can get abilities randomly in the early stages.\nCan you master the ability and clear it?\nIf you were able to clear it, please tell us about your time in the comments!\nBy the way, the author's time is 70 seconds in Ninja.\n\n►Abilities list and their effects\n\n・Ninja\n get faster\n\n・low gravity\n jump power increases\n\n・lucky\n 50% chance of not being hit by an obstacle\n\n・stage skip\n You can skip the stage three times with the Q key\n\n・mini\n become smaller\n\n・air jump\n You can jump again in the air\n\n・penetration\n You can penetrate the wall by holding down the R key and running to it.(Limited)\n\n・sluggish\n slows down\n\n・Nocturnality\n narrow field of vision\n\n・Teleporter\n You can teleport to where you tapped or clicked only 3 times\n\n・Needle lover\n All stages become stages with only three needles\n\n・one-hit wonder\n You can become invincible for up to 5 stages with the Z key\n----------------------------------------------------------------日本語\n►難易度:★☆☆☆☆\n\n►説明\n矢印キーまたは画面タップで操作。\n針やマグマに当たると死んでしまいます。\nこの作品は、最初にランダムで能力を入手できます。\nその能力を使いこなしてクリアできるでしょうか?\nクリア出来たらコメント欄でタイムを教えて下さい!\nちなみに作者のタイムは忍者で70秒です。\n\n►能力一覧とその効果\n\n・忍者\n 足が速くなる\n\n・低重力\n ジャンプ力が上がる\n\n・ラッキー\n 50%の確率で障害物に当たってもやられない\n\n・ステージスキップ\n Qキーで三回ステージをスキップできる\n\n・ミニ\n 小さくなる\n\n・空中ジャンプ\n 空中でもう一回ジャンプできる\n\n・貫通\n Rキーを押しながら壁に走ると貫通できる(制限あり)\n\n・鈍足\n 足が遅くなる\n\n・夜行性\n 視界が狭くなる\n\n・テレポーター\n 3回のみタップ又はクリックしたところにテレポートできる\n\n・針愛好家\n 全てのステージが針が三つのみのステージになる\n\n・一発屋\n Zキーで最大五ステージ無敵状態になれる\n-------------------------------------------------------------------------\n►クレジット\n音:効果音ラボ様\n揺れるプログラム:@ketiketi87様\n抽選箱参考:@kicrage_games様\nイントロ:@SHOMA-628様\nプレイヤーの一部参考:@sosukeyamakawa様\n空中ジャンプ参考:@misonosin様\nプレイ中の曲:@sosukeyamakawa様\nプレイ前の曲:魔王魂様\n\n感謝します
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New Year Platformer
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [nhạc v] until done\nend\n\nwhen I receive [hide v]\nset volume to (0) %\nstop [other scripts in sprite v]\n\n@player\n\nwhen flag clicked\nset [background v] to [1]\nset [y v] to [0]\nset [x v] to [0]\nhide variable [background v]\nhide variable [y v]\nhide variable [x v]\ngo to [front v] layer\nshow\nset size to (90) %\nswitch costume to (player v)\nset drag mode [not draggable v]\ngo to x: (-54) y: (-31)\npoint in direction (90)\nbroadcast (play v)\n\nwhen I receive [play v]\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\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 change [x v] by (2)\n end\n set [x v] to ((x) * (0.8))\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 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 [20]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (stage v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [13]\n end\n end\n change y by (1.2)\n change [y v] by (-1)\n change y by (y)\n if <touching (stage v)?> then\n change y by ((y) * (-0.8))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n broadcast (s v)\n start sound [Coin v]\n set [y v] to [0]\n set [x v] to [0]\n end\n if <[230] < (y position)> then\n broadcast (next v)\n broadcast (s v)\n start sound [Coin v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\ndefine Move to\nset [x v] to [0]\nset [y v] to (x)\nif <<(background) = [3]> or <(background) = [8]>> then\n go to x: (-200) y: (200)\nelse\n if <<(background) = [4]> or <(background) = [10]>> then\n go to x: (-200) y: (200)\n else\n if <(background) = [5]> then\n go to x: (-200) y: (10)\n else\n if <(background) = [2]> then\n go to x: (-200) y: (200)\n else\n if <(background) = [1]> then\n go to x: (-200) y: (200)\n else\n if <(background) = [6]> then\n go to x: (-200) y: (10)\n else\n if <(background) = [7]> then\n go to x: (-200) y: (200)\n else\n if <(background) = [11]> then\n go to x: (-200) y: (-31)\n else\n if <(background) = [9]> then\n go to x: (-200) y: (-31)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [pitch v] effect to (-20)\nset volume to (40) %\nforever\n if <touching (skpie v)?> then\n if <not <(background) = [5]>> then\n go to x: (-200) y: (200)\n set [x v] to [0]\n set [y v] to (x)\n start sound [Crunch v]\n end\n if <(background) = [5]> then\n go to x: (-200) y: (10)\n set [x v] to [0]\n set [y v] to (x)\n start sound [Crunch v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (player2 v)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (player v)\n end\n if <<<mouse down?> and <(y position) > (mouse y)>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (player4 v)\n end\n if <touching (green grass v)?> then\n go to x: (-200) y: (200)\n start sound [Crunch v]\n end\nend\n\nwhen I receive [s v]\nMove to\n\n@stage\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (10 v)\n\nwhen I receive [hide v]\nhide\n\n@sun\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nshow\nbroadcast (play v)\n\nwhen I receive [play v]\ngo to x: (0) y: (0)\nforever\n repeat until <(size) > [150]>\n change size by (0.3)\n end\n repeat until <(size) < [100]>\n change size by (-0.3)\n end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@text\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (1 v)\nclear graphic effects\nset [ghost v] effect to (100)\n\nwhen I receive [play v]\nwait (1) seconds\nrepeat (5)\n wait (0.5) seconds\n repeat (15)\n change [ghost v] effect by (-5)\n end\n play sound [pop v] until done\n wait (0.5) seconds\n repeat (15)\n change [ghost v] effect by (5)\n end\n next costume\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [play v]\nforever\n if <(background) = [5]> then\n clear graphic effects\n set [ghost v] effect to (100)\n switch costume to (8 v)\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (-5)\n end\n start sound [pop v]\n wait (1) seconds\n repeat (15)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nforever\n if <(background) = [10]> then\n clear graphic effects\n set [ghost v] effect to (100)\n switch costume to (5 v)\n wait (2) seconds\n repeat (15)\n change [ghost v] effect by (-7)\n end\n play sound [Magic Spell v] until done\n wait (1) seconds\n repeat (15)\n change [ghost v] effect by (7)\n end\n end\nend\n\n@like and favorite\n\nwhen flag clicked\nhide\nwait (5) seconds\nforever\n if <(background) = [4]> then\n go to x: (160) y: (110)\n switch costume to (bảng hiệu v)\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 end\n if <(background) = [10]> then\n hide\n end\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\nwait (5) seconds\nforever\n if <(background) = [8]> then\n go to x: (140) y: (110)\n switch costume to (bảng hiệu v)\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 end\nend\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (4) to (6)) seconds\nend\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\ngo [backward v] (12) layers\ngo to x: (300) y: (pick random (80) to (120))\nforever\n set [ghost v] effect to (0)\n glide (8) secs to x: (-300) y: (y position)\n repeat (20)\n change [ghost v] effect by (6)\n end\n wait (0.5) seconds\n delete this clone\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@obstable\n\nwhen I receive [next v]\nnext costume\nchange [background v] by (1)\n\nwhen flag clicked\nset [background v] to [0]\nshow\nswitch costume to ( v)\ngo [backward v] (7) layers\n\nwhen I receive [hide v]\nhide\n\n@skpie\n\nwhen flag clicked\nswitch costume to (sự nguy hiểm10 v)\nset [brightness v] effect to (-20)\nshow\ngo [backward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\n@green grass\n\nwhen flag clicked\nshow\n\n@red evelope\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (pick random (40) to (60)) %\nset [ghost v] effect to (pick random (20) to (70))\ngo to x: (500) y: (pick random (20) to (180))\nglide (pick random (1.07) to (5)) secs to x: (-240) y: (pick random (-100) to (180))\nif <touching (_edge_ v)?> then\n repeat (10)\n change [ghost v] effect by (5)\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.4) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen [9 v] key pressed\ngo to [front v] layer\nshow\n\n
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-- New Year Platformer | A platformer -- \nby @Ellyflower\n\nI hope you like and enjoy it\n\n-= Story =-\n \nYou are must deliver the red envelope to a part of the town! Can you do it?\n✎ Platfomer Difficulty: ★★☆☆☆\n\n[] controls []\n\nWASD / Arrow keys\nhold and move for mobile\n\n☎ If there are any bugs or glitches, please tell me \n\n⚠️ Only if you ⭐️ the project, you can advertise \n\ntag\n#anything\n#37 trending :D afternoon jan 19 2023\n#26 trending :D night 9:12 in jan 19 2023\n#36 trending :D morning jan 20 9:21
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the・初見殺しplatformer!the・First kill platformer
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@Stage\n\n@地面\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\n@next\n\nwhen I receive [next v]\nset [ok v] to [✖]\nhide\ngo to [front v] layer\nchange [color v] effect by (30)\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)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム6 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n change [color v] effect by (25)\n go to x: (36) y: (-400)\n repeat until <[1] < (y position)>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n change [color v] effect by (25)\n hide\n wait (0.25) seconds\n show\n go to x: (36) y: (400)\n repeat until <(y position) < [1]>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n change [color v] effect by (25)\n hide\n wait (0.5) seconds\n show\n go to x: (500) y: (0)\n repeat until <(x position) < [1]>\n change x by ((() - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n change [color v] effect by (25)\n hide\n wait (0.75) seconds\n show\n go to x: (-500) y: (0)\n repeat until <[1] < (x position)>\n change x by ((() - (x position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n hide\n wait (1) seconds\n show\n go to x: (0) y: (400)\n repeat until <(y position) < [1]>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n hide\n wait (1) seconds\n show\n go to x: (0) y: (-400)\n repeat until <[1] < (y position)>\n change y by ((() - (y position)) / (10))\n end\nend\n\nwhen I start as a clone\nwait (2.5) seconds\nrepeat (20)\n change size by ((() - (size)) / (5))\nend\nset [ok v] to [◎]\ndelete this clone\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nbroadcast (うへへ v)\n\nwhen I receive [うへへ v]\nwait (1) seconds\nbroadcast (ANEXT v)\n\nwhen flag clicked\nset [color v] effect to (-30)\n\n@スプライト1\n\nwhen I receive [動き v]\nshow\nglide (1) secs to x: (36) y: (-50)\nwait (1) seconds\nglide (1) secs to x: (36) y: (28)\nhide\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nforever\n broadcast (動き v)\n wait (13) seconds\nend\n\n@バネ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@プレイヤー\n\ndelete this clone\n\nset [ステージ v] to [24]\n\nchange [x v] by (5)\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (join [コスチューム] ((costume [number v]) + (1)))\nrepeat (5)\n change size by (-5)\nend\ndelete this clone\n\ndefine 初めに戻る\ngo to x: (-200) y: (0)\nset size to (80) %\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\n\nwhen flag clicked\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [front v] layer\nshow\nset size to (80) %\ngo to x: (-200) y: (0)\ngo to x: (-200) y: (0)\nswitch costume to (コスチューム1 v)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(costume [number v]) = [1]> then\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(x) > [0]> then\n start sound [壁キック v]\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [ジャンプの音 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <not <touching (水 v)?>> then\n change [y v] by (-1)\n end\n change y by (y)\n if <<touching (地面 v)?> or <touching (氷 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n set rotation style [left-right v]\n if << or > or <<<touching (スプライト13 v)?> or <<touching (スプライト6 v)?> or <touching (障害物3 v)?>>> or <<touching (障害物2 v)?> or <<touching (障害物 v)?> or <<touching (回る針 v)?> or <touching (行き止まり v)?>>>>>> then\n start sound [タヒ v]\n 初めに戻る\n wait (0.1) seconds\n end\n if <[240] < (x position)> then\n if <<(ステージ) < [21]> or <(ステージ) = [24]>> then\n broadcast (next v)\n 初めに戻る\n start sound [素振り v]\n wait (3) seconds\n change [ステージ v] by (1)\n 初めに戻る\n end\n end\n if <(y position) < [-170]> then\n start sound [タヒ v]\n 初めに戻る\n wait (0.1) seconds\n end\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <touching (水 v)?> then\n set [y v] to [3]\n end\n else\n if <touching (水 v)?> then\n change [y v] by (-0.2)\n end\n end\n if <touching (バネ v)?> then\n start sound [バネ踏む v]\n set [y v] to [18]\n end\n set [x v] to ((x) * (0.9))\n \n change x by (x)\n end\nend\n\nwhen I receive [a v]\n\n@障害物\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\n if <(ステージ) = [3]> then\n show\n go to x: (36) y: (-40)\n end\n if <(ステージ) = [4]> then\n show\n go to x: (200) y: (-40)\n end\nend\n\nwhen I receive [でろや v]\nshow\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (8)\n\nwhen I receive [右江レッツゴー v]\nrepeat (30)\n change x by (-10)\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (40) y: (6)\ngo to [back v] layer\nset [color v] effect to (0)\nshow\nset [ghost v] effect to (100)\nforever\n if <(ステージ) = [4]> then\n go to x: (-200) y: (6)\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\n end\n if <(ステージ) = [7]> then\n if <touching (プレイヤー v)?> then\n broadcast (右江レッツゴー v)\n end\n end\n if <(ステージ) = []> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\n end\n if <(ステージ) = [5]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろやコラー v)\n end\n end\n if <(ステージ) = [4]> then\n if <touching (プレイヤー v)?> then\n broadcast (連携 v)\n broadcast (でろや v)\n end\n end\n if <(ステージ) = [3]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\n end\n if <(ステージ) = [8]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\n end\n if <(ステージ) = [9]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\n end\nend\n\n@障害物2\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\ngo to x: (25) y: (28)\nforever\n if <(ステージ) = [4]> then\n set [ghost v] effect to (0)\n go to [back v] layer\n show\n end\nend\n\nwhen I receive [rettugo v]\nshow\nglide (0.3) secs to x: (25) y: (300)\nhide\ngo to x: (36) y: (28)\n\n@スプライト4\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (40) y: (6)\ngo to [back v] layer\nset [color v] effect to (100)\nset [ghost v] effect to (100)\nforever\n if <(ステージ) = [4]> then\n go to x: (-8) y: (16)\n if <touching (プレイヤー v)?> then\n broadcast (Rettugo v)\n end\n end\n if <(ステージ) = [7]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\n end\nend\n\nif <(ステージ) = [6]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\nend\nif <(ステージ) = [5]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\nend\nif <(ステージ) = [4]> then\n if <touching (プレイヤー v)?> then\n broadcast (連携 v)\n broadcast (でろや v)\n end\nend\nif <(ステージ) = [3]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\nend\nif <(ステージ) = [8]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\nend\nif <(ステージ) = [9]> then\n if <touching (プレイヤー v)?> then\n broadcast (でろや v)\n end\nend\n\n@障害物3\n\nwhen I receive [でろやコラー v]\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\nshow\nwait (1) seconds\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\n\n@スプライト3\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(ステージ) = [6]> then\n show\n else\n hide\n end\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to x: (34) y: (28)\nhide\ngo to [back v] layer\nforever\n if <(ステージ) = [8]> then\n show\n go to [back v] layer\n end\nend\n\nwhen I receive [こいつは上にどーん v]\nshow\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (10)\nchange y by (8)\nwait (1) seconds\nhide\ngo to x: (36) y: (28)\n\n@スプライト7\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [8]> then\n show\n if <touching (プレイヤー v)?> then\n broadcast (こいつは上にどーん v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [You Said v] until done\nend\n\n@スプライト8\n\nwhen flag clicked\ngo to x: (36) y: (28)\nswitch costume to (コスチューム2 v)\nforever\n if <(ステージ) = [2]> then\n switch costume to (コスチューム1 v)\n if <touching (プレイヤー v)?> then\n switch costume to (コスチューム2 v)\n end\n else\n switch costume to (コスチューム2 v)\n end\nend\n\n@スプライト11\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to [back v] layer\nrepeat until <touching (プレイヤー v)?>\n if <(ステージ) = [9]> then\n switch costume to (コスチューム1 v)\n else\n end\nend\n\nif then\n\nwhen flag clicked\nforever\n if <touching (プレイヤー v)?> then\n broadcast (A v)\n switch costume to (コスチューム2 v)\n end\nend\n\n@スプライト13\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [a v]\nrepeat (2)\n show\n glide (0.7) secs to x: (25) y: (28)\n glide (0.5) secs to x: (-300) y: (28)\n hide\n wait (1) seconds\n wait (1) seconds\nend\nwait (1) seconds\nglide (0.7) secs to x: (25) y: (28)\nshow\nglide (0.5) secs to x: (-300) y: (28)\nhide\n\n@スプライト14\n\n@スプライト9\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@世界記録\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [秒数 v]\nset [秒数 v] to [0]\nforever\n wait (1) seconds\n change [秒数 v] by (1)\nend\n\nwhen flag clicked\n\nwhen I receive [ストップ v]\nif <(秒数) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (秒数)\nend\nshow variable [☁ 世界記録 v]\nshow variable [秒数 v]\n\n
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[アップデートのため再共有]\n@rk200様星とハート!?\n@KURI-MARON様星とハート!?(共有30秒後w\n傾向ぅぅぅぅぅぅぅぅぅぅぅぅぅ!!!\n星とハートお願いします!フォローもポチッとな!\n=========================\n the・初見殺しplatformer!the・First kill platformer\n=========================\n一回も死ななかった人はIQ500億\n=============\n タイムをコメントしよう\n=============\n▼日本語下▼ フォロー推奨→@-xaf-様\nIt's my first time killing, so please be careful!\nA person who can clear it in one shot is a genius!\n▷Operation◁\nPC arrow key\nUp arrow key ↑\nRight arrow key → ↑\nLeft arrow key ← ← →\nMobile finger☆\n初見殺しだから気をつけてください!\n一発でクリアできた人は天才!\nー日本語ー ▲英語上▲\n▷操作◁\nPC 矢印キー\n 上矢印キー ↑\n 右矢印キー → ↑\n 左矢印キー ← ← →\nモバイル 指☆\n《メモ》\nまぁ鬼畜…?っちゃ鬼畜かな?\n量産型…?ですご了承ください…?\n《クレジット》\n音楽 @-xaf-様\nhttps://scratch.mit.edu/projects/748170011\nプログラム @hhkkyyyy様\nhttps://scratch.mit.edu/projects/749834343\n背景 @asagiri-reira様\nhttps://scratch.mit.edu/projects/517348825\n《タグ》\n#platformer\n#game\n#GAME\n#all\n#ALL\n#Killing for the first time\n#Fun\n
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darkness Platformer #Games
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@Stage\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nbroadcast (サムネ v)\n\nwhen flag clicked\nset [the level v] to [1]\nforever\n play sound [Popsicle v] until done\n switch backdrop to (The Level)\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (110) %\ngo to [front v] layer\nswitch costume to (1 v)\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n switch costume to (2 v)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n switch costume to (1 v)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n if <(y position) < [-180]> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I 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 [サムネ v]\ngo to x: (-42) y: (62)\n\n@Ground\n\nwhen flag clicked\ngo to x: (14) y: (3)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [サムネ v]\nswitch costume to (6 v)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [サムネ v]\nswitch costume to (6 v)\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nwhen I receive [サムネ v]\nswitch costume to (6 v)\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@cooltext427821175739398\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [9]> then\n show\n end\nend\n\nwhen I receive [サムネ v]\nhide\n\n@cooltext427821358117401\n\nwhen flag clicked\nhide\n\nwhen I receive [サムネ v]\nshow\n\n
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~darkness Platformer!!!~\n\nThanks for the remix of -Awesomecode-!!!\nMethod of operation\nArrow key or wasd key operation\ncredits\nprograms and costumes @-Awesomecode- \nbgm @xaf
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Traveler 2 - A Platformer #All #Animations #Art #Games #Music #Stories #Tutorials #Platformers
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@Stage\n\nwhen I receive [\[intro\] over v]\nforever\n play sound [Marshmello - POWER v] until done\nend\n\n@Call\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (Call v)\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [shake? v] to [0]\nset [var v] to [0]\nset [shakevel v] to [0]\nchange [shakevel v] by (vel)\nrepeat until <<(ShakeVel) < [0]> or <(ShakeVel) = [1]>>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\nset [shake? v] to [0]\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or << (ID) contains [border]?> or << (ID) contains [shutter]?> or < (ID) contains [line]?>>>>> then\n wait (0) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\nend\n\nwhen I receive [end v]\nif <<(ID) = [text]> or < (ID) contains [end]?>> then\n if <(ID) = [text]> then\n set [svel v] to [2]\n repeat until <[8.9] < (timer)>\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n change [direction v] by ((Svel) / (15))\n switch costume to (text v)\n end\n delete this clone\n end\nelse\n if < (ID) contains [fade]?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [Circ1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((590) - (size)) / (7))\n switch costume to (circ2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Spline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n hide\n switch costume to (pos hack v)\n go to x: (180) y: (360)\n set [defx v] to [240]\n set [defy v] to [360]\n switch costume to (text v)\n set size to (115) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (3) layers\n set [rvel v] to [5]\n set [direction v] to [200]\n set [yvel v] to [-4]\n set [xvel v] to [-4]\n wait until <[1] < (timer)>\n show\n set [svel v] to [3]\n repeat until <[2] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [1]\n repeat until <[2.1] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n change [svel v] by ((Svel) / (5))\n change size by (Svel)\n end\n repeat until <[2.9] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[3.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[4.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[4.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[5.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n set [rvel v] to [1]\n repeat until <[5.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change size by (Svel)\n end\n repeat until <[6.2] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n end\n repeat until <[6.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n set [svel v] to [1]\n repeat until <[6.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n repeat until <[7.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [flash]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\ndefine Explosion || Amount: (#) Xpos: (xpos) Ypos: (ypos) ID: (splineid) Explosion Speed: (splspeed) Grow Speed: (splgrspeed)\nset [splinex v] to (xpos)\nset [spliney v] to (ypos)\nset [# v] to [1]\nset [id v] to (splineid)\nset [splspeed v] to (splspeed)\nset [splgrspeed v] to (splgrspeed)\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [SplineLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (-2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Border]> then\n hide\n switch costume to (pos hack v)\n switch costume to (border1 v)\n set size to (200) %\n set [ghost v] effect to (85)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n show\n if <(#) = [1]> then\n go to x: (-220) y: (-50)\n \n repeat (20)\n change y by (5.1)\n end\n set y to (-50)\n end\n else\n go to x: (220) y: (50)\n \n repeat (20)\n change y by (-5.1)\n end\n set y to (50)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [BrSpline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n repeat (20)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [yvel v] to [-25]\n set [xvel v] to [-10]\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n else\n set [yvel v] to [25]\n set [xvel v] to [10]\n switch costume to (pos hack v)\n go to x: (0) y: (-300)\n switch costume to (shutter v)\n end\n wait until <[3.1] < (timer)>\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [svel v] to [-3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n else\n set [svel v] to [3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((-180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [SplineRight]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1.5] < (timer)>\nset [bump v] to [0]\nset [loops2 v] to [1]\nrepeat until <[8] < (timer)>\n Clone [Chev1] [1]\n Clone [ArrowLeft] [3]\n Clone [ArrowRight] [3]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\n Clone [Chev2] [1]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\nend\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\npoint in direction (90)\nreset timer\nstart sound [Sync 2D Gradient Intro Templat v]\nwait until <[1.2] < (timer)>\nClone [circ2] [1]\nwait until <[1.4] < (timer)>\nClone [circ1] [1]\nClone [shutter] [2]\nClone [text] [1]\nwait until <[2] < (timer)>\nClone [Text2] [1]\nClone [fade] [1]\nClone [Fade2] [1]\nClone [pars1] [60]\nClone [pars2] [60]\nClone [pars3] [60]\nClone [pars4] [60]\nwait until <[3.85] < (timer)>\nExplosion || Amount: [16] Xpos: [-180] Ypos: [100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[4.8] < (timer)>\nExplosion || Amount: [16] Xpos: [180] Ypos: [-100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[5.6] < (timer)>\nClone [pin] [1]\nClone [dots] [1]\nwait until <[6.7] < (timer)>\nExplosion || Amount: [16] Xpos: [0] Ypos: [0] ID: [line1] Explosion Speed: [30] Grow Speed: [7]\nwait until <[8.6] < (timer)>\nClone [end] [1]\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\nset [camd v] to [90]\nset [direction v] to [0]\nset [shakevel v] to [0]\nset [var v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\npoint in direction (90)\nShake [1] [2.5] [4]\nShake [20] [3] [6]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID) = [Line1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (22.5)) + (22.5))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (22.5)) + (-22.5))\n point in direction (((#) * (22.5)) + (22.5))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Line2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [90]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [call v]\nreset timer\nset [loops v] to [1]\nShake [25] [5] [8]\nwait until <[2] < (timer)>\nrepeat until <[8] < (timer)>\n Clone [flash] [1]\n set [shake? v] to [1]\n Shake [50] [4] [6]\n wait until <((((0.44) * (Loops)) + (2)) - ((0.44) * (1))) < (timer)>\n change [loops v] by (1)\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1] < (timer)>\n\n change [bump v] by (((0.03) - (bump)) / (4))\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nchange y by (Yvel)\n\nwhen I start as a clone\nif <(ID) = [fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade3 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars1]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars2]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: ((-280) - (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft2 v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((1) + ((35) * (bump)))\n switch costume to (arrowleft2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowRight]> then\n hide\n switch costume to (pos hack v)\n go to x: ((280) + (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [-5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((-1) + (((35) * (bump)) / (-1)))\n switch costume to (arrowleft v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Text2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n set [defx v] to [0]\n set [defy v] to [0]\n switch costume to (text2 v)\n set size to (115) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (2) layers\n set [direction v] to [0]\n wait until <[1] < (timer)>\n show\n repeat (7)\n change [ghost v] effect by (-10)\n end\n repeat until <[5.3] < (timer)>\n repeat until <[6.8] < (timer)>\n change [ghost v] effect by (25)\n end\n repeat (5)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I start as a clone\nif <<not < (ID) contains [par]?>> and <(timer) < [8.5]>> then\n wait until <[7.7] < (timer)>\n if < (ID) contains [arrow]?> then\n set [ghost v] effect to (90)\n end\n repeat (40)\n change [color v] effect by (35)\n set [defx v] to (pick random (-8) to (8))\n set [defy v] to (pick random (-8) to (8))\n set [fisheye v] effect to (-9)\n set [pixelate v] effect to (pick random (5) to (9))\n end\n set [color v] effect to (0)\n set [defx v] to [0]\n set [defy v] to [0]\nend\n\nwhen I start as a clone\nif <(ID) = [fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade2 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [dots]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n set size to (800) %\n switch costume to (dotted v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n set [rvel v] to [-1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by (((-1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pin]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (pinwheel v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (97)\n show\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [end]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n set [defy v] to [-180]\n set y to (-180)\n switch costume to (end2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n broadcast (End v)\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (35)\n switch costume to (size hack v)\n change size by (((800) - (size)) / (7))\n switch costume to (end2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [pars3]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars4]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (\[Intro\] over v)\n\n@Ground\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\nforever\n switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nhide\nset [scene v] to [1]\nforever\n show\n go to [back v] layer\n set y to (Magma)\n switch costume to (SCENE)\nend\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@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) 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) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\nset [length v] to [50]\n\nwhen I start as a clone\nshow\nrepeat (length)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nforever\n set [costume v] to ([costume name v] of [player v])\n set [direction v] to ([direction v] of [player v])\n set [y v] to ([y position v] of [player v])\n set [x v] to ([x position v] of [player v])\n switch costume to (costume)\n point in direction (direction)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nshow\n\nchange [ghost v] effect by (10)\n\nwhen I receive [die v]\nhide\nwait (1) seconds\nshow\n\n@Player\n\nwhen flag clicked\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (Next Level v)\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\nplay sound [High Whoosh v] until done\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1]\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [Wood Tap v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <<touching (spikes v)?> or <touching (saws v)?>>> then\n if <(Actions \(love/fave\)) = [0]> then\n broadcast (die v)\n start sound [Wood Tap v]\n change [health v] by (-1)\n hide\n wait (1) seconds\n show\n reset\n end\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.9))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nswitch costume to (red v)\n\nforever\n\nbroadcast (run v)\n\nwhen flag clicked\nhide\n\nwait until <(Actions \(love/fave\)) = [2]>\n\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nswitch costume to (blue v)\n\nwhen flag clicked\n\nwait until <(Actions \(love/fave\)) = [2]>\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\nsetup platformer\n\nwhen flag clicked\nset [actions \(love/fave\) v] to [0]\n\nif <(username) = [-Ekdaukin]> then\n set [health v] to [900000000000000000000000000]\nend\n\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1]\nset [scene v] to [1]\nif <[] = [50]> then\n\n@health bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I start as a clone\nforever\n if <(EXIT) = [die]> then\n go to [front v] layer\n hide\n wait (0) seconds\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Mobile\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\n\nbroadcast (Play v)\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 I receive [\[intro\] over v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-80) y: (120)\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@Transition\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [transition v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nwait (0.3) seconds\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\nwhen I receive [\[intro\] over v]\nhide\n\n@Saws\n\nwhen I receive [\[intro\] over v]\ngo to [back v] layer\nforever\n hide\n if <(SCENE) = [6]> then\n go to x: (-120) y: (-104)\n show\n repeat (50)\n turn right (8) degrees\n end\n repeat (50)\n turn left (8) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\nhide\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [\[intro\] over v]\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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PART 1: https://scratch.mit.edu/projects/788205966/\nPART 3: https://scratch.mit.edu/projects/791847708/\n\nIntro Contest: https://scratch.mit.edu/projects/795386630/\n\n✦✦✦Instructions✦✦✦\n➜ Use arrows to move the cube\n➜ Don't touch spikes.\n➜ Don't fall on lava.\n\n#23 on #All????\n#4 on #Animations???\n#3 on #Art????\n#10 on #Games???\n#2 on #Music????\n#1 on Stories???\n\n✦✦✦Credits✦✦✦\n➡️@-Ekdaukin, @--AwesomeCode--, @RadarX, @Quimexus\n\n\n\n\n\n\n\n\n\n\n#All #Animations #Art #Games #Music #Stories #Tutorials #Platformers
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Slimee- A Platformer 2
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@Stage\n\nwhen flag clicked\nswitch backdrop to (pixil-frame-0 \(3\) v)\nforever\n play sound [milkman karlson music v] until done\nend\n\nwhen I receive [message1 v]\nnext backdrop\n\nwhen I receive [fall starts v]\nnext backdrop\n\nwhen I receive [cave v]\nstop [other scripts in sprite v]\nforever\n play sound [Minecraft OST - Pigstep v] until done\nend\n\nwhen I receive [talk v]\nstop [other scripts in sprite v]\nforever\n play sound [Asrial1 v] until done\nend\n\nwhen I receive [fight v]\nwait (3) seconds\nswitch backdrop to (pixil-frame-0 \(11\)7 v)\n\nwhen I receive [cave end v]\nstop [other scripts in sprite v]\nforever\n play sound [milkman karlson music v] until done\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nforever\n play sound [Disco Fever \(FORTNITE Dance Challenge Music\) \[8 Bit Tribute to Fortnite\] - 8 Bit Universe v] until done\nend\n\n@Slimee\n\nwhen flag clicked\nshow\nswitch costume to (costume3 v)\ngo to x: (-183) y: (-43)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nCostumes\n\nwhen flag clicked\nforever\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nwait (1) seconds\nset [ghost v] effect to (50)\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n change [ghost v] effect by (25)\n change size by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (next level thing v)?> then\n broadcast (message1 v)\n end\nend\n\nwhen I receive [message1 v]\ngo to x: (-183) y: (-43)\n\nwhen flag clicked\nforever\n if <touching (hazards v)?> then\n go to x: (-183) y: (-43)\n end\nend\n\nwhen I receive [finale v]\nhide\n\nwhen I receive [get down v]\ngo to x: (-184) y: (72)\n\nwhen I receive [hard v]\ngo to x: (-212) y: (-60)\n\ndefine Platformer\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.5)\n end\n if <key (d v) pressed?> then\n change [x v] by (1.5)\n end\n if <key (a v) pressed?> then\n change [x v] by (-1.5)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [12]\n end\n if <<touching (ground v)?> and <key (w v) pressed?>> then\n set [y v] to [12]\n end\n if <<touching (ground v)?> and <key (space v) pressed?>> then\n set [y v] to [12]\n end\n change y by (1)\nend\n\ndefine Costumes\nforever\n if <key (up arrow v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n end\n if <key (space v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n end\n if <key (w v) pressed?> then\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume3 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume5 v)\n end\n if <key (d v) pressed?> then\n switch costume to (costume4 v)\n end\n if <key (a v) pressed?> then\n switch costume to (costume5 v)\n end\nend\n\nwhen flag clicked\nPlatformer\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [7]> then\n wait (0.1) seconds\n change [x v] by (-4)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [8]> then\n wait (0.1) seconds\n change [x v] by (-3)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (bouncepad v)?> or <<touching (bouncepad2 v)?> or <<touching (bouncepad3 v)?> or <touching (bouncepad4 v)?>>>> then\n broadcast (bounceanimation v)\n set [y v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (next level thing2 v)?> then\n broadcast (fall starts v)\n end\nend\n\nwhen I receive [fall starts v]\ngo to x: (8) y: (150)\n\nwhen I receive [cave v]\ngo to x: (-183) y: (-43)\n\nwhen flag clicked\nforever\n if <<touching (enemy v)?> or <<touching (fireball v)?> or <<touching (fireball2 v)?> or <<touching (enemy2 v)?> or <<touching (enemy3 v)?> or <<touching (slimeeblaster v)?> or <<touching (slimeeblaster2 v)?> or <<touching (slimeeblaster3 v)?> or <touching (slimeeblaster4 v)?>>>>>>>>> then\n go to x: (-183) y: (-43)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@ground\n\nwhen backdrop switches to [pixil-frame-0 \(3\)3 v]\nbroadcast (cactus v)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [message1 v]\nnext costume\n\nwhen backdrop switches to [pixil-frame-0 \(3\)4 v]\nbroadcast (hide v)\n\nwhen backdrop switches to [pixil-frame-0 \(3\)5 v]\nbroadcast (get down v)\n\nwhen backdrop switches to [pixil-frame-0 \(3\)6 v]\nbroadcast (hard v)\n\nwhen backdrop switches to [pixil-frame-0 \(3\)7 v]\nbroadcast (storm v)\nbroadcast (hide v)\n\nwhen backdrop switches to [pixil-frame-0 \(3\)8 v]\nbroadcast (all v)\n\nwhen backdrop switches to [pixil-frame-0 \(3\)9 v]\nbroadcast (bounce v)\n\nwhen backdrop switches to [pixil-frame-0 \(3\)10 v]\nbroadcast (monument v)\nbroadcast (hide v)\n\nwhen backdrop switches to [pixil-frame-0 \(10\) v]\nbroadcast (hide v)\nbroadcast (monuhide v)\n\nwhen backdrop switches to [pixil-frame-0 \(10\)3 v]\nbroadcast (fall v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)8 v]\nbroadcast (a fight end fgdhgfdhgfdhfshgf v)\n\nwhen I receive [fall starts v]\nhide\n\nwhen I receive [cave v]\nshow\nswitch costume to (costume13 v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\) v]\nbroadcast (cave v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)2 v]\nbroadcast (parkour v)\nbroadcast (hide v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)3 v]\nbroadcast (red v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)4 v]\nbroadcast (a friend v)\nbroadcast (hide v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)5 v]\nbroadcast (an old bro v)\nbroadcast (anamyhide v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)6 v]\nbroadcast (cave end v)\nbroadcast (hide v)\nbroadcast (anamyhide v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)8 v]\nbroadcast (a fight end thlfmrıgojdo v)\n\nwhen backdrop switches to [pixil-frame-0 \(10\)2 v]\nbroadcast (whatto do v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)9 v]\nbroadcast (ahead v)\n\nwhen backdrop switches to [pixil-frame-0 \(11\)10 v]\nbroadcast (end v)\n\nwhen I receive [end v]\nhide\n\n@next level thing\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [monuhide v]\nswitch costume to (costume3 v)\n\nwhen I receive [fall v]\nhide\n\nwhen I receive [cave v]\nswitch costume to (costume4 v)\nshow\n\nwhen I receive [an old bro v]\nhide\n\nwhen I receive [fight v]\nshow\n\nwhen I receive [a fight end fgdhgfdhgfdhfshgf v]\nshow\nswitch costume to (costume2 v)\n\n@hazards\n\nwhen flag clicked\nhide\n\nwhen I receive [cactus v]\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [hard v]\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [all v]\nshow\nswitch costume to (costume3 v)\n\nwhen I receive [bounce v]\nshow\nswitch costume to (costume4 v)\n\nwhen I receive [whatto do v]\nshow\nswitch costume to (costume5 v)\n\nwhen I receive [fall v]\nhide\n\n@cloud1\n\nwhen flag clicked\nshow\ngo to x: (263) y: (154)\nforever\n move (-3) steps\n if <(x position) < [-339]> then\n go to x: (263) y: (154)\n end\nend\n\nwhen I receive [monuhide v]\nhide\n\nwhen I receive [a fight end fgdhgfdhgfdhfshgf v]\nshow\n\nwhen I receive [ahead v]\nhide\n\n@cloud2\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\ngo to x: (263) y: (127)\nforever\n move (-1) steps\n if <(x position) < [-339]> then\n go to x: (263) y: (127)\n end\nend\n\nwhen I receive [monuhide v]\nhide\n\nwhen I receive [a fight end fgdhgfdhgfdhfshgf v]\nshow\n\nwhen I receive [ahead v]\nhide\n\n@storm\n\nwhen flag clicked\nhide\nforever\n point in direction (90)\n set [ghost v] effect to (70)\n wait (0.1) seconds\n next costume\nend\n\nwhen I receive [storm v]\nshow\n\nwhen I receive [bounce v]\nhide\n\n@bouncepad\n\nwhen flag clicked\nswitch costume to (pixil-frame-0 \(7\) v)\nhide\n\nwhen I receive [bounce v]\nshow\n\nwhen I receive [bounceanimation v]\nswitch costume to (pixil-frame-0 \(6\) v)\nwait (0.3) seconds\nswitch costume to (pixil-frame-0 \(7\) v)\n\nwhen I receive [monument v]\nhide\n\n@desert monument\n\nwhen flag clicked\nhide\n\nwhen I receive [monument v]\nshow\n\nwhen I receive [monuhide v]\nhide\n\n@bouncepad2\n\nwhen flag clicked\nswitch costume to (pixil-frame-0 \(7\) v)\nhide\n\nwhen I receive [whatto do v]\nshow\n\nwhen I receive [bounceanimation v]\nswitch costume to (pixil-frame-0 \(6\) v)\nwait (0.3) seconds\nswitch costume to (pixil-frame-0 \(7\) v)\n\nwhen I receive [monument v]\nhide\n\nwhen I receive [fall v]\nhide\n\n@bouncepad3\n\nwhen flag clicked\nswitch costume to (pixil-frame-0 \(7\) v)\nhide\n\nwhen I receive [whatto do v]\nshow\n\nwhen I receive [bounceanimation v]\nswitch costume to (pixil-frame-0 \(6\) v)\nwait (0.3) seconds\nswitch costume to (pixil-frame-0 \(7\) v)\n\nwhen I receive [monument v]\nhide\n\nwhen I receive [fall v]\nhide\n\n@bouncepad4\n\nwhen flag clicked\nswitch costume to (pixil-frame-0 \(7\) v)\nhide\n\nwhen I receive [whatto do v]\nshow\n\nwhen I receive [bounceanimation v]\nswitch costume to (pixil-frame-0 \(6\) v)\nwait (0.3) seconds\nswitch costume to (pixil-frame-0 \(7\) v)\n\nwhen I receive [monument v]\nhide\n\nwhen I receive [fall v]\nhide\n\n@next level thing2\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\n\nwhen I receive [fall v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [cave v]\nhide\n\n@Fireball\n\nwhen flag clicked\nhide\n\nwhen I receive [red v]\ngo to (enemy v)\nhide\n\nwhen I start as a clone\nshow\nforever\n point in direction (-90)\n move (10) steps\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\n\nwhen I receive [red v]\nshow\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (fireball v)\nend\n\nwhen I receive [red v]\nforever\n wait (pick random (0.5) to (2)) seconds\n create clone of (fireball2 v)\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [fight v]\nshow\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (fireball v)\nend\n\nwhen I receive [fight v]\nshow\nforever\n wait (pick random (1) to (2)) seconds\n create clone of (fireball2 v)\nend\n\n@Fireball2\n\nwhen flag clicked\nhide\n\nwhen I receive [red v]\ngo to (enemy v)\nhide\n\nwhen I start as a clone\nshow\nforever\n point in direction (90)\n move (10) steps\n if <touching (_edge_ v)?> then\n hide\n end\nend\n\nwhen I receive [hide v]\nhide\n\n@Enemy2\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\n\nwhen I receive [a friend v]\nshow\ngo to x: (-6) y: (-121)\nforever\n repeat (50)\n move (-10) steps\n end\n repeat (50)\n move (10) steps\n end\nend\n\nwhen flag clicked\nforever\n change y by (-10)\n if <touching (ground v)?> then\n change y by (10)\n end\nend\n\nwhen I receive [anamyhide v]\nhide\n\nwhen I receive [fight v]\nshow\ngo to x: (-6) y: (-121)\nforever\n repeat (50)\n move (-20) steps\n end\n repeat (50)\n move (20) steps\n end\nend\n\n@Enemy3\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nhide\n\nwhen I receive [a friend v]\nshow\ngo to x: (-6) y: (-121)\nforever\n repeat (100)\n move (-5) steps\n end\n repeat (100)\n move (5) steps\n end\nend\n\nwhen flag clicked\nforever\n change y by (-10)\n if <touching (ground v)?> then\n change y by (10)\n end\nend\n\nwhen I receive [fight v]\nshow\ngo to x: (-6) y: (-121)\nforever\n repeat (50)\n move (-10) steps\n end\n repeat (50)\n move (10) steps\n end\nend\n\nwhen I receive [anamyhide v]\nhide\n\n@Slimey\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [an old bro v]\nshow\nforever\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume3 v)\n wait (1) seconds\nend\n\nwhen I receive [an old bro v]\nforever\n if <key (z v) pressed?> then\n broadcast (talk v)\n end\nend\n\nwhen I receive [talk v]\nstop [other scripts in sprite v]\nswitch costume to (costume5 v)\nwait (2) seconds\nswitch costume to (costume6 v)\nwait (2) seconds\nswitch costume to (costume7 v)\nwait (2) seconds\nswitch costume to (costume8 v)\nwait (2) seconds\nswitch costume to (costume9 v)\nwait (2) seconds\nswitch costume to (costume10 v)\nwait (2) seconds\nswitch costume to (costume11 v)\nwait (2) seconds\nswitch costume to (costume12 v)\nwait (2) seconds\nswitch costume to (costume13 v)\nwait (2) seconds\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (fight v)\n\nwhen I receive [cave end v]\nhide\n\n@slimeeblaster\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nforever\n wait (pick random (2) to (5)) seconds\n start sound [Gaster Blaster Charge v]\n wait (0.5) seconds\n show\n switch costume to (blaster v)\n repeat (4)\n next costume\n end\n start sound [Gaster blaster fire v]\n repeat (50)\n start sound [Gaster Blaster Charge v]\n change y by (-1)\n wait (0.01) seconds\n change y by (1)\n end\n hide\n wait (2) seconds\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@slimeeblaster2\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nforever\n point in direction (-90)\n wait (pick random (5) to (8)) seconds\n start sound [Gaster Blaster Charge v]\n wait (0.5) seconds\n show\n switch costume to (blaster v)\n repeat (4)\n next costume\n end\n start sound [Gaster blaster fire v]\n repeat (50)\n start sound [Gaster Blaster Charge v]\n change y by (-1)\n wait (0.01) seconds\n change y by (1)\n end\n hide\n wait (3) seconds\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@slimeeblaster3\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nforever\n point in direction (-90)\n wait (pick random (8) to (10)) seconds\n start sound [Gaster Blaster Charge v]\n wait (0.5) seconds\n show\n switch costume to (blaster v)\n repeat (4)\n next costume\n end\n start sound [Gaster blaster fire v]\n repeat (50)\n start sound [Gaster Blaster Charge v]\n change y by (-1)\n wait (0.01) seconds\n change y by (1)\n end\n hide\n wait (8) seconds\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@slimeeblaster4\n\nwhen flag clicked\nhide\n\nwhen I receive [fight v]\nforever\n wait (pick random (20) to (25)) seconds\n start sound [Gaster Blaster Charge v]\n wait (0.5) seconds\n show\n switch costume to (blaster v)\n repeat (4)\n next costume\n end\n start sound [Gaster blaster fire v]\n repeat (50)\n start sound [Gaster Blaster Charge v]\n change y by (-1)\n wait (0.01) seconds\n change y by (1)\n end\n hide\n wait (20) seconds\nend\n\nwhen I receive [hide v]\nhide\nstop [other scripts in sprite v]\n\n@sign\n\nwhen flag clicked\nhide\n\nwhen I receive [ahead v]\nshow\n\nwhen I receive [end v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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This is my best project so far :)\n(This project includes loud sound effects.)\nPart 1: https://scratch.mit.edu/projects/753204821/\n(Full screen recomended)\n-------------------------------------------------------------------------\nSlimee is back with 25 new levels! Introducing new enemies and lots of new stuff.\n-------------------------------------------------------------------------\nInstructions:\n-W,A,S,D, Arrow Keys and Space\n-------------------------------------------------------------------------\nCredits:\n-Platformer engine by me and AlexSteve's Youtube Tutorial.\n-Falling part and red slimees by @amod03\n-Art by me, made on pixilart.com\n-Music by Toby Fox, Dani and Fortnite\n-------------------------------------------------------------------------\nTetro Studios\n-------------------------------------------------------------------------\nTags:\n#Games, #Art, #Platformer #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending
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Traveler 3 - A Platformer #All #Animations #Art #Games #Music #Stories #Tutorials #Platformers
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@Stage\n\nwhen flag clicked\nbroadcast (start v)\nwait (10) seconds\nbroadcast (\[Intro\] over v)\nforever\n play sound [Unlimited v] until done\nend\n\n@Template\n\ndefine //clone.create (id) (repetition)\nrepeat (repetition)\n set [//clone.id v] to (id)\n create clone of (_myself_ v)\nend\n\ndefine Initial setting // place (x) (y) size (size) angle (angle) costume (costume)\nshow\nclear graphic effects\nswitch costume to (blank v)\ngo to [front v] layer\nCoordinate // x [0] y [0] d [90] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume (costume)\nCoordinate // x (x) y (y) d (angle) s (size) [0] x.setting [0] y.setting [0] d.setting [0] costume (costume)\n\ndefine size [big] (size)\nif <((size) - (1)) < (size)> then\n switch costume to (blank v)\nend\n\ndefine size [small] (size)\nif <(size) < ((size) + (1))> then\n switch costume to (fill v)\nend\n\ndefine time (time)\nwait until <(time) < (timer)>\n\ndefine Coordinate // x (x) y (y) d (d) s (s) (standard) x.setting (x.s) y.setting (y.s) d.setting (d.s) costume (costume)\nset size to (1000000) %\nif <not <(x) = []>> then\n set x to ((((([sin v] of (item (1) of [//setting. v]) ) * (x)) - (([cos v] of (item (1) of [//setting. v]) ) * (y))) * (((item (2) of [//setting. v]) - (standard)) / (100))) + ((item (3) of [//setting. v]) - (x.s)))\nend\nif <not <(y) = []>> then\n set y to ((((([sin v] of (item (1) of [//setting. v]) ) * (y)) + (([cos v] of (item (1) of [//setting. v]) ) * (x))) * (((item (2) of [//setting. v]) - (standard)) / (100))) + ((item (4) of [//setting. v]) - (y.s)))\nend\nif <not <(d) = []>> then\n point in direction (((item (1) of [//setting. v]) - (d.s)) + ((d) - (90)))\nend\nif <not <(s) = []>> then\n set size to ((s) + ((item (2) of [//setting. v]) - ((standard) + (100)))) %\nend\nswitch costume to (costume)\n\ndefine Add to list.// (number) (place) (type)\nif <(type) = [1]> then\n replace item (place) of [//setting. v] with ((item (place) of [//setting. v]) + (number))\nend\nif <(type) = [2]> then\n replace item (place) of [clone.setting v] with ((item (place) of [clone.setting v]) + (number))\nend\nif <(type) = [3]> then\n replace item (place) of [sw v] with ((item (place) of [sw v]) + (number))\nend\nif <(type) = [4]> then\n replace item (place) of [tentative v] with ((item (place) of [tentative v]) + (number))\nend\n\nwhen I receive [start v]\nreset timer\nhide\nset [//clone.id v] to []\nset [camera v] to [no]\nstart sound [Porter Robinson & Madeon - Shelter v]\nlist.setting\ntime [0.6]\n//clone.create [text] [1]\n//clone.create [setting] [1]\ntime [1]\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [100] [0] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [100] [0] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [100] [0] type [3]\ntime (item (1) of [time.setting v])\n//clone.create [frame] [1]\n//clone.create [flash] [1]\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [1]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [0] color [0] [-87] type [4]\nAdd to list.// ((91) - (item (1) of [clone.setting v])) [1] [1]\nSW3,4 // place [240] [0] [120] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [-240] [0] [120] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [240] [0] [220] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [-240] [0] [220] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [2]\ntime [3.4]\nSW.1,2 // repetition [10] place [0] [0] [270] depth [0] color [0] [-87] type [2]\ntime (item (4) of [time.setting v])\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\ntime (item (5) of [time.setting v])\nSW.1,2 // repetition [4] place [150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [-150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [10] place [0] [0] [270] depth [0] color [0] [-87] type [2]\ntime (item (8) of [time.setting v])\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [220] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [-220] [0] [100] depth [0] color [0] [-87] type [1]\ntime (item (9) of [time.setting v])\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW.1,2 // repetition [8] place [0] [150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [0] [-150] [100] depth [0] color [0] [-87] type [1]\ntime ((item (9) of [time.setting v]) + (0.5))\nSW.1,2 // repetition [10] place [0] [0] [200] depth [0] color [0] [-87] type [2]\ntime (item (10) of [time.setting v])\nSW.1,2 // repetition [8] place [0] [150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [0] [-150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [-150] [0] [100] depth [0] color [0] [-87] type [1]\nSW3,4 // place [0] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\n//clone.create [curtain2] [1]\nwait (0.15) seconds\n//clone.create [curtain1] [1]\ntime [10]\nbroadcast (end v)\n\ndefine list.setting\ndelete all of [//setting. v]\ndelete all of [clone.setting v]\ndelete all of [sw v]\ndelete all of [tentative v]\nrepeat (30)\n add [0] to [clone.setting v]\n add [0] to [sw v]\n add [0] to [tentative v]\nend\nadd [90] to [//setting. v]\nadd [100] to [//setting. v]\nadd [0] to [//setting. v]\nadd [0] to [//setting. v]\nadd [91] to [//setting. v]\ntime.setting\n\ndefine Image effect // type (type) number (number) change (change)\nif <(change) = [1]> then\n if <(type) = [1]> then\n change [color v] effect by (number)\n else\n if <(type) = [2]> then\n change [fisheye v] effect by (number)\n else\n if <(type) = [3]> then\n change [whirl v] effect by (number)\n else\n if <(type) = [4]> then\n change [pixelate v] effect by (number)\n else\n if <(type) = [5]> then\n change [mosaic v] effect by (number)\n else\n if <(type) = [6]> then\n change [brightness v] effect by (number)\n else\n if <(type) = [7]> then\n change [ghost v] effect by (number)\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(type) = [1]> then\n set [color v] effect to (number)\n else\n if <(type) = [2]> then\n set [fisheye v] effect to (number)\n else\n if <(type) = [3]> then\n set [whirl v] effect to (number)\n else\n if <(type) = [4]> then\n set [pixelate v] effect to (number)\n else\n if <(type) = [5]> then\n set [mosaic v] effect to (number)\n else\n if <(type) = [6]> then\n set [brightness v] effect to (number)\n else\n if <(type) = [7]> then\n set [ghost v] effect to (number)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif < (//clone.ID) contains [SW.]?> then\n if < (//clone.ID) contains [1]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size (item (3) of [sw v]) angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (([cos v] of ((90) - (direction)) ) + (item (1) of [sw v])) y (([sin v] of ((90) - (direction)) ) + (item (2) of [sw v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((y position) - (item (2) of [clone.setting v])) [2] [2]\n Add to list.// (((item (3) of [sw v]) / (10)) - (item (3) of [clone.setting v])) [3] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (18)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x ((1) * (item (1) of [clone.setting v])) y ((1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat (19)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x (item (1) of [clone.setting v]) y (item (2) of [clone.setting v]) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n next costume\n end\n delete this clone\n else\n if < (//clone.ID) contains [2]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size (item (3) of [sw v]) angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (([cos v] of ((90) - (direction)) ) + (item (1) of [sw v])) y (([sin v] of ((90) - (direction)) ) + (item (2) of [sw v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((y position) - (item (2) of [clone.setting v])) [2] [2]\n Add to list.// (((item (3) of [sw v]) / (20)) - (item (3) of [clone.setting v])) [3] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (5)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x ((-1) * (item (1) of [clone.setting v])) y ((-1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat (19)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x ((-1) * (item (1) of [clone.setting v])) y ((-1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n next costume\n end\n delete this clone\n else\n if < (//clone.ID) contains [3]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size [1] angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s [1] [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((0) - (item (1) of [clone.setting v])) [2] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (42)\n Add to list.// (((item (3) of [sw v]) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// [1] [2] [2]\n if <((item (2) of [clone.setting v]) mod (3)) = [0]> then\n next costume\n end\n end\n delete this clone\n else\n if < (//clone.ID) contains [4]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size [1] angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s [1] [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((0) - (item (1) of [clone.setting v])) [2] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (42)\n Add to list.// (((item (3) of [sw v]) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// [1] [2] [2]\n if <((item (2) of [clone.setting v]) mod (3)) = [0]> then\n next costume\n end\n end\n delete this clone\n end\n end\n end\n end\nelse\n if < (//clone.ID) contains [chev]?> then\n Initial setting // place [0] [0] size [1] angle [90] costume (//clone.ID)\n go to [back v] layer\n go to [front v] layer\n go [backward v] (3) layers\n Coordinate // x [0] y [0] d [90] s [1] ((item (2) of [//setting. v]) - (100)) x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n forever\n size [big] [152]\n Add to list.// [7] [1] [2]\n Coordinate // x [0] y [0] d [90] s (item (1) of [clone.setting v]) ((item (2) of [//setting. v]) - (100)) x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n if <(item (1) of [time.setting v]) < (timer)> then\n Image effect // type [7] number [0] change [2]\n else\n Image effect // type [7] number [100] change [2]\n end\n end\n else\n if < (//clone.ID) contains [pattern]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume (//clone.ID)\n forever\n go to [front v] layer\n end\n else\n if < (//clone.ID) contains [flash]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume [curtain]\n Image effect // type [7] number [0] change [2]\n forever\n Image effect // type [7] number [4] change [1]\n go to [front v] layer\n end\n else\n if < (//clone.ID) contains [text]?> then\n Initial setting // place [0] [0] size [0] angle [90] costume [curtain]\n Coordinate // x (pick random (-2) to (2)) y (pick random (-2) to (2)) d [90] s [8] [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [3] [2]\n Add to list.// ((y position) - (item (1) of [clone.setting v])) [4] [2]\n Add to list.// ((0) - (item (2) of [clone.setting v])) [2] [2]\n repeat (15)\n Add to list.// ((((item (1) of [clone.setting v]) - (8)) + (1)) / (4)) [1] [2]\n Add to list.// (((item (2) of [clone.setting v]) - (-3)) / (8)) [2] [2]\n Add to list.// ((([sin v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (3) of [clone.setting v])) [3] [2]\n Add to list.// ((([cos v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (4) of [clone.setting v])) [4] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (1) of [time.setting v]) < (timer)>\n Add to list.// (((100) - (item (1) of [clone.setting v])) / (6)) [1] [2]\n Add to list.// (((0) - (item (2) of [clone.setting v])) / (8)) [2] [2]\n Add to list.// ((([sin v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (3) of [clone.setting v])) [3] [2]\n Add to list.// ((([cos v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (4) of [clone.setting v])) [4] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (2) of [time.setting v]) < (timer)>\n go to [front v] layer\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (3) of [time.setting v]) < (timer)>\n go to [front v] layer\n Add to list.// (((65) - (item (1) of [clone.setting v])) / (4.4)) [1] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <((item (4) of [time.setting v]) + (0.1)) < (timer)>\n go to [front v] layer\n Add to list.// (((((100) - (size)) / (10)) + ((item (1) of [clone.setting v]) * (0.6))) - (item (1) of [clone.setting v])) [1] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (1) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n Add to list.// ((size) - (item (10) of [clone.setting v])) [10] [2]\n repeat until <(item (5) of [time.setting v]) < (timer)>\n go to [front v] layer\n Add to list.// [-10] [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (10) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (7) of [time.setting v]) < (timer)>\n go to [front v] layer\n Add to list.// (((((100) - (size)) / (16)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n Add to list.// ((direction) - (item (11) of [clone.setting v])) [11] [2]\n repeat until <[6.4] < (timer)>\n go to [front v] layer\n Add to list.// ((item (5) of [//setting. v]) - (item (11) of [clone.setting v])) [11] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d (item (11) of [clone.setting v]) s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n repeat until <[6.9] < (timer)>\n go to [front v] layer\n Add to list.// (((((168) - (size)) / (14)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n \n go to [front v] layer\n Add to list.// (((((100) - (size)) / (4)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n else\n if < (//clone.ID) contains [frame]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume [frame]\n size [big] [89]\n Coordinate // x [0] y [0] d [90] s [125] [0] x.setting [0] y.setting [0] d.setting [0] costume [frame]\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n forever\n size [big] [89]\n size [small] [89]\n go to [front v] layer\n go [backward v] (1) layers\n Add to list.// (((100) - (item (1) of [clone.setting v])) / (5)) [1] [2]\n Coordinate // x [0] y [0] d [90] s (item (1) of [clone.setting v]) [0] x.setting (item (3) of [//setting. v]) y.setting (item (4) of [//setting. v]) d.setting [0] costume [frame]\n end\n else\n if < (//clone.ID) contains [setting]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume [fill]\n Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n time (item (1) of [time.setting v])\n repeat until <(round (item (1) of [//setting. v])) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n Add to list.// ((direction) - (item (1) of [//setting. v])) [1] [1]\n end\n set [camera v] to [ok]\n Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n time (item (7) of [time.setting v])\n repeat until <(round (item (5) of [//setting. v])) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n Add to list.// ((direction) - (item (5) of [//setting. v])) [5] [1]\n end\n time (item (10) of [time.setting v])\n Add to list.// ((91) - (item (1) of [//setting. v])) [1] [1]\n Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n repeat until <(round (item (1) of [//setting. v])) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n Add to list.// ((direction) - (item (1) of [//setting. v])) [1] [1]\n end\n else\n if < (//clone.ID) contains [curtain]?> then\n Initial setting // place [-586] [0] size [100] angle [90] costume [by @-preis-]\n Coordinate // x [-588] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [by @-preis-]\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n Image effect // type [6] number (((letter (length of (//clone.ID)) of (//clone.ID)) - (1)) * (100)) change [2]\n repeat (17)\n go to [front v] layer\n Add to list.// (((item (1) of [clone.setting v]) - (-594)) / (4)) [1] [2]\n go to x: (item (1) of [clone.setting v]) y: (0)\n point in direction (90)\n set size to (100) %\n end\n repeat (50)\n go to [front v] layer\n Add to list.// (((0) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n go to x: (item (1) of [clone.setting v]) y: (0)\n point in direction (90)\n set size to (100) %\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [chev v] to [0]\n\n change [chev v] by (1)\n go to [back v] layer\n //clone.create (join [chev.] (((chev) mod (4)) + (1))) [1]\n wait (0.17) seconds\nend\n\ndefine time.setting\ndelete all of [time.setting v]\nadd [2.38] to [time.setting v]\nadd [3] to [time.setting v]\nadd [3.5] to [time.setting v]\nadd [4] to [time.setting v]\nadd [4.55] to [time.setting v]\nadd [4.8] to [time.setting v]\nadd [5.1] to [time.setting v]\nadd [5.7] to [time.setting v]\nadd [6.3] to [time.setting v]\nadd [6.9] to [time.setting v]\n\ndefine SW3,4 // place (x) (y) (s) (d) repetition (repetition) depth (number) color (brightness) (vividness) type (type)\nAdd to list.// ((x) - (item (1) of [sw v])) [1] [3]\nAdd to list.// ((y) - (item (2) of [sw v])) [2] [3]\nAdd to list.// ((s) - (item (3) of [sw v])) [3] [3]\nAdd to list.// ((d) - (item (4) of [sw v])) [4] [3]\nAdd to list.// ((number) - ((item (5) of [sw v]) + (3))) [5] [3]\nAdd to list.// ((brightness) - (item (6) of [sw v])) [6] [3]\nAdd to list.// ((vividness) - (item (7) of [sw v])) [7] [3]\n//clone.create (join [SW.] (type)) (repetition)\n\ndefine SW.1,2 // repetition (repetition) place (x) (y) (s) depth (number) color (brightness) (vividness) type (type)\nAdd to list.// ((0) - (item (4) of [sw v])) [4] [3]\nAdd to list.// ((x) - (item (1) of [sw v])) [1] [3]\nAdd to list.// ((y) - (item (2) of [sw v])) [2] [3]\nAdd to list.// ((s) - (item (3) of [sw v])) [3] [3]\nAdd to list.// ((number) - ((item (5) of [sw v]) + (3))) [5] [3]\nAdd to list.// ((brightness) - (item (6) of [sw v])) [6] [3]\nAdd to list.// ((vividness) - (item (7) of [sw v])) [7] [3]\nrepeat (repetition)\n //clone.create (join [SW.] (type)) [1]\n Add to list.// ((360) / (repetition)) [4] [3]\nend\n\nwhen I start as a clone\nshow\nif < (//clone.ID) contains [SW.]?> then\n forever\n go to [front v] layer\n go [backward v] (3) layers\n end\nend\n\nwhen I receive [start v]\ntime (item (3) of [time.setting v])\nshake (item (4) of [time.setting v])\nshake (item (5) of [time.setting v])\nshake (item (7) of [time.setting v])\nshake (item (8) of [time.setting v])\nshake (item (9) of [time.setting v])\nshake (item (10) of [time.setting v])\n\ndefine shake (time)\nAdd to list.// ((120) - (item (2) of [//setting. v])) [2] [1]\nrepeat until <(time) < (timer)>\n Add to list.// (((100) - (item (2) of [//setting. v])) / (5)) [2] [1]\n Add to list.// ((([sin v] of ((timer) * (1000)) ) * (((100) - (item (2) of [//setting. v])) * (0.2))) - (item (3) of [//setting. v])) [3] [1]\n Add to list.// ((([cos v] of ((timer) * (1000)) ) * (((100) - (item (2) of [//setting. v])) * (0.2))) - (item (4) of [//setting. v])) [4] [1]\n Add to list.// ((((([sin v] of ((timer) * (1000)) ) * (1.5)) * (((100) - (item (2) of [//setting. v])) * (0.2))) + (90)) - (item (1) of [//setting. v])) [1] [1]\nend\n\nwhen I start as a clone\ntime [8.483]\nif < (//clone.ID) contains [curtain]?> then\n repeat (20)\n Image effect // type [7] number [5] change [1]\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [start v]\ntime [7.4]\nstart sound [Slice SFX v]\n\n@Ground\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\nforever\n switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nhide\nset [scene v] to [1]\nforever\n show\n go to [back v] layer\n set y to (Magma)\n switch costume to (SCENE)\nend\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\nset [length v] to [50]\n\nwhen I start as a clone\nshow\nrepeat (length)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nforever\n set [costume v] to ([costume name v] of [player v])\n set [direction v] to ([direction v] of [player v])\n set [y v] to ([y position v] of [player v])\n set [x v] to ([x position v] of [player v])\n switch costume to (costume)\n point in direction (direction)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nshow\n\nchange [ghost v] effect by (10)\n\nwhen I receive [die v]\nhide\nwait (1) seconds\nshow\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@Player\n\nwhen flag clicked\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (Next Level v)\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\nplay sound [High Whoosh v] until done\ngo to x: (-216) y: (0)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1]\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [Wood Tap v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <<touching (spikes v)?> or <touching (saws v)?>>> then\n if <(Actions \(love/fave\)) = [0]> then\n broadcast (die v)\n start sound [Wood Tap v]\n change [health v] by (-1)\n hide\n wait (1) seconds\n show\n reset\n end\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.9))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nswitch costume to (red v)\n\nforever\n\nbroadcast (run v)\n\nwhen flag clicked\nhide\n\nwait until <(Actions \(love/fave\)) = [2]>\n\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nswitch costume to (blue v)\n\nwhen flag clicked\n\nwait until <(Actions \(love/fave\)) = [2]>\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\nsetup platformer\n\nwhen flag clicked\nset [actions \(love/fave\) v] to [0]\n\nif <(username) = [-Ekdaukin]> then\n set [health v] to [900000000000000000000000000]\nend\n\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1]\nset [scene v] to [1]\nif <[] = [50]> then\n\n@health bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I start as a clone\nforever\n if <(EXIT) = [die]> then\n go to [front v] layer\n hide\n wait (0) seconds\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Mobile\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\n\nbroadcast (Play v)\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 I receive [\[intro\] over v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-80) y: (120)\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@Saws\n\nwhen I receive [\[intro\] over v]\ngo to [back v] layer\nforever\n hide\n if <(SCENE) = [6]> then\n go to x: (0) y: (-104)\n show\n repeat (50)\n turn right (8) degrees\n end\n repeat (50)\n turn left (8) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@thumb\n\nwhen flag clicked\nhide\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [\[intro\] over v]\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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PART 1: https://scratch.mit.edu/projects/788205966/\nPART 2: https://scratch.mit.edu/projects/790468455/\n\nIntro Contest: https://scratch.mit.edu/projects/795386630/\n\n✦✦✦Instructions✦✦✦\n➜ Use arrows to move the cube\n➜ Don't touch spikes.\n➜ Don't fall on lava.\n\n#11 on #All?????\n#5 on #Games???\n#2 on #Music????\n\n✦✦✦Credits✦✦✦\n➡️@-Ekdaukin, @--AwesomeCode--, @RadarX, @kumanomikun622\n\n\n\n\n\n\n\n\n\n\n#All #Animations #Art #Games #Music #Stories #Tutorials #Platformers
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NINJA - A PLATFORMER
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@Stage\n\nwhen flag clicked\nforever\n play sound [Ninja music GREAT! v] until done\nend\n\n@LEVEL\n\nwhen I receive [new_level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nforever\nend\n\nforever\nend\n\n@NINJA\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (90)\nset rotation style [left-right v]\nforever\n go to x: ([x position v] of [hitbox v]) y: ([y position v] of [hitbox v])\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (X-VELOCITY-P1)\n end\nend\n\nrepeat until \n change y by (1)\nend\n\n@HITBOX\n\nwhen flag clicked\nbroadcast (START v)\nbroadcast (NEW_LEVEL v)\n\ndefine SenseFloor <touchingceiling?>\nrepeat until <not <touching (level v)?>>\n if <touchingceiling?> then\n change y by (-1)\n else\n change y by (1)\n set [ground-touch v] to [0]\n end\n set [gravity-p1 v] to [0]\nend\n\ndefine WALL_DETECTION\nrepeat until <not <touching (level v)?>>\n change x by ((X-VELOCITY-P1) * (-1))\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-175) y: (-100)\nforever\n change [gravity-p1 v] by (-1)\n change y by (GRAVITY-P1)\n set [ground-touch v] to [1]\n SenseFloor <(GRAVITY-P1) > [0]>\n change [gravity-p1 v] by (((<(GROUND-TOUCH) = [0]> * (1)) * <key (up arrow v) pressed?>) * (15))\n set [x-velocity-p1 v] to ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (5))\n change x by (X-VELOCITY-P1)\n if <touching (level v)?> then\n WALL_DETECTION\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n wait until <touching (ninja v)?>\n broadcast (START v)\n broadcast (NEW_LEVEL v)\nend\n\n@DANGER\n\nwhen flag clicked\nswitch costume to (costume2 v)\n\nwhen I receive [new_level v]\nnext costume\n\nwhen flag clicked\nforever\n if <touching (ninja v)?> then\n broadcast (START v)\n end\nend\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n
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-Arrow Keys to move\n-Dodge the spikes \nHope you enjoy :)\n❤️+⭐️ if you did
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Platformer AND Clicker | Version Final 1.5
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@Stage\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [We Are One v] until done\nend\n\nwhen flag clicked\nwait (5) seconds\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nswitch backdrop to (bg v)\n\nwhen I receive [menu v]\nswitch backdrop to (bg v)\n\nwhen I receive [fin du loading pour le platformer easy v]\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [fin du loading pour le platformer meduim v]\nswitch backdrop to (arrière-plan meduim v)\n\nwhen I receive [fin du loading pour le platformer hard v]\nswitch backdrop to (arrière-plan meduim2 v)\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nset [timer v] to [0]\nhide\nset [faved___2 v] to [0]\nset [loved__2 v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__2) = [1]> and <(FAVED___2) = [1]>>\nwait (1) seconds\nbroadcast (mrc de raptor -_- v)\n\nwhen I start as a clone\nif <(clone id2) = [0]> then\n go to x: (-15) y: (0)\n set [loved__2 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__2 v] to [1]\n end\n end\nend\nif <(clone id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___2 v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___2 v] to [1]\n end\n end\nend\n\nwhen I receive [mrc de raptor -_- v]\ngo to [front v] layer\nswitch costume to (4 v)\nchange [timer v] by (-1)\ngo to x: (0) y: (-350)\nshow\ngo to [front v] layer\nglide (.5) secs to x: (0) y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [le cliker easy v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer rapd v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [manette v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (0.2) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (quel jeu?? v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le platformer easy v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer \(Animoji c pas moi\) v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le clicker meduim v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer clicker meduim v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le platformer meduim v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (je suis stormy-Guy v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le clicker hard v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer clicker hard \(-_-\) v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le platformer hard v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (lets go wesh \(fais par stormy-guy\) v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I receive [go montrer rapd v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le cliker easy v)\ngo to [back v] layer\n\nwhen I receive [go montrer \(animoji c pas moi\) v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le platformer easy v)\ngo to [back v] layer\n\nwhen I receive [go montrer clicker meduim v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le clicker meduim v)\ngo to [back v] layer\n\nwhen I receive [je suis stormy-guy v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le platformer meduim v)\ngo to [back v] layer\n\nwhen I receive [go montrer clicker hard \(-_-\) v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le clicker hard v)\ngo to [back v] layer\n\nwhen I receive [lets go wesh \(fais par stormy-guy\) v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le platformer hard v)\ngo to [back v] layer\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [le cliker easy v]\nswitch costume to (costume2 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le platformer easy v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (fin v)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite11\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [le platformer easy v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le platformer easy v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\nswitch costume to (costume1 v)\nwait (0.1) seconds\nshow\n\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le clicker meduim v]\nswitch costume to (costume6 v)\nwait (0.1) seconds\nshow\n\nwhen I receive [fin du loading pour le clicker hard v]\nswitch costume to (costume7 v)\nshow\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow\nforever\n turn right (1) degrees\nend\n\nwhen I receive [arreter clicker easy \(je suis pas fixo\) v]\nhide\n\nwhen I receive [fin du loading pour le clicker hard v]\nshow\nforever\n turn right (1) degrees\nend\n\n@Click This\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(pizza easy) = [2]> then\n change [click easy \(cash\) v] by (400)\n wait (1) seconds\n else\n if <(pizza easy) = [3]> then\n change [click easy \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(pizza easy) = [4]> then\n change [click easy \(cash\) v] by (5000)\n wait (1) seconds\n else\n if <(pizza easy) = [5]> then\n change [click easy \(cash\) v] by (20000)\n wait (1) seconds\n end\n if <(pizza easy) = [6]> then\n change [click easy \(cash\) v] by (40000)\n wait (1) seconds\n end\n if <(pizza easy) = [7]> then\n change [click easy \(cash\) v] by (75000)\n wait (1) seconds\n else\n if <(pizza easy) = [8]> then\n change [click easy \(cash\) v] by (100000)\n wait (1) seconds\n else\n if <(pizza easy) > [8]> then\n change [click easy \(cash\) v] by (150000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(taco easy) = [2]> then\n change [click easy \(cash\) v] by (40)\n wait (1) seconds\n else\n if <(taco easy) = [3]> then\n change [click easy \(cash\) v] by (60)\n wait (1) seconds\n else\n if <(taco easy) = [4]> then\n change [click easy \(cash\) v] by (80)\n wait (1) seconds\n else\n if <(taco easy) = [5]> then\n change [click easy \(cash\) v] by (100)\n wait (1) seconds\n end\n if <(taco easy) = [6]> then\n change [click easy \(cash\) v] by (150)\n wait (1) seconds\n else\n if <(taco easy) = [7]> then\n change [click easy \(cash\) v] by (300)\n wait (1) seconds\n end\n if <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\n else\n if <(taco easy) > [8]> then\n change [click easy \(cash\) v] by (1000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(Score change 5pC) = [2]> then\n set [clickerscore12 v] to [10]\n else\n if <(Score change 5pC) = [3]> then\n set [clickerscore12 v] to [15]\n else\n if <(Score change 5pC) = [4]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 5pC) = [5]> then\n set [clickerscore12 v] to [25]\n end\n if <(Score change 5pC) = [6]> then\n set [clickerscore12 v] to [30]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(Score change 10pC) = [2]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 10pC) = [3]> then\n set [clickerscore12 v] to [30]\n else\n if <(Score change 10pC) = [4]> then\n set [clickerscore12 v] to [40]\n else\n if <(Score change 10pC) = [5]> then\n set [clickerscore12 v] to [50]\n end\n if <(Score change 10pC) = [6]> then\n set [clickerscore12 v] to [60]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow variable [click easy \(cash\) v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clicking? v] to [true]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [clicking? v] to [false]\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow\nset [score: v] to [0]\nswitch costume to (clicker1 v)\nset size to (100) %\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + ((([cos v] of ((timer) * (180)) ) * (6)) + (90)))\n set y to (([cos v] of ((timer) * (90)) ) * (([cos v] of ((timer) * (90)) ) * (6)))\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n change size by (((115) - (size)) / (4))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [pb bought v]\nchange [score: v] by (-100)\nswitch costume to (pixelbuild v)\nset [costume v] to [2]\n\nwhen I receive [transition v]\nhide\n\nwhen I receive [ryham bought v]\nchange [score: v] by (-100)\nswitch costume to (ryham301 v)\nset [costume v] to [7]\n\nwhen I receive [tacos du easy clicker v]\nswitch costume to (clicker2 v)\nset [costume v] to [2]\n\nwhen I receive [back to game v]\nshow\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [5persec v]\nforever\n change [score: v] by (5)\n wait (1) seconds\nend\n\nwhen I receive [pizza auto cliker easy v]\nforever\n change [click easy \(cash\) v] by (50)\n wait (1) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset [clickerscore12 v] to [1]\n\nwhen I start as a clone\nif <(CloneType) = [outline]> then\n switch costume to (Skin)\n go to [front v] layer\n forever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + (90))\n set y to (([cos v] of ((timer) * (90)) ) * (6))\n end\nend\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen I receive [click v]\nif <(CloneType) = [outline]> then\n delete this clone\nend\n\nwhen this sprite clicked\nchange [click easy \(cash\) v] by (1)\nbroadcast (Click v)\nbroadcast (message1 v)\n\nchange [click easy \(cash\) v] by (click easy \(cash\))\n\nwhen flag clicked\nset [click easy \(cash\) v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [click easy \(cash\) v]\n\nwhen this sprite clicked\nbroadcast (Click v)\nset [clonetype v] to [0]\nset [yv v] to [0]\nchange [click easy \(cash\) v] by (0)\nset size to (100) %\nset [clonexv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (15) to (25))\nswitch costume to (Costume)\nset [clonetype v] to [a]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nwait until <not <mouse down?>>\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n set size to (30) %\n repeat (12)\n set [yv v] to ((Yv) * (0.8))\n change y by (Yv)\n end\n set [yv v] to ((Yv) * (-1))\n repeat until <touching (_edge_ v)?>\n change y by (Yv)\n set [yv v] to ((Yv) * (1.2))\n end\n delete this clone\nend\n\nchange [score: v] by (-100)\nswitch costume to (nano v)\n\nwhen I receive [pizza auto cliker easy v]\nswitch costume to (clicker3 v)\nset [costume v] to [3]\n\nwhen I receive [hot dog easy clicker v]\nswitch costume to (clicker4 v)\nset [costume v] to [4]\n\nif <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\nend\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (153) y: (-144)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Stuff Ready v)\n\n@Shop item\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [pizza easy v] to [1]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) < [999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) < [999]> then\n set [click easy \(cash\) v] to (click easy \(cash\))\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) > [999]> then\n change [click easy \(cash\) v] by (-1000)\n broadcast (pizza auto cliker easy v)\n change [pizza easy v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide variable [score v]\n\n@Shop item3\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) > [999999]> then\n change [click easy \(cash\) v] by (-1000000)\n broadcast (hot dog easy clicker v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) < [1000000]> then\n set [click easy \(cash\) v] to (click easy \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) < [999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item2\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) > [99]> then\n change [click easy \(cash\) v] by (-100)\n broadcast (tacos du easy clicker v)\n change [taco easy v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [taco easy v] to [1]\nforever\n if <(click easy \(cash\)) < [99]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) < [99]> then\n set [click easy \(cash\) v] to (click easy \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop Image\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [stuff ready v]\n\nshow variable [score v]\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop x\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Transition 2 v)\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [reglage pour le clicker hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\n@Xbox controller\n\nwhen flag clicked\ngo to x: (-8) y: (23)\nbroadcast (menu v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume2 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Teleport v]\nbroadcast (manette v)\nhide\n\nwhen I receive [menu v]\nwait (0.2) seconds\nshow\n\nwhen I receive [options v]\nhide\n\nwhen I receive [about v]\nhide\n\n@SETTING\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nbroadcast (menu v)\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (options v)\nhide\n\nwhen I receive [menu v]\nswitch costume to (costume1 v)\nwait (0.2) seconds\ngo to x: (-150) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [manette v]\nhide\n\nwhen I receive [about v]\nhide\n\n@X\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [quel jeu?? v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume1 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen this sprite clicked\nstart sound [pop v]\nwait (0.1) seconds\nbroadcast (menu v)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [sortira bientot v]\ngo to x: (180) y: (130)\nshow\n\nwhen I receive [options v]\ngo to x: (180) y: (130)\nshow\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume2 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [about v]\ngo to x: (180) y: (130)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume2 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sound button7\n\nwhen I receive [cha-ching v]\nif <(volume) = [100]> then\n play sound [We Are One v] until done\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [options v]\nhide variable [burgers v]\nshow\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (-11)\nswitch costume to (2 v)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [grafics v] to [100]\n switch costume to (2 v)\nelse\n set [grafics v] to [0]\n switch costume to (1 v)\nend\n\n@Sound button\n\nwhen I receive [cha-ching v]\nif <(volume) = [100]> then\n play sound [We Are One v] until done\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [options v]\nhide variable [burgers v]\nshow\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (47)\nswitch costume to (2 v)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [volume v] to [100]\n switch costume to (2 v)\nelse\n set [volume v] to [0]\n switch costume to (1 v)\nend\n\n@Logo\n\nwhen flag clicked\nshow\ngo to x: (00) y: (132)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((117) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n end\nend\n\nwhen I receive [about v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [menu v]\nwait (0.2) seconds\nshow\n\nwhen I receive [manette v]\nhide\n\nwhen flag clicked\nforever\n erase all\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (button1 v)\nshow\ngo to x: (170) y: (-1)\n\nwhen I receive [manette v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [menu v]\nswitch costume to (button1 v)\ngo to x: (170) y: (-1)\nwait (0.2) seconds\nshow\n\nwhen this sprite clicked\nstart sound [Zoop v]\nbroadcast (about v)\n\nwhen I receive [about v]\ngo to x: (0) y: (0)\nswitch costume to (button2 v)\n\n@Auto Clicker\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [hot dog easy clicker v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (136) y: (-23)\n\nwhen I receive [hot dog easy clicker v]\nforever\n switch costume to (costume2 v)\n repeat (2)\n next costume\n wait (00.1) seconds\n end\n change [click easy \(cash\) v] by (100000)\nend\n\n@1A\n\nwhen I receive [return v]\ngo to x: (-200) y: (0)\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv2 v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv2 v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\n\nforever\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right 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 (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv2 v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv2 v] to [17]\n end\n end\n change y by (1)\n change [yv2 v] by (-1)\n set [yv2 v] to ((Yv2) * (0.99))\n change y by (Yv2)\n if <touching (levels v)?> then\n change y by ((Yv2) * (-1))\n set [yv2 v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\ngo to x: (-200) y: (0)\nforever\n if <touching (levels v)?> then\n broadcast (Bounce v)\n if <(Yv2) > [0]> then\n set [yv2 v] to [-20]\n else\n set [yv2 v] to [20]\n end\n end\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n if <touching (attention v)?> then\n broadcast (Bounce v)\n broadcast (Return v)\n end\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n if <touching (bounce v)?> then\n change [yv2 v] by (10)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen [r v] key pressed\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\n@Attention\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\nswitch costume to (costume2 v)\n\n@SKIP\n\nwhen this sprite clicked\nswitch costume to ( v)\nbroadcast (next level v)\n\nwhen flag clicked\n\nwhen I receive [stop skip v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\n@RETRY\n\nwhen this sprite clicked\nbroadcast (Return v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n if <(costume [number v]) = [20]> then\n broadcast (stop skip v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\nforever\n go to [back v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le clicker meduim v)\nhide\n\nswitch costume to (costume3 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [le clicker meduim v]\nswitch costume to (costume2 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le clicker meduim v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Click MEDUIM\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(1er emoji) = [2]> then\n change [click medium \(cash\) v] by (20)\n wait (1) seconds\n else\n if <(1er emoji) = [3]> then\n change [click medium \(cash\) v] by (50)\n wait (1) seconds\n else\n if <(1er emoji) = [4]> then\n change [click medium \(cash\) v] by (100)\n wait (1) seconds\n else\n if <(1er emoji) = [5]> then\n change [click medium \(cash\) v] by (300)\n wait (1) seconds\n end\n if <(1er emoji) = [6]> then\n change [click medium \(cash\) v] by (500)\n wait (1) seconds\n end\n if <(1er emoji) = [7]> then\n change [click medium \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(1er emoji) = [8]> then\n change [click medium \(cash\) v] by (2500)\n wait (1) seconds\n else\n if <(1er emoji) > [8]> then\n change [click medium \(cash\) v] by (5000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(Score change 5pC) = [2]> then\n set [clickerscore12 v] to [10]\n else\n if <(Score change 5pC) = [3]> then\n set [clickerscore12 v] to [15]\n else\n if <(Score change 5pC) = [4]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 5pC) = [5]> then\n set [clickerscore12 v] to [25]\n end\n if <(Score change 5pC) = [6]> then\n set [clickerscore12 v] to [30]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(Score change 10pC) = [2]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 10pC) = [3]> then\n set [clickerscore12 v] to [30]\n else\n if <(Score change 10pC) = [4]> then\n set [clickerscore12 v] to [40]\n else\n if <(Score change 10pC) = [5]> then\n set [clickerscore12 v] to [50]\n end\n if <(Score change 10pC) = [6]> then\n set [clickerscore12 v] to [60]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nshow variable [click medium \(cash\) v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clicking? v] to [true]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [clicking? v] to [false]\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nshow\nset [score: v] to [0]\nswitch costume to (clicker1 v)\nset size to (100) %\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + ((([cos v] of ((timer) * (180)) ) * (6)) + (90)))\n set y to (([cos v] of ((timer) * (90)) ) * (([cos v] of ((timer) * (90)) ) * (6)))\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n change size by (((115) - (size)) / (4))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [pb bought v]\nchange [score: v] by (-100)\nswitch costume to (pixelbuild v)\nset [costume v] to [2]\n\nwhen I receive [transition v]\nhide\n\nwhen I receive [ryham bought v]\nchange [score: v] by (-100)\nswitch costume to (ryham301 v)\nset [costume v] to [7]\n\nwhen I receive [1er emoji v]\nswitch costume to (clicker2 v)\nset [costume v] to [2]\n\nwhen I receive [back to game v]\nshow\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [5persec v]\nforever\n change [score: v] by (5)\n wait (1) seconds\nend\n\nwhen I receive [2eme emoji v]\nforever\n change [click easy \(cash\) v] by (50)\n wait (1) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset [clickerscore12 v] to [1]\n\nwhen I start as a clone\nif <(CloneType) = [outline]> then\n switch costume to (Skin)\n go to [front v] layer\n forever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + (90))\n set y to (([cos v] of ((timer) * (90)) ) * (6))\n end\nend\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen I receive [click v]\nif <(CloneType) = [outline]> then\n delete this clone\nend\n\nwhen this sprite clicked\nchange [click medium \(cash\) v] by (1)\nbroadcast (Click v)\nbroadcast (message1 v)\n\nchange [click medium \(cash\) v] by (click medium \(cash\))\n\nwhen flag clicked\nset [click medium \(cash\) v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [click medium \(cash\) v]\n\nwhen this sprite clicked\nbroadcast (Click v)\nset [clonetype v] to [0]\nset [yv v] to [0]\nchange [click medium \(cash\) v] by (0)\nset size to (100) %\nset [clonexv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (15) to (25))\nswitch costume to (Costume)\nset [clonetype v] to [a]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nwait until <not <mouse down?>>\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n set size to (30) %\n repeat (12)\n set [yv v] to ((Yv) * (0.8))\n change y by (Yv)\n end\n set [yv v] to ((Yv) * (-1))\n repeat until <touching (_edge_ v)?>\n change y by (Yv)\n set [yv v] to ((Yv) * (1.2))\n end\n delete this clone\nend\n\nchange [score: v] by (-100)\nswitch costume to (nano v)\n\nwhen I receive [2eme emoji v]\nswitch costume to (clicker3 v)\nset [costume v] to [3]\n\nwhen I receive [argent meduim clicker v]\nswitch costume to (clicker4 v)\nset [costume v] to [4]\n\nif <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(2eme emoji) = [2]> then\n change [click medium \(cash\) v] by (250)\n wait (1) seconds\n else\n if <(2eme emoji) = [3]> then\n change [click medium \(cash\) v] by (650)\n wait (1) seconds\n else\n if <(2eme emoji) = [4]> then\n change [click medium \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(2eme emoji) = [5]> then\n change [click medium \(cash\) v] by (1500)\n wait (1) seconds\n end\n if <(1er emoji) = [6]> then\n change [click medium \(cash\) v] by (2500)\n wait (1) seconds\n end\n if <(2eme emoji) = [7]> then\n change [click medium \(cash\) v] by (5000)\n wait (1) seconds\n else\n if <(2eme emoji) = [8]> then\n change [click medium \(cash\) v] by (7500)\n wait (1) seconds\n else\n if <(2eme emoji) > [8]> then\n change [click medium \(cash\) v] by (10000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [4eme emoji v]\nswitch costume to (clicker5 v)\nset [costume v] to [5]\n\nwhen I receive [5eme emoji v]\nswitch costume to (clicker6 v)\nset [costume v] to [6]\n\nwhen I receive [best clicker v]\nswitch costume to (clicker7 v)\nset [costume v] to [7]\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(4eme emoji) = [2]> then\n change [click medium \(cash\) v] by (25000)\n wait (1) seconds\n else\n if <(4eme emoji) = [3]> then\n change [click medium \(cash\) v] by (65000)\n wait (1) seconds\n else\n if <(4eme emoji) = [4]> then\n change [click medium \(cash\) v] by (100000)\n wait (1) seconds\n else\n if <(4eme emoji) = [5]> then\n change [click medium \(cash\) v] by (150000)\n wait (1) seconds\n end\n if <(4eme emoji) = [6]> then\n change [click medium \(cash\) v] by (250000)\n wait (1) seconds\n end\n if <(4eme emoji) = [7]> then\n change [click medium \(cash\) v] by (500000)\n wait (1) seconds\n else\n if <(4eme emoji) = [8]> then\n change [click medium \(cash\) v] by (750000)\n wait (1) seconds\n else\n if <(4eme emoji) > [8]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(5eme emoji) = [2]> then\n change [click medium \(cash\) v] by (250000)\n wait (1) seconds\n else\n if <(5eme emoji) = [3]> then\n change [click medium \(cash\) v] by (650000)\n wait (1) seconds\n else\n if <(5eme emoji) = [4]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n else\n if <(5eme emoji) = [5]> then\n change [click medium \(cash\) v] by (1500000)\n wait (1) seconds\n end\n if <(5eme emoji) = [6]> then\n change [click medium \(cash\) v] by (2500000)\n wait (1) seconds\n end\n if <(5eme emoji) = [7]> then\n change [click medium \(cash\) v] by (5000000)\n wait (1) seconds\n else\n if <(5eme emoji) = [8]> then\n change [click medium \(cash\) v] by (7500000)\n wait (1) seconds\n else\n if <(5eme emoji) > [8]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (153) y: (-144)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le clicker meduim v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Stuff Ready Meduim v)\n\n@Shop item4\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [99]> then\n change [click medium \(cash\) v] by (-100)\n broadcast (1er emoji v)\n change [1er emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [1er emoji v] to [1]\nforever\n if <(click medium \(cash\)) < [99]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [99]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item5\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [2eme emoji v] to [1]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [999]> then\n change [click medium \(cash\) v] by (-1000)\n broadcast (2eme emoji v)\n change [2eme emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide variable [score v]\n\n@Shop Image3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [stuff ready v]\n\nshow variable [score v]\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item6\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [9999]> then\n change [click medium \(cash\) v] by (-10000)\n broadcast (argent meduim clicker v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [10000]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [9999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [9999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Auto Clicker2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [argent meduim clicker v]\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (136) y: (-23)\n\nwhen I receive [argent meduim clicker v]\nforever\n switch costume to (costume2 v)\n repeat (2)\n next costume\n wait (00.1) seconds\n end\n change [click medium \(cash\) v] by (750)\nend\n\nwhen I receive [stuff ready meduim v]\nhide\n\nwhen I receive [transition 2 v]\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Shop item7\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [99999]> then\n change [click medium \(cash\) v] by (-100000)\n broadcast (4eme emoji v)\n change [4eme emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [4eme emoji v] to [1]\nforever\n if <(click medium \(cash\)) < [99999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [99999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99999]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item8\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [5eme emoji v] to [1]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [999999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [999999]> then\n change [click medium \(cash\) v] by (-1000000)\n broadcast (5eme emoji v)\n change [5eme emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide variable [score v]\n\n@Shop item9\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [9999999]> then\n change [click medium \(cash\) v] by (-10000000)\n broadcast (best clicker v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [9999999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [9999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [9999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Auto Clicker3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [argent meduim clicker v]\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (136) y: (-23)\n\nwhen I receive [best clicker v]\nforever\n switch costume to (costume2 v)\n repeat (2)\n next costume\n wait (00.1) seconds\n end\n change [click medium \(cash\) v] by (1000000)\nend\n\nwhen I receive [stuff ready meduim v]\nhide\n\nwhen I receive [transition 2 v]\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Sprite16\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le platformer meduim v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sprite17\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [le platformer meduim v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le platformer meduim v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@hi\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level 1 v]\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv2 v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv2 v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen [r v] key pressed\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [return 1 v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nwhen [s v] key pressed\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer meduim v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right 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 (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv2 v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (level meduim v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv2 v] to [17]\n end\n end\n change y by (1)\n change [yv2 v] by (-1)\n set [yv2 v] to ((Yv2) * (0.99))\n change y by (Yv2)\n if <touching (level meduim v)?> then\n change y by ((Yv2) * (-1))\n set [yv2 v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level 1 v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\ngo to x: (-200) y: (0)\nforever\n if <touching (level meduim v)?> then\n broadcast (Bonce 1 v)\n if <(Yv2) > [0]> then\n set [yv2 v] to [-20]\n else\n set [yv2 v] to [20]\n end\n end\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\nforever\n if <touching (dw v)?> then\n broadcast (Bonce 1 v)\n broadcast (Return 1 v)\n end\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\nforever\n if <touching (bounce v)?> then\n change [yv2 v] by (10)\n end\nend\n\n@dw\n\nwhen I receive [next level 1 v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer meduim v]\nshow\nswitch costume to (costume2 v)\n\n@Level meduim\n\nwhen I receive [next level 1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer meduim v]\nshow\nforever\n go to [back v] layer\nend\n\n@Sprite6\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le clicker Hard v)\nhide\n\nswitch costume to (costume3 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\n@Sprite19\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [le clicker hard v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le clicker hard v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Click MEDUIM2\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <(1er emoji) = [2]> then\n change [click medium \(cash\) v] by (20)\n wait (1) seconds\n else\n if <(1er emoji) = [3]> then\n change [click medium \(cash\) v] by (50)\n wait (1) seconds\n else\n if <(1er emoji) = [4]> then\n change [click medium \(cash\) v] by (100)\n wait (1) seconds\n else\n if <(1er emoji) = [5]> then\n change [click medium \(cash\) v] by (300)\n wait (1) seconds\n end\n if <(1er emoji) = [6]> then\n change [click medium \(cash\) v] by (500)\n wait (1) seconds\n end\n if <(1er emoji) = [7]> then\n change [click medium \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(1er emoji) = [8]> then\n change [click medium \(cash\) v] by (2500)\n wait (1) seconds\n else\n if <(1er emoji) > [8]> then\n change [click medium \(cash\) v] by (5000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <(Score change 5pC) = [2]> then\n set [clickerscore12 v] to [10]\n else\n if <(Score change 5pC) = [3]> then\n set [clickerscore12 v] to [15]\n else\n if <(Score change 5pC) = [4]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 5pC) = [5]> then\n set [clickerscore12 v] to [25]\n end\n if <(Score change 5pC) = [6]> then\n set [clickerscore12 v] to [30]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <(Score change 10pC) = [2]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 10pC) = [3]> then\n set [clickerscore12 v] to [30]\n else\n if <(Score change 10pC) = [4]> then\n set [clickerscore12 v] to [40]\n else\n if <(Score change 10pC) = [5]> then\n set [clickerscore12 v] to [50]\n end\n if <(Score change 10pC) = [6]> then\n set [clickerscore12 v] to [60]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nshow variable [click hard \(cash\) v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clicking? v] to [true]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [clicking? v] to [false]\n end\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nshow\nset [score: v] to [0]\nswitch costume to (clicker1 v)\nset size to (100) %\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + ((([cos v] of ((timer) * (180)) ) * (6)) + (90)))\n set y to (([cos v] of ((timer) * (90)) ) * (([cos v] of ((timer) * (90)) ) * (6)))\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n change size by (((115) - (size)) / (4))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [pb bought v]\nchange [score: v] by (-100)\nswitch costume to (pixelbuild v)\nset [costume v] to [2]\n\nwhen I receive [transition v]\nhide\n\nwhen I receive [ryham bought v]\nchange [score: v] by (-100)\nswitch costume to (ryham301 v)\nset [costume v] to [7]\n\nwhen I receive [fantome \(fait par stormy-guy\) v]\nswitch costume to (clicker2 v)\nset [costume v] to [2]\nchange [cash haloween v] by (3)\n\nwhen I receive [back to game v]\nshow\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [5persec v]\nforever\n change [score: v] by (5)\n wait (1) seconds\nend\n\nwhen I receive [2eme emoji v]\nforever\n change [click easy \(cash\) v] by (50)\n wait (1) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset [clickerscore12 v] to [1]\n\nwhen I start as a clone\nif <(CloneType) = [outline]> then\n switch costume to (Skin)\n go to [front v] layer\n forever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + (90))\n set y to (([cos v] of ((timer) * (90)) ) * (6))\n end\nend\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen I receive [click v]\nif <(CloneType) = [outline]> then\n delete this clone\nend\n\nwhen this sprite clicked\nchange [click hard \(cash\) v] by (cash haloween)\nbroadcast (click hard v)\nbroadcast (message1 v)\n\nchange [click hard \(cash\) v] by (click hard \(cash\))\n\nwhen flag clicked\nset [click hard \(cash\) v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [click hard \(cash\) v]\n\nwhen this sprite clicked\nbroadcast (Click v)\nset [clonetype v] to [0]\nset [yv v] to [0]\nchange [click hard \(cash\) v] by (0)\nset size to (100) %\nset [clonexv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (15) to (25))\nswitch costume to (Costume)\nset [clonetype v] to [a]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nwait until <not <mouse down?>>\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n set size to (30) %\n repeat (12)\n set [yv v] to ((Yv) * (0.8))\n change y by (Yv)\n end\n set [yv v] to ((Yv) * (-1))\n repeat until <touching (_edge_ v)?>\n change y by (Yv)\n set [yv v] to ((Yv) * (1.2))\n end\n delete this clone\nend\n\nchange [score: v] by (-100)\nswitch costume to (nano v)\n\nwhen I receive [bouji :\) v]\nswitch costume to (clicker3 v)\nset [costume v] to [3]\nchange [cash haloween v] by (20)\n\nwhen I receive [argent meduim clicker v]\nswitch costume to (clicker4 v)\nset [costume v] to [4]\n\nif <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <(2eme emoji) = [2]> then\n change [click hard \(cash\) v] by (250)\n wait (1) seconds\n else\n if <(2eme emoji) = [3]> then\n change [click hard \(cash\) v] by (650)\n wait (1) seconds\n else\n if <(2eme emoji) = [4]> then\n change [click hard \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(2eme emoji) = [5]> then\n change [click hard \(cash\) v] by (1500)\n wait (1) seconds\n end\n if <(1er emoji) = [6]> then\n change [click hard \(cash\) v] by (2500)\n wait (1) seconds\n end\n if <(2eme emoji) = [7]> then\n change [click hard \(cash\) v] by (5000)\n wait (1) seconds\n else\n if <(2eme emoji) = [8]> then\n change [click hard \(cash\) v] by (7500)\n wait (1) seconds\n else\n if <(2eme emoji) > [8]> then\n change [click hard \(cash\) v] by (10000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [vampire v]\nswitch costume to (clicker5 v)\nset [costume v] to [5]\nchange [cash haloween v] by (15000)\n\nwhen I receive [5eme emoji v]\nswitch costume to (clicker6 v)\nset [costume v] to [6]\n\nwhen I receive [best clicker v]\nswitch costume to (clicker7 v)\nset [costume v] to [7]\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <(4eme emoji) = [2]> then\n change [click medium \(cash\) v] by (25000)\n wait (1) seconds\n else\n if <(4eme emoji) = [3]> then\n change [click medium \(cash\) v] by (65000)\n wait (1) seconds\n else\n if <(4eme emoji) = [4]> then\n change [click medium \(cash\) v] by (100000)\n wait (1) seconds\n else\n if <(4eme emoji) = [5]> then\n change [click medium \(cash\) v] by (150000)\n wait (1) seconds\n end\n if <(4eme emoji) = [6]> then\n change [click medium \(cash\) v] by (250000)\n wait (1) seconds\n end\n if <(4eme emoji) = [7]> then\n change [click medium \(cash\) v] by (500000)\n wait (1) seconds\n else\n if <(4eme emoji) = [8]> then\n change [click medium \(cash\) v] by (750000)\n wait (1) seconds\n else\n if <(4eme emoji) > [8]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker hard v]\nforever\n if <(5eme emoji) = [2]> then\n change [click medium \(cash\) v] by (250000)\n wait (1) seconds\n else\n if <(5eme emoji) = [3]> then\n change [click medium \(cash\) v] by (650000)\n wait (1) seconds\n else\n if <(5eme emoji) = [4]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n else\n if <(5eme emoji) = [5]> then\n change [click medium \(cash\) v] by (1500000)\n wait (1) seconds\n end\n if <(5eme emoji) = [6]> then\n change [click medium \(cash\) v] by (2500000)\n wait (1) seconds\n end\n if <(5eme emoji) = [7]> then\n change [click medium \(cash\) v] by (5000000)\n wait (1) seconds\n else\n if <(5eme emoji) = [8]> then\n change [click medium \(cash\) v] by (7500000)\n wait (1) seconds\n else\n if <(5eme emoji) > [8]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [cash haloween v] to [1]\n\nwhen I receive [fin du loading pour le clicker hard v]\nset [click hard \(cash\) v] to [0]\n\nwhen I receive [méchant v]\nswitch costume to (clicker4 v)\nset [costume v] to [4]\nforever\n wait (0.8) seconds\n change [click hard \(cash\) v] by (1000)\nend\n\nwhen I receive [bloodbloodblood :d v]\nswitch costume to (clicker6 v)\nset [costume v] to [6]\nchange [cash haloween v] by (1000000)\n\nwhen I receive [arregné v]\nswitch costume to (clicker7 v)\nset [costume v] to [7]\nchange [cash haloween v] by (15000000)\n\nwhen I receive [tete v]\nswitch costume to (clicker8 v)\nset [costume v] to [8]\nforever\n wait (0.8) seconds\n change [click hard \(cash\) v] by (500000000)\nend\n\nwhen I receive [citrouille v]\nswitch costume to (clicker9 v)\nset [costume v] to [9]\nchange [cash haloween v] by (15000000000)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [arreter le clicker hard v]\nset [click hard \(cash\) v] to [0]\nset [cash haloween v] to [1]\n\nswitch costume to (clicker4 v)\n\n@Sprite20\n\nwhen flag clicked\ngo to x: (153) y: (-144)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le clicker hard v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (stuff ready hard v)\n\nwhen I receive [menu v]\nhide\n\n@Shop Image2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [stuff ready v]\n\nshow variable [score v]\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item10\n\nwhen I receive [stuff ready hard page 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [99]> then\n change [click hard \(cash\) v] by (-100)\n broadcast (fantome \(fait par stormy-Guy\) v)\n change [ghost v] by (1)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] to [1]\nforever\n if <(click hard \(cash\)) < [99]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [99]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\n@Settings\n\nwhen flag clicked\nswitch costume to (gear settings v)\nset size to (130) %\npoint in direction (90)\nwait (0.1) seconds\nforever\n repeat until <(Background) = [7]>\n if <touching (mouse-pointer v)?> then\n repeat (20)\n turn right (10) degrees\n change size by (0.7)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (20)\n turn left (10) degrees\n change size by (-0.7)\n end\n end\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (reglage pour le clicker hard v)\n\nwhen flag clicked\nwait (0.1) seconds\nforever\n repeat until <(Background) = [7]>\n if <touching (mouse-pointer v)?> then\n repeat (5)\n play sound [Turn Gear v] until done\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (5)\n play sound [Turn Gear v] until done\n end\n end\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [fin du loading pour le clicker hard v]\nshow\n\nhide\n\nwhen I receive [stuff ready hard v]\n\nhide\n\n@Sound button2\n\nwhen I receive [cha-ching v]\nif <(volume) = [100]> then\n play sound [We Are One v] until done\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [reglage pour le clicker hard v]\ngo to x: (-80) y: (20)\nshow\nforever\n go to [front v] layer\nend\n\nhide variable [burgers v]\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (115)\nswitch costume to (2 v)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [volume v] to [100]\n switch costume to (2 v)\nelse\n set [volume v] to [0]\n switch costume to (1 v)\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop Image4\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [reglage pour le clicker hard v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [stuff ready v]\n\nshow variable [score v]\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [menu v]\nhide\n\n@Shop item11\n\nwhen I receive [stuff ready hard page 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [999]> then\n change [click hard \(cash\) v] by (-1000)\n broadcast (bouji :\) v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [999]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item13\n\nwhen I receive [stuff ready hard page 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [9999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [9999]> then\n change [click hard \(cash\) v] by (-10000)\n broadcast (méchant v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [9999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [9999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [9999]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item12\n\nwhen I receive [stuff ready hard page 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [99999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [99999]> then\n change [click hard \(cash\) v] by (-100000)\n broadcast (vampire v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [99999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [99999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [99999]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item14\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [4999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [4999999]> then\n change [click hard \(cash\) v] by (-5000000)\n broadcast (bloodbloodblood :D v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [4999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [4999999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [4999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [stuff ready hard page 2 v]\nhide\ngo to [back v] layer\n\n@Shop item15\n\nwhen I receive [stuff ready hard page 2 v]\nhide\ngo to [back v] layer\n\nwhen this sprite clicked\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (stuff ready hard page 2 v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item16\n\nwhen I receive [stuff ready hard v]\nhide\ngo to [back v] layer\n\nwhen this sprite clicked\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (stuff ready hard v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard page 2 v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item17\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [99999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [99999999]> then\n change [click hard \(cash\) v] by (-100000000)\n broadcast (arregné v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [99999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [99999999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [99999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [stuff ready hard page 2 v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\n@Shop item18\n\nwhen I receive [stuff ready hard page 2 v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [9999999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [9999999999]> then\n change [click hard \(cash\) v] by (-10000000000)\n broadcast (tete v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [9999999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [9999999999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [9999999999]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item19\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [999999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nif <(click hard \(cash\)) > [99999999999]> then\n change [click hard \(cash\) v] by (-100000000)\n broadcast (citrouille v)\n stop [this script v]\nend\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) < [999999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click hard \(cash\)) < [999999999]> then\n set [click hard \(cash\) v] to (click hard \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click hard \(cash\)) > [999999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [stuff ready hard page 2 v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\n@Shop item20\n\nforever\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready hard page 2 v]\ngo to x: (-189) y: (-184)\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [options v]\ngo to x: (-130) y: (-142)\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [menu v]\nhide\ngo to [back v] layer\n\n@Sound button3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [reglage pour le clicker hard v]\ngo to x: (-80) y: (-50)\nshow\nforever\n go to [front v] layer\nend\n\nhide variable [burgers v]\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (115)\nswitch costume to (0 v)\nhide\n\nwhen this sprite clicked\nbroadcast (RESET v)\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [reset v]\nhide\n\n@Sound button4\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [reset v]\ngo to x: (-5) y: (-52)\nshow\nforever\n go to [front v] layer\nend\n\nhide variable [burgers v]\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (115)\nswitch costume to (0 v)\nhide\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [reglage pour le clicker hard v]\nhide\ngo to [back v] layer\n\n@Sound button5\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [reset v]\ngo to x: (-58) y: (-85)\nshow\nforever\n go to [front v] layer\nend\n\nhide variable [burgers v]\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (115)\nswitch costume to (0 v)\nhide\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [reglage pour le clicker hard v]\nhide\ngo to [back v] layer\n\nwhen this sprite clicked\nbroadcast (Arreter le clicker hard v)\nbroadcast (Transition 2 v)\n\nwhen I receive [arreter le clicker hard v]\nhide\n\nwhen I receive [continuer le clicker hard v]\nhide\n\n@Sound button6\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [reset v]\ngo to x: (37) y: (-84)\nshow\nforever\n go to [front v] layer\nend\n\nhide variable [burgers v]\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (115)\nswitch costume to (0 v)\nhide\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [reglage pour le clicker hard v]\nhide\ngo to [back v] layer\n\nwhen this sprite clicked\nbroadcast (Continuer le clicker hard v)\nbroadcast (reglage pour le clicker hard v)\n\nwhen I receive [arreter le clicker hard v]\nhide\n\nwhen I receive [continuer le clicker hard v]\nhide\n\n@Sound button8\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [options v]\nshow\n\nwhen flag clicked\ngo to x: (-18) y: (126)\nswitch costume to (1 v)\nhide\n\n@Sprite21\n\nwhen flag clicked\nset [ghost v] effect to (100)\nstart sound [recording2 v]\nclear graphic effects\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\n wait (0.1) seconds\nend\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.1) seconds\nend\nhide\n\nhide\n\n@Sprite22\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le platformer hard v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\nwhen I receive [le clicker hard v]\nhide\n\nwhen I receive [le platformer hard v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [le platformer hard v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le platformer hard v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@gg\n\nwhen [r v] key pressed\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level hard v]\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [return 2 hard v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nwhen [s v] key pressed\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer hard v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right 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 (levels stormy-hard v)?> then\n change y by (1)\n if <touching (levels stormy-hard v)?> then\n change y by (1)\n if <touching (levels stormy-hard v)?> then\n change y by (1)\n if <touching (levels stormy-hard v)?> then\n change y by (1)\n if <touching (levels stormy-hard v)?> then\n change y by (1)\n if <touching (levels stormy-hard v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels stormy-hard v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv v] to [17]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n set [yv v] to ((Yv) * (0.99))\n change y by (Yv)\n if <touching (levels stormy-hard v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level hard v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen I receive [fin du loading pour le platformer hard v]\ngo to x: (-200) y: (0)\nforever\n if <touching (level meduim v)?> then\n broadcast (Bonce 1 v)\n if <(Yv) > [0]> then\n set [yv v] to [-20]\n else\n set [yv v] to [20]\n end\n end\nend\n\nwhen I receive [fin du loading pour le platformer hard v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [fin du loading pour le platformer hard v]\nforever\n if <touching (bloob v)?> then\n broadcast (Bounce 2 v)\n broadcast (Return 2 hard v)\n end\nend\n\nwhen I receive [fin du loading pour le platformer hard v]\nforever\n if <touching (bounce v)?> then\n change [yv v] by (10)\n end\nend\n\nbroadcast (next level hard v)\n\n@Levels44\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [next level hard v]\nswitch costume to (10 v)\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [arnaque v]\nswitch costume to (19 v)\nshow\nforever\n go to [back v] layer\nend\n\nnext costume\n\n@Levels stormy-hard\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [next level hard v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer hard v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [fin du loading pour le platformer hard v]\nforever\n if <(costume [number v]) = [2]> then\n broadcast (arnaque v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nbroadcast (montrer le portail du platformer easy v)\n\nwhen I receive [fin du loading pour le platformer hard v]\nforever\n if <(costume [number v]) = [16]> then\n broadcast (arnaque v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [fin du loading pour le platformer hard v]\nforever\n if <(costume [number v]) = [9]> then\n broadcast (arnaque v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\n@bloob\n\nwhen flag clicked\nhide\nbroadcast (fin du loading pour le platformer hard v)\n\nwhen I receive [next level hard v]\nnext costume\n\nwhen flag clicked\n\nwhen I receive [fin du loading pour le platformer hard v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [fin v]\nforever\n hide\nend\n\n
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VERSION 1.5 Platformer AND Clicker\nEasy, Meduim and Hard. \n\nThx Top Loved and Top Remix and Explorer ^^\n-------- STAT ---------\n~ Blocks ➜ 4342 O-O\n~ Costumes ➜ 317 ツ\n~ Sprite ➜ 81 [47 for the clicker, 18 for the platformer]\n~ Time of job ➜ + 55H of job\n--------------------------\n- Ꭱꮜꮮꭼ platformer\n✦ Mobile friendly\n✦ A || D || W\n✦ Arrow\n- Ꭱꮜꮮꭼ Clicker\n✦ Mobile friendly\n✦ Click\n\n➥ Published on 30/01/23 : 532 vues\n➥ Version 1.3 on 5/02/23 : 2000 vues and #5 explorer\n➥ Bugs Corrected on 08/02/23 : I fixed 6 bugs\n➥ Version 1.4 on 11/02/23\n➥ Top liked and top fav on 15/02/23\n➥ Version Final 1.5 on 20/04/23 \n\n» Cʟɪᴄᴋ ᴛʜᴇ ❤️ ᴀɴᴅ ᴛʜᴇ ⭐️ ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs\n
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NightTime Platformer #all #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nforever\n play sound [level2 v] until done\nend\n\n@Player\n\nwhen flag clicked\nswitch costume to (cyan-blue2 v)\nhide\n\nwhen flag clicked\ngo to x: (-193) y: (40)\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (0.8)\n point in direction (90)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (rocks v)?> then\n change y by (1)\n end\n if <touching (rocks v)?> then\n change y by (1)\n end\n if <touching (rocks v)?> then\n change y by (1)\n end\n if <touching (rocks v)?> then\n change y by (1)\n end\n if <touching (rocks v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> 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 change y by (Y)\n if <touching (rocks v)?> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (rocks v)?>> then\n set [y v] to [12]\n end\n change y by (1)\n if <<<touching (lava v)?> or <(y position) < [-178]>> or <touching (boulder v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [y v] to [0]\n hide\n if <(ステージ) = [8]> then\n go to x: (-200) y: (70)\n else\n go to x: (-200) y: (40)\n end\n if <(ステージ) = [13]> then\n broadcast (信号 v)\n end\n clear graphic effects\n show\n wait (0.1) seconds\n end\n if <<[235] < (x position)> and <not <<(ステージ) = [23]> or <(ステージ) = [19]>>>> then\n if <<(y position) < [-100]> and <(ステージ) = [11]>> then\n broadcast (隠しステージ v)\n hide\n set [ステージ v] to [20]\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n go to x: (-200) y: (30)\n show\n wait (0.1) seconds\n else\n broadcast (次 v)\n hide\n if <(ステージ) = [8]> then\n go to x: (-200) y: (70)\n else\n go to x: (-200) y: (35)\n end\n change [ステージ v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n show\n wait (0.1) seconds\n end\n end\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <<(ステージ) = [19]> or <(ステージ) = [20]>>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen [space v] key pressed\nnext costume\n\n@Lava\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [次 v]\nnext costume\n\nwhen I receive [隠しステージ v]\nswitch costume to (コスチューム11 v)\n\nwhen [timer v] > (0.01)\nhide\n\n@Rocks\n\nwhen flag clicked\ngo to x: (0) y: (-24)\nshow\nswitch costume to (1 v)\n\nwhen I receive [次 v]\nnext costume\n\nwhen I receive [隠しステージ v]\nswitch costume to (コスチューム11 v)\n\nwhen [timer v] > (0.01)\nhide\n\n@Grass patches\n\nwhen flag clicked\ngo to x: (0) y: (-24)\nshow\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [隠しステージ v]\nswitch costume to (コスチューム20 v)\n\nwhen [timer v] > (0.01)\nhide\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (b2 v)\ngo to x: (0) y: (0)\nrepeat (20)\n change [ghost v] effect by (5)\n wait (0.01) seconds\nend\n\nwhen [timer v] > (0.01)\nshow\n\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
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Please do not advertise (I can and will delete your advertising comments)\nGet a free follow by subscribing to my Youtube @GDnewbie then comment "Done!" on my profile\nCredit to: DJ-Nate for the music "Clubstep"\nDonguri_sg for making the original project\nInstructions:\nUse W,A,S,D or tap the screen to move! Use Space to switch costumes!\nIf you like this project, please heart and star this project! :D\n#platformer #games #all #geometry #dash #apple #countdown #night #fun #music #all #games #trending #all #games #trending #all #games #trending #all #games #trending #all #games #trending
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Scrolling Tiles Platformer
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@Stage\n\nwhen flag clicked\nset [width v] to [15]\nset [height v] to [11]\nset [world_width v] to [100]\nset [world_height v] to [100]\nset [scroll x v] to [0]\nset [scroll y v] to ((((WORLD_HEIGHT) - (HEIGHT)) / (2)) + (3))\nbroadcast (init v) and wait\nforever\n broadcast (update v) and wait\n set [scroll x v] to (((scroll x) * (0.8)) + ((([x v] of [player v]) - ((WIDTH) / (2))) * (0.2)))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n else\n if <(scroll x) > ((WORLD_WIDTH) - (WIDTH))> then\n set [scroll x v] to ((WORLD_WIDTH) - (WIDTH))\n end\n end\n set [scroll y v] to (((scroll y) * (0.8)) + ((([y v] of [player v]) - ((HEIGHT) / (2))) * (0.2)))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n else\n if <(scroll y) > ((WORLD_HEIGHT) - (HEIGHT))> then\n set [scroll y v] to ((WORLD_HEIGHT) - (HEIGHT))\n end\n end\n broadcast (scroll v) and wait\nend\n\n@world\n\nwhen I receive [init v]\nhide\ngenerate world\ncreate clones\n\ndefine generate world\ndelete (all) of [world v]\nrepeat ((WORLD_WIDTH) * (WORLD_HEIGHT))\n add [0] to [world v]\nend\nset [height v] to ((WORLD_HEIGHT) / (2))\nset [delta v] to [0]\nset [x v] to [1]\nrepeat until <(x) > (WORLD_WIDTH)>\n set [y v] to [1]\n set [index v] to (x)\n repeat until <(y) > (height)>\n if <<(y) < (height)> and <(y) < ((height) - (delta))>> then\n replace item (index) of [world v] with [1]\n else\n replace item (index) of [world v] with [2]\n end\n change [index v] by (WORLD_WIDTH)\n change [y v] by (1)\n end\n set [delta v] to (pick random (-2) to (2))\n if <(delta) < [0]> then\n set [y v] to ((height) + (delta))\n change [index v] by (((delta) - (1)) * (WORLD_WIDTH))\n repeat until <(y) > (height)>\n replace item (index) of [world v] with [2]\n change [index v] by (WORLD_WIDTH)\n change [y v] by (1)\n end\n end\n set [y v] to ((height) + (5))\n change [index v] by ((WORLD_WIDTH) * (5))\n repeat until <(y) > (WORLD_HEIGHT)>\n replace item (index) of [world v] with [3]\n change [index v] by (WORLD_WIDTH)\n change [y v] by (1)\n end\n change [height v] by (delta)\n if <(height) < [1]> then\n set [height v] to [1]\n end\n change [x v] by (1)\nend\n\ndefine create clones\nset [id v] to [1]\nset [clone y v] to [1]\nrepeat until <(clone y) > (HEIGHT)>\n set [clone x v] to [1]\n repeat until <(clone x) > (WIDTH)>\n create clone of (_myself_ v)\n change [clone x v] by (1)\n change [id v] by (1)\n end\n change [clone y v] by (1)\nend\nset [id v] to [0]\n\nwhen I receive [scroll v]\nif <(id) > [0]> then\n set [x v] to ((clone x) - (([floor v] of (((clone x) - (scroll x)) / (WIDTH)) ) * (WIDTH)))\n set [y v] to ((clone y) - (([floor v] of (((clone y) - (scroll y)) / (HEIGHT)) ) * (HEIGHT)))\n set [index v] to (item ((x) + (((y) - (1)) * (WORLD_WIDTH))) of [world v])\n if <(index) > [0]> then\n show\n if <not <(costume [number v]) = (index)>> then\n switch costume to (index)\n end\n set x to ((((x) - (scroll x)) * (32)) - (240))\n set y to ((((y) - (scroll y)) * (32)) - (180))\n else\n hide\n end\nend\n\n@player\n\nwhen I receive [init v]\nset [x v] to [1]\nset [y v] to (((WORLD_HEIGHT) / (2)) + (3))\nset [x vel v] to [0]\nset [y vel v] to [0]\n\ndefine None\nset [index v] to ((x) + ((([floor v] of (y) ) - (1)) * (WORLD_WIDTH)))\nif <(item (index) of [world v]) > [0]> then\n set [x v] to (collision)\n set [x vel v] to [0]\nelse\n set [index v] to ((x) + ((([ceiling v] of ((y) + (0.5)) ) - (1)) * (WORLD_WIDTH)))\n if <(item (index) of [world v]) > [0]> then\n set [x v] to (collision)\n set [x vel v] to [0]\n end\nend\n\nwhen I receive [scroll v]\nset x to ((((x) - (scroll x)) * (32)) - (240))\nset y to ((((y) - (scroll y)) * (32)) - (180))\n\nwhen I receive [update v]\nif <(y vel) > [0]> then\n set [vel v] to (y vel)\n repeat until <(vel) < [1]>\n change [y v] by (1)\n change [vel v] by (-1)\n check y: ([ceiling v] of ((y) + (0.5)) ) collision: (([ceiling v] of ((y) - (0.5)) ) - (0.5))\n if <(y vel) = [0]> then\n set [vel v] to [0]\n end\n end\n change [y v] by (vel)\n check y: ([ceiling v] of ((y) + (0.5)) ) collision: (([floor v] of ((y) + (0.5)) ) - (0.5))\n set [ground v] to [0]\nelse\n if <(y vel) < [0]> then\n set [vel v] to (y vel)\n repeat until <(vel) > [-1]>\n change [y v] by (-1)\n change [vel v] by (1)\n check y: ([floor v] of (y) ) collision: ([floor v] of ((y) + (1)) )\n if <(y vel) = [0]> then\n set [vel v] to [0]\n end\n end\n change [y v] by (vel)\n check y: ([floor v] of (y) ) collision: ([ceiling v] of (y) )\n if <(y vel) = [0]> then\n set [ground v] to [1]\n else\n set [ground v] to [0]\n end\n end\nend\nif <(x vel) > [0]> then\n set [vel v] to (x vel)\n repeat until <(vel) < [1]>\n change [x v] by (1)\n change [vel v] by (-1)\n check x: ([ceiling v] of (x) ) collision: ([ceiling v] of ((x) - (1)) )\n if <(x vel) = [0]> then\n set [vel v] to [0]\n end\n end\n change [x v] by (vel)\n check x: ([ceiling v] of (x) ) collision: ([floor v] of (x) )\nelse\n if <(x vel) < [0]> then\n set [vel v] to (x vel)\n repeat until <(vel) > [-1]>\n change [x v] by (-1)\n change [vel v] by (1)\n check x: ([floor v] of (x) ) collision: ([floor v] of ((x) + (1)) )\n if <(x vel) = [0]> then\n set [vel v] to [0]\n end\n end\n change [x v] by (vel)\n check x: ([floor v] of (x) ) collision: ([ceiling v] of (x) )\n end\nend\nif <(x) < [1]> then\n set [x v] to [1]\n set [x vel v] to [0]\nelse\n if <(x) > ((WORLD_WIDTH) - (1))> then\n set [x v] to ((WORLD_WIDTH) - (1))\n set [x vel v] to [0]\n end\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (0.1)\nelse\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-0.1)\n end\nend\nif <(ground) > [0]> then\n if <key (up arrow v) pressed?> then\n set [y vel v] to [0.8]\n end\nend\nset [x vel v] to ((x vel) * (0.8))\nchange [y vel v] by (-0.1)\n\ndefine None\nset [index v] to (([floor v] of ((x) + (0.1)) ) + (((y) - (1)) * (WORLD_WIDTH)))\nif <(item (index) of [world v]) > [0]> then\n set [y v] to (collision)\n set [y vel v] to [0]\nelse\n set [index v] to (([ceiling v] of ((x) - (0.1)) ) + (((y) - (1)) * (WORLD_WIDTH)))\n if <(item (index) of [world v]) > [0]> then\n set [y v] to (collision)\n set [y vel v] to [0]\n end\nend\n\n@frame\n\nwhen I receive [init v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n
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Use the arrow keys to move and jump - that's it for now.
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-DOORS A PLATFORMER- V2.0 #trending #all #games #art #music #all #animations #Tutorials
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@Stage\n\nwhen flag clicked\nforever\n play sound [doors-roblox-ost-elevator-jam-By-Tuna v] until done\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-elevator-jam-By-Tuna v] until done\nend\n\nset [level v] to [7]\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\n@Player\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n start sound [RXQHWYP-jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [play game v]\nshow\nif <(entered closet) = [0]> then\n reset X [-200] Y [0]\nend\nif <(entered closet) = [1]> then\n reset X [100] Y [0]\nend\nset [ok v] to [0]\nforever\n go to [front v] layer\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<<touching (spikes v)?> or <touching (monster v)?>> or <touching (screech v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n broadcast (death v)\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <not <(level) = [12]>> then\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n else\n if <touching (door v)?> then\n if <(blue key) = [1]> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n end\n end\nend\n\nwhen I receive [death v]\nforever\n if <touching (closet v)?> then\n stop [other scripts in sprite v]\n go to x: (100) y: (-78)\n broadcast (closet v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\nif <(entered closet) = [0]> then\n reset X [-200] Y [0]\nend\nif <(entered closet) = [1]> then\n reset X [100] Y [0]\nend\nset [ok v] to [0]\nforever\n go to [front v] layer\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<<touching (spikes v)?> or <touching (monster v)?>> or <touching (screech v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n broadcast (death v)\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <not <(level) = [12]>> then\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n else\n if <touching (door v)?> then\n if <(blue key) = [1]> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n end\n end\nend\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@background\n\nwhen flag clicked\nswitch costume to (level1 v)\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [done]> then\n broadcast (the end v)\n stop [this script v]\n end\nend\n\n@ \n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@remember\n\nwhen I receive [game start v]\nforever\n hide\n go to x: (-91) y: (-190)\n wait (60) seconds\n show\n go to [front v] layer\n glide (1) secs to x: (-91) y: (-149)\n wait (2) seconds\n glide (1) secs to x: (-90) y: (-190)\nend\n\n@effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [back v] layer\nchange [ghost v] effect by (40)\nrepeat (2)\n show\nend\n\nwhen I receive [the end v]\nhide\n\n@lobby\n\nwhen flag clicked\nshow\nwait (.01) seconds\ngo to [front v] layer\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [start v]\nhide\n\n@play\n\nwhen flag clicked\nshow\nwait until <<key (space v) pressed?> or <mouse down?>>\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (play game v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [play game v]\nhide\n\n@door number\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@monster\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (-187) y: (92)\nbroadcast (death v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [death v]\nhide\ngo to x: (-187) y: (92)\nforever\n if <(level) = [8]> then\n show\n wait (1.1) seconds\n glide (1) secs to x: (-187) y: (-49)\n glide (1) secs to x: (200) y: (-49)\n hide\n broadcast (play game v)\n stop [this script v]\n end\nend\n\n@closet\n\ngo to [front v] layer\n\nwhen I receive [closet v]\nchange [ghost v] effect by (50)\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [entered closet v] to [1]\n\nwhen I receive [play game v]\nclear graphic effects\nhide\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [entered closet v] to [0]\n\n@run\n\nwhen I receive [closet v]\nhide\nstop [other scripts in sprite v]\n\nset [entered closet v] to [1]\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\n@door\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (192) y: (-36)\n if <touching (player v)?> then\n if <(blue key) = [1]> then\n switch costume to (costume1 v)\n end\n if <(blue key) = [0]> then\n switch costume to (costume2 v)\n end\n end\n else\n hide\n end\nend\n\n@key\n\nwhen flag clicked\nset [blue key v] to [0]\nforever\n if <(level) = [12]> then\n show\n switch costume to (costume1 v)\n go to x: (-156) y: (76)\n if <touching (player v)?> then\n set [blue key v] to [1]\n go to x: (10) y: (-133)\n switch costume to (costume2 v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\n@screech\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n switch costume to (costume1 v)\n go to x: (-119) y: (55)\n glide (1) secs to x: (-119) y: (67)\n glide (1) secs to x: (-119) y: (55)\n end\n if <(level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (160) y: (109)\n glide (1) secs to x: (160) y: (83)\n glide (1) secs to x: (160) y: (109)\n end\n if <(level) = [19]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (114)\n glide (1) secs to x: (89) y: (0)\n glide (1) secs to x: (0) y: (114)\n glide (1) secs to x: (-50) y: (-3)\n glide (1) secs to x: (0) y: (114)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [19]> or <(level) = [7]>> or <(level) = [11]>>> then\n hide\n end\nend\n\n@help\n\nset size to (100) %\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n if <<mouse down?> or <key (space v) pressed?>> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (150) %\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n go to (player v)\n go to [front v] layer\n if <<(level) = [7]> or <<(level) = [10]> or <(level) = [14]>>> then\n show\n else\n hide\n end\nend\n\n
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✅-heart and star for updates and more!!\n⭐⭐FOLLOW @Switch4FortNite⭐⭐\n❌NO ADS❌ \nEnjoy -DOORS A PLAT FORMER- Mobile friendly\nThis a plat former based on the roblox game doors\n-------------------------MOVEMENT----------------------------------\n Arrow keys, wasd and touch(Mobile)
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Hell Platformer
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@Stage\n\nwhen flag clicked\nbroadcast (Let's go v)\nset volume to (50) %\nforever\n play sound [ビッグバン組曲 v] until done\nend\n\n@Player\n\nwhen I receive [let's go v]\npoint in direction (90)\nshow\n初期位置\nset [stage v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [60]> 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) < [-60]> 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 <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [60]> and <mouse down?>>> then\n switch costume to (立つ v)\n start sound [壁キック 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 [10]\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 (stage v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-5)\n if <<touching (stage v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [60]> and <mouse down?>>>> then\n switch costume to (立つ v)\n set [y v] to [14]\n start sound [ジャンプ2 v]\n end\n change y by (5)\n if <<<touching (障害物 v)?> or <<touching (マグマ v)?> or <touching (トルネード\(?\) v)?>>> or <(y position) < [-163]>> then\n wait (0.05) seconds\n start sound [Rip v]\n 初期位置\n end\n if <not <(stage) = [13]>> then\n if <(x position) > [220]> then\n set [next v] to [1]\n 初期位置\n broadcast (next v)\n wait (1) seconds\n change [stage v] by (1)\n wait until <(NEXT) = [0]>\n end\n end\n if <touching (バネ v)?> then\n set [y v] to [18]\n start sound [Whiz v]\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (しゃがむ v)\n end\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n switch costume to (立つ v)\n end\nend\n\nwhen I receive [let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\ndefine 初期位置\nswitch costume to (立つ v)\nset size to (100) %\ngo to x: (-200) y: (-30)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (stage)\nend\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to x: (0) y: (-5)\nshow\nset [上下 v] to [0]\nforever\n change [上下 v] by (7)\n change y by ([sin v] of (上下) )\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [next v] to [1]\nset [color v] effect to (0)\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\nwait (2.5) seconds\nset [next v] to [0]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n wait (2.2) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (2.1) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (2) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (1.9) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (1.8) seconds\n go to [front v] layer\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@concent\n\nwhen I receive [let's go v]\nswitch costume to (角 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n go to (player v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> and <([costume # v] of [player v]) = [2]>> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nhide\n\n@トルネード(?)\n\nwhen I receive [let's go v]\ngo to [back v] layer\nforever\n turn left (10) degrees\n if <(stage) = [6]> then\n go to x: (130) y: (-85)\n show\n else\n if <(stage) = [8]> then\n go to x: (-80) y: (-80)\n show\n else\n if <(stage) = [10]> then\n go to x: (-80) y: (-5)\n show\n else\n if <(stage) = [11]> then\n go to x: (160) y: (65)\n show\n else\n hide\n end\n end\n end\n end\nend\n\n@結果発表の主\n\nwhen I receive [結果発表だドン!(?) v]\nwait (0) seconds\nset [結果発表 v] to (time)\ngo to [front v] layer\nset size to (85) %\nif <(length of (結果発表)) = [2]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [3]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (3) of (結果発表)))\n go to x: (51) y: (0)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [4]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (3) of (結果発表)))\n go to x: (51) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (4) of (結果発表)))\n go to x: (74) y: (0)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [5]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (3) of (結果発表)))\n go to x: (51) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (4) of (結果発表)))\n go to x: (74) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (4) of (結果発表)))\n go to x: (97) y: (0)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\n\nwhen I receive [let's go v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [let's go v]\nwait (0) seconds\nforever\n if <(stage) = [13]> then\n broadcast (結果発表だドン!(?) v)\n stop [this script v]\n end\nend\n\n@samune\n\nwhen flag clicked\nswitch costume to (サムネ(仮) v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n
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日本語は下\nUsage\nMove with left and right arrow keys\nJump with the up arrow keys\nCrouch with the down arrow keys\nThis Platformer has a lot of gimmicks\n\n使い方\n左、右向き矢印キーで移動、\n上向き矢印キーでジャンプ、\n下向き矢印キーでしゃがむ、\n今回のPlatformerはギミック多めです\nstage構成にめっちゃ時間かかった\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nがちでむずいよ 作者は5分かかった
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Platformer v0.7 のマノマイェイ
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [test v]\nswitch backdrop to (artboard 1 copy@2x v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\n@Game\n\ndefine fix player\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by (item (t) of [fix v])\n change [t v] by (1)\n change [@player y v] by (item (t) of [fix v])\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (item (t) of [fix v])\nchange [t v] by (1)\nchange [@player y v] by (item (t) of [fix v])\nset [t v] to [1]\nrepeat (8)\n change [@player x v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n change [@player y v] by ((item (t) of [fix v]) * (2))\n change [t v] by (1)\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by ((item (t) of [fix v]) * (2))\nchange [t v] by (1)\nchange [@player y v] by (((item (t) of [fix v]) * (2)) - (1))\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [0]> then\n set [@scroll x v] to [0]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Up / Down\nPlayer Tick - Left / Right\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nScroll Level\n\nwhen flag clicked\nset [debug v] to [0]\ndelete all of [emoji spawn v]\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [26]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n broadcast (Message - Show v) and wait\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nset [@spawn x v] to [-180]\nset [@spawn y v] to [32]\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <not <(reload) = (☁ ONLINE)>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-180]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-180]\n set [@spawn y v] to [32]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nelse\n Slope Detect\nend\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (10)) (TIME))\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [1]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [2]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nelse\n if <<(@Player Mode) = [Wall jump]> and <(@Player SY) < [-6]>> then\n set [@player mode v] to []\n end\n if <<not <(key left right) = [0]>> and <<(@crouching) = [0]> and <(@On Wall) = [0]>>> then\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate (((key left right) * (7)) + (on platform)) percent [0.02]\n else\n set [@player dir v] to ((key left right) * (90))\n accelerate (((key left right) * (7)) + (on platform)) percent [0.2]\n change [@walking v] by (1)\n end\n else\n if <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [-15]>> then\n accelerate ((0) + (on platform)) percent [0.02]\n else\n set [@walking v] to [-1]\n if <([abs v] of ((@Player SX) - (on platform)) ) > [1]> then\n if <(@crouching) > [0]> then\n if <<(@crouching) = [2]> and <(@Falling) < [2]>> then\n accelerate ((on platform) + ((@Slope) * (4))) percent [0.05]\n else\n accelerate (on platform) percent [0.25]\n end\n else\n accelerate (on platform) percent [0.35]\n end\n else\n set [@player sx v] to (on platform)\n end\n end\n end\nend\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat ((4) + ([abs v] of (@Player SX) ))\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n switch costume to (slope0 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n switch costume to (hitbox v)\n if <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\n end\n stop [this script v]\n end\nend\nset [@slope v] to [0]\nset [@player y v] to (t)\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nchange [@player sx v] by (((((key left right) * (7)) + (on platform)) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.02))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.1))\n\nchange [@player sx v] by (((10) - (@Player SX)) * (0.35))\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [2]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [x v] to [0]\nset [y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nif <(?Val) < (¬frame)> then\n set [_i v] to ((¬frame) - (?Val))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) = []> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (?Val)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\n@Level\n\nwhen I receive [setup level v]\ngo to [front v] layer\nswitch costume to (l1 x0 y0 v)\nsetup clone at x,y: (0) (0)\nswitch costume to (l1 x1 y0 v)\nsetup clone at x,y: (1) (0)\nswitch costume to (l1 x1b y0 v)\nsetup clone at x,y: (2) (0)\nswitch costume to (l1 x2 y0 v)\nsetup clone at x,y: (3) (0)\nswitch costume to (l1 x2 y1 v)\nsetup clone at x,y: (2) (1)\nswitch costume to (l1 x1 y4 v)\nsetup clone at x,y: (2) (2)\nswitch costume to (l1 x3 y0 v)\nsetup clone at x,y: (3.7) (0.5)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (4.9) (0.5)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (5.6) (0)\nswitch costume to (l1 x6 y0 v)\nsetup clone at x,y: (6.6) (0)\nswitch costume to (l1 x6 y0 b v)\nsetup clone at x,y: (7.7) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0)\nswitch costume to (l1 x7 y0 v)\nsetup clone at x,y: (8.5) (0.84)\nswitch costume to (l1 x4 y0 v)\nsetup clone at x,y: (9.35) (0.88)\nswitch costume to (l1 x5 y0 v)\nsetup clone at x,y: (10.0) (0.4)\nswitch costume to (end v)\nsetup clone at x,y: (10.7) (0.4)\nswitch costume to (l0x0x v)\nSetup2 [12] [0]\nswitch costume to (l0x1x v)\nSetup2 [13] [0]\nset [showing v] to [-1]\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\nwhen I receive [test v]\nset [@player x v] to ((13) * (460))\nset [@scroll x v] to (@Player X)\n\nwhen [t v] key pressed\nbroadcast (Test v)\n\ndefine Setup2 (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (464)))\nset [y v] to (round ((y) * (344)))\ncreate clone of (_myself_ v)\n\n@moving platform\n\nwhen I receive [setup level v]\nswitch costume to (barrier v)\nsetup clone at x,y: (50) (14) typ [1] width [20] time [0]\nsetup clone at x,y: (110) (14) typ [1] width [20] time [0.5]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2]\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7]\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08]\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8]\nset [showing v] to [-1]\n\ndefine move to (x) (y)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to ((x) - (x))\n set [@platform sy v] to ((y) - (y))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time)\ngo to x: (0) y: (0)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barrier v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n switch costume to (lift1 v)\n set [height v] to [1000]\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy)\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90)))))\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n end\n end\n end\nend\n\n move to (ox) (round ((oy) + (([abs v] of ((timer) - (0.5)) ) * (80))))\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800))))\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800))))\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy))\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nelse\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) )))\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n end\n end\nend\n\nmove to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) )))))\n\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.92]\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.92]\n\n@background\n\nwhen I receive [setup level v]\ngo [backward v] (1000) layers\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\nshow\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\nwhen I receive [game loop tick v]\nif <(showing) = [0]> then\n position (round ((x) - (((@Scroll X) * (0.75)) mod (470)))) ((0) - ((@Scroll Y) * (0.75)))\nelse\n position (round ((0) - (((@Scroll X) * (0.75)) mod (192)))) ((0) - (((@Scroll Y) * (0.75)) mod (192)))\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [test v]\nif then\n delete this clone\nend\nset [showing v] to [1]\nswitch costume to (artboard 1 copy 3 v)\n\n@Edge Fade\n\nwhen I receive [setup level v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [test v]\nhide\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (l1 x0 y0 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-137) (32)\nsetup clone at x,y: (457) (-54)\nsetup clone at x,y: (1198) (63)\nsetup clone at x,y: (2483) (62)\nsetup clone at x,y: (3705) (-54)\nsetup clone at x,y: (4779) (48)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not <(username) = [griffpatch]>> then\n forever\n play sound [のまのまイェイ v] until done\n end\nend\n\nwhen [1 v] key pressed\nchange [pitch v] effect by (10)\n\nwhen [2 v] key pressed\nclear sound effects\n\nwhen [3 v] key pressed\nchange [pitch v] effect by (-10)\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n
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きもい gross 기모이 总的 agbɔsɔsɔ\nノマノマイェイ!!\nNomanoma nyo ŋutɔ! !\n诺曼玛不错! !\n노마노마 있어! !\nNomanoma is good! !\nNomanoma là tốt! !\n3月1日1000!!
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sunset platformer/夕焼けのプラットフォーマー
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@Stage\n\n@プットくん\n\ndefine 初期化\nshow\ngo to x: (-202) y: (-50)\nswitch costume to (cube1 v)\nset size to (100) %\nset [ghost v] effect to (100)\npoint in direction (90)\ngo to [front v] layer\ngo [backward v] (1) layers\nset [x v] to [0]\nset [y v] to [0]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nhide\nset [レベル v] to [0]\n\nwhen I receive [スタート v]\nshow\n初期化\nforever\n switch costume to (cube1 v)\n if <key (down arrow v) pressed?> then\n switch costume to (cube2 v)\n end\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n point in direction (90)\n change [x v] by (0.7)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n point in direction (90)\n change [x v] by (-0.7)\n create clone of (_myself_ v)\n if <key (down arrow v) pressed?> then\n switch costume to (cube2 v)\n else\n switch costume to (cube1 v)\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <(x) > [0]> then\n start sound [壁キック v]\n create clone of (_myself_ v)\n set [x v] to [-6]\n else\n set [x v] to [6]\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 end\n set [x v] to ((x) * (0.96))\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n create clone of (_myself_ v)\n if <touching (地面 v)?> then\n set [y v] to [15]\n start sound [Jump v]\n end\n end\n change y by (1)\n if <(x position) > [217]> then\n broadcast (next v)\n hide\n 初期化\n end\n if <(y position) < [-164]> then\n set rotation style [all around v]\n set [x v] to [0]\n set [y v] to [10]\n 初期化\n end\n if <touching (棘 v)?> then\n start sound [Oops v]\n switch costume to (cube1 v)\n set rotation style [all around v]\n change y by (4)\n set [y v] to [15]\n set [x v] to [10]\n repeat until <(y position) < [-180]>\n change y by (y)\n change [y v] by (-1)\n turn right (14) degrees\n end\n 初期化\n end\n if <touching (ばね v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [18]\n else\n set [y v] to [15]\n end\n end\nend\n\nwhen I receive [next7 v]\nset [終わり v] to [終わり]\n\nwhen flag clicked\nforever\n if <(x position) > [217]> then\n hide\n end\nend\n\nwhen I start as a clone\nrepeat (40)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen flag clicked\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nforever\n play sound [雲の夢 星のカービィ v] until done\nend\n\nwhen flag clicked\nwait (0.0001) seconds\nshow variable [タイム v]\n\n@地面\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [スタート v]\ngo to x: (20) y: (26)\nswitch costume to (コスチューム1 v)\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\n\n@棘\n\nwhen I receive [next v]\nchange [コスト v] by (1)\nnext costume\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nset [コスト v] to [0]\nset [タイム v] to [0]\nshow variable [タイム v]\nrepeat until <(コスト) = [9]>\n wait (1) seconds\n change [タイム v] by (1)\nend\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen I receive [next v]\ngo to x: (-4) y: (352)\ngo to [front v] layer\nshow\nrepeat (7)\n change y by (-50)\nend\nwait (0.2) seconds\nrepeat (7)\n change y by (-50)\nend\nhide\n\nwhen I receive [スタート v]\ngo to x: (-4) y: (352)\ngo to [front v] layer\nhide\n\n
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〜〜日本語は下〜〜 \n[English] I think that it is operation by tap or arrow key. \n▼ If you touch the thorns, you’ll have to start over,\n so be careful.\n▼ There is a hidden stage. maybe easy \n\n[日本語] タップまたは矢印キーで操作できます。\n▼棘に触れると最初からやり直しになるので気をつけて\n▼隠しステージあります。多分簡単 \n\n目標/the goal\n傾向5p以内に乗ること/Riding within 10p trend.\n有名になること/to be famous.
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-DOORS A PLATFORMER- but bad
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@Stage\n\nwhen flag clicked\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n start sound [RXQHWYP-jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\n@Platform\n\nwhen flag clicked\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@ \n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@remember\n\nwhen flag clicked\nforever\n hide\n go to x: (-91) y: (-190)\n wait (60) seconds\n show\n go to [front v] layer\n glide (1) secs to x: (-91) y: (-149)\n wait (2) seconds\n glide (1) secs to x: (-90) y: (-190)\nend\n\n@effect\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nchange [ghost v] effect by (40)\n\n
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pls no ads
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-DOORS A PLATFORMER
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@Stage\n\nwhen flag clicked\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n if <touching (platform v)?> then\n start sound [RXQHWYP-jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@ \n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@remember\n\nwhen flag clicked\nforever\n hide\n go to x: (-91) y: (-190)\n wait (60) seconds\n show\n go to [front v] layer\n glide (1) secs to x: (-91) y: (-149)\n wait (2) seconds\n glide (1) secs to x: (-90) y: (-190)\nend\n\n@effect\n\nwhen flag clicked\nclear graphic effects\ngo to [back v] layer\nchange [ghost v] effect by (40)\n\n
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-heart and star\n-follow @Switch4FortNite\nEnjoy -DOORS A PLATFORMER-
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Platformer Minecraft Quiz!! 【3】
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [プレイ v]\nwait (1) seconds\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen I receive [プレイ v]\nswitch backdrop to (背景2 v)\nset volume to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (intro v)\nwait (2) seconds\nclear graphic effects\nswitch backdrop to (空 v)\n\nwhen stage clicked\nshow list [cloud記録\(☁クラウド記録\) v]\n\n@スプライト1\n\nwhen I receive [英語 v]\nwait (0.1) seconds\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [日本語 v]\nwait (0.1) seconds\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6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [英語 v]\ndelete this clone\n\nwhen I receive [日本語 v]\ndelete this clone\n\nset [☁ クリア回数☆ v] to [0]\nset [☁ プレイ回数 v] to [0]\nset [☁ 正解回数 v] to [0]\n\nadd (translate [旗を2回以上押してください] to (en v)::translate) to [翻訳よう v]\n\nwhen flag clicked\nset [言語\(1日本語 2英語\) v] to [1]\nhide\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)\n\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-130) y: (100)\nend\nif <(costume [number v]) = [2]> then\n go to x: (-130) y: (30)\nend\nif <(costume [number v]) = [3]> then\n go to x: (-130) y: (-40)\nend\nif <(costume [number v]) = [4]> then\n go to x: (-130) y: (100)\nend\nif <(costume [number v]) = [5]> then\n go to x: (-130) y: (30)\nend\nif <(costume [number v]) = [6]> then\n go to x: (-130) y: (-40)\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set size to (75) %\n else\n set size to (70) %\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [4]>> then\n broadcast (プレイ v)\n change [☁ プレイ回数 v] by (1)\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [5]>> then\n hide list [cloud記録\(☁クラウド記録\) v]\n wait (1) seconds\n end\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [6]>> then\n if <(言語\(1日本語 2英語\)) = [1]> then\n set [言語\(1日本語 2英語\) v] to [2]\n broadcast (英語 v)\n say [English] for (1) seconds\n else\n set [言語\(1日本語 2英語\) v] to [1]\n broadcast (日本語 v)\n say [日本語] for (1) seconds\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [プレイ v]\ndelete this clone\n\nwhen flag clicked\nshow list [cloud記録\(☁クラウド記録\) v]\nforever\n replace item (2) of [cloud記録\(☁クラウド記録\) v] with (join (☁ プレイ回数) [回])\n replace item (5) of [cloud記録\(☁クラウド記録\) v] with (join (☁ クリア回数☆) [回])\n replace item (8) of [cloud記録\(☁クラウド記録\) v] with (join (((☁ クリア回数☆) / (☁ プレイ回数)) * (100)) [%])\n replace item (11) of [cloud記録\(☁クラウド記録\) v] with (join (☁ 正解回数) [回])\nend\n\ndelete all of [cloud記録\(☁クラウド記録\) v]\nadd (join [☁プレイ回数] (join [ ] (join [\(] (join (translate [☁プレイ回数] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [☁クリア回数] (join [ ] (join [\(] (join (translate [☁クリア回数] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [☁クリア率] (join [ ] (join [\(] (join (translate [☁クリア率] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [☁正解回数] (join [ ] (join [\(] (join (translate [☁正解回数] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [他の場所をクリックで戻る] (join [\(] (join (translate [他の場所をクリックで戻る] to (en v)::translate) [\)]))) to [cloud記録\(☁クラウド記録\) v]\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n say (translate [プレイ] to (en v)::translate) for (0.5) seconds\n end\n if <(costume [number v]) = [2]> then\n say (translate [クラウド記録] to (en v)::translate) for (0.5) seconds\n end\n if <(costume [number v]) = [3]> then\n say [言語設定] for (0.8) seconds\n end\n if <(costume [number v]) = [4]> then\n say [プレイ] for (0.5) seconds\n end\n if <(costume [number v]) = [5]> then\n say [cloud記録] for (0.5) seconds\n end\n if <(costume [number v]) = [6]> then\n say (translate [言語設定] to (en v)::translate) for (0.8) seconds\n end\n end\nend\n\nset [☁ クリア回数☆ v] to [0]\nset [☁ プレイ回数 v] to [0]\nset [☁ 正解回数 v] to [0]\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen I receive [プレイ v]\n\nwhen I receive [プレイ v]\nwait (1) seconds\nshow\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen I receive [プレイ v]\nhide\nset size to (60) %\ngo to x: (-220) y: (150)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nbroadcast (next v)\n\nwhen I receive [next v]\ngo to x: (-220) y: (150)\nwait (1) seconds\ngo to x: (-220) y: (150)\n\nwhen I receive [結果発表 v]\ngo to x: (-220) y: (150)\n\nwhen [space v] key pressed\ngo to x: (-220) y: (150)\n\n@road-\n\nwhen I receive [next v]\nwait (0.1) seconds\ngo to [front v] layer\ngo [backward v] (3) layers\nif <(選択肢番号) = [6]> then\n broadcast (ゴール v)\n switch costume to (コスチューム4 v)\nelse\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\ndelete all of [出題順 v]\nadd [1] to [出題順 v]\nadd [2] to [出題順 v]\nadd [3] to [出題順 v]\nadd [4] to [出題順 v]\nadd [5] to [出題順 v]\nadd [6] to [出題順 v]\nadd [7] to [出題順 v]\nadd [8] to [出題順 v]\nadd [9] to [出題順 v]\nset [出題問題 v] to (item (pick random (1) to (length of [出題順 v])) of [出題順 v])\ndelete (item # of (出題問題) in [出題順 v]) of [出題順 v]\n\nadd [10] to [出題順 v]\nadd [11] to [出題順 v]\nadd [12] to [出題順 v]\nadd [13] to [出題順 v]\nadd [14] to [出題順 v]\nadd [15] to [出題順 v]\nadd [16] to [出題順 v]\nadd [17] to [出題順 v]\nadd [18] to [出題順 v]\nadd [19] to [出題順 v]\n\nwhen I receive [プレイ v]\nshow\nswitch costume to (コスチューム1 v)\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\n\nwhen I receive [結果発表 v]\nswitch costume to (コスチューム2 v)\nwait (0.1) seconds\n\nwhen I receive [正解 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [不正解 v]\nswitch costume to (コスチューム4 v)\n\nwhen I receive [結果発表 v]\nwait (0.5) seconds\nif <not <(選択肢番号) = [0]>> then\n set [出題問題 v] to (item (pick random (1) to (length of [出題順 v])) of [出題順 v])\n delete (item # of (出題問題) in [出題順 v]) of [出題順 v]\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nadd (translate [え~どれだ?] to (en v)::translate) to [翻訳よう v]\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\n@Button1\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nshow\nwait (0) seconds\nset [ghost v] effect to (25)\ngo to [front v] layer\nforever\n go to x: (-197.5) y: (-130)\n if <mouse down?> then\n point towards (mouse-pointer v)\n if <[30] < (distance to [mouse-pointer v])> then\n move (30) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nshow\n\n@選択肢日本語\n\nwhen flag clicked\ngo to [front v] layer\nset [選択肢番号 v] to [1]\ngo to x: (36) y: (0)\nhide\n\nwhen I receive [プレイ v]\ngo to [back v] layer\nwait (3) seconds\nswitch costume to (出題問題)\nif <(言語\(1日本語 2英語\)) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [next v]\nhide\nwait (1) seconds\nswitch costume to (出題問題)\nif <(言語\(1日本語 2英語\)) = [1]> then\n show\nelse\n hide\nend\n\nchange [選択肢番号 v] by (1)\n\nwhen I receive [結果発表 v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [ゴール v]\nforever\n hide\nend\n\nif <(出題問題) = []> then\n switch costume to (コスチューム14 v)\nend\n\n@選択肢英語\n\nwhen flag clicked\ngo to [front v] layer\nset [選択肢番号 v] to [1]\ngo to x: (36) y: (0)\nhide\n\nwhen I receive [プレイ v]\ngo to [back v] layer\nwait (3) seconds\nswitch costume to (出題問題)\nif <(言語\(1日本語 2英語\)) = [2]> then\n show\nelse\n hide\nend\n\nwhen I receive [next v]\nhide\nwait (1) seconds\nswitch costume to (出題問題)\nchange [選択肢番号 v] by (1)\nif <(言語\(1日本語 2英語\)) = [2]> then\n show\nelse\n hide\nend\n\nwhen I receive [結果発表 v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [ゴール v]\nforever\n hide\nend\n\nif <(出題問題) = []> then\n switch costume to (コスチューム14 v)\nend\n\n@答え日本語\n\nwhen flag clicked\nhide\n\nwhen I receive [結果発表 v]\ngo to x: (0) y: (35)\nif <(言語\(1日本語 2英語\)) = [2]> then\n hide\nelse\n show\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [結果発表 v]\nswitch costume to (出題問題)\n\nwait (1) seconds\n\n@答え英語\n\nwhen flag clicked\nhide\n\nwhen I receive [結果発表 v]\ngo to x: (0) y: (35)\nif <(言語\(1日本語 2英語\)) = [1]> then\n hide\nelse\n show\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [結果発表 v]\nswitch costume to (出題問題)\n\nwait (1) seconds\n\nadd (translate [あなたは50番目にゴールしました!] to (en v)::translate) to [翻訳よう v]\n\n@結果発表\n\nwhen flag clicked\nhide\n\nwhen I receive [結果発表 v]\nshow\n\nwhen I receive [next v]\nhide\n\nwhen I receive [正解 v]\nchange [☁ 正解回数 v] by (1)\nif <(言語\(1日本語 2英語\)) = [1]> then\n switch costume to (コスチューム2 v)\nelse\n switch costume to (コスチューム5 v)\nend\n\nwhen I receive [不正解 v]\nif <(言語\(1日本語 2英語\)) = [1]> then\n switch costume to (コスチューム3 v)\nelse\n switch costume to (コスチューム6 v)\nend\n\nwhen I receive [ゴール v]\nshow\nchange [☁ クリア回数☆ v] by (1)\nif <(言語\(1日本語 2英語\)) = [1]> then\n switch costume to (コスチューム4 v)\nelse\n switch costume to (コスチューム7 v)\nend\n\n@左\n\nwhen flag clicked\nhide\ngo to x: (-73) y: (-143)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n if <(出題問題) = [1]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [2]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [3]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [4]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [5]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [6]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [7]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [8]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [9]> then\n broadcast (正解 v)\n end\n broadcast (結果発表 v)\n end\nend\n\nif <(選択肢番号) = [0]> then\n broadcast (一番左 v)\n change [☁ プレイ回数 v] by (1)\nend\n\nif <(出題問題) = [10]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [11]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [12]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [13]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [14]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [15]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [16]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [17]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = []> then\n broadcast (不正解 v)\nend\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (100)\n\nif <(出題問題) = [18]> then\n broadcast (不正解 v)\nend\n\n@真ん中\n\nwhen flag clicked\nhide\ngo to x: (33) y: (-143)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n if <(出題問題) = [1]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [2]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [3]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [4]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [5]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [6]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [7]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [8]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [9]> then\n broadcast (不正解 v)\n end\n broadcast (結果発表 v)\n end\nend\n\nif <(選択肢番号) = [0]> then\n broadcast (真ん中 v)\n change [☁ 中級プレイ回数 v] by (1)\nend\n\nif <(出題問題) = [10]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [11]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [12]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [13]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [14]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [15]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [16]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [17]> then\n broadcast (正解 v)\nend\nif <(出題問題) = []> then\n broadcast (正解 v)\nend\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (100)\n\nif <(出題問題) = [18]> then\n broadcast (不正解 v)\nend\n\n@右\n\nwhen flag clicked\nhide\ngo to x: (135) y: (-143)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n if <(出題問題) = [1]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [2]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [3]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [4]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [5]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [6]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [7]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [8]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [9]> then\n broadcast (不正解 v)\n end\n broadcast (結果発表 v)\n end\nend\n\nif <(選択肢番号) = [0]> then\n broadcast (一番右 v)\n change [☁ 激ムズプレイ回数 v] by (1)\nend\n\nif <(出題問題) = [10]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [11]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [12]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [13]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [14]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [15]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [16]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [17]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = []> then\n broadcast (不正解 v)\nend\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (100)\n\nif <(出題問題) = [18]> then\n broadcast (不正解 v)\nend\n\n@クリア回数\n\nwhen flag clicked\nhide\nforever\n switch costume to (letter (1) of (☁ クリア回数☆))\n set [長さ v] to [0]\n if <[1] < (length of (☁ クリア回数☆))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[2] < (length of (☁ クリア回数☆))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[3] < (length of (☁ クリア回数☆))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[4] < (length of (☁ クリア回数☆))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[5] < (length of (☁ クリア回数☆))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\n位\n\ndefine 位\nset [クローン用長さ v] to (長さ)\nswitch costume to (letter ((クローン用長さ) - (-1)) of (☁ クリア回数☆))\nchange x by (((size) * (0.5)) * (クローン用長さ))\nwait (0.2) seconds\ndelete this clone\n\nwhen I receive [ゴール v]\nshow\n\nwhen flag clicked\nforever\n if <(言語\(1日本語 2英語\)) = [1]> then\n go to x: (-124) y: (62)\n else\n go to x: (60) y: (57)\n end\nend\n\n@探知機\n\nwhen [timer v] > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機2] []) v]) = [10000]>>)\nrepeat until <not <(変数) > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機2] []) v]) = [10000]>>)>>\n broadcast (メッセージ1 v)\nend\n\n@探知機2\n\nwhen [timer v] > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機] []) v]) = [10000]>>)\nrepeat until <not <(変数) > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機] []) v]) = [10000]>>)>>\n broadcast (メッセージ1 v)\nend\n\n@素材\n\nwhen flag clicked\nshow\nforever\n show\n go to x: (5) y: (-53)\n switch costume to (costume1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(report) = [true]> then\n broadcast (メッセージ1 v)\n end\nend\n\ndefine クローン1\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン2\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\ncreate clone of (_myself_ v)\n\ndefine クローン3\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン4\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン5\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン6\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nforever\n show\n go to x: (5) y: (-53)\n switch costume to (costume1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(report) = [true]> then\n broadcast (メッセージ1 v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n set [変数 v] to (timer)\nend\n\nwhen [timer v] > (0)\nforever\n set [変数 v] to (timer)\nend\n\n
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【シリーズ作】\nPlatformer Minecraft Quiz!! 【1】⇩\nhttps://scratch.mit.edu/projects/791453235\n\nPlatformer Minecraft Quiz!! 【2】⇩\nhttps://scratch.mit.edu/projects/791840559\n\nPlatformer Minecraft Quiz!! 【4】⇩\nhttps://scratch.mit.edu/projects/794509823\n\nプラットフォーマーmusicクイズ⇩\nhttps://scratch.mit.edu/projects/623183608\n\nプラットフォーマー雑学クイズ⇩\nhttps://scratch.mit.edu/projects/662290105\n\n【連絡】\n傾向1Pに載れば続編を作ります!\n♡と☆お願いします!\nフォローもお願いしますm(_ _"m)\nあなたのフォローが力になります、、\n\n【操作方法】\n矢印キーで操作(PC)\n左下の円で操作(モバイル)\n\n【How to play】\nOperate with arrow keys (PC)\nOperate with the lower left circle (mobile)
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Time_ A Platformer #Games #Art #Music #Tutorials #All #Animations #Platformer #Time #Square
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@Stage\n\n@You \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]\nchange [level v] by (1)\nreset\n\nwhen I receive [alright bros let's go v]\nset [level v] to [1]\nset [deaths v] to [0]\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 point in direction (90)\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 point in direction (-90)\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)?> 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)?> 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 < and <(dead?) = [0]>> then\n Spin off screen\n end\n if <touching (jump pad v)?> then\n set [y v v] to [20]\n end\nend\n\nwhen I receive [alright bros let's go v]\nforever\n set [direction v] to (direction)\nend\n\nwhen I receive [alright bros let's go v]\nforever\n if <<(x position) = [240]> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nwhen I receive [alright bros let's go 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 [alright bros let's go v]\nshow\n\ndefine Spin off screen\nset [dead? v] to [1]\nchange [deaths v] by (1)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nreset\nbroadcast (start over v)\n\nwhen I receive [alright bros let's go v]\nforever\n create clone of (_myself_ v)\nend\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\nbroadcast (alright bros let's go v)\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [start over v]\nset [dead? v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(x position) = [240]> then\n broadcast (NEXT LEVEL v)\n end\nend\n\nset rotation style [left-right v]\nhide variable [deaths v]\n\nwhen flag clicked\nshow variable [deaths v]\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Spikes\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [alright bros let's go v]\nswitch costume to (costume1 v)\ngo to [back v] layer\n\n@Killer Wheel\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\nforever\n turn left (10) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n hide\n end\n if <(Level) = [11]> then\n hide\n end\n if <(Level) = [21]> then\n hide\n end\n if <(Level) = [31]> then\n show\n go to x: (73) y: (-70)\n end\n if <(Level) = [41]> then\n hide\n end\n if <(Level) = [51]> then\n hide\n end\n if <(Level) = [61]> then\n show\n go to x: (-120) y: (-70)\n end\n if <(Level) = [71]> then\n show\n go to x: (0) y: (95)\n end\n if <(Level) = [81]> then\n hide\n end\n if <(Level) = [91]> then\n hide\n end\n if <(Level) = [101]> then\n show\n go to x: (-70) y: (-70)\n end\n if <(Level) = [111]> then\n hide\n end\n if <(Level) = [121]> then\n hide\n end\n if <(Level) = [131]> then\n hide\n end\n if <(Level) = [141]> then\n hide\n end\n if <(Level) = [151]> then\n hide\n end\n if <(Level) = [161]> then\n hide\n end\n if <(Level) = [171]> then\n hide\n end\n if <(Level) = [181]> then\n hide\n end\n if <(Level) = [191]> then\n hide\n end\n if <(Level) = [201]> then\n hide\n end\n if <(Level) = [211]> then\n hide\n end\n if <(Level) = [221]> then\n hide\n end\nend\n\n@Jump Pad\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Bad thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n
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Time A platformer is know out yay... oh yeah no bodycares XD also contest coming out at 300 follows.\n ✦✦✦How to play✦✦✦\n➜ Follow Me @Musab2563 XD\n➜There are many levels to beat so its hard\n➜Jump over lava and spikes\n➜Dont say this is hard ok.(: thanks \n\nProjects to view...also if you star and heart all of them you get a shoutout you havee to be followed\n\nForest a platformer.\nhttps://scratch.mit.edu/projects/796646996/\n\nPltformer retro Entry.\nhttps://scratch.mit.edu/projects/771901234/\n\nFall tilt ball.\nhttps://scratch.mit.edu/projects/793748221/\n\nWinter snow a platformer 2000+views.\nhttps://scratch.mit.edu/projects/781272703/\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#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#games#trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #games #trending #art #music #all #all\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##music #all #games #trending #art #music #all #all\n\n
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Gold Apple Platformer! #All #Games
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [Dance Around v] until done\nend\n\n@Scratch Cat\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset [1 v] to [2]\nset [사과 v] to [0]\nshow variable [lives v]\nshow variable [☁ world record v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n set rotation style [left-right v]\n go to (scratch cat v)\n switch costume to (1)\n change [1 v] by (1)\n if <<[16] < (1)> or <(1) = [17]>> then\n set [1 v] to [2]\n end\n if <touching color (#989898)?> then\n switch costume to (으악! v)\n end\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set rotation style [left-right v]\n go to (scratch cat v)\n switch costume to (1)\n change [1 v] by (1)\n if <<[16] < (1)> or <(1) = [17]>> then\n set [1 v] to [2]\n end\n if <touching color (#989898)?> then\n switch costume to (으악! v)\n end\n end\n if <not <key (any v) pressed?>> then\n if <(사과) = [0]> then\n set [1 v] to [1]\n else\n set [1 v] to [18]\n end\n switch costume to (1)\n if <touching color (#989898)?> then\n switch costume to (으악! v)\n end\n end\n if <<key (right arrow v) pressed?> and <key (left arrow v) pressed?>> then\n if <(사과) = [0]> then\n set [1 v] to [1]\n else\n set [1 v] to [18]\n end\n switch costume to (1)\n if <touching color (#989898)?> then\n switch costume to (으악! v)\n end\n end\n if <(사과) = [1]> then\n set [1 v] to [18]\n switch costume to (사과 먹었다! v)\n play sound [Win v] until done\n wait (0.5) seconds\n hide\n wait (0.4) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nhide\nhide variable [lives v]\nhide variable [☁ world record v]\n\nwhen I receive [황금 사과!! v]\nset [사과 v] to [1]\n\nwhen I receive [으악! v]\nstop [other scripts in sprite v]\nstart sound [으악!! v]\nwait (1) seconds\nbroadcast (restart v)\nwait (0.05) seconds\nbroadcast (Start v)\n\n@히트박스\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [스크롤 x v] to [0]\nset [스크롤 y v] to [0]\nset [hp 버그 방지 v] to [0]\nforever\n 움직임\nend\n\ndefine 움직임\nif <key (right arrow v) pressed?> then\n change [x v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x v] by (-1)\nend\nchange x by (X)\nif <<touching (땅 v)?> or <touching (투명 벽 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 (땅 v)?> or <touching (투명 벽 v)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n start sound [Jump v]\n end\nelse\n change [y v] by (-1)\nend\nchange [스크롤 x v] by ((x position) * (-1))\nchange [스크롤 y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [lives v] to [3]\n\nwhen flag clicked\nforever\n if <(Lives) = [0]> then\n stop [all v]\n end\nend\n\nwhen I receive [황금 사과!! v]\nwait (3) seconds\nhide\nhide variable [lives v]\n\n@땅\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [레벨 넘버 v] to [0]\ncreate clone of (_myself_ v)\nrepeat (6)\n change [레벨 넘버 v] by (1)\n create clone of (_myself_ v)\nend\nset [레벨 넘버 v] to [0]\n\nwhen I receive [level v]\nshow\nif <(레벨 넘버) = [0]> then\n switch costume to (레벨 1 v)\n go to x: (스크롤 X) y: (스크롤 Y)\nelse\n if <(레벨 넘버) = [1]> then\n switch costume to (레벨 2 v)\n go to x: ((스크롤 X) + (280)) y: (스크롤 Y)\n else\n if <(레벨 넘버) = [2]> then\n switch costume to (레벨 3 v)\n go to x: ((스크롤 X) + (760)) y: (스크롤 Y)\n else\n if <(레벨 넘버) = [3]> then\n switch costume to (레벨 4 v)\n go to x: ((스크롤 X) + (1240)) y: (스크롤 Y)\n else\n if <(레벨 넘버) = [4]> then\n switch costume to (레벨 5 v)\n go to x: ((스크롤 X) + (1700)) y: (스크롤 Y)\n else\n if <(레벨 넘버) = [5]> then\n switch costume to (레벨 6 v)\n go to x: ((스크롤 X) + (2160)) y: (스크롤 Y)\n else\n if <(레벨 넘버) = [6]> then\n switch costume to (레벨 7 v)\n go to x: ((스크롤 X) + (2620)) y: (스크롤 Y)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n broadcast (Level v)\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@투명 벽\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nshow\ngo to [back v] layer\nset [ghost v] effect to (100)\nforever\n go to x: (스크롤 X) y: (스크롤 Y)\nend\n\n@배경\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [back v] layer\nset [배경 v] to [0]\ncreate clone of (_myself_ v)\nrepeat (15)\n change [배경 v] by (1)\n create clone of (_myself_ v)\nend\nset [배경 v] to [0]\n\nwhen I receive [level v]\nshow\nif <(배경) = [0]> then\n go to x: (스크롤 X) y: (스크롤 Y)\nelse\n if <(배경) = [1]> then\n go to x: ((스크롤 X) + (470)) y: (스크롤 Y)\n else\n if <(배경) = [2]> then\n go to x: (스크롤 X) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [3]> then\n go to x: ((스크롤 X) + (470)) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [4]> then\n go to x: ((스크롤 X) + (940)) y: (스크롤 Y)\n else\n if <(배경) = [5]> then\n go to x: ((스크롤 X) + (940)) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [6]> then\n go to x: ((스크롤 X) + (-170)) y: (스크롤 Y)\n else\n if <(배경) = [7]> then\n go to x: ((스크롤 X) + (1410)) y: (스크롤 Y)\n else\n if <(배경) = [8]> then\n go to x: ((스크롤 X) + (1410)) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [9]> then\n go to x: ((스크롤 X) + (1880)) y: (스크롤 Y)\n else\n if <(배경) = [10]> then\n go to x: ((스크롤 X) + (1880)) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [11]> then\n go to x: ((스크롤 X) + (2350)) y: (스크롤 Y)\n else\n if <(배경) = [12]> then\n go to x: ((스크롤 X) + (2350)) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [13]> then\n go to x: ((스크롤 X) + (2820)) y: (스크롤 Y)\n else\n if <(배경) = [14]> then\n go to x: ((스크롤 X) + (2820)) y: ((스크롤 Y) + (300))\n else\n if <(배경) = [15]> then\n go to x: ((스크롤 X) + (-170)) y: ((스크롤 Y) + (300))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n go to [back v] layer\nend\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@골\n\nwhen flag clicked\nset [타이머 v] to [0]\nhide\nrepeat until <(타이머) = [1]>\n reset timer\nend\n\nwhen I receive [start v]\nset [타이머 v] to [1]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (황금 사과 v)\nforever\n go to x: ((스크롤 X) + (2650)) y: (스크롤 Y)\nend\n\nwhen I receive [start v]\nforever\n if <touching (히트박스 v)?> then\n if <(☁ World record) > (timer)> then\n set [☁ world record v] to (timer)\n end\n switch costume to (먹은 황금 사과 v)\n start sound [Bite v]\n broadcast (황금 사과!! v)\n wait (3) seconds\n stop [all v]\n end\nend\n\n@가시\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (가시 v)\nforever\n go to x: ((스크롤 X) + (500)) y: ((스크롤 Y) + (125))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (scratch cat v)?> then\n set [hp 버그 방지 v] to [1]\n wait (0.01) seconds\n broadcast (으악! v)\n change [lives v] by (-1)\n stop [this script v]\n end\nend\n\n@썸네일\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@가시3\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (가시 v)\nforever\n go to x: ((스크롤 X) + (925)) y: ((스크롤 Y) + (-80))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (scratch cat v)?> then\n set [hp 버그 방지 v] to [1]\n wait (0.01) seconds\n broadcast (으악! v)\n change [lives v] by (-1)\n stop [this script v]\n end\nend\n\n@가시4\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (scratch cat v)?> then\n set [hp 버그 방지 v] to [1]\n wait (0.01) seconds\n broadcast (으악! v)\n change [lives v] by (-1)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (가시 v)\nforever\n go to x: ((스크롤 X) + (1010)) y: ((스크롤 Y) + (-80))\nend\n\nwhen flag clicked\nhide\n\n@가시5\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (scratch cat v)?> then\n set [hp 버그 방지 v] to [1]\n wait (0.01) seconds\n broadcast (으악! v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (가시 v)\nforever\n go to x: ((스크롤 X) + (1482)) y: ((스크롤 Y) + (-80))\nend\n\nwhen flag clicked\nhide\n\n@가시6\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (가시 v)\nforever\n go to x: ((스크롤 X) + (1762)) y: ((스크롤 Y) + (-80))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (scratch cat v)?> then\n set [hp 버그 방지 v] to [1]\n wait (0.01) seconds\n broadcast (으악! v)\n stop [this script v]\n end\nend\n\n@가시2\n\nwhen I receive [restart v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\ngo [backward v] (3) layers\nswitch costume to (가시 v)\nforever\n go to x: ((스크롤 X) + (840)) y: ((스크롤 Y) + (-80))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nforever\n if <touching (scratch cat v)?> then\n set [hp 버그 방지 v] to [1]\n wait (0.01) seconds\n broadcast (으악! v)\n stop [this script v]\n end\nend\n\n@Intro\n\nwhen I start as a clone\nif <(Clone) = [Particles]> then\n switch costume to (pick random (29) to (31))\n set size to (pick random (50) to (150)) %\n set [ghost v] effect to (pick random (0.) to (5.))\n set [brightness v] effect to (pick random (-25.) to (100.))\n go to x: (0) y: (0)\n point in direction (pick random (-180) to (180))\n set [x v] to (pick random (10.) to (12.))\n set [i v] to (pick random (2.) to (9.))\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n move (X) steps\n change y by (I)\n change [i v] by (-0.4)\n set [x v] to ((X) * (0.95))\n end\n delete this clone\nend\n\ndefine Particles\nset [clone v] to [Particles]\nrepeat (50)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Clone) = [Name]> then\n switch costume to (name v)\n set size to (50) %\n clear graphic effects\n go to [front v] layer\n go to x: (0) y: (-100)\n point in direction (0)\n show\n repeat (50)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n change y by (((0) - (y position)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (10)\n go to [front v] layer\n change size by (I)\n change [i v] by (join [-] (([abs v] of (I) ) / (2)))\n turn right (I) degrees\n end\n switch costume to (logo v)\n repeat (40)\n go to [front v] layer\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nhide\nstart sound [Prismo - Stronger v]\nset volume to (100) %\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nset [clone v] to [Square]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [clone v] to [Name]\ncreate clone of (_myself_ v)\nwait (0) seconds\nrepeat (2)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (4)\n Spiral spline explosion\n Particles\n Rect\n Spiral spline explosion\nend\nCircle\nrepeat (2)\n Spiral spline explosion\n Rect\n Spiral spline explosion\nend\nwait (3) seconds\nbroadcast (Start v)\n\nwhen I start as a clone\nif <(Clone) = [Square]> then\n clear graphic effects\n show\n set size to (0) %\n go to x: (0) y: (300)\n point in direction (0)\n switch costume to (square v)\n repeat (20)\n change size by (((100) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n end\n point in direction (90)\n repeat (12)\n next costume\n end\n repeat (20)\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\n wait (3) seconds\n repeat (20)\n switch costume to (blank v)\n change size by (((100) - (size)) / (5))\n switch costume to (square13 v)\n end\n repeat (12)\n switch costume to ((costume [number v]) - (1))\n change size by (-5)\n end\n set [i v] to [-1]\n repeat (20)\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n change y by ((I) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Bursts]> then\n switch costume to (lineexplosion1 v)\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n set [i v] to (pick random (1) to (3))\n if <(I) = [1]> then\n set [brightness v] effect to (100)\n else\n if <(I) = [2]> then\n set [brightness v] effect to (25)\n else\n set [brightness v] effect to (-25)\n end\n end\n show\n set [i v] to [20]\n Animate x: [0] y: [0] size: [0] rotate: (pick random (-180) to (180)) speed: [1]\n repeat (2)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n end\n repeat (10)\n set [i v] to ((I) * (0.9))\n move (I) steps\n Size: [100] speed: [5]\n change [ghost v] effect by (10)\n next costume\n end\n delete this clone\nend\n\ndefine Animate x: (x) y: (y) size: (s) rotate: (r) speed: (s)\nchange x by (((round (x)) - (round (x position))) / (s))\nchange y by (((round (y)) - (round (y position))) / (s))\nchange size by (((round (s)) - (round (size))) / (s))\nturn right (((round (r)) - (round (direction))) / (s)) degrees\n\ndefine Spiral spline explosion\nset [clone v] to [Bursts]\nrepeat (5)\n create clone of (_myself_ v)\nend\n\ndefine Size: (s) speed: (spd)\nchange size by (((round (s)) - (round (size))) / (spd))\n\ndefine Rect\nset [clone v] to [Rect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Rect]> then\n clear graphic effects\n show\n set size to (0) %\n go to (random position v)\n point in direction (90)\n switch costume to (background rect v)\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone) = [Circle]> then\n clear graphic effects\n set [brightness v] effect to (100)\n go to [front v] layer\n go [backward v] (2) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\ndefine Circle\nset [clone v] to [Circle]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [clone v] to [Circle 2]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone) = [Circle 2]> then\n clear graphic effects\n set [brightness v] effect to (0)\n go to [front v] layer\n go [backward v] (1) layers\n show\n set size to (0) %\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (circle explosion 1 v)\n repeat (20)\n switch costume to (blank v)\n change size by (((300) - (size)) / (5))\n switch costume to (circle explosion 1 v)\n end\n delete this clone\nend\n\n@상대\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nclear graphic effects\nshow\nset [상대 x v] to [0]\nset [상대 y v] to [0]\nforever\n go to x: ((스크롤 X) + (1600)) y: ((스크롤 Y) + (40))\nend\n\nwhen I receive [start v]\nswitch costume to (wolf v)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n point in direction (90)\n repeat (30)\n change [상대 x v] by (0.1)\n change x by (상대 X)\n end\n wait (0.1) seconds\n point in direction (-90)\n repeat (30)\n change [상대 x v] by (-0.1)\n change x by (상대 X)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nwait (0.2) seconds\nforever\n if <<touching (히트박스 v)?> and <not <(Lives) = [0]>>> then\n set [hp 버그 방지 v] to [1]\n broadcast (으악! v)\n change [lives v] by (-1)\n wait (0.1) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [상대 죽음 v]\nstop [other scripts in sprite v]\nstart sound [Squish Pop v]\nswitch costume to (wolf v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [this script v]\n\n@상대 히트박스\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nclear graphic effects\nshow\nset [상대 x v] to [0]\nset [상대 y v] to [0]\nforever\n go to x: ((스크롤 X) + (1600)) y: ((스크롤 Y) + (40))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n point in direction (90)\n repeat (30)\n change [상대 x v] by (-2)\n end\n wait (0.1) seconds\n point in direction (-90)\n repeat (30)\n change [상대 x v] by (2)\n end\n wait (0.1) seconds\nend\n\nwhen I receive [start v]\nset [상대 죽음? v] to [0]\nwait (0.2) seconds\nforever\n if <touching (히트박스 v)?> then\n set [상대 죽음? v] to [1]\n broadcast (상대 죽음 v)\n hide\n end\nend\n\n
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Hey guys, I don’t know why someones saying I didn’t credit I actully credit at the first time! Even it 100 views.\n\n\nGold Apple Platformer!!\n\nUse Arrow keys to move!\nYou need to dodge spikes of course.\n\nI'll update when the view is +20 (Updated!)\n\n애플 플랫포머입니다!!\n\n화살표 키를 사용하여 이동합니다!\n아 물론 가시는 피해야 합니다.\n\n뷰가 +20이면 업데이트하겠습니다. (업데이트 됨!)\n\n\nUpdate(업데이트)\n(20+ views)+Moving enemy, cloud variable added, another designed border\n\n(30+ views) +timer, world record added, who cleared cloud variable deleted\n\n(+50 views)(hitbox will be more greater!))(updated!)\n\n(+60 views)(No more borders)(updated!)\n\n(1500+ views part 2)\n\nBug patch \n\nworld record variable patched
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Paintsplash [Platformer]
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@Stage\n\nwhen flag clicked\nforever\n play sound [Chaoz Fantasy v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (Music) %\nend\n\n@Player\n\ndefine Move-in steps (steps)\nchange [falling v] by (1)\nset [costume v] to (costume [name v])\nrepeat (steps)\n set [last value v] to (x position)\n switch costume to (big v)\n change x by ((X) / (steps))\n switch costume to (player hitbox v)\n if <touching (level v)?> then\n switch costume to (big v)\n set x to (Last Value)\n set [x v] to [0]\n end\n set [x-pos v] to (x position)\n set [last value v] to (y position)\n switch costume to (big v)\n change y by ((Y) / (steps))\n switch costume to (player hitbox v)\n if <([abs v] of (x-pos) ) > [260]> then\n if <(x-pos) > [0]> then\n set x to (260)\n else\n set x to (-260)\n end\n end\n if <touching (level v)?> then\n switch costume to (big v)\n set y to (Last Value)\n if <[1] < (Falling)> then\n start sound (join [land] (pick random (1) to (2)))\n end\n if <(Y) < [0]> then\n set [falling v] to [0]\n end\n set [y v] to [0]\n end\n switch costume to (big v)\n set x to (x-pos)\nend\nswitch costume to (costume)\n\nwhen flag clicked\ngo to x: (-270) y: (-30)\npoint in direction (90)\nerase all\ngo to [front v] layer\nset [x v] to [20]\nset [y v] to [5]\nset [speed v] to [5]\nset [f=g{\frac{m_1m_2}{r^2}} v] to [-1]\nset [resist v] to [0.97]\nset [bounce v] to [0]\nforever\n if <(mode) = [1]> then\n pen down\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(Falling) < [2]> then\n if <(Y) = [0]> then\n start sound [jump v]\n end\n set [y v] to [13]\n end\n end\n if <[6] > ([abs v] of (X) )> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1.5)\n end\n end\n if <key (space v) pressed?> then\n set [mode v] to [2]\n end\n set [x v] to ((X) * (0.8))\n change [y v] by (-1)\n Move-in steps (([abs v] of (X) ) + ([abs v] of (Y) ))\n if <(([abs v] of ((round ((X) * (100))) / (100)) ) + (([abs v] of (Y) ) - (1))) > [0]> then\n set [id v] to [1]\n create clone of (_myself_ v)\n end\n trail\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n pen up\n switch costume to (hitbox splash v)\n point in direction (pick random (0) to (360))\n move (pick random (20) to (30)) steps\n point in direction (pick random (0) to (360))\n if <touching (spikes v)?> then\n set [color v] effect to (0)\n change size by (50)\n end\n switch costume to (pick random (1) to (3))\n change [brightness v] effect by (pick random (-10) to (10))\n change [color v] effect by (pick random (-5) to (5))\n if <<[100] > (distance to [player v])> and <(mode) = [1]>> then\n stamp\n end\n delete this clone\nend\n\ndefine trail\nset rotation style [left-right v]\nif <not <(X) = [0]>> then\n point in direction (X)\nend\nset [fisheye v] effect to ((Y) * (2.3))\nset [whirl v] effect to (([abs v] of (X) ) * (-13))\nif <touching (spikes v)?> then\n set [color v] effect to (0)\nelse\n set [color v] effect to ((COLOR) * (2))\nend\nset [costume v] to (costume [name v])\nswitch costume to (custom pen v)\nset size to (pick random (90) to (105)) %\nstamp\nswitch costume to (costume)\nset size to (100) %\nset [color v] effect to ((COLOR) * (2))\n\nwhen [space v] key pressed\n\ngo to x: (-186) y: (-50)\npoint in direction (90)\nerase all\npen down\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\n\nwhen [r v] key pressed\npen up\ngo to x: (-186) y: (-50)\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\npen down\n\nwhen flag clicked\nforever\n if <(mode) = [1]> then\n if <<touching (spikes v)?> or <(y position) < [-250]>> then\n start sound [die v]\n broadcast (death v)\n set pen color to (#ff0000)\n particles\n change pen size by (50)\n wait (0) seconds\n pen up\n clear graphic effects\n set [color v] effect to ((COLOR) * (2))\n go to x: (-270) y: (-40)\n point in direction (90)\n go to [front v] layer\n set [x v] to [20]\n set [y v] to [4]\n change pen size by (-50)\n pen down\n end\n if <(x position) > [260]> then\n broadcast (next v) and wait\n clear graphic effects\n go to x: (-270) y: (-40)\n point in direction (90)\n erase all\n pen down\n go to [front v] layer\n set [x v] to [20]\n set [y v] to [5]\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n if <(mode) = [1]> then\n switch costume to (player_blink v)\n wait (0.2) seconds\n switch costume to (player v)\n wait (pick random (5) to (20)) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(mode) = [1]> then\n show\n change [fisheye v] effect by (([sin v] of ((timer) * (200)) ) * (3))\n else\n set pen (color v) to (COLOR)\n if <(mode) = [2]> then\n show\n else\n hide\n end\n end\n set volume to (Sound) %\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n show\n switch costume to (join [particles] (pick random (2) to (4)))\n set size to (100) %\n set pen size to (20)\n set [speed x v] to (pick random (-10) to (10))\n set [speed y v] to (pick random (0) to (5))\n change [speed y v] by (6)\n forever\n pen down\n set [speed x v] to ((speed x) * (RESIST))\n set [speed y v] to (((speed y) * (RESIST)) + (F=G{\frac{m_1m_2}{r^2}}))\n turn right ((speed x) * (5)) degrees\n set rotation style [all around v]\n go to x: ((x position) + (speed x)) y: ((y position) + (speed y))\n if <touching (_edge_ v)?> then\n delete this clone\n end\n if <touching (level v)?> then\n start sound [splash v]\n set [id v] to [3]\n create clone of (_myself_ v)\n delete this clone\n end\n end\nend\n\ndefine particles\nset [id v] to [2]\nrepeat (pick random (3) to (5))\n create clone of (_myself_ v)\nend\n\nset [f=g{\frac{m_1m_2}{r^2}} v] to [-1]\nset [resist v] to [0.97]\nset [bounce v] to [-0.5]\n\nwhen I start as a clone\nif <(ID) = [3]> then\n set size to (100) %\n if <(speed y) > [0]> then\n point in direction ([atan v] of ((speed x) / (speed y)) )\n else\n point in direction (([atan v] of ((speed y) / (speed y)) ) - (180))\n end\n move (20) steps\n point in direction (pick random (0) to (360))\n switch costume to (pick random (1) to (3))\n change [brightness v] effect by (pick random (-10) to (10))\n change [color v] effect by (pick random (-5) to (5))\n stamp\n delete this clone\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next v]\nset [color v] effect to ((COLOR) * (2))\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\nchange [level v] by (1)\n\n@Ngativ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n if <<(mode) = [1]> or <(mode) = [2]>> then\n show\n switch costume to (Level)\n else\n hide\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next v]\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (5)\nend\n\n@UI\n\nwhen I start as a clone\nif <(ID) = [10]> then\n forever\n if <<(mode) = [1]> or <(mode) = [2]>> then\n show\n set size to (120) %\n go to x: (-187) y: (155)\n switch costume to (costume1 v)\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [11]> then\n forever\n if <<(mode) = [1]> or <(mode) = [2]>> then\n show\n set size to (120) %\n go to x: (-140) y: (155)\n switch costume to (letter (1) of (Level))\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [12]> then\n forever\n if <<(mode) = [1]> or <(mode) = [2]>> then\n show\n set size to (120) %\n go to x: (-128) y: (155)\n switch costume to (letter (2) of (Level))\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nerase all\nhide\ngo to [front v] layer\nsetup\n\nwhen I start as a clone\nif <(ID) = [1]> then\n forever\n if <(mode) = [0]> then\n set [color v] effect to ((COLOR) * (2))\n switch costume to (title v)\n set size to (60) %\n go to x: (0) y: (80)\n show\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n forever\n if <(mode) = [0]> then\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [2]\n show\n go to x: (0) y: (0)\n switch costume to (play v)\n change size by ((((60) + (<touching (mouse-pointer v)?> * (10))) - (size)) / (5))\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse) = [-]>> then\n start sound [click v]\n broadcast (play v)\n set [mode v] to [1]\n broadcast (spawn v)\n set [mouse v] to [true]\n else\n set [mouse v] to [false]\n end\n else\n set [mouse v] to [-]\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n set [music v] to [100]\n forever\n if <<(mode) = [0]> or <(mode) = [2]>> then\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [3]\n show\n go to x: (-63) y: (-60)\n change size by ((((60) + (<touching (mouse-pointer v)?> * (10))) - (size)) / (5))\n switch costume to (join [Music] (Music))\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse) = [-]>> then\n set [music v] to ((((Music) - (50)) * (-1)) + (50))\n switch costume to (join [Music] (Music))\n set [mouse v] to [false]\n start sound [click v]\n else\n set [mouse v] to [false]\n end\n else\n set [mouse v] to [-]\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [8]> then\n forever\n if <(mode) = [2]> then\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [8]\n show\n go to x: (0) y: (0)\n change size by ((((60) + (<touching (mouse-pointer v)?> * (10))) - (size)) / (5))\n switch costume to (home v)\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse) = [-]>> then\n erase all\n set [mode v] to [0]\n set [mouse v] to [true]\n start sound [click v]\n else\n set [mouse v] to [false]\n end\n else\n set [mouse v] to [-]\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [9]> then\n forever\n if <(mode) = [2]> then\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [9]\n show\n go to x: (0) y: (60)\n change size by ((((60) + (<touching (mouse-pointer v)?> * (10))) - (size)) / (5))\n switch costume to (resume v)\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse) = [-]>> then\n set [mode v] to [1]\n broadcast (spawn v)\n set [mouse v] to [true]\n start sound [click v]\n else\n set [mouse v] to [false]\n end\n else\n set [mouse v] to [-]\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [4]> then\n set [sound v] to [100]\n forever\n if <<(mode) = [0]> or <(mode) = [2]>> then\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [4]\n show\n go to x: (63) y: (-60)\n change size by ((((60) + (<touching (mouse-pointer v)?> * (10))) - (size)) / (5))\n switch costume to (join [Sound] (Sound))\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse) = [-]>> then\n set [sound v] to ((((Sound) - (50)) * (-1)) + (50))\n switch costume to (join [Sound] (Sound))\n set [mouse v] to [false]\n start sound [click v]\n else\n set [mouse v] to [false]\n end\n else\n set [mouse v] to [-]\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n set [sound v] to [100]\n forever\n if <(mode) = [0]> then\n set [id v] to [0]\n create clone of (_myself_ v)\n set [id v] to [5]\n show\n go to x: (0) y: (-120)\n set size to (60) %\n switch costume to (color v)\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n set [sound v] to [100]\n set x to (62)\n set [color v] to ((((x position) + (61)) / (2.04)) + (10))\n forever\n if <(mode) = [0]> then\n show\n set y to (-120)\n switch costume to (color slider v)\n change size by ((((30) + (<touching (mouse-pointer v)?> * (10))) - (size)) / (5))\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse) = [-]>> then\n start sound [click v]\n repeat until <not <mouse down?>>\n set [color v] to ((((x position) + (61)) / (2.04)) + (10))\n set x to (mouse x)\n if <(mouse x) > [92]> then\n set x to (92)\n end\n if <[-61] > (mouse x)> then\n set x to (-61)\n end\n end\n set [mouse v] to [true]\n else\n set [mouse v] to [false]\n end\n else\n set [mouse v] to [-]\n end\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [7]> then\n set [sound v] to [100]\n forever\n if <(mode) = [0]> then\n show\n go to x: (0) y: (-120)\n set size to (60) %\n switch costume to (preview v)\n set [color v] effect to ((COLOR) * (2))\n else\n hide\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n set volume to (Sound) %\nend\n\ndefine setup\nset [mode v] to [0]\nset [id v] to [0]\nrepeat (12)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID) = [0]> then\n go [backward v] (11) layers\n if <(y position) = [-60]> then\n switch costume to (shadow_smal v)\n else\n switch costume to (shadow_big v)\n end\n show\n change size by (((size) - (60)) * (0.7))\n change [ghost v] effect by (((size) - (60)) * (4))\n wait (0) seconds\n delete this clone\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n
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⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓Paintsplash⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓\n\n-move with the arrow keys or WASD\n-pause the game with space\n\n-can you find the five hidden smiley faces?\n\nyou try to navigate through an invisible platformer. Fortunately you are a litle slime blob which is soaked in paint so you can mark your path and dont have to remember where to go. \nGood luck and have fun.\n\n\n⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓Paintspash⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓⁓\n\n-Bewegung mit den Pfeiltasten oder WASD\n-Anhalten des Spiels mit der Leertaste\n\n-kannst du die fünf versteckten Smileys finden?\n\nDu versuchst durch einen unsichtbaren Platformer zu navigieren. Zum Glück bist du ein kleiner Schleimblob, der in Farbe getränkt ist, so dass du deinen Weg markieren kannst und dich nicht daran erinnern musst, wohin du gehen musst. \nViel Glück und viel Spaß.\n\ntags:\n#platformer #Jump_’n’_Run #invisible #paint #blob #spikes #color #colour #splash
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⊹₊· ˚ E X P L O R E ˚·₊⊹ | A Platformer #Games #Art ihcm
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@Stage\n\nplay sound [pop v] until done\n\nwhen flag clicked\nplay sound [3 - Fresh v] until done\n\n@Player\n\ndefine Walljump Y\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 Walljump X\nrepeat (8)\n if <touching (level v)?> then\n change y by (1)\n end\nend\nif <touching (level v)?> then\n change y by (-8)\n repeat until <not <touching (level v)?>>\n change x by ((([abs v] of (XV) ) / (XV)) * (-1))\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(XV) < [0]> then\n set [xv v] to ((Speed) * (6))\n else\n set [xv v] to ((Speed) * (-6))\n end\n set [yv v] to ((Jump Height) - (3))\n else\n set [xv v] to [0]\n end\nend\n\ndefine JR\nif <<(YV) > [0]> and <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n change [yv v] by (-0.9)\nend\n\nwhen flag clicked\nset [dadf v] to [1]\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (80) %\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <not <touching (water v)?>> then\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 [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 point in direction (-90)\n change [xv v] by ((Speed) * (-1))\n end\n end\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [Exit Water v]\n set [yv v] to [8]\n end\n change [yv v] by (-0.1)\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 [xv v] by (0.1)\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 [xv v] by (-0.1)\n end\n end\n if <touching (water2 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yv v] to [8]\n end\n change [yv v] by (0)\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 [xv v] by (0.5)\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 [xv v] by (-0.5)\n end\n end\n set [xv v] to ((XV) * (Friction))\n change x by (XV)\n Walljump X\n change [yv v] by ((Gravity) * (-1))\n change y by (YV)\n Walljump Y\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 start sound [J5 v]\n set [yv v] to (Jump Height)\n end\n change y by (1)\n JR\n if <(x position) > [230]> then\n start sound [confetti v]\n broadcast (Next v)\n change [lvl v] by (1)\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching (tramp v)?> then\n set [yv v] to [25]\n end\n if <<<touching (spikes v)?> or <touching (lava v)?>> or <(y position) < [-170]>> then\n start sound [Crunch v]\n broadcast (Fail v)\n go to x: (-200) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\nwhen flag clicked\nset [lvl v] to [1]\nset [speed v] to [2]\nset [friction v] to [0.8]\nset [jump height v] to [13]\nset [gravity v] to [1]\n\nbroadcast (Fail v)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\nwhen I receive [fail v]\nrepeat (3)\n change y by (-4)\n wait (0) seconds\n change y by (4)\n wait (0) seconds\nend\nset y to (0)\nset x to (0)\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\nwhen I receive [fail v]\nrepeat (3)\n change y by (-4)\n wait (0) seconds\n change y by (4)\n wait (0) seconds\nend\nset y to (0)\nset x to (0)\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@coolio\n\nwhen flag clicked\nforever\n switch costume to (Lvl)\nend\n\nwhen I receive [fail v]\nrepeat (3)\n change y by (-4)\n wait (0) seconds\n change y by (4)\n wait (0) seconds\nend\nset y to (0)\n\n@Tramp\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (Lvl)\nend\n\n@Coins\n\ndefine Spin\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nhide\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]\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 turn right (8) degrees\n change y by (Coin Y)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nSpin\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 flag clicked\nhide\nset [coins: frame v] to [0]\nset [coinscollected v] to [0]\nif <(Lvl) = [1]> then\n Clone At X: [-25] [-50] At Size: [100] [0]\n Clone At X: [51] [-50] At Size: [100] [0.3]\n wait until <(Lvl) = [2]>\nend\noof\nif <(Lvl) = [2]> then\n Clone At X: [51] [-70] At Size: [100] [0]\n Clone At X: [120] [-70] At Size: [100] [0.3]\n Clone At X: [189] [-70] At Size: [100] [0.3]\nend\noof\nwait until <(Lvl) = [3]>\nif <(Lvl) = [3]> then\n Clone At X: [20] [50] At Size: [100] [0]\n Clone At X: [120] [50] At Size: [100] [0.3]\nend\noof\nwait until <(Lvl) = [4]>\nif <(Lvl) = [4]> then\n Clone At X: [0] [0] At Size: [100] [0.3]\nend\noof\nwait until <(Lvl) = [5]>\nif <(Lvl) = [5]> then\n Clone At X: [0] [0] At Size: [100] [0.3]\n Clone At X: [50] [0] At Size: [100] [0.3]\n Clone At X: [100] [0] At Size: [100] [0.3]\n Clone At X: [150] [0] At Size: [100] [0.3]\nend\noof\nwait until <(Lvl) = [6]>\nif <(Lvl) = [6]> then\n Clone At X: [63] [-91] At Size: [100] [0.3]\nend\noof\nwait until <(Lvl) = [7]>\nif <(Lvl) = [7]> then\n Clone At X: [-14] [38] At Size: [100] [0.3]\nend\noof\n\nwait until <(Lvl) = [10]>\nif <(Lvl) = [10]> then\n Clone At X: [0] [0] At Size: [100] [0.3]\n Clone At X: [50] [0] At Size: [100] [0.3]\n Clone At X: [100] [0] At Size: [100] [0.3]\n Clone At X: [150] [0] At Size: [100] [0.3]\nend\n\nif <(Lvl) = [10]> then\n Clone At X: [-51] [-50] At Size: [100] [0]\n Clone At X: [51] [-50] At Size: [100] [0.3]\nend\nif <(Lvl) = [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 <(Lvl) = [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 <(Lvl) = [13]> then\n Clone At X: [110] [-10] At Size: [200] [0]\nend\nif <(Lvl) = [17]> then\n Clone At X: [21] [-20] At Size: [100] [0]\n Clone At X: [-175] [131] At Size: [100] [0]\nend\nif <(Lvl) = [18]> then\n Clone At X: [-158] [101] At Size: [100] [0]\n Clone At X: [-6] [-63] At Size: [100] [0]\nend\nif <(Lvl) = [19]> then\n Clone At X: [110] [-60] At Size: [100] [0]\n Clone At X: [-26] [145] At Size: [100] [0]\nend\nif <(Lvl) = [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\nClone At X: [189] [-70] At Size: [100] [0.3]\n\nif <(Lvl) = [3]> then\n\nClone At X: [20] [50] At Size: [100] [0]\nClone At X: [120] [50] At Size: [100] [0.3]\n\nClone At X: [50] [0] At Size: [100] [0.3]\n\ndefine oof\n\nwhen I receive [next v]\nrepeat (10)\n delete this clone\nend\ndelete this clone\n\n@Water\n\nwhen flag clicked\nhide\n\ngo [backward v] (10) layers\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n set [ghost v] effect to (55)\n switch costume to (Lvl)\nend\n\nwait until <(Lvl) = [11]>\ngo [forward v] (5) layers\n\nwhen flag clicked\nbroadcast (Animation Start v)\n\n@Water2\n\nwhen flag clicked\nhide\n\ngo [backward v] (10) layers\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\ngo [forward v] (1) layers\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (0)\n switch costume to (Lvl)\nend\n\nset y to (([sin v] of ((timer) * (100)) ) * (5))\n\nwait until <(Lvl) = [11]>\ngo [forward v] (5) layers\n\nwhen flag clicked\nbroadcast (Animation Start v)\n\n@fail\n\nwhen I receive [fail v]\nshow\nrepeat (4)\n change [ghost v] effect by (20)\nend\nhide\nset [ghost v] effect to (0)\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\nwait () seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\ngo to [front v] layer\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen I receive [start! v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-2)\n end\n repeat (7)\n change y by (1)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nswitch costume to (player2 v)\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (player2 v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (player v)\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo [backward v] (1) layers\nforever\n broadcast (t v)\nend\n\nwhen I receive [t v]\ngo to (player v)\n\n
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⊹₊· ˚ E X P L O R E | Mobile Platformer ˚·₊⊹\n⊹₊· ˚ ⠀D O R R A vibes ⊹₊· ˚ ⠀\n\nTOP LOVED!! - 2022/07/18 ★TYSM★\n\n➥ Difficulty 6/10\nㅤㅤnote: you can only advertise if you follow me!!\n\nㅤㅤ〉Extra info about this project ✎\nㅤㅤㅤ♫ E.VAX - Karst\nㅤㅤㅤMade in: 14 hours for @wowyok game jam\n \n 〉Changelog ✎\n 01/07/2022\n Initial Release\n\n〉Credits for this project ✎\n @250119code2 for the coins (edited by me(!\n @-GentooPenguin- for the death effect!\n @ -AlphaK- for some art!\n @jarvin36 for some art! (edited by me)\n @holybird3 for detector! (edited by me)\n @-simplestudios-- for player 1 art\n @JtheJet for the bg\nㅤ\nComment “ISR(International Super Reader)” if you read upto here.\nㅤㅤ\n#games #music #art platformer griffpatch ceebee -ekdaukin 9cj9 explorer game fun cube cool arcade water coin\n\nFollow me for more epic games.\nHave a nice day.\nSigning off I'm @Ihcm\n\nSunset platformer! : https://scratch.mit.edu/projects/795173275 (Owner of project)
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Ice pillar Platformer / 氷柱プラットフォーマー
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nforever\n play sound [BGM2 v] until done\nend\n\n@キャラ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-193) y: (40)\nset size to (100) %\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nset [動き v] to [はい]\nswitch costume to (黒黒 v)\nset rotation style [left-right v]\nforever\n if <(動き) = [はい]> then\n プログラム\n end\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(ステージ) = [15]>\n wait (1) seconds\n change [time v] by (1)\nend\n\ndefine プログラム\nchange [y v] by (-1)\nchange y by (Y)\nif <<[0] < (Y)> and <touching (地面 v)?>> then\n change y by ((0) - (Y))\nend\nif <touching (地面 v)?> then\n change y by ((Y) - ((Y) * (1.8)))\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 start sound [Zoop v]\n set [y v] to [12]\n end\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (0.8)\n point in direction (90)\nend\nif <(Y) < [0.01]> then\n set [x v] to ((X) * (0.96))\nelse\n set [x v] to ((X) * (0.9))\nend\nchange x by (X)\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [Zoop v]\n set [y v] to [14]\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\nend\nif <<<touching (とげ v)?> or <(y position) < [-178]>> or <touching (氷柱 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [y v] to [0]\n set [x v] to [0]\n hide\n if <(ステージ) = [7]> then\n go to x: (-200) y: (70)\n else\n go to x: (-200) y: (40)\n end\n clear graphic effects\n show\n wait (0.1) seconds\n set [x v] to [0]\nend\nif <<[235] < (x position)> and <not <(ステージ) = [15]>>> then\n broadcast (次 v)\n hide\n if <(ステージ) = [7]> then\n go to x: (-200) y: (70)\n else\n go to x: (-200) y: (35)\n end\n change [ステージ v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n show\n wait (0.1) seconds\n set [x v] to [0]\nend\n\nwhen I receive [でかなれ v]\nset size to (140) %\n\nwhen I receive [普通や v]\nset size to (100) %\n\nwhen I receive [青い v]\nswitch costume to (青 v)\n\nwhen I receive [赤い v]\nswitch costume to (あか v)\n\nwhen I receive [黒 v]\nswitch costume to (黒黒 v)\n\nwhen I receive [10 v]\nhide\nif <(ステージ) = [7]> then\n go to x: (-200) y: (70)\nelse\n go to x: (-200) y: (35)\nend\nset [x v] to [0]\nset [y v] to [0]\nclear graphic effects\nshow\nwait (0.1) seconds\nset [x v] to [0]\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (-24)\nshow\nswitch costume to (1 v)\n\nwhen I receive [次 v]\nnext costume\n\nwhen [timer v] > (0.01)\npoint in direction (90)\nhide\n\nwhen I receive [10 v]\nswitch costume to (ステージ)\n\n@とげ\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [次 v]\nnext costume\n\nwhen I receive [隠しステージ v]\nswitch costume to (コスチューム2 v)\n\nwhen [timer v] > (0.01)\npoint in direction (90)\nhide\n\nwhen I receive [10 v]\nswitch costume to (ステージ)\n\n@背景\n\nwhen flag clicked\ngo to x: (0) y: (-24)\nshow\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\npoint in direction (90)\n\nwhen I receive [次 v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [隠しステージ v]\nswitch costume to (コスチューム20 v)\n\nwhen [timer v] > (0.01)\nhide\n\nwhen I receive [10 v]\nswitch costume to (ステージ)\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\n\n@time\n\nwhen I start as a clone\nshow\n\nwhen I receive [次 v]\nwait (0.01) seconds\nif <(ステージ) = [15]> then\n go to x: (-105) y: (140)\n set [場所 v] to [1]\n repeat (length of (Time))\n switch costume to (letter (場所) of (Time))\n create clone of (_myself_ v)\n change x by (25)\n change [場所 v] by (1)\n end\n go to [back v] layer\n switch costume to (タイム v)\n go to x: (-170) y: (140)\n show\nend\n\nwhen flag clicked\nhide\n\n@氷柱\n\nwhen I receive [次 v]\ngo to [back v] layer\nhide\nwait (0.01) seconds\nif <(ステージ) = [6]> then\n repeat until <(ステージ) = [7]>\n if <(ステージ) = [6]> then\n go to x: (-140) y: (150)\n create clone of (_myself_ v)\n wait (1.5) seconds\n if <(ステージ) = [6]> then\n change x by (50)\n end\n create clone of (_myself_ v)\n wait (1.5) seconds\n if <(ステージ) = [6]> then\n go to x: (100) y: (150)\n end\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\nend\nif <(ステージ) = [7]> then\n repeat until <(ステージ) = [8]>\n if <(ステージ) = [7]> then\n go to x: (60) y: (150)\n create clone of (_myself_ v)\n wait (1.5) seconds\n if <(ステージ) = [7]> then\n go to x: (150) y: (150)\n end\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\n end\nend\nif <(ステージ) = [9]> then\n repeat until <(ステージ) = [10]>\n if <(ステージ) = [9]> then\n go to x: (-120) y: (150)\n create clone of (_myself_ v)\n wait (0.2) seconds\n repeat (5)\n if <(ステージ) = [9]> then\n change x by (60)\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\n end\n end\n end\nend\nif <(ステージ) = [11]> then\n repeat until <(ステージ) = [12]>\n wait until <[-110] < ([x position v] of [キャラ v])>\n go to x: (-60) y: (200)\n create clone of (_myself_ v)\n wait (0.5) seconds\n go to x: (-10) y: (200)\n create clone of (_myself_ v)\n wait (0.5) seconds\n go to x: (pick random (15) to (30)) y: (200)\n create clone of (_myself_ v)\n wait (1.5) seconds\n end\nend\nif <(ステージ) = [13]> then\n repeat until <(ステージ) = [14]>\n wait until <[-140] < ([x position v] of [キャラ v])>\n go to x: (-90) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (-20) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (40) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (100) y: (200)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\nif <(ステージ) = [14]> then\n repeat until <(ステージ) = [15]>\n wait until <[-80] < ([x position v] of [キャラ v])>\n go to x: (-50) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (0) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (50) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (155) y: (200)\n create clone of (_myself_ v)\n wait (0.25) seconds\n go to x: (210) y: (200)\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nset [y v] to [0]\nshow\nrepeat until <<<touching color (#14ecff)?> or <touching color (#f99f32)?>> or <(y position) < [-200]>>\n change y by (y)\n change [y v] by (-0.8)\nend\nrepeat (8)\n next costume\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [次 v]\ndelete this clone\n\n@隠しマグマ\n\nwhen I receive [次 v]\nwait (0.01) seconds\nif <(ステージ) = [14]> then\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n show\n go to [front v] layer\n repeat until <(ステージ) = [15]>\n go to [front v] layer\n if <touching (キャラ v)?> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n hide\nend\nif <(ステージ) = [15]> then\n hide\nend\n\n@コマンド\n\nwhen flag clicked\ngo to x: (-180) y: (-150)\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nset [動き v] to [いいえ]\nhide\nask [What is the command? /コマンドは何ですか?] and wait\nif <(answer) = [snow/weather]> then\n broadcast (雪ふれ v)\nend\nif <(answer) = [sun/weather]> then\n broadcast (晴れでええ v)\nend\nif <(answer) = [big-platformer]> then\n broadcast (でかなれ v)\nend\nif <(answer) = [Usually-platformer]> then\n broadcast (普通や v)\nend\nif <(answer) = [color/blue]> then\n broadcast (青い v)\nend\nif <(answer) = [color/red]> then\n broadcast (赤い v)\nend\nif <(answer) = [color/black]> then\n broadcast (黒 v)\nend\nif <(answer) = [color/black]> then\n broadcast (黒 v)\nend\nif <(answer) = [tp/10]> then\n set [ステージ v] to [10]\n broadcast (10 v)\nend\nif <(answer) = [tp/12]> then\n set [ステージ v] to [12]\n broadcast (10 v)\nend\nif <(answer) = [to/15]> then\n set [ステージ v] to [15]\n broadcast (10 v)\nend\nset [動き v] to [はい]\nshow\n\nwhen [timer v] > (0.01)\nhide\n\n@雪\n\nwhen flag clicked\nhide\n\nwhen I receive [雪ふれ v]\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-250) to (250)) y: (250)\nshow\nrepeat until <(y position) < [-179]>\n change x by (pick random (-0.8) to (0.8))\n change y by (-2)\nend\ndelete this clone\n\nwhen I receive [晴れでええ v]\nstop [other scripts in sprite v]\n\n@かげ\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\ngo to x: (0) y: (-24)\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [次 v]\nnext costume\ngo to [front v] layer\n\n@タイム表示\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait (0.01) seconds\ndelete this clone\n\nwhen flag clicked\nrepeat until <(ステージ) = [15]>\n hide\n go to [front v] layer\n set [場所 v] to [1]\n ちめ\n go to x: (-220) y: (130)\nend\n\ndefine ちめ\nrepeat (length of (Time))\n switch costume to (letter (場所) of (Time))\n create clone of (_myself_ v)\n change [場所 v] by (1)\n change x by (25)\nend\n\n@タイム板\n\nwhen flag clicked\ngo to x: (-165) y: (144)\nshow\nrepeat until <(ステージ) = [15]>\n go to [front v] layer\nend\nhide\n\nwhen [timer v] > (0.01)\nhide\n\n
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▶︎↓↓↓↓↓こっちもみてね↓↓↓↓↓\nhttps://scratch.mit.edu/projects/794314750/\n\n▶︎量産型かどうかの基準は僕にはわかりません。\n誰か教えてほしいです。\n\n▶︎日本語はした\n[English]\nTap or arrow keys to operate.\n\nThat is it\n\n▶︎Ice pillars are falling on the stage on the way.\n\nYou can't even hit the debris.\n\n▶︎There is a command function.\n\nI'll add it soon.\n\n▶︎Next time!\n\nTap Tap Basketball\n\nLook forward to it!\n\n= Please hope for transcendent diffusion. =\n\n[日本語]\nタップまたは矢印キーで操作です。\n以上\n\n▶︎途中のステージで氷柱が降ってきます。\n破片にあたってもダメです。\n▶︎コマンド機能があります。\nそのうち追加します。\n\n▶︎次回!\nタップタップバスケ\nお楽しみに!\n\n=超絶拡散希望お願いします。=\n
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Pokemon a platformer
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@Stage\n\n@Player\n\ndefine X velocity\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or > then\n change [x velocity v] by (1)\n switch costume to (costume1 v)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or > then\n change [x velocity v] by (-1)\n switch costume to (costume2 v)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <<touching (ground v)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (barrier v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (barrier 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)?> or <touching (barrier 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)?> or <touching (barrier v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> 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 Death\nif <touching (spikes. lava, holes, etc. v)?> then\n broadcast (DIE v)\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\ndefine Speed\nif <touching (dash v)?> then\n set [x velocity v] to [18]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <touching (thing v)?> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [start v]\nset [level v] to [1]\nhide\nshow\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 Death\n Trampoline Jump\n Speed\n Level Change\nend\n\nwhen flag clicked\nset [level v] to [0]\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nshow\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nset [time v] to [0]\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 (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\n else\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\n end\nend\n\n@Pokémon \n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [work! v]\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n go to x: (6) y: (-49)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to x: (73) y: (117)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [3]> then\n go to x: (43) y: (-54)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n go to x: (2) y: (37)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n go to x: (-44) y: (-57)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n go to x: (-5) y: (63)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n go to x: (-49) y: (79)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n go to x: (152) y: (29)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n go to x: (51) y: (-30)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n go to x: (-49) y: (77)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n go to x: (181) y: (66)\n end\nend\n\nwhen I receive [start v]\nforever\n wait (1) seconds\nend\n\nwait (3) seconds\n\nwhen flag clicked\nset [☁ name v] to [0]\nchange [☁ name v] by (1)\n\nwhen I receive [start v]\nshow\n\n@Pokeball\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n go to (player v)\n if <key (space v) pressed?> then\n show\n glide (1) secs to (pokémon v)\n broadcast (WORK! v)\n switch costume to (costume1 v)\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume5 v)\n wait (0.5) seconds\n switch costume to (costume6 v)\n wait (1) seconds\n hide\n switch costume to (costume1 v)\n end\nend\n\n@THing\n\nwhen flag clicked\nshow\n\n@Dash\n\nwhen flag clicked\nhide\n\n@Barrier\n\nwhen flag clicked\nforever\n if <(LEVEL) = [11]> then\n show\n else\n hide\n end\nend\n\n@Choose\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Button\n\nwhen flag clicked\nhide\nshow list [read this! v]\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (250) %\n else\n set size to (200) %\n end\nend\n\nwhen flag clicked\nset size to (200) %\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n show list [read this! v]\n broadcast (Start v)\n stop [this script v]\n end\nend\n\nwhen I receive [show v]\nshow\nhide list [read this! v]\nadd [Make sure you read the instructions!] to [read this! v]\n\n@Button2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (250) %\n switch costume to (2 v)\n else\n set size to (200) %\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nset size to (200) %\n\nwhen flag clicked\nforever\n play sound [Pokémon theme song v] until done\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [start v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nrepeat (100)\n change [brightness v] effect by (1)\nend\nhide\nbroadcast (show v)\n\n
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Use arrow keys to move and space key to catch the Pokémon. Part 2 coming soon! PRESS GREEN FLAG 2 TIMES!\nThis was #16 on trending!\n\nComment: LECHONK!\n\n\n\n\n\n\n\n\n#Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials #Tutorials
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Platformer Minecraft Quiz!! 【4】
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [プレイ v]\nwait (1) seconds\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen I receive [プレイ v]\nswitch backdrop to (背景2 v)\nset volume to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (intro v)\nwait (2) seconds\nclear graphic effects\nswitch backdrop to (空 v)\n\nwhen stage clicked\nshow list [cloud記録\(☁クラウド記録\) v]\n\n@スプライト1\n\nwhen I receive [英語 v]\nwait (0.1) seconds\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [日本語 v]\nwait (0.1) seconds\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6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [英語 v]\ndelete this clone\n\nwhen I receive [日本語 v]\ndelete this clone\n\nset [☁ クリア回数 v] to [0]\nset [☁ プレイ回数☆ v] to [0]\nset [☁ 正解回数☆ v] to [0]\n\nadd (translate [旗を2回以上押してください] to (en v)::translate) to [翻訳よう v]\n\nwhen flag clicked\nset [言語\(1日本語 2英語\) v] to [1]\nhide\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4 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-130) y: (100)\nend\nif <(costume [number v]) = [2]> then\n go to x: (-130) y: (30)\nend\nif <(costume [number v]) = [3]> then\n go to x: (-130) y: (-40)\nend\nif <(costume [number v]) = [4]> then\n go to x: (-130) y: (100)\nend\nif <(costume [number v]) = [5]> then\n go to x: (-130) y: (30)\nend\nif <(costume [number v]) = [6]> then\n go to x: (-130) y: (-40)\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set size to (75) %\n else\n set size to (70) %\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <<(costume [number v]) = [1]> or <(costume [number v]) = [4]>> then\n broadcast (プレイ v)\n change [☁ プレイ回数☆ v] by (1)\n end\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [5]>> then\n hide list [cloud記録\(☁クラウド記録\) v]\n wait (1) seconds\n end\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [6]>> then\n if <(言語\(1日本語 2英語\)) = [1]> then\n set [言語\(1日本語 2英語\) v] to [2]\n broadcast (英語 v)\n say [English] for (1) seconds\n else\n set [言語\(1日本語 2英語\) v] to [1]\n broadcast (日本語 v)\n say [日本語] for (1) seconds\n end\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [プレイ v]\ndelete this clone\n\nwhen flag clicked\nshow list [cloud記録\(☁クラウド記録\) v]\nforever\n replace item (2) of [cloud記録\(☁クラウド記録\) v] with (join (☁ プレイ回数☆) [回])\n replace item (5) of [cloud記録\(☁クラウド記録\) v] with (join (☁ クリア回数) [回])\n replace item (8) of [cloud記録\(☁クラウド記録\) v] with (join (((☁ クリア回数) / (☁ プレイ回数☆)) * (100)) [%])\n replace item (11) of [cloud記録\(☁クラウド記録\) v] with (join (☁ 正解回数☆) [回])\nend\n\ndelete all of [cloud記録\(☁クラウド記録\) v]\nadd (join [☁プレイ回数] (join [ ] (join [\(] (join (translate [☁プレイ回数] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [☁クリア回数] (join [ ] (join [\(] (join (translate [☁クリア回数] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [☁クリア率] (join [ ] (join [\(] (join (translate [☁クリア率] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [☁正解回数] (join [ ] (join [\(] (join (translate [☁正解回数] to (en v)::translate) [\)])))) to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd [] to [cloud記録\(☁クラウド記録\) v]\nadd (join [他の場所をクリックで戻る] (join [\(] (join (translate [他の場所をクリックで戻る] to (en v)::translate) [\)]))) to [cloud記録\(☁クラウド記録\) v]\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n say (translate [プレイ] to (en v)::translate) for (0.5) seconds\n end\n if <(costume [number v]) = [2]> then\n say (translate [クラウド記録] to (en v)::translate) for (0.5) seconds\n end\n if <(costume [number v]) = [3]> then\n say [言語設定] for (0.8) seconds\n end\n if <(costume [number v]) = [4]> then\n say [プレイ] for (0.5) seconds\n end\n if <(costume [number v]) = [5]> then\n say [cloud記録] for (0.5) seconds\n end\n if <(costume [number v]) = [6]> then\n say (translate [言語設定] to (en v)::translate) for (0.8) seconds\n end\n end\nend\n\nset [☁ クリア回数 v] to [0]\nset [☁ プレイ回数☆ v] to [0]\nset [☁ 正解回数☆ v] to [0]\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen I receive [プレイ v]\n\nwhen I receive [プレイ v]\nwait (1) seconds\nshow\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching (spike v)?> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen I receive [プレイ v]\nhide\nset size to (60) %\ngo to x: (-220) y: (150)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nbroadcast (next v)\n\nwhen I receive [next v]\ngo to x: (-220) y: (150)\nwait (1) seconds\ngo to x: (-220) y: (150)\n\nwhen I receive [結果発表 v]\ngo to x: (-220) y: (150)\n\nwhen [space v] key pressed\ngo to x: (-220) y: (150)\n\n@road-\n\nwhen I receive [next v]\nwait (0.1) seconds\ngo to [front v] layer\ngo [backward v] (3) layers\nif <(選択肢番号) = [6]> then\n broadcast (ゴール v)\n switch costume to (コスチューム4 v)\nelse\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\ndelete all of [出題順 v]\nadd [1] to [出題順 v]\nadd [2] to [出題順 v]\nadd [3] to [出題順 v]\nadd [4] to [出題順 v]\nadd [5] to [出題順 v]\nadd [6] to [出題順 v]\nadd [7] to [出題順 v]\nadd [8] to [出題順 v]\nadd [9] to [出題順 v]\nset [出題問題 v] to (item (pick random (1) to (length of [出題順 v])) of [出題順 v])\ndelete (item # of (出題問題) in [出題順 v]) of [出題順 v]\n\nadd [10] to [出題順 v]\nadd [11] to [出題順 v]\nadd [12] to [出題順 v]\nadd [13] to [出題順 v]\nadd [14] to [出題順 v]\nadd [15] to [出題順 v]\nadd [16] to [出題順 v]\nadd [17] to [出題順 v]\nadd [18] to [出題順 v]\nadd [19] to [出題順 v]\n\nwhen I receive [プレイ v]\nshow\nswitch costume to (コスチューム1 v)\nwait (2.4) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\n\nwhen I receive [結果発表 v]\nswitch costume to (コスチューム2 v)\nwait (0.1) seconds\n\nwhen I receive [正解 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [不正解 v]\nswitch costume to (コスチューム4 v)\n\nwhen I receive [結果発表 v]\nwait (0.5) seconds\nif <not <(選択肢番号) = [0]>> then\n set [出題問題 v] to (item (pick random (1) to (length of [出題順 v])) of [出題順 v])\n delete (item # of (出題問題) in [出題順 v]) of [出題順 v]\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nadd (translate [え~どれだ?] to (en v)::translate) to [翻訳よう v]\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\n@Button1\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nshow\nwait (0) seconds\nset [ghost v] effect to (25)\ngo to [front v] layer\nforever\n go to x: (-197.5) y: (-130)\n if <mouse down?> then\n point towards (mouse-pointer v)\n if <[30] < (distance to [mouse-pointer v])> then\n move (30) steps\n else\n move (distance to [mouse-pointer v]) steps\n end\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [プレイ v]\nshow\n\n@選択肢日本語\n\nwhen flag clicked\ngo to [front v] layer\nset [選択肢番号 v] to [1]\ngo to x: (36) y: (0)\nhide\n\nwhen I receive [プレイ v]\ngo to [back v] layer\nwait (3) seconds\nswitch costume to (出題問題)\nif <(言語\(1日本語 2英語\)) = [1]> then\n show\nelse\n hide\nend\n\nwhen I receive [next v]\nhide\nwait (1) seconds\nswitch costume to (出題問題)\nif <(言語\(1日本語 2英語\)) = [1]> then\n show\nelse\n hide\nend\n\nchange [選択肢番号 v] by (1)\n\nwhen I receive [結果発表 v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [ゴール v]\nforever\n hide\nend\n\nif <(出題問題) = []> then\n switch costume to (コスチューム14 v)\nend\n\n@選択肢英語\n\nwhen flag clicked\ngo to [front v] layer\nset [選択肢番号 v] to [1]\ngo to x: (36) y: (0)\nhide\n\nwhen I receive [プレイ v]\ngo to [back v] layer\nwait (3) seconds\nswitch costume to (出題問題)\nif <(言語\(1日本語 2英語\)) = [2]> then\n show\nelse\n hide\nend\n\nwhen I receive [next v]\nhide\nwait (1) seconds\nswitch costume to (出題問題)\nchange [選択肢番号 v] by (1)\nif <(言語\(1日本語 2英語\)) = [2]> then\n show\nelse\n hide\nend\n\nwhen I receive [結果発表 v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen [space v] key pressed\nnext costume\n\nwhen I receive [ゴール v]\nforever\n hide\nend\n\nif <(出題問題) = []> then\n switch costume to (コスチューム14 v)\nend\n\n@答え日本語\n\nwhen flag clicked\nhide\n\nwhen I receive [結果発表 v]\ngo to x: (0) y: (35)\nif <(言語\(1日本語 2英語\)) = [2]> then\n hide\nelse\n show\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [結果発表 v]\nswitch costume to (出題問題)\n\nwait (1) seconds\n\n@答え英語\n\nwhen flag clicked\nhide\n\nwhen I receive [結果発表 v]\ngo to x: (0) y: (35)\nif <(言語\(1日本語 2英語\)) = [1]> then\n hide\nelse\n show\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [結果発表 v]\nswitch costume to (出題問題)\n\nwait (1) seconds\n\nadd (translate [あなたは50番目にゴールしました!] to (en v)::translate) to [翻訳よう v]\n\n@結果発表\n\nwhen flag clicked\nhide\n\nwhen I receive [結果発表 v]\nshow\n\nwhen I receive [next v]\nhide\n\nwhen I receive [正解 v]\nchange [☁ 正解回数☆ v] by (1)\nif <(言語\(1日本語 2英語\)) = [1]> then\n switch costume to (コスチューム2 v)\nelse\n switch costume to (コスチューム5 v)\nend\n\nwhen I receive [不正解 v]\nif <(言語\(1日本語 2英語\)) = [1]> then\n switch costume to (コスチューム3 v)\nelse\n switch costume to (コスチューム6 v)\nend\n\nwhen I receive [ゴール v]\nshow\nchange [☁ クリア回数 v] by (1)\nif <(言語\(1日本語 2英語\)) = [1]> then\n switch costume to (コスチューム4 v)\nelse\n switch costume to (コスチューム7 v)\nend\n\n@左\n\nwhen flag clicked\nhide\ngo to x: (-73) y: (-143)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n if <(出題問題) = [1]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [2]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [3]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [4]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [5]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [6]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [7]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [8]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [9]> then\n broadcast (正解 v)\n end\n broadcast (結果発表 v)\n end\nend\n\nif <(選択肢番号) = [0]> then\n broadcast (一番左 v)\n change [☁ プレイ回数☆ v] by (1)\nend\n\nif <(出題問題) = [10]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [11]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [12]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [13]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [14]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [15]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [16]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [17]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = []> then\n broadcast (不正解 v)\nend\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (100)\n\nif <(出題問題) = [18]> then\n broadcast (不正解 v)\nend\n\n@真ん中\n\nwhen flag clicked\nhide\ngo to x: (33) y: (-143)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n if <(出題問題) = [1]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [2]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [3]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [4]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [5]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [6]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [7]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [8]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [9]> then\n broadcast (不正解 v)\n end\n broadcast (結果発表 v)\n end\nend\n\nif <(選択肢番号) = [0]> then\n broadcast (真ん中 v)\n change [☁ 中級プレイ回数☆ v] by (1)\nend\n\nif <(出題問題) = [10]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [11]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [12]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [13]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [14]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [15]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [16]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [17]> then\n broadcast (正解 v)\nend\nif <(出題問題) = []> then\n broadcast (正解 v)\nend\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (100)\n\nif <(出題問題) = [18]> then\n broadcast (不正解 v)\nend\n\n@右\n\nwhen flag clicked\nhide\ngo to x: (135) y: (-143)\nset [ghost v] effect to (100)\nforever\n if <touching (player v)?> then\n if <(出題問題) = [1]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [2]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [3]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [4]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [5]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [6]> then\n broadcast (正解 v)\n end\n if <(出題問題) = [7]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [8]> then\n broadcast (不正解 v)\n end\n if <(出題問題) = [9]> then\n broadcast (不正解 v)\n end\n broadcast (結果発表 v)\n end\nend\n\nif <(選択肢番号) = [0]> then\n broadcast (一番右 v)\n change [☁ 激ムズプレイ回数☆ v] by (1)\nend\n\nif <(出題問題) = [10]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [11]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [12]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [13]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [14]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [15]> then\n broadcast (正解 v)\nend\nif <(出題問題) = [16]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = [17]> then\n broadcast (不正解 v)\nend\nif <(出題問題) = []> then\n broadcast (不正解 v)\nend\n\nwhen I receive [プレイ v]\nshow\nset [ghost v] effect to (100)\n\nif <(出題問題) = [18]> then\n broadcast (不正解 v)\nend\n\n@クリア回数\n\nwhen flag clicked\nhide\nforever\n switch costume to (letter (1) of (☁ クリア回数))\n set [長さ v] to [0]\n if <[1] < (length of (☁ クリア回数))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[2] < (length of (☁ クリア回数))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[3] < (length of (☁ クリア回数))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[4] < (length of (☁ クリア回数))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\n if <[5] < (length of (☁ クリア回数))> then\n change [長さ v] by (1)\n create clone of (_myself_ v)\n end\n wait (0) seconds\nend\n\nwhen I start as a clone\n位\n\ndefine 位\nset [クローン用長さ v] to (長さ)\nswitch costume to (letter ((クローン用長さ) - (-1)) of (☁ クリア回数))\nchange x by (((size) * (0.5)) * (クローン用長さ))\nwait (0.2) seconds\ndelete this clone\n\nwhen I receive [ゴール v]\nshow\n\nwhen flag clicked\nforever\n if <(言語\(1日本語 2英語\)) = [1]> then\n go to x: (-124) y: (62)\n else\n go to x: (60) y: (57)\n end\nend\n\n@探知機\n\nwhen [timer v] > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機2] []) v]) = [10000]>>)\nrepeat until <not <(変数) > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機2] []) v]) = [10000]>>)>>\n broadcast (メッセージ1 v)\nend\n\n@探知機2\n\nwhen [timer v] > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機] []) v]) = [10000]>>)\nrepeat until <not <(変数) > ((変数) - <<(distance to [(join [素材] []) v]) = [10000]> or <(distance to [(join [探知機] []) v]) = [10000]>>)>>\n broadcast (メッセージ1 v)\nend\n\n@素材\n\nwhen flag clicked\nshow\nforever\n show\n go to x: (5) y: (-53)\n switch costume to (costume1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(report) = [true]> then\n broadcast (メッセージ1 v)\n end\nend\n\ndefine クローン1\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン2\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\ncreate clone of (_myself_ v)\n\ndefine クローン3\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン4\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン5\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\ndefine クローン6\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\nwhen I start as a clone\ncreate clone of (_myself_ v)\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nクローン1\nクローン2\nクローン3\nクローン4\nクローン5\nクローン6\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nforever\n show\n go to x: (5) y: (-53)\n switch costume to (costume1 v)\n set [report v] to <<touching (mouse-pointer v)?> or <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(report) = [true]> then\n broadcast (メッセージ1 v)\n end\nend\n\nwhen [timer v] > (0)\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n set [変数 v] to (timer)\nend\n\nwhen [timer v] > (0)\nforever\n set [変数 v] to (timer)\nend\n\n
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https://scratch.mit.edu/projects/791697224\n新作音ゲー!\n\n【シリーズ作】\nPlatformer Minecraft Quiz!! 【1】⇩\nhttps://scratch.mit.edu/projects/791453235\n\nPlatformer Minecraft Quiz!! 【2】⇩\nhttps://scratch.mit.edu/projects/791840559\n\nPlatformer Minecraft Quiz!! 【3】⇩\nhttps://scratch.mit.edu/projects/793254183\n\nプラットフォーマーmusicクイズ⇩\nhttps://scratch.mit.edu/projects/623183608\n\nプラットフォーマー雑学クイズ⇩\nhttps://scratch.mit.edu/projects/662290105\n\n【連絡】\nシリーズ化決定しなければ恐らく最後となる!\nシリーズ化決定については2をみて!\n♡と☆お願いします!\nフォローもお願いしますm(_ _"m)\nあなたのフォローが力になります、、\n\n【操作方法】\n矢印キーで操作(PC)\n左下の円で操作(モバイル)\n\n【How to play】\nOperate with arrow keys (PC)\nOperate with the lower left circle (mobile)
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MINION A Scrolling Platformer DEMO
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@Stage\n\nwhen I receive [main menu v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nswitch costume to (1 v)\nbroadcast (change 1 v)\nset [skin v] to [1]\nset [move v] to [1 move]\nshow\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 end\n Position\n change [y v] by (-8)\n if <not <touching (level v)?>> then\n stop [this script v]\n end\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\nchange [sy v] by (-1)\nif <(sy) < [-17]> then\n set [sy v] to [-17]\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air?) < [3]>> then\n set [sy v] to [13]\nend\nchange [y v] by (sy)\nPosition\nTouch Y\nswitch costume to (skin)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n switch costume to (move)\n change [sx v] by (1.5)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n switch costume to (move)\n change [sx v] by (-1.5)\nend\nset [sx v] to ((sx) * (0.8))\nchange [x v] by (sx)\nPosition\nTouch X\nMove / Limit Camera\n\ndefine Position\ngo to x: ((x) - (CAM X)) y: ((y) - (CAM Y))\n\nwhen I receive [update v]\nif <(control) = [pc]> then\n Physics\nend\nif <(control) = [mobile]> then\n Physics (mobile)\nend\nif <touching color (#bd9200)?> then\n set [check x v] to [2369.743895]\n set [check y v] to [-83]\n set [check cam x v] to [2371]\n set [check cam y v] to [0]\nend\nif <touching color (#ac8400)?> then\n set [check x v] to [4059.382452]\n set [check y v] to [-84]\n set [check cam x v] to [4058]\n set [check cam y v] to [0]\nend\nif <touching color (#806200)?> then\n set [check x v] to [2256.169111]\n set [check y v] to [-72]\n set [check cam x v] to [2255]\n set [check cam y v] to [0]\nend\nif <<touching color (#1d1d1d)?> or <touching color (#b34e00)?>> then\n broadcast (blank v)\n broadcast (Main menu v)\n set [play v] to [n]\nend\n\nwhen I receive [start v]\nset size to (100) %\nSetup Var\nshow\nwait (0.1) seconds\nrepeat until <(PLAY) = [n]>\n broadcast (Update v)\nend\nbroadcast (Stop v)\n\ndefine Setup Var\nset [x v] to (check X)\nset [y v] to (Check Y)\nset [cam x v] to (Check cam x)\nset [cam y v] to (Check cam Y)\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\nif <touching color (#ff0000)?> then\n Setup Var\nend\n\nwhen I receive [stop v]\npoint in direction (90)\nset size to (300) %\ngo to x: (101) y: (-68)\n\ndefine Physics (mobile)\nchange [sy v] by (-1)\nif <(sy) < [-17]> then\n set [sy v] to [-17]\nend\nif <<(STICK Y) > [0.1]> and <(in air?) < [3]>> then\n set [sy v] to [13]\nend\nchange [y v] by (sy)\nPosition\nTouch Y\nswitch costume to (skin)\nif <(STICK X) > [0.1]> then\n point in direction (90)\n switch costume to (move)\n change [sx v] by (1.5)\nend\nif <(STICK X) < [-0.1]> then\n point in direction (-90)\n switch costume to (move)\n change [sx v] by (-1.5)\nend\nset [sx v] to ((sx) * (0.8))\nchange [x v] by (sx)\nPosition\nTouch X\nMove / Limit Camera\n\nwhen I receive [main menu v]\nset [check x v] to [0]\nset [check y v] to [0]\nset [check cam x v] to [0]\nset [check cam y v] to [0]\nshow\nset size to (300) %\ngo to x: (101) y: (-68)\nrepeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blank v)\n wait (1) seconds\n broadcast (Costume v)\n else\n if <touching (mouse-pointer v)?> then\n change size by (((400) - (size)) / (5))\n else\n change size by (((300) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [costume v]\nswitch backdrop to (chapter2 v)\ngo to x: (129) y: (-73)\nset size to (400) %\nstop [other scripts in sprite v]\nrepeat until <(PLAY) = [y]>\n if <(skin) = [1]> then\n switch costume to (1 v)\n end\n if <(skin) = [2]> then\n switch costume to (2 v)\n end\n if <(skin) = [3]> then\n switch costume to (3 v)\n end\nend\n\nwhen I receive [close settings v]\nshow\nset size to (300) %\ngo to x: (101) y: (-68)\nrepeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blank v)\n wait (1) seconds\n broadcast (Costume v)\n else\n if <touching (mouse-pointer v)?> then\n change size by (((400) - (size)) / (5))\n else\n change size by (((300) - (size)) / (5))\n end\n end\nend\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\n\nwhen I receive [ending v]\nhide\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 <(chapter) = [1]> then\n switch backdrop to (c 1 v)\n Clone Level at: [0] [0] Costume [Level1]\n Clone Level at: [480] [0] Costume [Level2]\n Clone Level at: [480] [0] Costume [Level3]\n Clone Level at: [480] [0] Costume [Level4]\n Clone Level at: [480] [0] Costume [Level5]\n Clone Level at: [480] [0] Costume [Level6]\n Clone Level at: [480] [0] Costume [Level7]\n Clone Level at: [480] [0] Costume [Level8]\n Clone Level at: [480] [0] Costume [Level9]\n Clone Level at: [480] [0] Costume [Level10]\nend\nif <(chapter) = [2]> then\n switch backdrop to (c 2 v)\n Clone Level at: [0] [0] Costume [11]\n Clone Level at: [480] [0] Costume [12]\n Clone Level at: [480] [0] Costume [13]\n Clone Level at: [480] [0] Costume [14]\n Clone Level at: [480] [0] Costume [15]\n Clone Level at: [480] [0] Costume [16]\n Clone Level at: [480] [0] Costume [17]\n Clone Level at: [480] [0] Costume [18]\n Clone Level at: [480] [0] Costume [19]\n Clone Level at: [0] [410] Costume [20]\n Clone Level at: [0] [410] Costume [21]\n Clone Level at: [480] [0] Costume [22]\n Clone Level at: [480] [0] Costume [23]\n Clone Level at: [0] [-410] Costume [24]\n Clone Level at: [0] [-410] Costume [25]\n Clone Level at: [480] [0] Costume [26]\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 [stop v]\nhide\ndelete this clone\n\nwhen I receive [ending v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nClone Level at: [480] [0] Costume [Level3]\nClone Level at: [480] [0] Costume [Level4]\nClone Level at: [480] [0] Costume [Level5]\nClone Level at: [480] [0] Costume [Level6]\nClone Level at: [480] [0] Costume [Level7]\nClone Level at: [480] [0] Costume [Level8]\nClone Level at: [480] [0] Costume [Level9]\nClone Level at: [480] [0] Costume [Level10]\n\n@Thumbnail\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Play\n\nwhen flag clicked\ngo to x: (-140) y: (12)\ngo to [back v] layer\nset [play v] to [n]\nhide\n\nwhen I receive [main menu v]\nshow\nif <(PLAY) = [n]> then\n repeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blank v)\n broadcast (play v)\n set [play v] to [y]\n set [chapter v] to [1]\n hide\n else\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n switch costume to (costume2 v)\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\n\nwhen I receive [close settings v]\nshow\nif <(PLAY) = [n]> then\n repeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (blank v)\n broadcast (play v)\n set [play v] to [y]\n set [chapter v] to [1]\n hide\n else\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n switch costume to (costume2 v)\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I receive [main menu v]\nshow\nrepeat until <(PLAY) = [y]>\n set y to ((12) + (([sin v] of ((timer) * (100)) ) * (6)))\nend\n\nwhen I receive [close settings v]\nshow\nrepeat until <(PLAY) = [y]>\n set y to ((12) + (([sin v] of ((timer) * (100)) ) * (6)))\nend\n\nchange size by (((120) - (size)) / (5))\nswitch costume to (costume2 v)\n\nwhen I receive [costume v]\nhide\nstop [other scripts in sprite v]\n\n@Mes\n\nwhen flag clicked\nif <[note v] contains (username)?> then\n hide\n broadcast (Main menu v)\nelse\n add (username) to [beta player v]\n go to [front v] layer\n show\n wait (6) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n add (username) to [note v]\n broadcast (Main menu v)\nend\n\n@Back\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nrepeat until <(PLAY) = [n]>\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (blank v)\n wait (1) seconds\n set [play v] to [n]\n switch backdrop to (backdrop1 v)\n broadcast (Main menu v)\n end\nend\n\nwhen I receive [play v]\nshow\nrepeat until <(PLAY) = [n]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (blank v)\n wait (1) seconds\n set [play v] to [n]\n switch backdrop to (backdrop1 v)\n broadcast (Main menu v)\n end\nend\n\nwhen I receive [costume v]\nshow\nrepeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n hide\n broadcast (blank v)\n wait (1) seconds\n set [play v] to [n]\n switch backdrop to (backdrop1 v)\n broadcast (Main menu v)\n end\nend\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [ending v]\nhide\nstop [other scripts in sprite v]\n\n@ Settings\n\nwhen flag clicked\nset [settings v] to [n]\nhide\n\nwhen I receive [main menu v]\nswitch costume to (costume1 v)\nshow\nrepeat until <(PLAY) = [y]>\n if <(Settings) = [n]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Settings v)\n switch costume to (costume2 v)\n set [settings v] to [y]\n else\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n switch costume to (costume3 v)\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Close settings v)\n switch costume to (costume1 v)\n set [settings v] to [n]\n else\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n switch costume to (costume4 v)\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume2 v)\n end\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\nend\n\nwhen I receive [play v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [costume v]\nstop [other scripts in sprite v]\nhide\n\n@Tab\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [settings v]\nclear graphic effects\nshow\nrepeat until <(Settings) = [n]>\n change x by (((30) - (x position)) * (0.5))\nend\n\nwhen I receive [close settings v]\nrepeat (5)\n change x by (((-90) - (x position)) * (0.5))\n change [ghost v] effect by (20)\nend\nhide\n\n@pc\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [control v] to [pc]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [settings v]\nrepeat until <(Settings) = [n]>\n if <(control) = [mobile]> then\n switch costume to (costume3 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (costume2 v)\n set [control v] to [pc]\n end\n else\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [close settings v]\nrepeat (5)\n change x by (((-90) - (x position)) * (0.5))\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [settings v]\nclear graphic effects\nshow\nrepeat until <(Settings) = [n]>\n change x by (((30) - (x position)) * (0.5))\nend\n\n@Mobile\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [control v] to [pc]\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [settings v]\nrepeat until <(Settings) = [n]>\n if <(control) = [pc]> then\n switch costume to (costume2 v)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n switch costume to (costume3 v)\n set [control v] to [mobile]\n end\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen I receive [settings v]\nclear graphic effects\nshow\nrepeat until <(Settings) = [n]>\n change x by (((30) - (x position)) * (0.5))\nend\n\nwhen I receive [close settings v]\nrepeat (5)\n change x by (((-90) - (x position)) * (0.5))\n change [ghost v] effect by (20)\nend\nhide\n\n@achievement\n\nwhen flag clicked\ngo to [back v] layer\nset [play v] to [n]\nhide\n\nwhen I receive [main menu v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [close settings v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\n\nswitch costume to (costume1 v)\nshow\nif <(PLAY) = [n]> then\n repeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Achievements v)\n set [play v] to [y]\n hide\n end\n end\nend\n\nswitch costume to (costume1 v)\n\nif <(PLAY) = [n]> then\n repeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n set [play v] to [y]\n hide\n end\n end\nend\n\nwhen I receive [costume v]\nhide\n\n@chapter\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nset [chapter v] to [1]\nwait (1) seconds\nswitch backdrop to (chapter v)\nshow\ngo to x: (1) y: (0)\ngo to [back v] layer\nrepeat until <(PLAY) = [n]>\n switch costume to (chapter)\nend\n\nwhen I receive [close settings v]\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start v]\nhide\n\n@button\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\ngo to x: (-143) y: (97)\nrepeat until <(PLAY) = [n]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [chapter v] to [1]\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\nwhen I receive [update v]\nhide\n\n@button2\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\ngo to x: (-143) y: (30)\nrepeat until <(PLAY) = [n]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [chapter v] to [2]\n end\nend\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\nwhen I receive [update v]\nhide\n\n@blank\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset [brightness v] effect to (-100)\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [blank v]\ngo to [front v] layer\nswitch costume to (pick random (10) to (12))\nshow\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (loading v)\n\nwhen I receive [load v]\nswitch costume to (pick random (10) to (12))\nshow\nrepeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (load game v)\nloading\nbroadcast (done loading v)\nbroadcast (Start v)\n\ndefine loading\nrepeat until <<(HEALTH) = (MAX HEALTH)> or <(HEALTH) > (MAX HEALTH)>>\n if <(HEALTH) > (MAX HEALTH)> then\n set [health v] to [200]\n broadcast (done v)\n else\n change [health v] by (pick random (1) to (35))\n wait (pick random (1) to (3)) seconds\n end\nend\n\nwhen I receive [done loading v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (10)\nend\nhide\n\nshow\n\n@bundles\n\n@start\n\nwhen flag clicked\ngo to x: (167) y: (-143)\ngo to [back v] layer\nset [play v] to [n]\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\nif <(PLAY) = [y]> then\n repeat until <(PLAY) = [n]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(chapter) = [4]> then\n broadcast (Warn v)\n else\n broadcast (load v)\n set [play v] to [y]\n hide\n stop [this script v]\n end\n else\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n switch costume to (costume2 v)\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [play v]\nrepeat until <(PLAY) = [n]>\n set y to ((-143) + (([sin v] of ((timer) * (200)) ) * (6)))\nend\n\nbroadcast (blank v)\n\n@shop\n\nwhen flag clicked\ngo to [back v] layer\nset [play v] to [n]\nhide\n\nwhen I receive [main menu v]\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [close settings v]\nshow\nswitch costume to (costume2 v)\n\nif <(PLAY) = [n]> then\n repeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Start v)\n set [play v] to [y]\n hide\n end\n end\nend\n\nwhen I receive [play v]\nhide\n\nwhen I receive [settings v]\nstop [other scripts in sprite v]\n\nswitch costume to (costume1 v)\nshow\nif <(PLAY) = [n]> then\n repeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (shop v)\n set [play v] to [y]\n hide\n end\n end\nend\n\nwhen I receive [costume v]\nhide\n\n@Text\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [warn v]\ngo to [front v] layer\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nwait (1) seconds\nrepeat (25)\n change [ghost v] effect by (4)\nend\n\nwhen I receive [load v]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [main menu v]\nset [ghost v] effect to (100)\nhide\n\n@Health Bar\n\nwhen flag clicked\nset [max health v] to [200]\nhide\nset [health v] to [0]\n\nwhen I start as a clone\nforever\n Position Bar\nend\n\ndefine Position Bar\ngo to x: (0) y: (-166)\nset [percent v] to ((HEALTH) / (MAX HEALTH))\nset [color v] effect to ((percent) * (50))\n\nwhen I receive [load v]\nwait (1) seconds\nshow\nswitch costume to (base v)\nset size to (300) %\ngo to [front v] layer\ncreate clone of (_myself_ v)\nswitch costume to (full v)\nrepeat until <(HEALTH) > (MAX HEALTH)>\n switch costume to (big v)\n Position Bar\n if <(percent) < [0.5]> then\n switch costume to (empty v)\n else\n switch costume to (full v)\n end\n set [width v] to ((46) * ((size) / (100)))\n change x by ((width) * (percent))\nend\n\nwhen I receive [main menu v]\nset [health v] to [0]\nhide\ndelete this clone\n\nwhen I receive [done v]\nhide\nset [health v] to [0]\ndelete this clone\n\nwhen I receive [blank v]\nset [health v] to [0]\nhide\ndelete this clone\n\nwhen I receive [start v]\nhide\nset [health v] to [0]\ndelete this clone\n\n@Scene\n\n@skin2\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [costume v]\nshow\ngo to x: (-118) y: (93)\nset size to (200) %\nrepeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [2]\n set [move v] to [2 move]\n switch costume to (2 v)\n broadcast (change 2 v)\n end\nend\n\nwhen I receive [change 1 v]\nswitch costume to (1 v)\n\nwhen I receive [change 3 v]\nswitch costume to (1 v)\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [costume v]\nwait (5) seconds\nshow\nrepeat until <(PLAY) = [y]>\n if <(skin) = [1]> then\n go to [front v] layer\n switch costume to (costume2 v)\n end\n if <(skin) = [2]> then\n go to [front v] layer\n switch costume to (costume3 v)\n end\n if <(skin) = [3]> then\n go to [front v] layer\n switch costume to (costume4 v)\n end\nend\n\n@Level2\n\nwhen I receive [update v]\nPosition ((x) - (CAM X)) ((y) - (CAM Y))\n\nwhen I receive [start v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(chapter) = [1]> then\n Clone Level at: [1920] [0] Costume [Level5]\n Clone Level at: [480] [0] Costume [Level6]\n Clone Level at: [480] [0] Costume [Level2]\n Clone Level at: [480] [0] Costume [Level3]\n Clone Level at: [480] [0] Costume [Level4]\n Clone Level at: [480] [0] Costume [Level7]\nend\nif <(chapter) = [2]> then\n Clone Level at: [960] [0] Costume [7]\n Clone Level at: [960] [0] Costume [8]\n Clone Level at: [480] [0] Costume [9]\n Clone Level at: [480] [0] Costume [10]\n Clone Level at: [2400] [0] Costume [11]\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 [stop v]\nhide\ndelete this clone\n\nwhen I receive [ending v]\nhide\ndelete this clone\n\nClone Level at: [480] [0] Costume [11]\n\n@Control Stick\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\nwhen I receive [start v]\nif <(control) = [mobile]> then\n wait (1) seconds\n show\n go to [front v] layer\n set [myself v] to [Control Stick]\n set size to (120) %\n set [max stick v] to ((size) / (4))\n switch costume to (base v)\n set [ghost v] effect to (60)\n create clone of (_myself_ v)\nelse\n hide\nend\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen I receive [ending v]\nhide\ndelete this clone\n\n@skin\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [costume v]\ngo to x: (-198) y: (93)\nset size to (200) %\nshow\nrepeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [1]\n set [move v] to [1 move]\n switch costume to (2 v)\n broadcast (change 1 v)\n end\nend\n\nwhen I receive [change 2 v]\nswitch costume to (1 v)\n\nwhen I receive [change 3 v]\nswitch costume to (1 v)\n\n@load\n\nwhen flag clicked\nhide\n\nwhen I receive [loading v]\ngo to [front v] layer\nshow\ngo to x: (202) y: (-146)\nrepeat (pick random (90) to (190))\n turn right (10) degrees\nend\nbroadcast (done loading v)\n\nwhen I receive [done loading v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [load game v]\ngo to [front v] layer\nshow\ngo to x: (202) y: (-146)\nforever\n turn right (10) degrees\nend\n\n@skin3\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [costume v]\ngo to x: (-42) y: (93)\nset size to (200) %\nshow\nrepeat until <(PLAY) = [y]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [skin v] to [3]\n set [move v] to [3 move]\n switch costume to (2 v)\n broadcast (change 3 v)\n end\nend\n\nwhen I receive [change 2 v]\nswitch costume to (1 v)\n\nwhen I receive [change 1 v]\nswitch costume to (1 v)\n\n@button3\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nwait (1) seconds\nshow\ngo to x: (-143) y: (-39)\nrepeat until <(PLAY) = [n]>\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [chapter v] to [4]\n end\nend\nhide\n\nwhen I receive [main menu v]\nhide\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\n\nwhen I receive [update v]\nhide\n\n
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READ BEFORE PLAYING \n-----------------------------------------------------------------------\n1. this game is mobile and pc friendly too, if you want to change it to pc or mobile just check at settings. \n2. this is a platformer and is going to have chapters so stay tuned .\n3. use AWSD or arrow key to move\n4. play tutorial for Instructions
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Fame - a Platformer #all #platformer #trending
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@Stage\n\n@player\n\nwhen I receive [intro end v]\nset size to (80) %\nFg\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.05)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1.05)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\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 set [k v] to [0]\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (stage v)?> 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 (stage v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[230] < (x position)> then\n Fg\n broadcast (next v)\n hide\n wait (0.2) seconds\n show\n end\n if then\n repeat (25)\n turn right (5) degrees\n change [ghost v] effect by (5)\n change size by (-4)\n end\n Fg\n end\nend\n\nstart sound [To1 v]\n\nwhen flag clicked\nbroadcast (Intro end v)\nFg\nset rotation style [left-right v]\nhide\n\ndefine Fg\nset [ghost v] effect to (0)\nset size to (80) %\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (5)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (player v)\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (player v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\nFg\n\nwhen flag clicked\nforever\n if <touching (figur2 v)?> then\n play sound [To1 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n repeat (10)\n go to [front v] layer\n switch costume to (player2 v)\n end\n end\nend\n\n@Cloud3\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (70) to (100)) %\nset y to (pick random (80) to (190))\nset [speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start v]\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nhide\nforever\n wait (pick random (1) to (10)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Cloud2\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (70) to (100)) %\nset y to (pick random (80) to (160))\nset [speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\nforever\n wait (pick random (4) to (7)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Cloud\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (70) to (100)) %\nset y to (pick random (80) to (160))\nset [speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start v]\n\nwhen flag clicked\nhide\nforever\n wait (pick random (3) to (12)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Figur2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (36) y: (28)\nshow\nforever\n switch costume to (stage)\nend\n\n@stage\n\nwhen flag clicked\nset [stage v] to [1]\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (stage)\n if <(costume [number v]) = [10]> then\n repeat (1)\n broadcast (1 v)\n stop [other scripts in sprite v]\n end\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide variable [t v]\nreset timer\nhide\n\nwhen I receive [1 v]\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nset [t v] to [0]\nset [tzuim v] to [0]\nforever\n change [tzuim v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [1 v]\nset [t v] to (Tzuim)\nshow variable [t v]\nstop [other scripts in sprite v]\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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⭐️FAME⭐️\n\nUse Keys to Move.\n\nFollow @Sphinx-Gamer please.\n\n500 ❤️ for part 2\n\n\n\n
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Valentines a Platformer #trending#all#games
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@Stage\n\n@Thumb Nail\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen I receive [ded >:p v]\nrepeat (3)\n repeat (10)\n change [ghost v] effect by (10)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <touching (water v)?> then\n change [y v] by (0.7)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n end\n if <key (down arrow v) pressed?> then\n change [y v] by (-0.5)\n end\n end\nend\n\nwhen I receive [bounce right now v]\nset [y v] to [13]\n\nwhen flag clicked\nset drag mode [not draggable v]\nset [y spawn v] to [-50]\nset [x spawn v] to [-212]\ngo to x: (X Spawn) y: (Y Spawn)\nswitch backdrop to (backdrop1 v)\nshow\nset size to (101) %\nset [x v] to [0]\nset [y v] to [0]\nforever\n Run block\nend\n\nwhen flag clicked\nswitch costume to (front v)\nforever\n if <not <<key (left arrow v) pressed?> and <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>>>> then\n switch costume to (3a v)\n end\n if <key (up arrow v) pressed?> then\n switch costume to (6a v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (2a v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (1a v)\n end\n if <<key (up arrow v) pressed?> and <key (left arrow v) pressed?>> then\n switch costume to (5a v)\n end\n if <<key (up arrow v) pressed?> and <key (right arrow v) pressed?>> then\n switch costume to (4a v)\n end\nend\n\ndefine Run block\nRun Engine\n\ndefine Run Engine\nchange [y v] by (-0.5)\nif <key (left arrow v) pressed?> then\n change [x v] by (-0.9)\nend\nif <key (right arrow v) pressed?> then\n change [x v] by (0.9)\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [9]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y)\nif <<touching (level v)?> or <touching (moving ground v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-0.5)\nif <<<touching (level v)?> or <touching (moving ground v)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [9.5]\nend\nchange y by (0.5)\nif <touching (spikes v)?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n go to x: (X Spawn) y: (Y Spawn)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [224]> then\n go to x: (X Spawn) y: (Y Spawn)\n broadcast (Next lvl v)\n set [x v] to [0]\n set [y v] to [0]\nend\n\nwhen flag clicked\nforever\n if on edge, bounce\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen I receive [begin v]\ngo to [front v] layer\nforever\n costume check\nend\n\ndefine costume check\nforever\n if <(costume [number v]) = [1]> then\n broadcast (flouting land v) and wait\n else\n forever\n broadcast (hide flouting land v) and wait\n end\n end\n if <(costume [number v]) = [12]> then\n broadcast (win v) and wait\n end\nend\n\n@spikes\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@sun\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@sound control\n\nwhen I receive [begin v]\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n else\n set volume to (100) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [LAKEY INSPIRED - Blossom v] until done\nend\n\n
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arrow keys to move\nplatformer\nfollow me @FireGames11\n new game https://scratch.mit.edu/projects/797854538/\n\nno way we hit 5000! views omg thanks :)
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potato platformer
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@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00ff15)?> or <touching color (#9e0000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff15)?> or <touching color (#9e0000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff15)?> or <touching color (#9e0000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff15)?> or <touching color (#9e0000)?>> then\n change y by (1)\n end\n if <<touching color (#00ff15)?> or <touching color (#9e0000)?>> 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 [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#00ff15)?> or <touching color (#9e0000)?>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#00ff15)?> or <touching color (#9e0000)?>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [222]> then\n switch backdrop to (next backdrop v)\n go to x: (-217) y: (-20)\n end\nend\n\nif <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume4 v)\nend\nif <(backdrop [name v]) = [backdrop18]> then\n switch costume to (costume5 v)\nend\n\nif <<(x position) > [222]> and <(backdrop [name v]) = [backdrop8]>> then\n broadcast (stopp v)\n stop [all v]\nend\n\nturn right (my variable) degrees\n\nwhen flag clicked\nforever\n turn right ((x) * (9)) degrees\nend\n\nwhen I receive [go v]\n\n\n\n\nswitch backdrop to (backdrop8 v)\n\nforever\n\nwhen flag clicked\nwait until <(backdrop [number v]) = [6]>\nrepeat (4)\n if <not <(backdrop [number v]) = [1]>> then\n switch backdrop to (backdrop9 v)\n wait (0.5) seconds\n switch backdrop to (backdrop8 v)\n wait (0.5) seconds\n end\nend\nwait (0.5) seconds\nswitch backdrop to (backdrop10 v)\n\n\n\nwhen flag clicked\nif <(username) = [Griffpatch]> then\n change [☁ griffpatch detector v] by (1)\nend\n\nwhen flag clicked\nforever\n play sound [around-the-world v] until done\nend\n\nwhen flag clicked\nif <(username) = [Sandvich4]> then\n switch costume to (pick random (2) to (3))\nend\nif <(username) = [Finn3YgRacE7]> then\n switch costume to (costume3 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\n\nstart sound [high-quality-monster-screech-65012 v]\n\n
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around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld around the world around the worrrrrld
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StarEevee Platformer! #Stareevee #Platformer
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@Stage\n\nwhen I receive [change music v]\nif <not <(_MUSIC) = ([ceiling v] of ((_LEVEL) / (15)) )>> then\n repeat (40)\n change volume by (-2.5)\n end\n stop [other scripts in sprite v]\n broadcast (_START MUSIC v)\nend\n\nwhen I receive [_start music v]\nforever\n set volume to (50) %\n set [_music v] to ([ceiling v] of ((_LEVEL) / (15)) )\n play sound (_MUSIC) until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nset [___game mode v] to [0]\nbroadcast (_MAIN MENU v)\ngo to [front v] layer\n\nwhen [t v] key pressed\ngo to [front v] layer\n\nwhen I receive [__outro v]\nswitch costume to (thumbnail4 v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Player\n\ndefine Change Y by (y)\nset [check semisolid v] to [0]\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n if <(y) < [0.01]> then\n set [check semisolid v] to [1]\n end\nend\nif <[_player moves v] contains [down]?> then\n set [check semisolid v] to [0]\nend\nchange [y v] by (y)\nGet Solid\nif <(is solid) > [0]> then\n if <<(y) < [0.01]> and <<not <[_player moves v] contains [right]?>> and <not <[_player moves v] contains [left]?>>>> then\n change [x v] by (-1)\n Position\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by (2)\n Position\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by (-1)\n set [yv v] to [0]\n set [in air v] to [0]\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\n end\n end\n else\n set [yv v] to [0]\n if <(y) < [0.01]> then\n set [in air v] to [0]\n end\n repeat (([ceiling v] of ([abs v] of (y) ) ) + (4))\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\n end\nend\n\ndefine Change X by (x) Slope: (slope)\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n set [check semisolid v] to [1]\nend\nchange [x v] by (x)\nset [old xv v] to (xv)\nGet Solid\nrepeat (slope)\n if <(is solid) > [0]> then\n set [xv v] to ((xv) * (0.8))\n change [y v] by (1)\n Get Solid\n else\n stop [this script v]\n end\nend\nset [check semisolid v] to [0]\nchange [y v] by ((0) - (slope))\nset [xv v] to (old xv)\nGet Solid\nif <(is solid) > [0]> then\n set [xv v] to [0]\n repeat (([abs v] of (x) ) + (2))\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n else\n stop [this script v]\n end\n end\nend\n\ndefine Controls (speed)\nif <[_player moves v] contains [right]?> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <[_player moves v] contains [left]?> then\n point in direction (-90)\n change [xv v] by ((0) - (speed))\n end\nend\nif <<[_player moves v] contains [up]?> and <(in air) < [4]>> then\n set [yv v] to [10]\n Particle at X: (x position) Y: ((y position) - ((5) * (_PLAYER SIZE%))) Type: [2]\n if <(in air) = [0]> then\n start sound [Jump v]\n end\nend\nif <[_player moves v] contains [Bounce]?> then\n set [yv v] to [20]\n set [in air v] to [999]\n add (x position) to [_particle spawns v]\n add ((y position) - ((0) * (_PLAYER SIZE%))) to [_particle spawns v]\n add [3] to [_particle spawns v]\nend\nif <<(in air) > [999]> and <(in air) < [1005]>> then\n Particle at X: (x position) Y: ((y position) - ((5) * (_PLAYER SIZE%))) Type: [2]\nend\n\ndefine game loop\nrepeat until \n set rotation style [don't rotate v]\n switch costume to (hitbox v)\n change [ghost v] effect by (-4)\n Handle Movement Inputs\n Controls [2]\n if <([abs v] of (yv) ) > [1]> then\n change [in air v] by (1)\n end\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.8))\n Change X by (round ((xv) * (_PLAYER SIZE%))) Slope: ([ceiling v] of ((8) * (_PLAYER SIZE%)) )\n Change Y by (round ((yv) * (_PLAYER SIZE%)))\n Get Solid\n if <<<<touching (obstacles v)?> or <touching (moving spikes v)?>> or <touching (blades v)?>> or <(y) < [-190]>> then\n Die\n end\n set rotation style [left-right v]\n Draw\n delete all of [_player moves v]\nend\nset [___game mode v] to [2]\nstart sound [Connect v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nchange [_level v] by (1)\nif <(__UNLOCKED) < (_LEVEL)> then\n set [__unlocked v] to (_LEVEL)\nend\nbroadcast (__Screen Wipe v) and wait\nstop [this script v]\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nDraw\nrepeat (15)\n change y by ((2) * (_PLAYER SIZE%))\n change [ghost v] effect by (7)\nend\ndelete this clone\n\ndefine Spawn\nset [yv v] to [0]\nset [xv v] to [0]\nset [x v] to (item ((((_LEVEL) - (1)) * (3)) + (1)) of [player spawn v])\nset [y v] to (item ((((_LEVEL) - (1)) * (3)) + (2)) of [player spawn v])\nPosition\nif <(x position) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\n\ndefine Get Solid\nPosition\nif <<<<touching (level v)?> or <touching (doors v)?>> or <touching (platforms v)?>> or <<touching (semi solid v)?> and <(check semisolid) > [0]>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\n\nwhen [r v] key pressed\nif <(___GAME MODE) = [1]> then\n broadcast (delete objects v) and wait\n Begin\n broadcast (begin v) and wait\nend\n\ndefine Draw\nswitch costume to (large v)\nPosition\nif <(in air) > [3]> then\n switch costume to (((0) - (((yv) / ([abs v] of (yv) )) / (2))) + (3.5))\nelse\n if <([abs v] of (xv) ) > [0.4]> then\n switch costume to ([floor v] of ((((timer) * (16)) mod (4)) + (5)) )\n else\n switch costume to ([floor v] of ((((timer) * (4.35)) mod (2)) + (1)) )\n end\nend\n\ndefine Begin\nSpawn\nDraw\nbroadcast (change music v)\nset [_keys collected v] to [0]\nset [_total keys v] to [0]\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nswitch backdrop to (join [Level] (_LEVEL))\nif <(backdrop [name v]) = (join [Level] (_LEVEL))> then\nScale\nbroadcast (setup level v) and wait\n\nwhen flag clicked\nset [prev timer v] to (timer)\nset [fps count v] to [0]\nforever\n change [fps count v] by (1)\n if <(timer) > ((prev timer) + (1))> then\n set [__fps v] to (fps count)\n set [fps count v] to [0]\n set [prev timer v] to (timer)\n end\nend\n\ndefine Handle Movement Inputs\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n add [right] to [_player moves v]\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n add [left] to [_player moves v]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n add [down] to [_player moves v]\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n add [up] to [_player moves v]\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\nwhen I receive [die v]\nDie\n\ndefine Die\nstart sound [Hit v]\ncreate clone of (_myself_ v)\nBegin\n\nwhen I receive [enemy stomp v]\nset [yv v] to [15]\nset [in air v] to [9999999999]\n\nwhen I receive [_start game loop v]\ndelete all of [_player moves v]\nbroadcast (_START JOYSTICK v)\nbroadcast (_LAYER ALL v) and wait\nbroadcast (init particles v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat until <(_LEVEL) = [46]>\n Scale\n broadcast (delete objects v) and wait\n Begin\n set [___game mode v] to [1]\n broadcast (begin v) and wait\n game loop\nend\nerase all\nbroadcast (delete objects v) and wait\nbroadcast (delete special objects v) and wait\nbroadcast (__STOP PROCESSES v) and wait\nbroadcast (__END GAME v) and wait\nbroadcast (change music v) and wait\n\nwhen flag clicked\nhide\n\ndefine Scale\nif <(_LEVEL) < [34]> then\n set size to (101) %\nelse\n if <(_LEVEL) < [36]> then\n set size to (75) %\n else\n if <(_LEVEL) < [41]> then\n set size to (101) %\n else\n set size to (75) %\n end\n end\nend\nset [_player size% v] to ((size) / (101))\n\nwhen I receive [setup level v]\nerase all\nbroadcast (draw new level v)\nbroadcast (layer particles v)\nbroadcast (delete special objects v) and wait\nbroadcast (spawn special objects v) and wait\nbroadcast (begin processes v)\n\nwhen I receive [_restart v]\nif <(___GAME MODE) = [1]> then\n broadcast (delete objects v) and wait\n Begin\n broadcast (begin v) and wait\nend\n\ndefine Particle at X: (x) Y: (y) Type: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\n@Level\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nshow\nStamp Shadow\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (5) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Doors\n\nwhen I receive [begin processes v]\nrepeat (3)\nwait until <(_KEYS COLLECTED) = [1]>\nrepeat (15)\nrepeat (4)\n change [ghost v] effect by (13)\nend\nerase all\nbroadcast (draw new level v)\nrepeat (4)\n change [ghost v] effect by (13)\nend\nhide\n\nwhen I receive [draw new level v]\nif <(_KEYS COLLECTED) = [0]> then\n stop [other scripts in sprite v]\n switch costume to (join [Level] (_LEVEL))\n if <(costume [name v]) = (join [Level] (_LEVEL))> then\n show\n Stamp Shadow\n go to x: (0) y: (0)\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (4) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Obstacles\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nif <(costume [name v]) = (join [Level] (_LEVEL))> then\n Stamp Shadow\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (3) layers\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Moving Spikes\n\nwhen I receive [draw new level v]\nset [correct costume v] to (join [Level] (_LEVEL))\nswitch costume to (correct costume)\nif <(costume [name v]) = (correct costume)> then\n show\n set [brightness v] effect to (100)\n Stamp Shadow\n set x to (0)\nelse\n hide\nend\n\nwhen I receive [_start game loop v]\nforever\n set [y v] to [0]\n repeat (30)\n repeat (13)\n change [y v] by (-3)\n end\n set [y v] to ((-3) * (13))\n repeat (30)\n repeat (13)\n change [y v] by (3)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (2) layers\n\nwhen I receive [_start game loop v]\nforever\n switch costume to (position v)\n set y to ((y) * (_PLAYER SIZE%))\n switch costume to (correct costume)\nend\n\nwhen I receive [__end game v]\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Semi Solid\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\nhide\n\nwhen I receive [draw new level v]\nswitch costume to (join [Level] (_LEVEL))\nif <(costume [name v]) = (join [Level] (_LEVEL))> then\n show\n Stamp Shadow\n go to x: (0) y: (0)\nelse\n hide\nend\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (60)\ngo to x: (8) y: (-8)\nstamp\nclear graphic effects\n\nwhen I receive [__end game v]\nhide\n\n@Flag\n\nwhen I receive [begin v]\nif <(_LEVEL) < [45]> then\n set size to ([size v] of [player v]) %\n go to [front v] layer\n if <(id) = [0]> then\n set [brightness v] effect to (100)\n if <(_LEVEL) < (((length of [flag spawn v]) / (4)) + (1))> then\n Flag | X: (item ((((_LEVEL) - (1)) * (4)) + (2)) of [flag spawn v]) Y (item ((((_LEVEL) - (1)) * (4)) + (3)) of [flag spawn v])\n hide\n else\n show\n end\n end\nelse\n hide\nend\n\ndefine Flag | X: (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\nhide\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [flag]\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nswitch costume to (flag v)\ngo to [back v] layer\ngo [forward v] ((7) + (_PARTICLE COUNT)) layers\nshow\npoint in direction (160)\nrepeat until <(direction) < [90.05]>\n turn left (((direction) - (90.05)) / (5)) degrees\n change [ghost v] effect by (-5)\nend\n\nwhen I start as a clone\nforever\n switch costume to (((timer) * (12)) mod (8))\nend\n\n@Keys\n\nwhen I receive [spawn special objects v]\nset [brightness v] effect to (100)\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n if <(_LEVEL) = [4]> then\n Key | X: [138] Y [140]\n else\n if <(_LEVEL) = [5]> then\n Key | X: [-110] Y [126]\n else\n if <(_LEVEL) = [6]> then\n Key | X: [-112] Y [-74]\n Key | X: [112] Y [118]\n Key | X: [-150] Y [76]\n else\n if <(_LEVEL) = [9]> then\n Key | X: [-124] Y [96]\n else\n if <(_LEVEL) = [10]> then\n Key | X: [134] Y [-24]\n Key | X: [-184] Y [110]\n else\n if <(_LEVEL) = [11]> then\n Key | X: [158] Y [14]\n Key | X: [206] Y [130]\n Key | X: [-166] Y [80]\n else\n if <(_LEVEL) = [12]> then\n Key | X: [144] Y [-120]\n Key | X: [-85] Y [-16]\n Key | X: [-214] Y [76]\n else\n if <(_LEVEL) = [13]> then\n Key | X: [-66] Y [-130]\n Key | X: [66] Y [-130]\n Key | X: [82] Y [120]\n Key | X: [218] Y [72]\n Key | X: [-176] Y [-114]\n else\n if <(_LEVEL) = [14]> then\n Key | X: [190] Y [34]\n Key | X: [4] Y [70]\n else\n if <(_LEVEL) = [15]> then\n Key | X: [114] Y [168]\n Key | X: [196] Y [-78]\n else\n if <(_LEVEL) = [16]> then\n Key | X: [-186] Y [-120]\n Key | X: [164] Y [112]\n else\n if <(_LEVEL) = [17]> then\n Key | X: [116] Y [-64]\n Key | X: [-204] Y [60]\n Key | X: [-218] Y [-118]\n else\n if <(_LEVEL) = [18]> then\n Key | X: [-156] Y [156]\n Key | X: [-40] Y [100]\n else\n if <(_LEVEL) = [20]> then\n Key | X: [-134] Y [24]\n Key | X: [134] Y [24]\n else\n if <(_LEVEL) = [21]> then\n Key | X: [-182] Y [-72]\n else\n if <(_LEVEL) = [22]> then\n Key | X: [4] Y [-44]\n Key | X: [210] Y [-100]\n else\n if <(_LEVEL) = [24]> then\n Key | X: [-198] Y [-130]\n else\n if <(_LEVEL) = [25]> then\n Key | X: [92] Y [124]\n Key | X: [-218] Y [86]\n Key | X: [184] Y [-96]\n else\n if <(_LEVEL) = [27]> then\n Key | X: [143] Y [-18]\n Key | X: [-155] Y [-116]\n else\n if <(_LEVEL) = [28]> then\n Key | X: [-165] Y [-88]\n Key | X: [-31] Y [116]\n else\n if <(_LEVEL) = [30]> then\n Key | X: [-87] Y [142]\n Key | X: [175] Y [-54]\n Key | X: [-175] Y [54]\n else\n if <(_LEVEL) = [32]> then\n Key | X: [0] Y [-26]\n else\n if <(_LEVEL) = [33]> then\n Key | X: [158] Y [-126]\n Key | X: [-82] Y [-42]\n Key | X: [34] Y [-40]\n else\n if <(_LEVEL) = [34]> then\n Key | X: [-15] Y [148]\n else\n if <(_LEVEL) = [35]> then\n Key | X: [-215] Y [-114]\n else\n if <(_LEVEL) = [36]> then\n Key | X: [11] Y [-130]\n Key | X: [185] Y [-28]\n Key | X: [-109] Y [146]\n else\n if <(_LEVEL) = [37]> then\n Key | X: [50] Y [14]\n Key | X: [-50] Y [14]\n Key | X: [0] Y [40]\n Key | X: [96] Y [-132]\n Key | X: [-188] Y [-72]\n Key | X: [-188] Y [-134]\n Key | X: [-188] Y [-6]\n Key | X: [-188] Y [70]\n else\n if <(_LEVEL) = [38]> then\n Key | X: [-108] Y [-18]\n Key | X: [106] Y [-62]\n else\n if <(_LEVEL) = [39]> then\n Key | X: [-222] Y [48]\n Key | X: [198] Y [120]\n Key | X: [-52] Y [-130]\n Key | X: [84] Y [174]\n Key | X: [-50] Y [24]\n else\n if <(_LEVEL) = [41]> then\n Key | X: [-116] Y [-148]\n Key | X: [197] Y [-136]\n Key | X: [-58] Y [39]\n Key | X: [-197] Y [136]\n Key | X: [163] Y [46]\n Key | X: [172] Y [-53]\n else\n if <(_LEVEL) = [42]> then\n Key | X: [-34] Y [50]\n else\n if <(_LEVEL) = [43]> then\n Key | X: [-86] Y [44]\n else\n if <(_LEVEL) = [44]> then\n Key | X: [213] Y [133]\n Key | X: [-209] Y [69]\n else\n if <(_LEVEL) = [45]> then\n Key | X: [-221] Y [-140]\n Key | X: [-155] Y [158]\n Key | X: [-41] Y [-146]\n Key | X: [148] Y [160]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Key | X: (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to (y)\nchange [_total keys v] by (1)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ngo to [front v] layer\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [key]\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nswitch costume to (key v)\ngo to [back v] layer\ngo [forward v] ((8) + (_PARTICLE COUNT)) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <(distance to [player v]) < ((30) * (_PLAYER SIZE%))>\nstart sound [Clang v]\nchange [_total keys v] by (-1)\nif <(_TOTAL KEYS) < [1]> then\n set [_keys collected v] to [1]\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change [y v] by (2)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (key v)\n set y to ((y) + ((([sin v] of (((timer) + ((x position) * (2))) * (200)) ) * (7)) * ((size) / (100))))\nend\n\ndefine Particle at X: (x) Y: (y) Type: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\n@Bouncy\n\nwhen I receive [begin v]\nSpawn Trampolines\n\ndefine trampoline | X: (x) Y (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [bounce]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (idle v)\n if <touching (player v)?> then\n add [Bounce] to [_player moves v]\n start sound [Big Boing v]\n switch costume to (bounce v)\n wait (0.2) seconds\n end\nend\n\nbroadcast (jump v)\n\ndefine Spawn Trampolines\nset [brightness v] effect to (100)\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n if <(_LEVEL) = [3]> then\n trampoline | X: [34] Y [-152]\n trampoline | X: [-146] Y [-152]\n else\n if <(_LEVEL) = [4]> then\n trampoline | X: [-40] Y [-110]\n else\n if <(_LEVEL) = [6]> then\n trampoline | X: [110] Y [-94]\n trampoline | X: [-148] Y [26]\n else\n if <(_LEVEL) = [8]> then\n trampoline | X: [2] Y [-8]\n else\n if <(_LEVEL) = [10]> then\n trampoline | X: [-187] Y [58]\n trampoline | X: [-6] Y [-56]\n trampoline | X: [64] Y [-56]\n else\n if <(_LEVEL) = [11]> then\n trampoline | X: [-98] Y [-18]\n else\n if <(_LEVEL) = [12]> then\n trampoline | X: [-218] Y [-150]\n trampoline | X: [218] Y [-150]\n else\n if <(_LEVEL) = [13]> then\n trampoline | X: [188] Y [-92]\n trampoline | X: [-176] Y [-156]\n else\n if <(_LEVEL) = [14]> then\n trampoline | X: [-200] Y [-142]\n else\n if <(_LEVEL) = [16]> then\n trampoline | X: [-30] Y [-150]\n else\n if <(_LEVEL) = [17]> then\n trampoline | X: [200] Y [-126]\n else\n if <(_LEVEL) = [18]> then\n trampoline | X: [-196] Y [-26]\n trampoline | X: [148] Y [-150]\n else\n if <(_LEVEL) = [22]> then\n trampoline | X: [150] Y [-155]\n else\n if <(_LEVEL) = [24]> then\n trampoline | X: [-68] Y [-77]\n else\n if <(_LEVEL) = [27]> then\n trampoline | X: [144] Y [-47]\n trampoline | X: [-155] Y [-151]\n else\n if <(_LEVEL) = [28]> then\n trampoline | X: [187] Y [-149]\n trampoline | X: [-19] Y [-42]\n else\n if <(_LEVEL) = [30]> then\n trampoline | X: [131] Y [-24]\n else\n if <(_LEVEL) = [34]> then\n trampoline | X: [-201] Y [68]\n else\n if <(_LEVEL) = [35]> then\n trampoline | X: [223] Y [-158]\n trampoline | X: [188] Y [-25]\n else\n if <(_LEVEL) = [38]> then\n trampoline | X: [-80] Y [-138]\n else\n if <(_LEVEL) = [40]> then\n trampoline | X: [-108] Y [-112]\n trampoline | X: [18] Y [-126]\n trampoline | X: [129] Y [-105]\n else\n if <(_LEVEL) = [44]> then\n trampoline | X: [-209] Y [39]\n else\n if <(_LEVEL) = [45]> then\n trampoline | X: [-220] Y [-168]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\nend\n\nwhen I receive [draw new level v]\nif <(id) > [0]> then\n set [brightness v] effect to (100)\n switch costume to (idle v)\n show\nend\n\n@enemy\n\nwhen I receive [delete special objects v]\nset size to ([size v] of [player v]) %\nif <(id) = [0]> then\n hide\n if <(_LEVEL) = [31]> then\n Enemy | X: [-96] Y [-152] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [112] Y [-50] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [9] Y [48] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [32]> then\n Enemy | X: [0] Y [25] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [206] Y [-150] Size: [100] Type: [1] Dir: [-90]\n else\n if <(_LEVEL) = [33]> then\n Enemy | X: [-142] Y [20] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-122] Y [20] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-102] Y [20] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [34]> then\n Enemy | X: [59] Y [-96] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [-131] Y [-96] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [35]> then\n Enemy | X: [77] Y [-26] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [121] Y [-76] Size: [100] Type: [1] Dir: [-90]\n Enemy | X: [71] Y [-128] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [36]> then\n Enemy | X: [-67] Y [122] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [35] Y [122] Size: [100] Type: [1] Dir: [-90]\n else\n if <(_LEVEL) = [39]> then\n Enemy | X: [3] Y [36] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [41]> then\n Enemy | X: [-146] Y [86] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [43]> then\n Enemy | X: [-96] Y [-42] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [44]> then\n Enemy | X: [-18] Y [19] Size: [100] Type: [1] Dir: [90]\n else\n if <(_LEVEL) = [45]> then\n Enemy | X: [0] Y [-167] Size: [100] Type: [1] Dir: [90]\n Enemy | X: [160] Y [-107] Size: [150] Type: [1] Dir: [90]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Enemy | X: (x) Y (y) Size: (size) Type: (typ) Dir: (dir)\nset size to ((size) * (([size v] of [player v]) / (100))) %\nset [x v] to (x)\nset [y v] to (y)\nset [dir v] to (dir)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nDraw\nset [id v] to [enemy]\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] ((6) + (_PARTICLE COUNT)) layers\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nset [in air v] to [0]\nDraw\nset [in air v] to [999999]\nset [yv v] to [0]\nset [xv v] to [0]\nwait (0.1) seconds\nforever\n switch costume to (hitbox v)\n point in direction (dir)\n if <(in air) = [0]> then\n get IsSolid at X: ((x position) + ((((dir) / ([abs v] of (dir) )) * (15)) * ((size) / (100)))) Y ((y position) - ((15) * ((size) / (100))))\n if <(is solid) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n end\n Handle Movement Inputs\n Controls [1]\n change [in air v] by (1)\n change [yv v] by (-1)\n set [xv v] to ((xv) * (0.8))\n Change X by (round ((xv) * (((size) - (1)) / (100))))\n Change Y by (round ((yv) * (((size) - (1)) / (100))))\n Draw\n if <(___GAME MODE) = [1]> then\n if <([abs v] of (((y position) + ((13) * ((size) / (100)))) - ([y position v] of [player v])) ) < ((20) * ((size) / (100)))> then\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < ((20) * ((size) / (100)))> then\n if <<([y position v] of [player v]) > ((y position) + ((13) * ((size) / (100))))> and <([in air v] of [player v]) > [0]>> then\n if <(username) = [purple-sparkle]> then\n start sound [Ya v]\n else\n start sound [Pluck v]\n end\n broadcast (enemy stomp v)\n switch costume to (chickensquish v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish3 v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (1.7) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish3 v)\n wait (0.05) seconds\n switch costume to (chickensquish2 v)\n wait (0.05) seconds\n switch costume to (chickensquish v)\n wait (0.05) seconds\n switch costume to (chickenstand v)\n else\n if <([abs v] of ((x position) - ([x position v] of [player v])) ) < ((9) * ((size) / (100)))> then\n Draw\n broadcast (DIE v)\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\ndefine Change X by (x)\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n set [check semisolid v] to [1]\nend\nchange [x v] by (x)\nGet Solid\nrepeat (8)\n if <(is solid) > [0]> then\n change [y v] by (1)\n Get Solid\n else\n stop [this script v]\n end\nend\nset [check semisolid v] to [0]\nchange [y v] by (-8)\nGet Solid\nif <(is solid) > [0]> then\n set [dir v] to ((0) - (dir))\n set [xv v] to [0]\n repeat (([abs v] of (x) ) + (1))\n Get Solid\n if <(is solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n else\n stop [this script v]\n end\n end\nend\n\ndefine Change Y by (y)\nset [check semisolid v] to [0]\nif <touching (semi solid v)?> then\n set [check semisolid v] to [0]\nelse\n if <(y) < [0.01]> then\n set [check semisolid v] to [1]\n end\nend\nif <[moves v] contains [down]?> then\n set [check semisolid v] to [0]\nend\nchange [y v] by (y)\nGet Solid\nif <(is solid) > [0]> then\n set [yv v] to [0]\n if <(y) < [0.01]> then\n set [in air v] to [0]\n end\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) > [0]> then\n change [y v] by ((0) - ((y) / ([ceiling v] of ([abs v] of (y) ) )))\n Get Solid\n else\n stop [this script v]\n end\n end\nend\n\ndefine Controls (speed)\nif <[moves v] contains [right]?> then\n point in direction (90)\n change [xv v] by (speed)\nelse\n if <[moves v] contains [left]?> then\n point in direction (-90)\n change [xv v] by ((0) - (speed))\n end\nend\nif <<[moves v] contains [up]?> and <(in air) < [4]>> then\n set [yv v] to [10]\nend\n\ndefine Get Solid\nPosition\nif <<<touching (level v)?> or <touching (doors v)?>> or <<<touching (semi solid v)?> and <(check semisolid) > [0]>> or <touching (platforms v)?>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\n\ndefine Position\ngo to x: (x) y: (y)\n\ndefine Handle Movement Inputs\ndelete all of [moves v]\nif <(dir) > [0]> then\n add [right] to [moves v]\nend\nif <(dir) < [0]> then\n add [left] to [moves v]\nend\n\ndefine get IsSolid at X: (x) Y (y)\nswitch costume to (point v)\ngo to x: (x) y: (y)\nif <<<touching (level v)?> or <touching (doors v)?>> or <<touching (semi solid v)?> or <touching (platforms v)?>>> then\n set [is solid v] to [1]\nelse\n if <<(x) < [-242]> or <(x) > [242]>> then\n set [is solid v] to [1]\n else\n set [is solid v] to [0]\n end\nend\nswitch costume to (hitbox v)\n\ndefine Draw\nswitch costume to (large v)\nPosition\nif <(in air) > [3]> then\n switch costume to (((0) - (((yv) / ([abs v] of (yv) )) / (2))) + (3.5))\nelse\n if <([abs v] of (xv) ) > [0]> then\n switch costume to ([floor v] of ((((timer) * (8)) mod (2)) + (5)) )\n else\n switch costume to ([floor v] of ((((timer) * (4.35)) mod (2)) + (1)) )\n end\nend\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\n@Blades\n\nwhen I receive [begin v]\nset [brightness v] effect to (100)\nif <(id) = [0]> then\n if <(_LEVEL) = [16]> then\n Saw | X: [25] Y [-6] Size: [75] Type: [1] Speed []\n Saw | X: [75] Y [-6] Size: [75] Type: [1] Speed []\n Saw | X: [100] Y [-150] Size: [75] Type: [1] Speed []\n Saw | X: [150] Y [-150] Size: [75] Type: [1] Speed []\n Saw | X: [250] Y [-150] Size: [75] Type: [1] Speed []\n Saw | X: [165] Y [74] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [17]> then\n Saw | X: [37] Y [-50] Size: [75] Type: [1] Speed []\n Saw | X: [-171] Y [-150] Size: [100] Type: [1] Speed []\n else\n if <(_LEVEL) = [18]> then\n Saw | X: [-168] Y [72] Size: [75] Type: [1] Speed []\n Saw | X: [-223] Y [152] Size: [75] Type: [1] Speed []\n Saw | X: [127] Y [16] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [19]> then\n Saw | X: [-6] Y [-2] Size: [115] Type: [2] Speed [6]\n Saw | X: [-200] Y [-118] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [20]> then\n Saw | X: [-133] Y [-24] Size: [65] Type: [2] Speed []\n Saw | X: [133] Y [-24] Size: [65] Type: [2] Speed []\n else\n if <(_LEVEL) = [21]> then\n Saw | X: [27] Y [64] Size: [70] Type: [2] Speed []\n Saw | X: [17] Y [-120] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [22]> then\n Saw | X: [7] Y [-86] Size: [85] Type: [2] Speed []\n Saw | X: [-160] Y [-116] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [23]> then\n Saw | X: [0] Y [4] Size: [103] Type: [2] Speed [2]\n Saw | X: [0] Y [4] Size: [100] Type: [2] Speed [1]\n Saw | X: [0] Y [4] Size: [100] Type: [2] Speed [0.4]\n else\n if <(_LEVEL) = [24]> then\n Saw | X: [-68] Y [-100] Size: [60] Type: [2] Speed [5]\n Saw | X: [-158] Y [25] Size: [75] Type: [1] Speed []\n Saw | X: [-239] Y [-35] Size: [75] Type: [1] Speed []\n Saw | X: [-158] Y [-95] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [25]> then\n Saw | X: [-216] Y [51] Size: [75] Type: [2] Speed []\n Saw | X: [120] Y [163] Size: [75] Type: [1] Speed []\n Saw | X: [186] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [26]> then\n Saw | X: [34] Y [-143] Size: [75] Type: [2] Speed [-4]\n Saw | X: [-218] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [27]> then\n Saw | X: [-92] Y [47] Size: [75] Type: [2] Speed [-5]\n Saw | X: [68] Y [-151] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [28]> then\n Saw | X: [-212] Y [-87] Size: [75] Type: [2] Speed [6]\n Saw | X: [-20] Y [-53] Size: [75] Type: [2] Speed [-6]\n Saw | X: [156] Y [43] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [29]> then\n Saw | X: [68] Y [23] Size: [55] Type: [2] Speed []\n Saw | X: [-84] Y [-105] Size: [75] Type: [1] Speed []\n Saw | X: [-84] Y [0] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [30]> then\n Saw | X: [88] Y [96] Size: [55] Type: [2] Speed [-6]\n Saw | X: [-170] Y [-98] Size: [55] Type: [2] Speed [6]\n else\n if <(_LEVEL) = [31]> then\n Saw | X: [202] Y [142] Size: [75] Type: [1] Speed []\n else\n if <(_LEVEL) = [32]> then\n Saw | X: [-165] Y [80] Size: [50] Type: [2] Speed [-8]\n else\n if <(_LEVEL) = [34]> then\n Saw | X: [85] Y [101] Size: [50] Type: [2] Speed []\n else\n if <(_LEVEL) = [37]> then\n Saw | X: [0] Y [110] Size: [85] Type: [2] Speed [5]\n Saw | X: [0] Y [-83] Size: [50] Type: [2] Speed [-6.5]\n else\n if <(_LEVEL) = [39]> then\n Saw | X: [86] Y [121] Size: [100] Type: [1] Speed []\n else\n if <(_LEVEL) = [41]> then\n Saw | X: [20] Y [47] Size: [55] Type: [2] Speed [3]\n else\n if <(_LEVEL) = [42]> then\n Saw | X: [-69] Y [-140] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [43]> then\n Saw | X: [3] Y [94] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [58] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [28] Size: [55] Type: [1] Speed []\n Saw | X: [35] Y [0] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [44]> then\n Saw | X: [150] Y [-59] Size: [55] Type: [1] Speed []\n Saw | X: [80] Y [-59] Size: [55] Type: [1] Speed []\n Saw | X: [10] Y [-59] Size: [55] Type: [1] Speed []\n else\n if <(_LEVEL) = [45]> then\n Saw | X: [-181] Y [-116] Size: [55] Type: [2] Speed []\n Saw | X: [-45] Y [65] Size: [55] Type: [1] Speed []\n Saw | X: [151] Y [82] Size: [55] Type: [1] Speed []\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Saw | X: (x) Y (y) Size: (size) Type: (typ) Speed (speed)\nswitch costume to (typ)\nset size to (size) %\ngo to x: (x) y: (y)\nset [y v] to (y)\nif <(speed) > []> then\n set [speed v] to (speed)\nelse\n set [speed v] to [7]\nend\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\ngo to [front v] layer\n\nwhen I receive [delete objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [saw]\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] ((1) + (_PARTICLE COUNT)) layers\nelse\n go to [back v] layer\n go [forward v] ((10) + (_PARTICLE COUNT)) layers\nend\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif <(speed) > [0]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nforever\n turn right (speed) degrees\nend\n\n@Platforms\n\nwhen I receive [spawn special objects v]\nset [brightness v] effect to (100)\nif <(id) = [0]> then\n if <(_LEVEL) = [38]> then\n Platform | X: [100] Y [72] Size: []\n Platform | X: [-12] Y [64] Size: []\n Platform | X: [-88] Y [110] Size: []\n Platform | X: [-210] Y [16] Size: []\n Platform | X: [-210] Y [86] Size: []\n Platform | X: [-210] Y [-54] Size: []\n else\n if <(_LEVEL) = [39]> then\n Platform | X: [137] Y [-92] Size: []\n else\n if <(_LEVEL) = [42]> then\n Platform | X: [-125] Y [-120] Size: []\n Platform | X: [-217] Y [-80] Size: []\n Platform | X: [-125] Y [-40] Size: []\n Platform | X: [-217] Y [0] Size: []\n Platform | X: [-125] Y [40] Size: []\n Platform | X: [-217] Y [80] Size: []\n Platform | X: [185] Y [-120] Size: []\n Platform | X: [75] Y [-80] Size: []\n Platform | X: [185] Y [-40] Size: []\n Platform | X: [75] Y [0] Size: []\n Platform | X: [185] Y [40] Size: []\n Platform | X: [75] Y [80] Size: []\n else\n if <(_LEVEL) = [43]> then\n Platform | X: [-85] Y [-50] Size: []\n Platform | X: [-85] Y [80] Size: []\n else\n if <(_LEVEL) = [45]> then\n Platform | X: [25] Y [-34] Size: [75]\n Platform | X: [-18] Y [-66] Size: [95]\n Platform | X: [150] Y [139] Size: [95]\n end\n end\n end\n end\n end\n hide\nend\n\ndefine Platform | X: (x) Y (y) Size: (size)\nif <(size) > []> then\n set [size v] to (size)\nelse\n set [size v] to [100]\nend\nset size to ((size) * (_PLAYER SIZE%)) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [id v] to [0]\n\nwhen I receive [delete special objects v]\ndelete this clone\n\nwhen I start as a clone\nset [id v] to [platform]\nset [ghost v] effect to (100)\nset [brightness v] effect to (100)\nswitch costume to (platform v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nforever\n switch costume to (platform v)\n if <<([abs v] of (([x position v] of [player v]) - (x position)) ) < ((34) * ((size) / (100)))> and <([abs v] of (([y position v] of [player v]) - ((y position) + (3))) ) < ((25) * ((size) / (100)))>> then\n set [pitch v] effect to (pick random (-10.00) to (10.00))\n start sound [Glass Breaking v]\n repeat (3)\n repeat (4)\n next costume\n end\n repeat (6)\n hide\n repeat (60)\n set [ghost v] effect to (100)\n switch costume to (platform v)\n repair\n end\nend\n\nshow\ngo to [front v] layer\ngo to (random position v)\n\nPlatform | X: [-18] Y [-66] Size: [75]\n\ndefine repair\nforever\n show\n if <not <touching (player v)?>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n else\n hide\n end\nend\n\n@Particles\n\nwhen I receive [init particles v]\ndelete all of [_particle spawns v]\nset [layer v] to [0]\nset [_particle count v] to [0]\nset [id v] to []\nSpawn Initial Particles\nforever\n go to (random position v)\n set y to (-200)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to []\n Spawn additional particles\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n switch costume to (particle v)\n set [layer v] to (pick random (1) to (4))\n set [ghost v] to (((y position) + (200)) / (layer))\n set size to ([ceiling v] of (((25) * (layer)) * (([size v] of [player v]) / (101))) ) %\n show\n go to [back v] layer\n change [_particle count v] by (1)\n repeat until <(ghost) > [99]>\n change [ghost v] by ((2) / (layer))\n set [ghost v] effect to ((85) + ((ghost) / (4)))\n change y by ((layer) / (1.1))\n end\n change [_particle count v] by (-1)\n delete this clone\nelse\n set rotation style [all around v]\n Point Towards | X: ([x position v] of [player v]) Y: ([y position v] of [player v])\n set size to ((75) * (_PLAYER SIZE%)) %\n switch costume to (particle2 v)\n set [ghost v] effect to (50)\n go to [front v] layer\n go [backward v] (8) layers\n show\n repeat (25)\n change [ghost v] effect by (2)\n change size by ((-4) * (_PLAYER SIZE%))\n end\n delete this clone\nend\n\ndefine Spawn Initial Particles\nset [id v] to [1]\nrepeat (100)\n go to (random position v)\n create clone of (_myself_ v)\nend\nset [id v] to []\n\nwhen flag clicked\nhide\n\nwhen I receive [layer particles v]\nif <(layer) > [0]> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [__end game v]\nhide\ndelete this clone\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\n\ndefine Spawn additional particles\nrepeat ((length of [_particle spawns v]) / (3))\n go to x: (item (1) of [_particle spawns v]) y: (item (2) of [_particle spawns v])\n set [id v] to (item (3) of [_particle spawns v])\n create clone of (_myself_ v)\n set [id v] to []\n repeat (3)\n delete (1) of [_particle spawns v]\n end\nend\ndelete all of [_particle spawns v]\n\ndefine Point Towards | X: (x) Y: (y)\npoint in direction (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + ((180) * <(y position) > (y)>))\n\nPoint Towards | X: [0] Y: [0]\n\n@Main Menu\n\nwhen I receive [_main menu v]\nif <(id) = []> then\n switch backdrop to (menu v)\n set [_level v] to [1]\n broadcast (_START MUSIC v)\n set [tile size v] to [33]\n set [_menu offset x v] to [135]\n set [_menu offset y v] to [0]\n set [backdrop width v] to [610]\n set [backdrop width v] to [480]\n Clone | Type: [back] X: [0] Y: [0]\n Clone | Type: [back] X: (backdrop width) Y: [0]\n Clone | Type: [logo] X: [-90] Y: [60]\n Clone | Type: [text] X: (_MENU OFFSET X) Y: [158]\n Create Button Grid | Width: [5] Height: [9]\n Clone | Type: [mello] X: [0] Y: [0]\n Clone | Type: [play] X: [-40] Y: [-65]\nend\n\nClone | Type: [Mute Music] X: [-73] Y: [-135]\nClone | Type: [Sounds] X: [0] Y: [-135]\n\ndefine Create Button Grid | Width: (w) Height: (h)\nset [level button v] to [1]\nset [y v] to [0]\nset [_menu offset x v] to (((((0) - ((w) * (tile size))) + (tile size)) / (2)) + (_MENU OFFSET X))\nset [_menu offset y v] to (((0) - ((((0) - ((h) * (tile size))) + (tile size)) / (2))) + (_MENU OFFSET Y))\nset [id v] to [button]\nrepeat (h)\n set [x v] to [0]\n repeat (w)\n create clone of (_myself_ v)\n change [x v] by (1)\n change [level button v] by (1)\n end\n change [y v] by (-1)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <<(id) = [mello]> or <(id) = [back]>> then\n set size to (100) %\nelse\n set size to (20) %\nend\ngo to [front v] layer\nshow\nset [backdrop num v] to (pick random (1) to (3))\nrepeat until <(___GAME MODE) = [1]>\n change size by (((100) - (size)) / (8))\n go to x: (x) y: (y)\n if <(id) = [button]> then\n Tick Button\n else\n if <(id) = [logo]> then\n Tick Logo\n else\n if <(id) = [play]> then\n Tick Play Button\n else\n if <(id) = [back]> then\n Backdrop Tick\n else\n if <(id) = [text]> then\n switch costume to (text v)\n else\n if <(id) = [mello]> then\n switch costume to ([floor v] of ((((timer) * (6.7)) mod (4)) + (2)) )\n else\n if <<(id) = [Mute Music]> or <(id) = [Sounds]>> then\n switch costume to (id)\n set y to ((y) + (([sin v] of ((timer) * (80)) ) * (8)))\n end\n end\n end\n end\n end\n end\n end\nend\nfade out\n\nwhen flag clicked\nerase all\nset [id v] to []\nhide\n\ndefine Tick Button\nset x to (((x) * (tile size)) + (_MENU OFFSET X))\nset y to ((((y) * (tile size)) + ()) + (_MENU OFFSET Y))\nif <(level button) > (__UNLOCKED)> then\n set [ghost v] effect to (25)\n switch costume to ([floor v] of ((((level button) + (14)) / (15)) + (12)) )\nelse\n set [ghost v] effect to (0)\n switch costume to (mouse check v)\n if <touching (mouse-pointer v)?> then\n switch costume to (light v)\n if <(mouse touch) = [0]> then\n start sound [Wood Tap v]\n set [pitch v] effect to (pick random (-20) to (20))\n end\n if <<<mouse down?> and <(mouse down) = [0]>> and <not <(level button) > (__UNLOCKED)>>> then\n set [_level v] to (level button)\n broadcast (_START GAME LOOP v)\n end\n set [mouse touch v] to [1]\n else\n switch costume to ([floor v] of ((((level button) + (14)) / (15)) + (9)) )\n set [mouse touch v] to [0]\n end\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Tick Logo\nswitch costume to (logo v)\nset y to ((y) + (([sin v] of ((timer) * (80)) ) * (11)))\n\ndefine Clone | Type: (id) X: (x) Y: (y)\nset [id v] to (id)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\nset [id v] to []\n\ndefine Tick Play Button\nset y to ((y) + (([sin v] of ((timer) * (80)) ) * (8)))\nswitch costume to (play v)\nif <touching (mouse-pointer v)?> then\n switch costume to (play2 v)\n if <(mouse touch) = [0]> then\n start sound [Wood Tap v]\n set [pitch v] effect to (pick random (-20) to (20))\n end\n set [mouse touch v] to [1]\n if <<mouse down?> and <(mouse down) = [0]>> then\n set [_level v] to [1]\n broadcast (_START GAME LOOP v)\n end\nelse\n set [mouse touch v] to [0]\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Backdrop Tick\nshow\nswitch costume to ((backdrop num) + (15))\nset [brightness v] effect to (30)\nchange [x v] by (-2)\nif <(x) < ((0) - (backdrop width))> then\n set [x v] to (backdrop width)\n set [backdrop num v] to (pick random (1) to (3))\nend\n\ndefine fade out\nwait (0.1) seconds\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\n change [brightness v] effect by (4)\nend\nhide\ndelete this clone\n\nClone | Type: (join [funnytext] (pick random (1) to (44))) X: [-140] Y: [15]\n\n@Transition\n\nwhen I receive [__screen wipe v]\ngo to [front v] layer\nswitch costume to (transition v)\nset [ghost v] effect to (100)\ngo to x: (-500) y: (0)\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\n change x by (20)\nend\nbroadcast (__finish screen wipe v)\n\nwhen I receive [__finish screen wipe v]\nif <(_LEVEL) > [45]> then\n set [brightness v] effect to (100)\n set [frame v] to [2]\n set correct costume\n set [ismousedown v] to [1]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n repeat until <(frame) > [6]>\n set correct costume\n if <<mouse down?> or <key (any v) pressed?>> then\n if <(ismousedown) = [0]> then\n repeat (5)\n change [brightness v] effect by (20)\n set correct costume\n end\n change [frame v] by (1)\n set correct costume\n repeat (5)\n change [brightness v] effect by (-20)\n set correct costume\n end\n end\n set [ismousedown v] to [1]\n else\n set [ismousedown v] to [0]\n end\n end\n go to [back v] layer\n repeat until <not <<mouse down?> or <key (any v) pressed?>>>\n set correct costume\n end\n wait until <<mouse down?> or <key (any v) pressed?>>\n repeat (5)\n change [brightness v] effect by (20)\n end\n broadcast (__OUTRO v) and wait\nelse\n go to [front v] layer\n set [ghost v] effect to (0)\n wait (0.3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n change x by (20)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\ndefine set correct costume\nswitch costume to ([floor v] of ((((timer) * (2)) mod (2)) + (((frame) - (1)) * (2))) )\n\n@Mobile\n\nwhen I receive [_start joystick v]\nset [ghost v] effect to (40)\nset [id v] to [1]\nset size to (100) %\ncreate clone of (_myself_ v)\nset size to (120) %\nset [id v] to [2]\nPosition joystick\ncreate clone of (_myself_ v)\nswitch costume to (joystick v)\nforever\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [__stop processes v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\npoint in direction (90)\nif <(id) = [1]> then\n switch costume to (restart v)\nelse\n switch costume to (controller v)\nend\nset [ghost v] effect to (100)\nshow\nrepeat (6)\n change [ghost v] effect by (-10)\nend\nforever\n if <(id) = [1]> then\n repeat until <key (any v) pressed?>\n operate as restart button\n end\n repeat (10)\n change x by (-4)\n change [ghost v] effect by (10)\n end\n wait until <<mouse down?> and <<(mouse x) < [-190]> and <(mouse y) > [95]>>>\n set [ghost v] effect to (40)\n repeat (10)\n change x by (4)\n end\n repeat until <key (any v) pressed?>\n operate as restart button\n end\n else\n if <mouse down?> then\n if <<touching (mouse-pointer v)?> and <(mouse down) = [0]>> then\n repeat until <not <mouse down?>>\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n go to (mouse-pointer v)\n point towards (mobile v)\n if <(distance to [mobile v]) > ((8) * ((size) / (100)))> then\n if <<(direction) < [150]> and <(direction) > [20]>> then\n add [left] to [_player moves v]\n else\n if <<(direction) > [-150]> and <(direction) < [-20]>> then\n add [right] to [_player moves v]\n end\n end\n if <<(direction) < [50]> and <(direction) > [-50]>> then\n add [down] to [_player moves v]\n else\n if <<(direction) < [-122]> or <(direction) > [122]>> then\n add [up] to [_player moves v]\n end\n end\n if <(distance to [mobile v]) > ((20) * ((size) / (100)))> then\n move ((distance to [mobile v]) - ((20) * ((size) / (100)))) steps\n end\n end\n end\n Position joystick\n else\n set [mouse down v] to [1]\n end\n else\n set [mouse down v] to [0]\n end\n if <key (any v) pressed?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\ndefine Position joystick\ngo to x: (195) y: (-135)\n\nwhen I receive [_layer all v]\ngo to [back v] layer\ngo [forward v] (8) layers\nshow\n\ndefine operate as restart button\ngo to x: (-220) y: (153)\nset [ghost v] to (((0) - ((distance to [player v]) * (2))) + (100))\nif <(ghost) > [100]> then\n set [ghost v] to [100]\nelse\n if <(ghost) < [40]> then\n set [ghost v] to [40]\n end\nend\nset [ghost v] effect to (ghost)\nif <(distance to [mouse-pointer v]) < [35]> then\n change size by (((120) - (size)) / (4))\n if <<mouse down?> and <(mouse down) = [0]>> then\n broadcast (_RESTART v) and wait\n wait (0.5) seconds\n end\nelse\n change size by (((100) - (size)) / (4))\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\n
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Use arrow keys to move, up to jump!\nFind keys, bounce on trampolines, do whatever is necessary to get to the flag!\nYou can jump through the transparent platforms, and you can fall through them by pressing the down arrow!\nCracked platforms break if you step on them!\nYou can bounce on trampolines! You can also bounce on chickens, but if they run into you, you get hurt!\nR to restart.
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プラットフォーマーplatformer 日本語版
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@Stage\n\nwhen flag clicked\nbroadcast (start v)\nwait (10) seconds\nbroadcast (\[Intro\] over v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@地面\n\nwhen I receive [\[intro\] over v]\nshow\nset [ステージ/a stage v] to [1]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (ステージ/A stage)\nend\n\nwhen flag clicked\nhide variable [タイム/a thyme v]\nhide\n\n@とげ\n\nwhen I receive [\[intro\] over v]\nshow\nset [ステージ/a stage v] to [1]\nforever\n switch costume to (ステージ/A stage)\nend\n\nwhen flag clicked\nhide variable [タイム/a thyme v]\nhide variable [ステージ/a stage v]\nhide\n\nset [ステージ/a stage v] to [8]\n\nwhen I receive [\[intro\] over v]\nhide variable [ステージ/a stage v]\nhide variable [タイム/a thyme v]\nhide variable [タイム予備 v]\nset [タイム/a thyme v] to [0]\nreset timer\nforever\n set [タイム/a thyme v] to (timer)\n if <(ステージ/A stage) = [8]> then\n if <(タイム/A thyme) < (☁ 最速タイム!____________________________________The fastest time!)> then\n if <not <(username) = [hero-1011]>> then\n set [☁ 最速タイム!____________________________________the fastest time! v] to (タイム/A thyme)\n end\n end\n show variable [タイム/a thyme v]\n show variable [☁ 最速タイム!____________________________________the fastest time! v]\n stop [this script v]\n end\nend\n\nwhen I receive [\[intro\] over v]\nset [タイム予備 v] to [0]\nreset timer\nforever\n set [タイム予備 v] to (timer)\nend\n\nset [タイム/a thyme v] to [0]\nset [タイム予備 v] to [0]\n\nwhen [timer v] > (タイム予備)\nhide variable [☁ 最速タイム!____________________________________the fastest time! v]\nhide variable [☁ 隠しゴールの最速タイム!________________________the fastest time of hidden goals! v]\nhide variable [ステージ/a stage v]\nhide variable [タイム/a thyme v]\nhide variable [タイム予備 v]\n\nset [ステージ/a stage v] to [14]\n\nwhen flag clicked\nforever\n if <not <(ステージ/A stage) = [8]>> then\n set [タイム/a thyme v] to (timer)\n if <(ステージ/A stage) = [14]> then\n if <(タイム/A thyme) < (☁ 隠しゴールの最速タイム!________________________The fastest time of hidden goals!)> then\n if <not <(username) = [hero-1011]>> then\n set [☁ 隠しゴールの最速タイム!________________________the fastest time of hidden goals! v] to (タイム/A thyme)\n end\n show variable [タイム/a thyme v]\n show variable [☁ 隠しゴールの最速タイム!________________________the fastest time of hidden goals! v]\n stop [this script v]\n end\n end\n end\nend\n\n@溶岩\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nhide\nset [ステージ/a stage v] to [1]\nforever\n show\n go to [back v] layer\n set y to (マグマ)\n switch costume to (ステージ/A stage)\nend\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n set [マグマ v] to [0]\n repeat (10)\n change [マグマ v] by (1)\n end\n repeat (20)\n change [マグマ v] by (-1)\n end\n repeat (10)\n change [マグマ v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ/A stage) = [8]> then\n show variable [☁ 最速タイム!____________________________________the fastest time! v]\n else\n hide variable [☁ 最速タイム!____________________________________the fastest time! v]\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ/A stage) = [14]> then\n show variable [☁ 隠しゴールの最速タイム!________________________the fastest time of hidden goals! v]\n else\n hide variable [☁ 隠しゴールの最速タイム!________________________the fastest time of hidden goals! v]\n end\nend\n\n@プレイヤートレイル\n\nwhen flag clicked\nswitch costume to (赤 v)\nhide\nset [長さ v] to [50]\n\nwhen I start as a clone\nshow\nrepeat (長さ)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nforever\n set [コスチューム v] to ([costume name v] of [プレイヤー v])\n set [方向 v] to ([方向 v] of [プレイヤー v])\n set [y v] to ([y position v] of [プレイヤー v])\n set [x v] to ([x position v] of [プレイヤー v])\n switch costume to (コスチューム)\n point in direction (方向)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [die v]\nhide\nwait (1) seconds\nshow\n\n@♡と☆探知器\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [アクション\(♡/☆\) v] to [0]\nforever\n set [カウント\(♡/☆\) 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 (空 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 [カウント\(♡/☆\) v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(カウント\(♡/☆\)) = [love]>\n wait (0.2) seconds\n if <<(カウント\(♡/☆\)) = [love]> and <(ステージ/A stage) = [8]>> then\n change [アクション\(♡/☆\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(カウント\(♡/☆\)) = [fave]>\n wait (0.2) seconds\n if <<(カウント\(♡/☆\)) = [fave]> and <(ステージ/A stage) = [8]>> then\n change [アクション\(♡/☆\) v] by (1)\n stop [this script v]\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\ndelete all of [状態 v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (Next Level v)\n\ndefine reset\nset [xベル v] to [0]\nset [yベル v] to [0]\nplay sound [High Whoosh v] until done\ngo to x: (-216) y: (0)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [状態 v] to [7]\nset [重力 v] to [10]\nset [ジャンプ力 v] to [15]\nset [速度 v] to [1]\nset [ステージ/a stage v] to [1]\n\nwhen I receive [\[intro\] over v]\nforever\n Show Health (状態) of [7] offset y [-40]\n if <(状態) < [1]> then\n start sound [Wood Tap v]\n broadcast (__Screen Wipe v)\n if <<[0] < (ステージ/A stage)> and <[8] > (ステージ/A stage)>> then\n set [ステージ/a stage v] to [1]\n set [状態 v] to [7]\n else\n if <[8] = (ステージ/A stage)> then\n set [ステージ/a stage v] to [8]\n set [状態 v] to [7]\n else\n if <[8] < (ステージ/A stage)> then\n set [ステージ/a stage v] to [9]\n set [状態 v] to [7]\n end\n end\n end\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n change [ステージ/a stage v] by (1)\n end\n if <<touching (溶岩 v)?> or <<touching (とげ v)?> or <touching (のこぎり v)?>>> then\n if <(アクション\(♡/☆\)) = [0]> then\n broadcast (die v)\n start sound [Wood Tap v]\n change [状態 v] by (-1)\n hide\n wait (1) seconds\n show\n reset\n end\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yベル v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xベル v] by ((速度) - ((速度) * (2)))\n set [方向 v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xベル v] by (速度)\n set [方向 v] to [90]\nend\nset [xベル v] to ((xベル) * (0.9))\nchange x by (xベル)\n\ndefine walljumping/sensing\nif <<touching (地面 v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xベル) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xベル) > ((重力) + ((重力) - ((重力) * (2))))> then\n set [xベル v] to (round ((重力) - ((重力) * (2))))\n else\n set [xベル v] to (round (重力))\n end\n set [yベル v] to ((重力) + ((重力) - ((重力) / (2))))\n else\n set [xベル v] to ((重力) + ((重力) - ((重力) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yベル v] by ((((重力) + ((重力) - ((重力) * (2)))) + (1)) * (-1))\nchange y by (yベル)\nif <<touching (地面 v)?> or <touching (movin platformer v)?>> then\n change y by ((yベル) - ((yベル) * (2)))\n set [yベル v] to ((重力) + ((重力) - ((重力) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (地面 v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yベル v] to (ジャンプ力)\nend\nchange y by (1)\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (方向)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [状態 v]\nadd ((y position) + (y)) to [状態 v]\nadd ((health) / (max)) to [状態 v]\ncreate clone of (hpバー v)\n\nwhen flag clicked\nswitch costume to (赤 v)\nhide\n\nwhen flag clicked\nset [アクション\(♡/☆\) v] to [0]\nforever\n if <(アクション\(♡/☆\)) = [2]> then\n switch costume to (エメラルド v)\n else\n switch costume to (赤 v)\n end\nend\n\ndefine wall sensing bug\nif <<touching (地面 v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\nwhen flag clicked\nwait until <(ステージ/A stage) = [4]>\nrepeat until <not <(ステージ/A stage) = [4]>>\n if <touching (hp回復 v)?> then\n broadcast (回復 v)\n repeat (2)\n play sound [respawn v] until done\n end\n stop [this script v]\n end\nend\nstop [this script v]\n\nwhen I receive [回復 v]\nset [状態 v] to [7]\n\nwhen flag clicked\nwait until <(ステージ/A stage) = [7]>\nrepeat until <not <(ステージ/A stage) = [7]>>\n if <touching (hp回復 v)?> then\n broadcast (回復 v)\n repeat (2)\n play sound [respawn v] until done\n end\n stop [this script v]\n end\nend\nstop [this script v]\n\nwhen flag clicked\nwait until <(ステージ/A stage) = [9]>\nset [アクション\(♡/☆\) v] to [0]\n\n@HPバー\n\nwhen flag clicked\nhide\ndelete all of [状態 v]\n\nwhen I start as a clone\nset x to (item (1) of [状態 v])\nset y to (item (2) of [状態 v])\nswitch costume to ((10) * (item (3) of [状態 v]))\ndelete (1) of [状態 v]\ndelete (1) of [状態 v]\ndelete (1) of [状態 v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [状態 v]\nadd ((y position) + (y)) to [状態 v]\nadd ((health) / (max)) to [状態 v]\ncreate clone of (hpバー v)\n\nwhen I start as a clone\nforever\n if <(次へ) = [die]> then\n go to [front v] layer\n hide\n wait (0) seconds\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@モバイル対応\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\n@モバイル対応 \n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [モバイル対応 v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [モバイル対応 v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [モバイル対応 v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [モバイル対応 v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (モバイル対応 v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\n@♡と☆を押してね\n\nwhen flag clicked\nhide\nwait until <(ステージ/A stage) = [8]>\nhide\n\nwhen flag clicked\nwait (2.5) seconds\nforever\n go to [front v] layer\nend\n\nwhen I receive [\[intro\] over v]\nshow\ngo to x: (0) y: (0)\nforever\n if <(アクション\(♡/☆\)) < [2]> then\n switch costume to (♡と☆を押してね v)\n go to x: (-80) y: (120)\n show\n go to [front v] layer\n repeat (14)\n change y by (-6)\n end\n repeat (2)\n repeat (6)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\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 hide\n stop [this script v]\n end\nend\n\n@のこぎり\n\nwhen I receive [\[intro\] over v]\ngo to [back v] layer\nforever\n if <(ステージ/A stage) = [6]> then\n go to x: (0) y: (-104)\n show\n repeat (50)\n turn right (8) degrees\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nforever\n if <not <(ステージ/A stage) = [6]>> then\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [\[intro\] over v]\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@HP回復\n\nwhen flag clicked\nhide variable [ステージ/a stage v]\nhide\nforever\n hide\n if <(ステージ/A stage) = [4]> then\n show\n go to [front v] layer\n if <touching (プレイヤー v)?> then\n wait (0.1) seconds\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\ngo to x: (36) y: (50)\nshow variable [ステージ/a stage v]\n\nwhen flag clicked\nhide variable [ステージ/a stage v]\nhide\nwait until <(ステージ/A stage) = [5]>\nforever\n hide\n if <(ステージ/A stage) = [7]> then\n show\n go to [front v] layer\n if <touching (プレイヤー v)?> then\n wait (0.1) seconds\n hide\n stop [this script v]\n end\n end\nend\n\n@hero-1011\n\ndefine //clone.create (id) (repetition)\nrepeat (repetition)\n set [//clone.id v] to (id)\n create clone of (_myself_ v)\nend\n\ndefine Initial setting // place (x) (y) size (size) angle (angle) costume (costume)\nshow\nclear graphic effects\nswitch costume to (blank v)\ngo to [front v] layer\nCoordinate // x [0] y [0] d [90] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume (costume)\nCoordinate // x (x) y (y) d (angle) s (size) [0] x.setting [0] y.setting [0] d.setting [0] costume (costume)\n\ndefine size [big] (size)\nif <((size) - (1)) < (size)> then\n switch costume to (blank v)\nend\n\ndefine size [small] (size)\nif <(size) < ((size) + (1))> then\n switch costume to (fill v)\nend\n\ndefine time (time)\nwait until <(time) < (timer)>\n\ndefine Coordinate // x (x) y (y) d (d) s (s) (standard) x.setting (x.s) y.setting (y.s) d.setting (d.s) costume (costume)\nset size to (1000000) %\nif <not <(x) = []>> then\n set x to ((((([sin v] of (item (1) of [//設定 v]) ) * (x)) - (([cos v] of (item (1) of [//設定 v]) ) * (y))) * (((item (2) of [//設定 v]) - (standard)) / (100))) + ((item (3) of [//設定 v]) - (x.s)))\nend\nif <not <(y) = []>> then\n set y to ((((([sin v] of (item (1) of [//設定 v]) ) * (y)) + (([cos v] of (item (1) of [//設定 v]) ) * (x))) * (((item (2) of [//設定 v]) - (standard)) / (100))) + ((item (4) of [//設定 v]) - (y.s)))\nend\nif <not <(d) = []>> then\n point in direction (((item (1) of [//設定 v]) - (d.s)) + ((d) - (90)))\nend\nif <not <(s) = []>> then\n set size to ((s) + ((item (2) of [//設定 v]) - ((standard) + (100)))) %\nend\nswitch costume to (costume)\n\ndefine Add to list.// (number) (place) (type)\nif <(type) = [1]> then\n replace item (place) of [//設定 v] with ((item (place) of [//設定 v]) + (number))\nend\nif <(type) = [2]> then\n replace item (place) of [clone.setting v] with ((item (place) of [clone.setting v]) + (number))\nend\nif <(type) = [3]> then\n replace item (place) of [sw v] with ((item (place) of [sw v]) + (number))\nend\nif <(type) = [4]> then\n replace item (place) of [tentative v] with ((item (place) of [tentative v]) + (number))\nend\n\nwhen I receive [start v]\nreset timer\nhide\nset [//clone.id v] to []\nset [camera v] to [no]\nstart sound [Porter Robinson & Madeon - Shelter v]\nlist.setting\ntime [0.6]\n//clone.create [text] [1]\n//clone.create [setting] [1]\ntime [1]\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [100] [0] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [100] [0] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [100] [0] type [3]\ntime (item (1) of [時間設定 v])\n//clone.create [frame] [1]\n//clone.create [flash] [1]\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [1]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [0] color [0] [-87] type [4]\nAdd to list.// ((91) - (item (1) of [clone.setting v])) [1] [1]\nSW3,4 // place [240] [0] [120] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [-240] [0] [120] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [240] [0] [220] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW3,4 // place [-240] [0] [220] [45] repetition [1] depth [0] color [0] [-87] type [3]\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [2]\ntime [3.4]\nSW.1,2 // repetition [10] place [0] [0] [270] depth [0] color [0] [-87] type [2]\ntime (item (4) of [時間設定 v])\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\ntime (item (5) of [時間設定 v])\nSW.1,2 // repetition [4] place [150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [-150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [10] place [0] [0] [270] depth [0] color [0] [-87] type [2]\ntime (item (8) of [時間設定 v])\nSW.1,2 // repetition [10] place [0] [0] [170] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [220] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [-220] [0] [100] depth [0] color [0] [-87] type [1]\ntime (item (9) of [時間設定 v])\nSW3,4 // place [0] [0] [250] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW3,4 // place [-150] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [3]\nSW.1,2 // repetition [8] place [0] [150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [0] [-150] [100] depth [0] color [0] [-87] type [1]\ntime ((item (9) of [時間設定 v]) + (0.5))\nSW.1,2 // repetition [10] place [0] [0] [200] depth [0] color [0] [-87] type [2]\ntime (item (10) of [時間設定 v])\nSW.1,2 // repetition [8] place [0] [150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [8] place [0] [-150] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [150] [0] [100] depth [0] color [0] [-87] type [1]\nSW.1,2 // repetition [4] place [-150] [0] [100] depth [0] color [0] [-87] type [1]\nSW3,4 // place [0] [0] [160] [90] repetition [1] depth [1000] color [0] [-87] type [4]\n//clone.create [curtain2] [1]\nwait (0.15) seconds\n//clone.create [curtain1] [1]\ntime [10]\nbroadcast (end v)\n\ndefine list.setting\ndelete all of [//設定 v]\ndelete all of [clone.setting v]\ndelete all of [sw v]\ndelete all of [tentative v]\nrepeat (30)\n add [0] to [clone.setting v]\n add [0] to [sw v]\n add [0] to [tentative v]\nend\nadd [90] to [//設定 v]\nadd [100] to [//設定 v]\nadd [0] to [//設定 v]\nadd [0] to [//設定 v]\nadd [91] to [//設定 v]\ntime.setting\n\ndefine Image effect // type (type) number (number) change (change)\nif <(change) = [1]> then\n if <(type) = [1]> then\n change [color v] effect by (number)\n else\n if <(type) = [2]> then\n change [fisheye v] effect by (number)\n else\n if <(type) = [3]> then\n change [whirl v] effect by (number)\n else\n if <(type) = [4]> then\n change [pixelate v] effect by (number)\n else\n if <(type) = [5]> then\n change [mosaic v] effect by (number)\n else\n if <(type) = [6]> then\n change [brightness v] effect by (number)\n else\n if <(type) = [7]> then\n change [ghost v] effect by (number)\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(type) = [1]> then\n set [color v] effect to (number)\n else\n if <(type) = [2]> then\n set [fisheye v] effect to (number)\n else\n if <(type) = [3]> then\n set [whirl v] effect to (number)\n else\n if <(type) = [4]> then\n set [pixelate v] effect to (number)\n else\n if <(type) = [5]> then\n set [mosaic v] effect to (number)\n else\n if <(type) = [6]> then\n set [brightness v] effect to (number)\n else\n if <(type) = [7]> then\n set [ghost v] effect to (number)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\nif < (//clone.ID) contains [SW.]?> then\n if < (//clone.ID) contains [1]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size (item (3) of [sw v]) angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (([cos v] of ((90) - (direction)) ) + (item (1) of [sw v])) y (([sin v] of ((90) - (direction)) ) + (item (2) of [sw v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((y position) - (item (2) of [clone.setting v])) [2] [2]\n Add to list.// (((item (3) of [sw v]) / (10)) - (item (3) of [clone.setting v])) [3] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (18)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x ((1) * (item (1) of [clone.setting v])) y ((1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat (19)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x (item (1) of [clone.setting v]) y (item (2) of [clone.setting v]) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n next costume\n end\n delete this clone\n else\n if < (//clone.ID) contains [2]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size (item (3) of [sw v]) angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (([cos v] of ((90) - (direction)) ) + (item (1) of [sw v])) y (([sin v] of ((90) - (direction)) ) + (item (2) of [sw v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((y position) - (item (2) of [clone.setting v])) [2] [2]\n Add to list.// (((item (3) of [sw v]) / (20)) - (item (3) of [clone.setting v])) [3] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (5)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x ((-1) * (item (1) of [clone.setting v])) y ((-1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat (19)\n go to [front v] layer\n go [backward v] (item (5) of [sw v]) layers\n Add to list.// (((0) - (item (3) of [clone.setting v])) / (7)) [3] [2]\n Add to list.// (([cos v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [1] [2]\n Add to list.// (([sin v] of ((90) - (item (4) of [sw v])) ) * (item (3) of [clone.setting v])) [2] [2]\n Coordinate // x ((-1) * (item (1) of [clone.setting v])) y ((-1) * (item (2) of [clone.setting v])) d (item (4) of [sw v]) s (item (3) of [sw v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n next costume\n end\n delete this clone\n else\n if < (//clone.ID) contains [3]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size [1] angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s [1] [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((0) - (item (1) of [clone.setting v])) [2] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (42)\n Add to list.// (((item (3) of [sw v]) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// [1] [2] [2]\n if <((item (2) of [clone.setting v]) mod (3)) = [0]> then\n next costume\n end\n end\n delete this clone\n else\n if < (//clone.ID) contains [4]?> then\n Initial setting // place (item (1) of [sw v]) (item (2) of [sw v]) size [1] angle (item (4) of [sw v]) costume (join (//clone.ID) [-1])\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s [1] [0] x.setting [0] y.setting [0] d.setting [0] costume (join (//clone.ID) [-1])\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((0) - (item (1) of [clone.setting v])) [2] [2]\n go [backward v] (item (5) of [sw v]) layers\n Image effect // type [1] number (item (7) of [sw v]) change [2]\n Image effect // type [6] number (item (6) of [sw v]) change [2]\n repeat (42)\n Add to list.// (((item (3) of [sw v]) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n Coordinate // x (item (1) of [sw v]) y (item (2) of [sw v]) d (item (4) of [sw v]) s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// [1] [2] [2]\n if <((item (2) of [clone.setting v]) mod (3)) = [0]> then\n next costume\n end\n end\n delete this clone\n end\n end\n end\n end\nelse\n if < (//clone.ID) contains [chev]?> then\n Initial setting // place [0] [0] size [1] angle [90] costume (//clone.ID)\n go to [back v] layer\n go to [front v] layer\n go [backward v] (3) layers\n Coordinate // x [0] y [0] d [90] s [1] ((item (2) of [//設定 v]) - (100)) x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n forever\n size [big] [152]\n Add to list.// [7] [1] [2]\n Coordinate // x [0] y [0] d [90] s (item (1) of [clone.setting v]) ((item (2) of [//設定 v]) - (100)) x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n if <(item (1) of [時間設定 v]) < (timer)> then\n Image effect // type [7] number [0] change [2]\n else\n Image effect // type [7] number [100] change [2]\n end\n end\n else\n if < (//clone.ID) contains [pattern]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume (//clone.ID)\n forever\n go to [front v] layer\n end\n else\n if < (//clone.ID) contains [flash]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume [curtain]\n Image effect // type [7] number [0] change [2]\n forever\n Image effect // type [7] number [4] change [1]\n go to [front v] layer\n end\n else\n if < (//clone.ID) contains [text]?> then\n Initial setting // place [0] [0] size [0] angle [90] costume [curtain]\n Coordinate // x (pick random (-2) to (2)) y (pick random (-2) to (2)) d [90] s [8] [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [3] [2]\n Add to list.// ((y position) - (item (1) of [clone.setting v])) [4] [2]\n Add to list.// ((0) - (item (2) of [clone.setting v])) [2] [2]\n repeat (15)\n Add to list.// ((((item (1) of [clone.setting v]) - (8)) + (1)) / (4)) [1] [2]\n Add to list.// (((item (2) of [clone.setting v]) - (-3)) / (8)) [2] [2]\n Add to list.// ((([sin v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (3) of [clone.setting v])) [3] [2]\n Add to list.// ((([cos v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (4) of [clone.setting v])) [4] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (1) of [時間設定 v]) < (timer)>\n Add to list.// (((100) - (item (1) of [clone.setting v])) / (6)) [1] [2]\n Add to list.// (((0) - (item (2) of [clone.setting v])) / (8)) [2] [2]\n Add to list.// ((([sin v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (3) of [clone.setting v])) [3] [2]\n Add to list.// ((([cos v] of ((timer) * (350)) ) * (item (2) of [clone.setting v])) - (item (4) of [clone.setting v])) [4] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (2) of [時間設定 v]) < (timer)>\n go to [front v] layer\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (3) of [時間設定 v]) < (timer)>\n go to [front v] layer\n Add to list.// (((65) - (item (1) of [clone.setting v])) / (4.4)) [1] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (1) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <((item (4) of [時間設定 v]) + (0.1)) < (timer)>\n go to [front v] layer\n Add to list.// (((((100) - (size)) / (10)) + ((item (1) of [clone.setting v]) * (0.6))) - (item (1) of [clone.setting v])) [1] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (1) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n Add to list.// ((size) - (item (10) of [clone.setting v])) [10] [2]\n repeat until <(item (5) of [時間設定 v]) < (timer)>\n go to [front v] layer\n Add to list.// [-10] [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s (item (10) of [clone.setting v]) [0] x.setting [0] y.setting [0] d.setting [0] costume (//clone.ID)\n end\n repeat until <(item (7) of [時間設定 v]) < (timer)>\n go to [front v] layer\n Add to list.// (((((100) - (size)) / (16)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n Add to list.// ((direction) - (item (11) of [clone.setting v])) [11] [2]\n repeat until <[6.4] < (timer)>\n go to [front v] layer\n Add to list.// ((item (5) of [//設定 v]) - (item (11) of [clone.setting v])) [11] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d (item (11) of [clone.setting v]) s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n repeat until <[6.9] < (timer)>\n go to [front v] layer\n Add to list.// (((((168) - (size)) / (14)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n \n go to [front v] layer\n Add to list.// (((((100) - (size)) / (4)) + ((item (10) of [clone.setting v]) * (0.77))) - (item (10) of [clone.setting v])) [10] [2]\n Coordinate // x (item (3) of [clone.setting v]) y (item (4) of [clone.setting v]) d [90] s ((size) + (item (10) of [clone.setting v])) [0] x.setting [0] y.setting [0] d.setting [0] costume [logo]\n end\n else\n if < (//clone.ID) contains [frame]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume [frame]\n size [big] [89]\n Coordinate // x [0] y [0] d [90] s [125] [0] x.setting [0] y.setting [0] d.setting [0] costume [frame]\n Add to list.// ((size) - (item (1) of [clone.setting v])) [1] [2]\n forever\n size [big] [89]\n size [small] [89]\n go to [front v] layer\n go [backward v] (1) layers\n Add to list.// (((100) - (item (1) of [clone.setting v])) / (5)) [1] [2]\n Coordinate // x [0] y [0] d [90] s (item (1) of [clone.setting v]) [0] x.setting (item (3) of [//設定 v]) y.setting (item (4) of [//設定 v]) d.setting [0] costume [frame]\n end\n else\n if < (//clone.ID) contains [setting]?> then\n Initial setting // place [0] [0] size [100] angle [90] costume [fill]\n Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n time (item (1) of [時間設定 v])\n repeat until <(round (item (1) of [//設定 v])) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n Add to list.// ((direction) - (item (1) of [//設定 v])) [1] [1]\n end\n set [camera v] to [ok]\n Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n time (item (7) of [時間設定 v])\n repeat until <(round (item (5) of [//設定 v])) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n Add to list.// ((direction) - (item (5) of [//設定 v])) [5] [1]\n end\n time (item (10) of [時間設定 v])\n Add to list.// ((91) - (item (1) of [//設定 v])) [1] [1]\n Coordinate // x [0] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [fill]\n repeat until <(round (item (1) of [//設定 v])) = [90]>\n turn right (([abs v] of ((90) - (direction)) ) / (4)) degrees\n Add to list.// ((direction) - (item (1) of [//設定 v])) [1] [1]\n end\n else\n if < (//clone.ID) contains [curtain]?> then\n Initial setting // place [-586] [0] size [100] angle [90] costume [by @-preis-]\n Coordinate // x [-588] y [0] d [91] s [100] [0] x.setting [0] y.setting [0] d.setting [0] costume [by @-preis-]\n Add to list.// ((x position) - (item (1) of [clone.setting v])) [1] [2]\n Image effect // type [6] number (((letter (length of (//clone.ID)) of (//clone.ID)) - (1)) * (100)) change [2]\n repeat (17)\n go to [front v] layer\n Add to list.// (((item (1) of [clone.setting v]) - (-594)) / (4)) [1] [2]\n go to x: (item (1) of [clone.setting v]) y: (0)\n point in direction (90)\n set size to (100) %\n end\n repeat (50)\n go to [front v] layer\n Add to list.// (((0) - (item (1) of [clone.setting v])) / (4)) [1] [2]\n go to x: (item (1) of [clone.setting v]) y: (0)\n point in direction (90)\n set size to (100) %\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [chev v] to [0]\n\n change [chev v] by (1)\n go to [back v] layer\n //clone.create (join [chev.] (((chev) mod (4)) + (1))) [1]\n wait (0.17) seconds\nend\n\ndefine time.setting\ndelete all of [時間設定 v]\nadd [2.38] to [時間設定 v]\nadd [3] to [時間設定 v]\nadd [3.5] to [時間設定 v]\nadd [4] to [時間設定 v]\nadd [4.55] to [時間設定 v]\nadd [4.8] to [時間設定 v]\nadd [5.1] to [時間設定 v]\nadd [5.7] to [時間設定 v]\nadd [6.3] to [時間設定 v]\nadd [6.9] to [時間設定 v]\n\ndefine SW3,4 // place (x) (y) (s) (d) repetition (repetition) depth (number) color (brightness) (vividness) type (type)\nAdd to list.// ((x) - (item (1) of [sw v])) [1] [3]\nAdd to list.// ((y) - (item (2) of [sw v])) [2] [3]\nAdd to list.// ((s) - (item (3) of [sw v])) [3] [3]\nAdd to list.// ((d) - (item (4) of [sw v])) [4] [3]\nAdd to list.// ((number) - ((item (5) of [sw v]) + (3))) [5] [3]\nAdd to list.// ((brightness) - (item (6) of [sw v])) [6] [3]\nAdd to list.// ((vividness) - (item (7) of [sw v])) [7] [3]\n//clone.create (join [SW.] (type)) (repetition)\n\ndefine SW.1,2 // repetition (repetition) place (x) (y) (s) depth (number) color (brightness) (vividness) type (type)\nAdd to list.// ((0) - (item (4) of [sw v])) [4] [3]\nAdd to list.// ((x) - (item (1) of [sw v])) [1] [3]\nAdd to list.// ((y) - (item (2) of [sw v])) [2] [3]\nAdd to list.// ((s) - (item (3) of [sw v])) [3] [3]\nAdd to list.// ((number) - ((item (5) of [sw v]) + (3))) [5] [3]\nAdd to list.// ((brightness) - (item (6) of [sw v])) [6] [3]\nAdd to list.// ((vividness) - (item (7) of [sw v])) [7] [3]\nrepeat (repetition)\n //clone.create (join [SW.] (type)) [1]\n Add to list.// ((360) / (repetition)) [4] [3]\nend\n\nwhen I start as a clone\nshow\nif < (//clone.ID) contains [SW.]?> then\n forever\n go to [front v] layer\n go [backward v] (3) layers\n end\nend\n\nwhen I receive [start v]\ntime (item (3) of [時間設定 v])\nshake (item (4) of [時間設定 v])\nshake (item (5) of [時間設定 v])\nshake (item (7) of [時間設定 v])\nshake (item (8) of [時間設定 v])\nshake (item (9) of [時間設定 v])\nshake (item (10) of [時間設定 v])\n\ndefine shake (time)\nAdd to list.// ((120) - (item (2) of [//設定 v])) [2] [1]\nrepeat until <(time) < (timer)>\n Add to list.// (((100) - (item (2) of [//設定 v])) / (5)) [2] [1]\n Add to list.// ((([sin v] of ((timer) * (1000)) ) * (((100) - (item (2) of [//設定 v])) * (0.2))) - (item (3) of [//設定 v])) [3] [1]\n Add to list.// ((([cos v] of ((timer) * (1000)) ) * (((100) - (item (2) of [//設定 v])) * (0.2))) - (item (4) of [//設定 v])) [4] [1]\n Add to list.// ((((([sin v] of ((timer) * (1000)) ) * (1.5)) * (((100) - (item (2) of [//設定 v])) * (0.2))) + (90)) - (item (1) of [//設定 v])) [1] [1]\nend\n\nwhen I start as a clone\ntime [8.483]\nif < (//clone.ID) contains [curtain]?> then\n repeat (20)\n Image effect // type [7] number [5] change [1]\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nhide\ndelete this clone\n\nwhen I receive [start v]\ntime [7.4]\nstart sound [Slice SFX v]\n\nwhen flag clicked\nwait (10) seconds\nstop [other scripts in sprite v]\nstop [this script v]\n\n
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ゴールの時に、♡と☆を押して隠しステージに行け!!\n体力ゲージもあるよ!!無くならないようにしよう!!\n無くなってしまったら戻されてしまうよ!注意しよう!\nたまにバグってしまいますが,ご了承ください。\n但し,致命的なバグなら直ちに修正いたします。\nコメ欄にてお早めにお知らせください。↓原作が消えた…\n原作の@--XPlatformerBoy--さんに感謝致します!!\n✦✦✦使い方✦✦✦\n矢印キーを使ってプレイヤーを動かします。\n棘と溶岩に触れないでください!モバイルにも対応!!\n✦✦✦クレジット✦✦✦\n@-Ekdaukin,@--AwesomeCode--,\n@RadarX,@kumanomikun622 \n✦✦✦バグ修正&報告✦✦✦\n2023/01/29 19:00頃 プラフォ公開!!\n2023/01/30 07:47 クラウド変数バグ修正①\n2023/01/30 17:05 クラウド変数バグ修正②\n2023/01/30 17:06 ステージを一部改装。\n2023/01/30 18:40 隠しステージで体力切れの際の\n 復活してくるステージを変更。\n2023/02/01 10:39 傾向1P達成←プラットフォーマー検索\n2023/02/01 10:40 傾向4位達成!!(1P→4位に訂正)\n2023/02/01 13:00頃 観覧数200達成!!thank you!!\n2023/02/01 21:35 観覧数333達成!!thank you!!\n2023/02/02 13:28 観覧数444突破!!thank you!!\n2023/02/02 19:50 観覧数555突破!!thank you!!\n2023/02/03 07:00 クラウド変数バグ修正③\n2023/02/03 09:30頃 観覧数666突破!!thank you!!\n2023/02/03 13:08 傾向4位→傾向5位 傾向少し落ちた…\n2023/02/03 14:00頃 観覧数777突破!!thank you!!\n2023/02/03 18:00頃 観覧数888突破!!thank you!!\n2023/02/03 20:06 観覧数999突破!!thank you!!\n2023/02/03 20:07 観覧数1000突破!!感謝しかない!\n2023/02/03 21:47 観覧数1111突破!!ゾロ目嬉しい!w\n2023/02/03 21:58 傾向5位→傾向2位! 傾向UP!!\n2023/02/04 12:30 新ステージ追加!!合計14ステージに\n2023/02/04 13:58 傾向2P達成←platformer検索\n2023/02/04 14:26 傾向1位達成!!←日本語検索 でwww\n2023/02/04 18:13 観覧数1500突破!!thank you!!\n2023/02/06 12:11 傾向2位→傾向6位 超落ちた…(´°̥̥̥̥̥̥̥̥ω°̥̥̥̥̥̥̥̥`)\n2023/02/07 11:32 傾向6位→傾向7位 ガーン!… ∑(゚Д゚)\n2023/02/08 07:33 傾向7位→傾向8位 チーン(O_O)…\n2023/02/08 21:23 間違えて共有をやめる、、、\n2023/02/09 19:00 観覧数2000突破!!thank you!!\n2023/02/10 08:20 傾向8位→傾向9位 タヒんだー(>人<;)\n2023/02/11 07:50 傾向9位→傾向8位 少し救われた〜!\n2023/02/12 08:15 傾向8位→傾向9位 (°▽°)ア、、、戻ったー\n2023/02/12 21:40 傾向9位→傾向11位 時代は終わった…\n2023/02/13 07:25 傾向11位→傾向10位 もっと!!(゚∀゚)\n2023/02/14 09:05 傾向10位→傾向11位 絶賛停滞中、…\n2023/02/?? ??:?? 観覧数2500突破!!\n2023/02/?? ??:?? 観覧数3000突破!!\n2023/02/?? ??:?? 観覧数3500突破!!\n2023/02/?? ??:?? 観覧数4000突破!!\n2023/02/?? ??:?? 観覧数4500突破!!\n2023/02/?? ??:?? 観覧数5000突破!!(O_O)す,すげぇ…\n2023/02/?? ??:?? 観覧数6000突破!!
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Avatar platformer #fun #games #minigames
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@Stage\n\nwhen I receive [message1 v]\nask [will you help to defeat the fire lord \(yes/no\)] and wait\nif <(answer) = [yes]> then\nif <(answer) = [no]> then\n say [well your gunna have to lol.] for (2) seconds\nend\n\nwhen I receive [aang catch v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [you failed catch v]\nswitch backdrop to (minigames v)\n\nwhen I receive [avatar staring contest v]\nswitch backdrop to (stare v)\n\nwhen I receive [you blinked v]\nswitch backdrop to (minigames v)\n\n@aang\n\nwhen flag clicked\nshow\nset [ir v] to [0]\ngo to x: (-205) y: (-97)\nswitch costume to (costume1 v)\nswitch backdrop to (backdropstart v)\nset [gravity v] to [-1]\nset [y v v] to [0]\nset [jump v v] to [14]\nset rotation style [left-right v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n end\n if <touching (floor v)?> then\n set [y v v] to [0]\n if <key (up arrow v) pressed?> then\n set [y v v] to (jump v)\n end\n else\n set [y v v] to ((y v) + (gravity))\n end\n change y by (y v)\nend\n\nwhen I receive [get back aang v]\ngo to x: (-205) y: (-97)\n\nwhen flag clicked\nforever\n if <<touching (fire spike v)?> or <touching (sprite6 v)?>> then\n go to x: (-205) y: (-97)\n change [hit spike v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [ir v] to [1]\n repeat (5)\n wait (0.01) seconds\n move (-8) steps\n next costume\n end\n set [ir v] to [0]\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (c v) pressed?> then\n set [ir v] to [1]\n switch costume to (costume7 v)\n repeat (8)\n wait (0.01) seconds\n next costume\n end\n set [ir v] to [0]\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [9 v]\nplay sound [Thunder Storm v] until done\n\nwhen backdrop switches to [10 v]\nplay sound [Thunder Storm v] until done\n\nwhen backdrop switches to [11 v]\nplay sound [Thunder Storm v] until done\n\nwhen backdrop switches to [8 v]\nplay sound [8 v] until done\n\nwhen backdrop switches to [7 v]\nplay sound [7 v] until done\n\nwhen flag clicked\nset [hit spike v] to [0]\nset [name 2 v] to (username)\n\nwhen flag clicked\nforever\n if <touching (fire lord v)?> then\n set [touched fire lord v] to [1]\n end\nend\n\nwhen flag clicked\nclear graphic effects\nforever\n play sound [recording1 v] until done\nend\n\nwhen I receive [mini game time!! v]\nswitch backdrop to (minigames v)\nhide\n\nwhen flag clicked\nforever\n if <(LOVED__) = [1]> then\n if <(FAVED___) = [1]> then\n forever\n change [color v] effect by (5)\n end\n end\n end\nend\n\n@fire spike\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdropstart v]\nrepeat (3)\n show\n go to x: (-22) y: (-132)\n stop [this script v]\nend\n\nwhen backdrop switches to [2 v]\nrepeat (3)\n show\n switch costume to (costume2 v)\n go to x: (-22) y: (-132)\n stop [this script v]\nend\n\nwhen backdrop switches to [3 v]\nrepeat (3)\n show\n switch costume to (costume3 v)\n go to x: (45) y: (-137)\n stop [this script v]\nend\n\nwhen backdrop switches to [4 v]\nrepeat (3)\n show\n switch costume to (costume4 v)\n go to x: (45) y: (-137)\n stop [this script v]\nend\n\nwhen backdrop switches to [5 v]\ngo to [back v] layer\nrepeat (3)\n hide\n go to x: (45) y: (-137)\n stop [this script v]\nend\n\nwhen backdrop switches to [5 v]\nrepeat (3)\n hide\n go to x: (45) y: (-137)\n stop [this script v]\nend\n\nwhen backdrop switches to [6 v]\nrepeat (3)\n show\n go to x: (-33) y: (-133)\n switch costume to (costume5 v)\n stop [this script v]\nend\n\nwhen backdrop switches to [7 v]\nrepeat (3)\n hide\nend\n\nwhen backdrop switches to [8 v]\nrepeat (3)\n show\n go to x: (-22) y: (-132)\n switch costume to (costume6 v)\nend\n\nwhen backdrop switches to [9 v]\nrepeat (3)\n hide\nend\n\nwhen backdrop switches to [11 v]\nrepeat (3)\n switch costume to (costume7 v)\n show\nend\n\nwhen backdrop switches to [bossfight!!! v]\nrepeat (3)\n hide\nend\n\n@finish\n\nwhen backdrop switches to [backdropstart v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (2 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [2 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (3 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [2 v]\nbroadcast (message1 v)\n\nwhen backdrop switches to [3 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (4 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [4 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (5 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [5 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n broadcast (new stage! v)\n switch backdrop to (6 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [6 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (7 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [7 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (8 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [8 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (9 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [9 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (10 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [10 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (11 v)\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen backdrop switches to [11 v]\nwait (0.50) seconds\nrepeat (4)\n forever\n if <touching (aang v)?> then\n switch backdrop to (bossfight!!! v)\n hide\n broadcast (get back aang v)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nshow\n\n@Floor\n\nwhen flag clicked\nshow\n\nwhen I receive [mini game time!! v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (-290) y: (142)\nforever\n wait (3) seconds\n set [cloud random v] to (pick random (1) to (6))\n if <(cloud random) = [1]> then\n show\n wait (0.01) seconds\n go to x: (-290) y: (142)\n switch costume to (costume1 v)\n glide (6) secs to x: (284) y: (139)\n hide\n end\n if <(cloud random) = [2]> then\n wait (0.001) seconds\n show\n go to x: (-148) y: (62)\n switch costume to (costume2 v)\n glide (5) secs to x: (344) y: (40)\n hide\n end\n if <(cloud random) = [3]> then\n wait (0.01) seconds\n show\n switch costume to (costume3 v)\n go to x: (-176) y: (8)\n glide (7) secs to x: (341) y: (12)\n hide\n end\n if <(cloud random) = [4]> then\n wait (0.01) seconds\n go to x: (-226) y: (-63)\n show\n switch costume to (costume4 v)\n glide (8) secs to x: (344) y: (-68)\n hide\n end\n if <(cloud random) = [5]> then\n wait (0.01) seconds\n go to x: (-301) y: (-1)\n show\n switch costume to (costume5 v)\n glide (5) secs to x: (327) y: (-1)\n hide\n end\n if <(cloud random) = [6]> then\n wait (0.01) seconds\n go to x: (-454) y: (-62)\n show\n switch costume to (costume6 v)\n glide (9) secs to x: (387) y: (-42)\n hide\n end\nend\n\ngo to x: (-290) y: (142)\n\ngo to x: (-290) y: (142)\n\nchange [color v] effect by (25)\n\nwhen I receive [mini game time!! v]\nhide\n\nwhen backdrop switches to [minigames v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Sprite\n\nwhen flag clicked\nhide\nset [fire gravity v] to [-1]\nset [fire y v] to [0]\nset [fire jump v] to [14]\nset rotation style [left-right v]\nforever\n set [fire y v] to (fire jump)\n if <touching (floor v)?> then\n set [fire y v] to [0]\n else\n set [fire y v] to ((fire y) + (fire gravity))\n end\n change y by (y v)\nend\n\nif <key (up arrow v) pressed?> then\nend\n\nwhen backdrop switches to [5 v]\nshow\ngo to x: (172) y: (-32)\nforever\n set rotation style [don't rotate v]\n point towards (aang v)\n move (3) steps\nend\n\nwhen backdrop switches to [5 v]\nforever\n if <<touching (aang v)?> and <(IR) = [1]>> then\n go to x: (172) y: (-32)\n hide\n end\nend\n\nwhen backdrop switches to [5 v]\nforever\n if <<touching (aang v)?> and <not <(IR) = [1]>>> then\n go to x: (172) y: (-32)\n broadcast (get back aang v)\n end\nend\n\nwhen backdrop switches to [7 v]\nforever\n if <<touching (aang v)?> and <not <(IR) = [1]>>> then\n go to x: (172) y: (-32)\n broadcast (get back aang v)\n end\nend\n\nwhen backdrop switches to [7 v]\nforever\n if <<touching (aang v)?> and <(IR) = [1]>> then\n go to x: (172) y: (-32)\n hide\n end\nend\n\nwhen backdrop switches to [7 v]\nshow\ncreate clone of (_myself_ v)\nwait (0.50) seconds\ncreate clone of (_myself_ v)\ngo to x: (172) y: (-32)\nforever\n set rotation style [don't rotate v]\n point towards (aang v)\n move (3) steps\nend\n\nwhen I start as a clone\nforever\n if <<touching (aang v)?> and <(IR) = [1]>> then\n go to x: (172) y: (-32)\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (aang v)?> and <not <(IR) = [1]>>> then\n go to x: (172) y: (-32)\n broadcast (get back aang v)\n end\nend\n\nwhen I start as a clone\nforever\n set rotation style [don't rotate v]\n point towards (aang v)\n move (3) steps\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (-575) y: (-51)\nhide\n\nwhen I receive [new stage! v]\nshow\nglide (2) secs to x: (2) y: (-11)\nwait (4) seconds\nglide (2) secs to x: (-575) y: (-51)\nhide\n\n@fast gaurd\n\nwhen flag clicked\nhide\nset [fire gravity v] to [-1]\nset [fire y v] to [0]\nset [fire jump v] to [14]\nset rotation style [left-right v]\nforever\n set [fire y v] to (fire jump)\n if <touching (floor v)?> then\n set [fire y v] to [0]\n else\n set [fire y v] to ((fire y) + (fire gravity))\n end\n change y by (y v)\nend\n\nwhen backdrop switches to [10 v]\nshow\ngo to x: (172) y: (-32)\nforever\n set rotation style [don't rotate v]\n point towards (aang v)\n move (10) steps\nend\n\nwhen backdrop switches to [10 v]\nforever\n if <<touching (aang v)?> and <(IR) = [1]>> then\n go to x: (172) y: (-32)\n hide\n end\nend\n\nwhen backdrop switches to [10 v]\nforever\n if <<touching (aang v)?> and <not <(IR) = [1]>>> then\n go to x: (172) y: (-32)\n broadcast (get back aang v)\n end\nend\n\n@Sprite3\n\nwhen backdrop switches to [backdropstart v]\nshow variable [name v]\nset [name v] to (username)\n\nwhen backdrop switches to [2 v]\nhide variable [name v]\n\nwhen flag clicked\nset [time v] to [0]\nset [end v] to [0]\nrepeat until <(end) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Sprite4\n\nwhen backdrop switches to [10 v]\nshow\nrepeat until <(touched fire lord) = [1]>\n wait (2) seconds\n show\n repeat (6)\n wait (0.001) seconds\n next costume\n end\n switch costume to (costume1 v)\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [bossfight!!! v]\nhide\n\nwhen I receive [mini game time!! v]\nhide\n\n@fire lord\n\nwhen backdrop switches to [backdropstart v]\nswitch costume to (costume1 v)\ngo to x: (210) y: (-142)\nhide\n\nwhen backdrop switches to [bossfight!!! v]\ngo to x: (210) y: (-142)\nshow\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [1]> then\n switch costume to (costume2 v)\n glide (0.45) secs to x: (147) y: (262)\n hide\n end\nend\n\n@Sprite5\n\nwhen backdrop switches to [bossfight!!! v]\ngo to x: (-527) y: (-34)\nshow\nglide (2) secs to x: (0) y: (-9)\nwait (4) seconds\nhide\n\nwhen flag clicked\nforever\n change x by (-3)\n wait (0.01) seconds\n change x by (3)\nend\n\nwhen flag clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nset [bossfight stop v] to [0]\nhide\nset rotation style [all around v]\nrepeat until <(bossfight stop) = [1]>\n turn left (40) degrees\nend\n\nwhen backdrop switches to [bossfight!!! v]\ngo to x: (136) y: (-130)\nswitch costume to (costume1 v)\nshow\nwait (7) seconds\nrepeat until <(touched fire lord) = [1]>\n switch costume to (costume1 v)\n go to x: (136) y: (-130)\n show\n glide (1) secs to x: (-260) y: (-129)\n set [bossfight stop v] to [1]\n if <(touched fire lord) = [0]> then\n show\n point in direction (90)\n switch costume to (costume2 v)\n go to x: (168) y: (-4)\n glide (2) secs to x: (24) y: (-2)\n switch costume to (costume3 v)\n go to x: (-50) y: (11)\n glide (1) secs to x: (-115) y: (10)\n glide (1) secs to x: (-193) y: (11)\n glide (1) secs to x: (-54) y: (11)\n glide (1) secs to x: (-58) y: (121)\n glide (0.50) secs to x: (-107) y: (5)\n repeat (4)\n turn right (15) degrees\n end\n glide (1) secs to x: (-223) y: (-6)\n wait (2) seconds\n repeat (4)\n turn left (15) degrees\n end\n switch costume to (costume1 v)\n go to x: (142) y: (-131)\n glide (0.50) secs to x: (33) y: (-4)\n glide (1) secs to x: (-30) y: (-132)\n glide (0.40) secs to x: (-104) y: (-22)\n glide (1) secs to x: (19) y: (-106)\n glide (1) secs to x: (-63) y: (31)\n glide (0.50) secs to x: (-107) y: (-132)\n end\nend\n\nhide\n\nwhen flag clicked\nset [touched fire lord v] to [0]\nforever\n if <(touched fire lord) = [1]> then\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [1]> then\n if <(time) < (☁ high score)> then\n set [☁ high score v] to (time)\n say [new high!] for (5) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [1]> then\n show variable [☁ high score v]\n show variable [name 2 v]\n show variable [time v]\n show variable [hit spike v]\n set [end v] to [1]\n show\n wait (1) seconds\n switch costume to (costume2 v)\n wait (0.50) seconds\n switch costume to (costume2 v)\n switch costume to (costume2 v)\n wait (0.50) seconds\n switch costume to (costume2 v)\n switch costume to (costume2 v)\n wait (0.50) seconds\n switch costume to (costume2 v)\n switch costume to (costume2 v)\n wait (0.50) seconds\n switch costume to (costume2 v)\n wait (7) seconds\n hide\n broadcast (mini game time!! v)\n set [touched fire lord v] to [0]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide variable [☁ high score v]\nset [end v] to [0]\nhide variable [name 2 v]\nhide variable [time v]\nhide variable [hit spike v]\nhide\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [0]> then\n hide variable [☁ high score v]\n set [end v] to [0]\n hide variable [name 2 v]\n hide variable [time v]\n hide variable [hit spike v]\n end\nend\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [1]> then\n broadcast (shake v)\n stop [this script v]\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nrepeat (10)\n hide\nend\n\nwhen backdrop switches to [minigames v]\nhide\ngo to x: (415) y: (-154)\nshow\nglide (1) secs to x: (-41) y: (-13)\nstop [this script v]\n\nwhen this sprite clicked\nhide\nbroadcast (appa dodge v)\n\nwhen I receive [aang catch v]\nhide\n\nforever\n if <(appa fall) = [1]> then\n go to x: (419) y: (9)\n show\n glide (1) secs to x: (-46) y: (-8)\n stop [this script v]\n end\nend\n\nwhen flag clicked\n\nwhen I receive [avatar staring contest v]\nhide\n\nwhen backdrop switches to [minigames v]\n\nshow\n\n@mini game aang catch\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [minigames v]\nhide\nwait (1) seconds\ngo to x: (419) y: (9)\nrepeat (5)\n show\nend\nglide (1) secs to x: (111) y: (-10)\nstop [this script v]\n\nwhen this sprite clicked\nhide\nbroadcast (aang catch v)\n\nwhen I receive [appa dodge v]\nhide\n\nwhen I receive [avatar staring contest v]\nhide\n\nwhen backdrop switches to [minigames v]\n\nshow\nrepeat (10)\nend\n\n@Sprite9\n\nwhen flag clicked\ngo to x: (-17) y: (80)\nhide\n\nshow\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [1]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n change y by (3)\n wait (0.1) seconds\n change y by (-3)\nend\n\nwhen I receive [shake v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n if <(touched fire lord) = [0]> then\n hide\n end\nend\n\n@Sprite10\n\nwhen I receive [aang catch v]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-54) y: (-72)\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch costume to (costume1 v)\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (10) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (10) steps\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [you failed catch v]\nhide\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (-160) y: (-124)\nhide\n\nwhen I receive [aang catch v]\nset [catch time v] to [0]\nshow\nwait (3.50) seconds\nrepeat until <(failed catch) = [1]>\n wait (1) seconds\n show\n go to (random position v)\n repeat (9)\n set y to (189)\n end\n glide (catch time) secs to x: (x position) y: (-193)\nend\n\nforever\n if <not <touching (sprite10 v)?>> then\n end\nend\n\nwhen I receive [aang catch v]\nrepeat (20)\n set [failed catch v] to [0]\nend\nset [catch time v] to [7]\n\nwhen I receive [aang catch v]\nforever\n wait (1) seconds\n change [catch time v] by (-0.1)\nend\n\nwhen flag clicked\nforever\n if <touching (line v)?> then\n set [failed catch v] to [1]\n broadcast (you failed catch v)\n end\nend\n\nwhen I receive [you failed catch v]\nhide\n\nwhen flag clicked\nforever\n if <touching (sprite10 v)?> then\n hide\n end\nend\n\nwhen I receive [aang catch v]\nrepeat (10)\n set y to (189)\nend\n\n@line\n\nwhen flag clicked\nhide\n\nwhen I receive [aang catch v]\nshow\n\nwhen I receive [you failed catch v]\nhide\n\n@appa\n\nwhen flag clicked\nhide\n\nwhen I receive [appa dodge v]\nshow\ngo to x: (2) y: (-129)\nswitch costume to (appa2 v)\nwait (2) seconds\nswitch costume to (appa v)\n\nwhen I receive [appa dodge v]\nset rotation style [don't rotate v]\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n move (6) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n move (6) steps\n end\nend\n\nwhen flag clicked\nset [appa fall v] to [0]\n\nwhen flag clicked\nforever\n if <(appa fall) = [1]> then\n switch backdrop to (minigames v)\n hide\n stop [this script v]\n end\nend\n\n@enemy appa\n\nwhen flag clicked\nhide\n\nwhen I receive [appa dodge v]\nwait (2) seconds\nrepeat until <(appa fall) = [1]>\n set [reply v] to (pick random (1) to (3))\n wait (1) seconds\n if <(reply) = [1]> then\n if <(appa fall) = [0]> then\n go to x: (13) y: (146)\n show\n glide (random bird) secs to x: (14) y: (-186)\n hide\n end\n end\n if <(reply) = [2]> then\n if <(appa fall) = [0]> then\n go to x: (-154) y: (172)\n show\n glide (random bird) secs to x: (-150) y: (-186)\n hide\n end\n end\n if <(reply) = [3]> then\n if <(appa fall) = [0]> then\n go to x: (170) y: (186)\n show\n glide (random bird) secs to x: (175) y: (-186)\n hide\n end\n end\nend\n\nwhen I receive [appa dodge v]\nforever\n wait (2) seconds\n change [random bird v] by (-0.35)\nend\n\nwhen I receive [appa dodge v]\nrepeat (3)\n set [appa fall v] to [0]\n set [random bird v] to [6.50]\nend\n\nwhen flag clicked\nforever\n if <touching (appa v)?> then\n repeat (4)\n repeat (10)\n set [appa fall v] to [1]\n end\n repeat (10)\n hide\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(appa fall) = [1]> then\n hide\n end\nend\n\nwhen I receive [appa dodge v]\nswitch backdrop to (appa v)\n\n@mini game aang catch2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [minigames v]\nhide\nwait (2) seconds\ngo to x: (419) y: (9)\nrepeat (5)\n show\nend\nglide (1) secs to x: (275) y: (-5)\nstop [this script v]\n\nwhen this sprite clicked\nhide\nbroadcast (avatar staring contest v)\n\nwhen I receive [appa dodge v]\nhide\n\nwhen I receive [aang catch v]\nhide\n\nwhen backdrop switches to [minigames v]\n\nshow\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [avatar staring contest v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [you blinked v]\nhide\n\nwhen flag clicked\n\nwhen I receive [avatar staring contest v]\nrepeat (8)\n wait (5) seconds\n next costume\nend\n\nwhen I receive [avatar staring contest v]\nforever\n if <(costume [number v]) = [9]> then\n wait (2) seconds\n broadcast (you blinked v)\n stop [this script v]\n end\nend\n\n@Sprite13\n\nwhen I receive [avatar staring contest v]\nshow\n\nwhen I receive [you blinked v]\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (you blinked v)\nhide\n\n@detector\n\nwhen flag clicked\npoint in direction (90)\nhide\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (0.5) seconds\nshow\ngo to x: (0) y: (-100)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\ngo [forward v] (2000) layers\nstart sound [1up v]\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.2) seconds\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\n end\nend\n\nwhen flag clicked\nset [faved___ v] to [0]\nset [loved__ v] to [0]\n\n@Sprite14\n\nwhen flag clicked\nhide\nwait (3) seconds\nshow\ngo to x: (-138) y: (-46)\nwait (4.50) seconds\nhide\nforever\n wait (12) seconds\n show\n go to x: (-138) y: (-46)\n wait (4) seconds\n hide\nend\n\nwhen I receive [mini game time!! v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(FAVED___) = [1]> then\n if <(LOVED__) = [1]> then\n forever\n hide\n end\n end\n end\nend\n\n
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STORY below (please read!) (arrow keys)\n(second game trailer: https://scratch.mit.edu/projects/806660836)\nSTORY BEGIN\nwelcome Avatar! after being in a iceberg for 100 years (not kidding), you find that the once peaceful world you lived in is destroyed because the FIRE LORD has attacked the air, water, and earth kingdoms. you must stop his reign of terror and capture him! but its not so simple as his soldiers will be trying to stop you at all costs. only you, the Avatar can stop him and restore peace! you are the last airbender which means only you can use air bending fire bending and earth bending! yes indeed you are the LAST AIRBENDER.\nthanks for playing!
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Sunshine || #Games #All #Trending #Music #Art #Platformer
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@Stage\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?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.5)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\nend\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?>> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 (sharingan v)?> then\n Reset\nend\nif <touching (lava v)?> then\n Reset\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 <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n switch costume to (player 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 (player right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player left 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 art\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@Enemy\n\nwhen flag clicked\nforever\n if <(The Level) = [1]> then\n show\n go to x: (-118) y: (-50)\n switch costume to (enemy3 v)\n glide (2) secs to x: (206) y: (-50)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (2) secs to x: (-118) y: (-50)\n switch costume to (enemy v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [3]> then\n show\n go to x: (-16) y: (30)\n switch costume to (enemy3 v)\n glide (2) secs to x: (219) y: (30)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (2) secs to x: (-16) y: (30)\n switch costume to (enemy v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [4]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [9]> then\n show\n go to x: (-110) y: (17)\n switch costume to (enemy3 v)\n glide (3) secs to x: (219) y: (17)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (3) secs to x: (-110) y: (17)\n switch costume to (enemy v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [10]> then\n show\n switch costume to (enemy v)\n go to x: (221) y: (-51)\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: (146) y: ((117) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [2]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (205) y: ((-33) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [3]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (187) y: ((157) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [4]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (7) y: ((85) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [5]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (10) y: ((85) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [6]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (175) y: ((150) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [7]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (37) y: ((26) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [8]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (-47) y: ((83) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [9]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (-15) y: ((-91) + (-))\n if <touching (player v)?> then\n change [collect v] by (1)\n hide\n end\n end\n end\n if <(The Level) = [10]> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (-159) y: ((135) + (-))\n if <touching (player v)?> 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 show\n go to x: (150) y: ((0) + (-))\n if <touching (player v)?> 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\nwhen flag clicked\nforever\n set [- v] to (([sin v] of (((timer) * (2)) * (50)) ) * (4))\nend\n\nset [collect v] to [0]\n\n@Sharingan\n\nwhen flag clicked\ngo to x: (221) y: (-45)\nhide\nwait until <(The Level) = [10]>\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) = [11]> then\n hide\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(The Level) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(The Level) = [10]> then\n go to x: (221) y: (-45)\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@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@music\n\nwhen flag clicked\nforever\n play sound [Rushawn_ft_The_Kiffness_-_It_s_A_Beautiful_Day v] until done\nend\n\n@Sun\n\nwhen flag clicked\nshow\nforever\n set size to ((100) + (([sin v] of (((timer) * (2)) * (50)) ) * (8))) %\nend\n\nwhen flag clicked\nwait until <(The Level) = [11]>\nhide\n\n@Water\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set y to ((-210) + (([sin v] of (((timer) * (2)) * (30)) ) * (3)))\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (4)))\nend\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) = [2]> then\n show\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) = [4]> then\n hide\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) = [6]> then\n hide\n end\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (102) y: (-30)\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [4]> then\n show\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (8)))\n set y to ((-160) + (([sin v] of (((timer) * (2)) * (30)) ) * (10)))\n end\n if <(The Level) = [5]> then\n hide\n end\n if <(The Level) = [8]> then\n show\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (25)) ) * (8)))\n set y to ((-60) + (([sin v] of (((timer) * (2)) * (30)) ) * (10)))\n end\n if <(The Level) = [9]> then\n hide\n end\nend\n\n@Wall\n\nwhen flag clicked\nhide\nwait until <(The Level) = [9]>\nshow\n\nwhen I receive [open wall v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nwait until <(The Level) = [9]>\nshow\nask [] and wait\nrepeat until <(The Level) = [10]>\n if <(answer) = ((8) * ((10) * (9)))> 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
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✦Sunshine✦\n\n follow this guy then look at your profile for a surprise\n @Prodannau \n\n\n\n\nControls\n➥ W A D / Arrow keys / Mobile play \n\nHow to play\n➥ Do not touch lava or enemy\n➥ Dodge the sharingan\n➥ Collect the ore \n\nHow to collect ore?\n➥ Go to the ore\n➥ Touch it with your player\n\n\nCredits\n➥ @--AwesomeCode-- For The Player Engine\n➥ @INorth For The Biggest Inspiration Of The Art\n➥ @TimMcCool For love and fav detector\n➥ @x_PlatformMaker_x For love and fav reminder\n➥ @EntoChicky For the mobile friendly icon\n\n__________\nLove And Fav If You Want Advertise Or I Will Report You \n__________\nTags\n#Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun \n #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun \n\n\nI am bored xD
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Minecraft Platformer 2
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@Stage\n\nwhen I receive [@animate v]\nif <not <(backdrop [number v]) = (_BACKDROP)>> then\n switch backdrop to (_BACKDROP)\nend\n\nwhen flag clicked\nforever\n hide variable [___level name v]\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v)\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nshow\nhide variable [___level name v]\nhide variable [#coins v]\nhide variable [#lives v]\nhide variable [#score v]\nhide variable [#time v]\n\nturn right (15) degrees\n\nturn right (15) degrees\n\n@Main Menu\n\nwhen flag clicked\nwait (3) seconds\nset [id v] to []\nhide variable [level display1 v]\nhide variable [level display2 v]\nhide variable [level display3 v]\nhide variable [level display4 v]\nhide variable [page display v]\nshow list [here is your save code! v]\nif <(_EDITOR \(ON/OFF\)) = [1]> then\n broadcast (_SAVE LEVEL v) and wait\nend\nforever\n set [_volume sound v] to [35]\n set [_volume music v] to [20]\n set volume to (_VOLUME SOUND) %\n broadcast (_GREEN FLAG v) and wait\n set [_tile size v] to [30]\n broadcast (_ADJUST SIZE v) and wait\n set [#time v] to [999999999]\n set [__game type v] to [1]\n set [__game level v] to [1]\n set [___menu mode v] to [1]\n set [__game sub level v] to [0]\n set [__scroll x v] to [240]\n set [__scroll y v] to [180]\n set [_left edge v] to (__SCROLL X)\n set [_editor \(on/off\) v] to [0]\n set [__player mode v] to [0]\n set [_exit v] to [0]\n set [__player x v] to [5]\n set [__player y v] to [5]\n set [menu scroll speed v] to [2]\n delete all of [@mob spawns v]\n delete all of [_spawn particles v]\n delete all of [@mob dangers v]\n broadcast (_LOAD LEVEL v) and wait\n set [_music v] to [7]\n broadcast (_DELETE CLONES v) and wait\n broadcast (_CREATE CLONES v) and wait\n broadcast (_BEGIN MUSIC LOOP v)\n set size to (101) %\n switch backdrop to (overworld v)\n broadcast (_CREATE MENU CLONES v) and wait\n broadcast (_BEGIN LEVEL v) and wait\n repeat until <(_EXIT) > [0]>\n change [_in game timer v] by (1)\n change [__scroll x v] by (menu scroll speed)\n if <(__SCROLL Y) < [180]> then\n set [__scroll y v] to [180]\n else\n if <(__SCROLL Y) > ((((_TILE SIZE) * (_MAP HEIGHT)) - ((_TILE SIZE) / (2))) - (181))> then\n set [__scroll y v] to ((((_TILE SIZE) * (_MAP HEIGHT)) - ((_TILE SIZE) / (2))) - (181))\n end\n end\n if <(__SCROLL X) < [240]> then\n set [__scroll x v] to [240]\n set [menu scroll speed v] to [2]\n else\n if <(__SCROLL X) > (((_TILE SIZE) * (_MAP WIDTH)) - (240))> then\n set [__scroll x v] to (((_TILE SIZE) * (_MAP WIDTH)) - (240))\n set [menu scroll speed v] to [-2]\n end\n end\n broadcast (@MOB TICK v)\n broadcast (@SPAWN CYCLE v)\n broadcast (@MENU TICK v)\n broadcast (@ANIMATE v)\n end\n broadcast (_MUSIC FADE OUT v)\n hide variable [level display1 v]\n hide variable [level display2 v]\n hide variable [level display3 v]\n hide variable [level display4 v]\n hide variable [page display v]\n broadcast (_DELETE MENU v) and wait\n switch backdrop to (loading v)\n broadcast (_DELETE CLONES v) and wait\n broadcast (_CREATE CLONES v) and wait\n broadcast (_INIT PLAYER v) and wait\n broadcast (_DELETE CLONES v) and wait\nend\n\nwhen I receive [_delete menu v]\nhide\ndelete this clone\n\nwhen I receive [@menu tick v]\nif <(id) > []> then\n Tick Menu Object\nelse\n hide\nend\n\ndefine Create Object at X (x) Y (y) | Type: (id)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to []\n\ndefine Set Costume (costume)\nif <not <(costume) = (costume [number v])>> then\n switch costume to (costume)\nend\n\ndefine Get IsClicked\nset [isclicked v] to [0]\nif <mouse down?> then\n if <(mouse down) = [0]> then\n if <touching (mouse-pointer v)?> then\n set [isclicked v] to [1]\n start sound [snap v]\n end\n set [mouse down v] to [1]\n end\nelse\n set [mouse down v] to [0]\nend\n\nwhen I start as a clone\nset [mouse down v] to [1]\nTick Menu Object\nset volume to (_VOLUME SOUND) %\n\ndefine // (comment)\n\nwhen I receive [_create menu clones v]\nif <(id) = []> then\n hide variable [level display1 v]\n hide variable [level display2 v]\n hide variable [level display3 v]\n hide variable [level display4 v]\n hide variable [page display v]\n broadcast (_DELETE MENU v) and wait\n if <(___MENU MODE) = [1]> then\n Create Object at X [-130] Y [-40] | Type: [1]\n Create Object at X [-110] Y [-90] | Type: [2]\n Create Object at X [-84] Y [-140] | Type: [3]\n Create Object at X [160] Y [-90] | Type: [4]\n Create Object at X [154] Y [-40] | Type: [5]\n Create Object at X [0] Y [80] | Type: [7]\n else\n if <(___MENU MODE) = [2]> then\n if <(__GAME TYPE) = [1]> then\n set [total level pages v] to ([ceiling v] of ((length of [levels - game v]) / (4)) )\n else\n if <(__GAME TYPE) = [2]> then\n set [total level pages v] to ([ceiling v] of ((length of [levels - community v]) / (4)) )\n else\n if <(__GAME TYPE) = [3]> then\n set [total level pages v] to ([ceiling v] of ((length of [levels - editor v]) / (4)) )\n Create Object at X [-184] Y [120] | Type: [12]\n end\n end\n end\n if <(total level pages) < [1]> then\n set [total level pages v] to [1]\n end\n set [page display v] to (join (join [Page ] (_LEVEL SELECT PAGE)) (join [ of ] (total level pages)))\n show variable [page display v]\n if <(_LEVEL SELECT PAGE) > [1]> then\n Create Object at X [-205] Y [-134] | Type: [10]\n end\n if <(_LEVEL SELECT PAGE) < (total level pages)> then\n Create Object at X [205] Y [-134] | Type: [11]\n end\n Create Object at X [0] Y [0] | Type: [8]\n Create Object at X [-208] Y [155] | Type: [9]\n set [level init v] to ((((_LEVEL SELECT PAGE) - (1)) * (4)) + (1))\n Get Level Name and Creator\n if <(level name) > []> then\n set [level display1 v] to (join (level name) (join [ | @] (level creator)))\n Create Object at X [-130] Y [0] | Type: [6]\n show variable [level display1 v]\n else\n stop [this script v]\n end\n change [level init v] by (1)\n Get Level Name and Creator\n if <(level name) > []> then\n set [level display2 v] to (join (level name) (join [ | @] (level creator)))\n Create Object at X [-130] Y [-50] | Type: [6]\n show variable [level display2 v]\n else\n stop [this script v]\n end\n change [level init v] by (1)\n Get Level Name and Creator\n if <(level name) > []> then\n set [level display3 v] to (join (level name) (join [ | @] (level creator)))\n Create Object at X [-130] Y [-100] | Type: [6]\n show variable [level display3 v]\n else\n stop [this script v]\n end\n change [level init v] by (1)\n Get Level Name and Creator\n if <(level name) > []> then\n set [level display4 v] to (join (level name) (join [ | @] (level creator)))\n Create Object at X [-130] Y [-150] | Type: [6]\n show variable [level display4 v]\n else\n stop [this script v]\n end\n end\n end\nend\n\ndefine Decode Numbers to Letters (decode)\nset [decoded v] to []\nset [temp v] to (scanner)\nset [scanner v] to [1]\nrepeat (length of (decode))\n if <<(letter (length of (decoded)) of (decoded)) = [ ]> or <(letter (length of (decoded)) of (decoded)) = []>> then\n set [decoded v] to (join (decoded) (item (join (letter (scanner) of (decode)) (letter ((scanner) + (1)) of (decode))) of [letters - caps v]))\n else\n set [decoded v] to (join (decoded) (item (join (letter (scanner) of (decode)) (letter ((scanner) + (1)) of (decode))) of [letters v]))\n end\n change [scanner v] by (2)\nend\nset [scanner v] to (temp)\n\ndefine Read Value\nset [invalid code v] to [0]\nset [decoded v] to []\nchange [scanner v] by (1)\nrepeat until <[delimiters v] contains (letter (scanner) of (level to load))?>\n if <(letter (scanner) of (level to load)) = []> then\n set [invalid code v] to [1]\n stop [this script v]\n else\n set [decoded v] to (join (decoded) (letter (scanner) of (level to load)))\n change [scanner v] by (1)\n end\nend\nif <(decoded) = []> then\n set [decoded v] to [1]\nend\nset [delimiter found v] to (letter (scanner) of (level to load))\n\ndefine Get Level Name and Creator\nif <(__GAME TYPE) = [1]> then\n set [level to load v] to (item (level init) of [levels - game v])\nelse\n if <(__GAME TYPE) = [2]> then\n set [level to load v] to (item (level init) of [levels - community v])\n else\n if <(__GAME TYPE) = [3]> then\n set [level to load v] to (item (level init) of [levels - editor v])\n end\n end\nend\nset [scanner v] to [0]\nRead Value\nDecode Numbers to Letters (decoded)\nset [level name v] to (decoded)\nRead Value\nDecode Numbers to Letters (decoded)\nset [level creator v] to (decoded)\n\ndefine Tick Menu Object\ngo to x: (x) y: (y)\nshow\nif <(id) = [1]> then\n // [play button]\n if <touching (mouse-pointer v)?> then\n Set Costume [2]\n else\n Set Costume [1]\n end\n Get IsClicked\n if <(isClicked) = [1]> then\n set [__game type v] to [1]\n set [__game level v] to [1]\n set [_exit v] to [1]\n end\n stop [this script v]\nend\nif <(id) = [2]> then\n // [Select a Level]\n if <touching (mouse-pointer v)?> then\n Set Costume [4]\n else\n Set Costume [3]\n end\n Get IsClicked\n if <(isClicked) = [1]> then\n set [___menu mode v] to [2]\n set [__game type v] to [1]\n set [_level select page v] to [1]\n broadcast (_CREATE MENU CLONES v)\n end\n stop [this script v]\nend\nif <(id) = [3]> then\n // [Community Levels]\n if <touching (mouse-pointer v)?> then\n Set Costume [6]\n else\n Set Costume [5]\n end\n Get IsClicked\n if <(isClicked) = [1]> then\n set [___menu mode v] to [2]\n set [__game type v] to [2]\n set [_level select page v] to [1]\n broadcast (_CREATE MENU CLONES v)\n end\n stop [this script v]\nend\nif <(id) = [4]> then\n // [Edit Level]\n if <touching (mouse-pointer v)?> then\n Set Costume [8]\n else\n Set Costume [7]\n end\n Get IsClicked\n if <(isClicked) = [1]> then\n set [__game type v] to [3]\n if <(length of [levels - editor v]) > [0]> then\n set [___menu mode v] to [2]\n set [_level select page v] to [1]\n broadcast (_CREATE MENU CLONES v)\n else\n set [__game level v] to ((length of [levels - editor v]) + (1))\n set [_exit v] to [1]\n end\n end\n stop [this script v]\nend\nif <(id) = [5]> then\n // [Load Level]\n if <touching (mouse-pointer v)?> then\n Set Costume [10]\n else\n Set Costume [9]\n end\n Get IsClicked\n if <(isClicked) = [1]> then\n set [_loaded level code v] to []\n set [_exit v] to [1]\n set [__game type v] to [4]\n end\n stop [this script v]\nend\nif <(id) = [6]> then\n // [Play Level]\n if <touching (mouse-pointer v)?> then\n Set Costume [12]\n else\n Set Costume [11]\n end\n Get IsClicked\n if <(isClicked) = [1]> then\n set [__game level v] to (level init)\n set [_exit v] to [1]\n end\n stop [this script v]\nend\nif <(id) = [7]> then\n // [logo]\n Set Costume [13]\n stop [this script v]\nend\nif <(id) = [8]> then\n // [logo small]\n Set Costume [14]\n stop [this script v]\nend\nif <(id) = [9]> then\n // [back to main menu]\n Set Costume [15]\n Get IsClicked\n if <(isClicked) = [1]> then\n set [___menu mode v] to [1]\n broadcast (_CREATE MENU CLONES v)\n end\n stop [this script v]\nend\nif <(id) = [10]> then\n // [prev]\n Set Costume [16]\n Get IsClicked\n if <(isClicked) = [1]> then\n change [_level select page v] by (-1)\n broadcast (_CREATE MENU CLONES v)\n end\n stop [this script v]\nend\nif <(id) = [11]> then\n // [next]\n Set Costume [17]\n Get IsClicked\n if <(isClicked) = [1]> then\n change [_level select page v] by (1)\n broadcast (_CREATE MENU CLONES v)\n end\n stop [this script v]\nend\nif <(id) = [12]> then\n // [New Level]\n Set Costume [18]\n Get IsClicked\n if <(isClicked) = [1]> then\n set [__game level v] to ((length of [levels - editor v]) + (1))\n set [_exit v] to [1]\n end\n stop [this script v]\nend\n\ngo to [front v] layer\n\nwhen flag clicked\nforever\n hide variable [#coins v]\n hide variable [#score v]\n hide variable [#time v]\nend\n\n@Player\n\nwhen I receive [@player pre animate v]\nset [_bounced tile v] to [0]\nchange [damage cooldown v] by (1)\nif <(damage cooldown) < [0]> then\n set [ghost v] effect to (([floor v] of (((timer) * (12)) mod (2)) ) * (70))\nelse\n set [ghost v] effect to (0)\nend\nif <(_IS IN WATER?????) = [0]> then\n if <<key (space v) pressed?> or <<key (z v) pressed?> or <key (m v) pressed?>>> then\n if <(__PLAYER IN AIR) > [0]> then\n Controls | Speed: [0.013] Slide: [9.5] Jump Height: [0.1]\n else\n Controls | Speed: [0.024] Slide: [9.2] Jump Height: [0.13]\n end\n else\n if <(__PLAYER IN AIR) > [0]> then\n Controls | Speed: [0.009] Slide: [9.5] Jump Height: [0.1]\n else\n Controls | Speed: [0.014] Slide: [9.2] Jump Height: [0.13]\n end\n end\n if <(__PLAYER Y VEL) > [0]> then\n change [__player y vel v] by (-0.018)\n else\n change [__player y vel v] by (-0.04)\n end\n change [__player in air v] by (1)\nelse\n Controls | Speed: [0.012] Slide: [9.5] Jump Height: [0.255]\n change [__player y vel v] by (-0.018)\n set [__player in air v] to [1]\n if <(pick random (1) to (45)) = [1]> then\n Particle | X: (((__PLAYER X) + ((width) * (pick random (-1.000) to (1.000)))) + (0.5)) Y: ((__PLAYER Y) + (height)) Type: [14] Direction: [90]\n end\nend\nif <([abs v] of (__PLAYER X VEL) ) > [0.01]> then\n Change X by (__PLAYER X VEL)\n if <(__PLAYER X VEL) > [0.02]> then\n if <(offset x) < [60]> then\n change [offset x v] by (1.4)\n end\n else\n if <(__PLAYER X VEL) < [-0.02]> then\n if <(offset x) > [-60]> then\n change [offset x v] by (-1.4)\n end\n end\n end\nend\nChange Y by (__PLAYER Y VEL)\nif <(__POWER UP LEVEL) = [2]> then\n if <<key (space v) pressed?> or <<key (z v) pressed?> or <key (m v) pressed?>>> then\n if <(_CROUCH) = [0]> then\n if <<(key press space) = [0]> and <(_FIREBALL#) < [2]>> then\n start sound [Fireball v]\n Spawn Mob | X: ((__PLAYER X) + ((width) * ((direction) / ([abs v] of (direction) )))) Y: ((__PLAYER Y) + (0.5)) Type: [8]\n end\n end\n set [key press space v] to [1]\n else\n if <mouse down?> then\n if <([abs v] of ((x position) - (mouse x)) ) > [30]> then\n if <(_CROUCH) = [0]> then\n if <<(key press space) = [0]> and <(_FIREBALL#) < [2]>> then\n start sound [Fireball v]\n Spawn Mob | X: ((__PLAYER X) + ((width) * ((direction) / ([abs v] of (direction) )))) Y: ((__PLAYER Y) + (0.5)) Type: [8]\n end\n end\n end\n set [key press space v] to [1]\n else\n set [key press space v] to [0]\n end\n end\nend\nset [_fireball# v] to [0]\nif <(__PLAYER Y) < [-1]> then\n if <(__GAME SUB LEVEL) < [1]> then\n set [_exit v] to [1]\n else\n set [_exit v] to [6]\n set [__player x vel v] to [0]\n set [__player y vel v] to [0]\n set [_is in water????? v] to [0]\n set [__game sub level v] to [0]\n set [spawn block v] to [41]\n end\nelse\n Check for Goal\n set [_is in water????? v] to [0]\n Get Tile Type at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\n check for tiles\n Get Tile Type at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n check for tiles\n Get Tile Type at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\n check for tiles\n Get Tile Type at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n check for tiles\n if <(height) > [1]> then\n Get Tile Type at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) / (2)))\n check for tiles\n Get Tile Type at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) / (2)))\n check for tiles\n end\nend\nchange [time count v] by (0.0333333333)\nif <(time count) > [0.4]> then\n set [time count v] to [0]\n change [#time v] by (00)\n if <(#TIME) = [100]> then\n broadcast (_MUSIC SPEED UPPPP v)\n else\n if <(#TIME) < [1]> then\n set [_exit v] to [1]\n end\n end\nend\nif <(__PLAYER MODE) = [3]> then\n add (__PLAYER X) to [@mob dangers v]\n add (__PLAYER Y) to [@mob dangers v]\n add (width) to [@mob dangers v]\n add (height) to [@mob dangers v]\n add [9999999999] to [@mob dangers v]\n add [1] to [@mob dangers v]\n set [color v] effect to ((_IN GAME TIMER) * (25))\n set [brightness v] effect to (([sin v] of ((_IN GAME TIMER) * (50)) ) * (25))\n change [_starman timer v] by (1)\n if <(_STARMAN TIMER) > [300]> then\n set [__player mode v] to [1]\n set [_music v] to (__LEVEL MUSIC)\n stop all sounds\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\nelse\n set [color v] effect to (0)\n set [brightness v] effect to (0)\nend\nScroll | Smoothness: [4]\nDraw\n\nwhen I receive [power up v]\nstart sound [Power Up v]\nif <(__POWER UP LEVEL) < [2]> then\n set [temp v] to (__PLAYER MODE)\n set [__player mode v] to []\n change [__power up level v] by (1)\n set [_crouch v] to [0]\n if <(__POWER UP LEVEL) = [1]> then\n set [ghost v] effect to (0)\n switch costume to (idle v)\n idle player tick [3]\n switch costume to (transition v)\n idle player tick [3]\n switch costume to (idle v)\n idle player tick [3]\n switch costume to (transition v)\n idle player tick [3]\n switch costume to (bigidle v)\n idle player tick [3]\n switch costume to (transition v)\n idle player tick [3]\n switch costume to (bigidle v)\n end\n set [__player mode v] to (temp)\nend\nAdjust Height\n\nwhen I receive [@editor tick v]\nset [__player x vel v] to ((__PLAYER X VEL) * (0.9))\nif <<key (z v) pressed?> or <<key (m v) pressed?> or <key (space v) pressed?>>> then\n set [editor speed v] to [0.07]\nelse\n set [editor speed v] to [0.04]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [__player x vel v] by (editor speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [__player x vel v] by ((0) - (editor speed))\n end\nend\nset [__player y vel v] to ((__PLAYER Y VEL) * (0.9))\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [__player y vel v] by (editor speed)\nelse\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [__player y vel v] by ((0) - (editor speed))\n end\nend\nset [offset x v] to [0]\nchange [__player x v] by (__PLAYER X VEL)\nchange [__player y v] by (__PLAYER Y VEL)\nif <(__PLAYER Y) < [0]> then\n set [__player y v] to [0]\n set [__player y vel v] to [0]\nelse\n if <(__PLAYER Y) > (_MAP HEIGHT)> then\n set [__player y v] to (_MAP HEIGHT)\n set [__player y vel v] to [0]\n end\nend\nif <(__PLAYER X) < [0]> then\n set [__player x v] to [0]\n set [__player x vel v] to [0]\nelse\n if <(__PLAYER X) > (_MAP WIDTH)> then\n set [__player x v] to (_MAP WIDTH)\n set [__player x vel v] to [0]\n end\nend\nScroll | Smoothness: [4]\nDraw\n\nwhen flag clicked\nhide\n\nwhen I receive [@climb vine v]\nset [_bounced tile v] to [0]\nchange [__player y v] by (0.07)\nif <not <((__PLAYER Y) + (height)) < (_MAP HEIGHT)>> then\n set [_exit v] to [6]\n set [__player x vel v] to [0]\n set [__player y vel v] to [0]\n set [_is in water????? v] to [0]\n if <(__GAME SUB LEVEL) = [0]> then\n set [warp x v] to ((__PLAYER X) + (1))\n set [warp y v] to (__PLAYER Y)\n set [spawn block v] to [6]\n set [__game sub level v] to [1]\n else\n if <(__GAME SUB LEVEL) = [-1]> then\n set [spawn block v] to [40]\n set [__game sub level v] to [0]\n else\n if <(__GAME SUB LEVEL) = [1]> then\n set [spawn block v] to [41]\n set [__game sub level v] to [0]\n end\n end\n end\nelse\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (-90)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (90)\n end\n end\n Get Tile Type at X (__PLAYER X) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n if <not <(tile shape) = [^]>> then\n set [__player mode v] to [1]\n set [__player x vel v] to ((-0.15) * ((direction) / ([abs v] of (direction) )))\n set [__player y vel v] to [0.3]\n set [__player in air v] to [9999999]\n change [__player x v] by (((0) - ((0.5) + (width))) * ((direction) / ([abs v] of (direction) )))\n end\nend\nScroll | Smoothness: [4]\nDraw\nswitch costume to ((([floor v] of (((timer) * (4)) mod (2)) ) + (10)) + ((__POWER UP LEVEL) * (18)))\n\ndefine Get isSolid at X (x) Y (y)\nif <(isSolid) = [0]> then\n if <<(y) < (_MAP HEIGHT)> and <(__PLAYER Y) > [0]>> then\n set [idx v] to (((([floor v] of (x) ) * (_MAP HEIGHT)) + ([floor v] of (y) )) + (1))\n if <(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [#]> then\n set [issolid v] to [1]\n else\n if <(x) < ([floor v] of (((__SCROLL X) - (240)) / (_TILE SIZE)) )> then\n set [issolid v] to [1]\n end\n end\n end\nend\n\ndefine Change Y by (steps)\nchange [__player y v] by (steps)\nset [issolid v] to [0]\nif <(steps) > [0]> then\n if <(__PLAYER IN AIR) > [0]> then\n Get Tile Type at X (__PLAYER X) Y ((__PLAYER Y) + (height))\n Bump Head\n if <(_BOUNCED TILE) = [0]> then\n Get Tile Type at X ((__PLAYER X) + (((width) - (_EXTRASMALL)) * ((direction) / ([abs v] of (direction) )))) Y ((__PLAYER Y) + (height))\n Bump Head\n if <(_BOUNCED TILE) = [0]> then\n Get Tile Type at X ((__PLAYER X) - (((width) - (_EXTRASMALL)) * ((direction) / ([abs v] of (direction) )))) Y ((__PLAYER Y) + (height))\n Bump Head\n if <(_BOUNCED TILE) = [0]> then\n else\n set [issolid v] to [1]\n end\n else\n set [issolid v] to [1]\n end\n end\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (height))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (height))\n if <(isSolid) > [0]> then\n set [__player y v] to (([floor v] of ((__PLAYER Y) + (height)) ) - (height))\n set [__player y vel v] to [0]\n end\nelse\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y (__PLAYER Y)\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y (__PLAYER Y)\n if <(isSolid) > [0]> then\n set [__player y v] to ([ceiling v] of (__PLAYER Y) )\n set [__player in air v] to [0]\n set [__player y vel v] to [0]\n set [__stomped enemies v] to [0]\n end\nend\n\ndefine Change X by (steps)\nchange [__player x v] by (steps)\nset [issolid v] to [0]\nif <(steps) > [0]> then\n Get isSolid at X ((__PLAYER X) + (width)) Y (__PLAYER Y)\n Get isSolid at X ((__PLAYER X) + (width)) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n if <(height) > [1]> then\n Get isSolid at X ((__PLAYER X) + (width)) Y ((__PLAYER Y) + ((height) / (2)))\n end\n if <(isSolid) > [0]> then\n set [__player x v] to (([floor v] of ((__PLAYER X) + (width)) ) - (width))\n set [__player x vel v] to [0]\n end\nelse\n Get isSolid at X ((__PLAYER X) - (width)) Y (__PLAYER Y)\n if <(height) > [1]> then\n Get isSolid at X ((__PLAYER X) - (width)) Y ((__PLAYER Y) + ((height) / (2)))\n end\n Get isSolid at X ((__PLAYER X) - (width)) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n if <(isSolid) > [0]> then\n set [__player x v] to (([ceiling v] of ((__PLAYER X) - (width)) ) + (width))\n set [__player x vel v] to [0]\n end\nend\n\ndefine Controls | Speed: (speed) Slide: (slide) Jump Height: (jump)\nset [__player x vel v] to ((__PLAYER X VEL) * ((slide) / (10)))\nif <(_CROUCH) = [0]> then\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > ((x position) + (16))>>> then\n change [__player x vel v] by (speed)\n point in direction (90)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < ((x position) - (16))>>> then\n change [__player x vel v] by ((0) - (speed))\n point in direction (-90)\n end\n end\nend\nchange [jump cooldown v] by (1)\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < ((y position) - (50))>>> then\n if <(__PLAYER IN AIR) = [0]> then\n if <(__POWER UP LEVEL) > [0]> then\n if <(_CROUCH) = [0]> then\n set [_crouch v] to [1]\n Adjust Height\n end\n end\n Get Tile Type at X ((__PLAYER X) + (0.65)) Y ((__PLAYER Y) + (0.5))\n if <(tile type) = [143]> then\n Get Tile Type at X ((__PLAYER X) - (0.65)) Y ((__PLAYER Y) + (0.5))\n if <(tile type) = [143]> then\n if <(__GAME SUB LEVEL) = [0]> then\n set [warp x v] to (__PLAYER X)\n set [warp y v] to ((__PLAYER Y) - (2))\n end\n set [_exit v] to [5]\n set [_crouch v] to [0]\n point in direction (90)\n end\n end\n end\nelse\n if <(_CROUCH) = [1]> then\n set [_crouch v] to [0]\n Adjust Height\n set [issolid v] to [0]\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n if <(isSolid) > [0]> then\n set [_crouch v] to [1]\n Adjust Height\n if <<(__PLAYER IN AIR) = [0]> and <([abs v] of (__PLAYER X VEL) ) < [0.04]>> then\n set [issolid v] to [0]\n Get isSolid at X ((__PLAYER X) - (((width) - (_EXTRASMALL)) * (((direction) / ([abs v] of (direction) )) * (1.5)))) Y ((__PLAYER Y) + ((1.4) - (_EXTRASMALL)))\n if <(isSolid) > [0]> then\n Change X by ((0.07) * ((direction) / ([abs v] of (direction) )))\n else\n Change X by ((-0.07) * ((direction) / ([abs v] of (direction) )))\n end\n end\n end\n end\nend\nif <(_CROUCH) > [0]> then\nif <(__PLAYER Y VEL) < [-0.5]> then\n set [__player y vel v] to [-0.5]\nend\n\ndefine Scroll | Smoothness: (smooth)\nchange [__scroll x v] by (((((__PLAYER X) * (_TILE SIZE)) + (offset x)) - (__SCROLL X)) / (smooth))\nchange [__scroll y v] by (((((__PLAYER Y) * (_TILE SIZE)) - (__SCROLL Y)) - (12)) / (smooth))\nif <(__SCROLL Y) < [180]> then\n set [__scroll y v] to [180]\nelse\n if <(__SCROLL Y) > ((((_TILE SIZE) * (_MAP HEIGHT)) - ((_TILE SIZE) / (2))) - (181))> then\n set [__scroll y v] to ((((_TILE SIZE) * (_MAP HEIGHT)) - ((_TILE SIZE) / (2))) - (181))\n end\nend\nif <(_EDITOR \(ON/OFF\)) = [0]> then\n if <(__SCROLL X) < (_LEFT EDGE)> then\n set [__scroll x v] to (_LEFT EDGE)\n else\n if <((__SCROLL X) - (150)) > (_LEFT EDGE)> then\n set [_left edge v] to ((__SCROLL X) - (150))\n end\n end\nend\nif <(__SCROLL X) < [240]> then\n set [__scroll x v] to [240]\nelse\n if <(__SCROLL X) > (((_TILE SIZE) * (_MAP WIDTH)) - (240))> then\n set [__scroll x v] to (((_TILE SIZE) * (_MAP WIDTH)) - (240))\n end\nend\n\ndefine Draw\nswitch costume to (large v)\ngo to x: (round (((__PLAYER X) * (_TILE SIZE)) - (__SCROLL X))) y: (round (((__PLAYER Y) * (_TILE SIZE)) - (__SCROLL Y)))\nif <(_CROUCH) > [0]> then\n set [costume v] to [12]\nelse\n if <(__PLAYER IN AIR) > [0]> then\n if <(_IS IN WATER?????) = [0]> then\n set [costume v] to [6]\n else\n set [costume v] to (([floor v] of (((timer) * (8)) mod (6)) ) + (13))\n end\n else\n if <([abs v] of (__PLAYER X VEL) ) > [0.03]> then\n if <<<(direction) > [0]> and <(__PLAYER X VEL) < [0]>> or <<(direction) < [0]> and <(__PLAYER X VEL) > [0]>>> then\n set [costume v] to [9]\n else\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (2))\n end\n else\n set [costume v] to [1]\n end\n end\nend\nswitch costume to ((costume) + ((__POWER UP LEVEL) * (18)))\n\nwhen I receive [_adjust size v]\nset size to ([ceiling v] of ((100) * ((_TILE SIZE) / (41))) ) %\n\ndefine Init Player\nset [offset x v] to [0]\nif <[@mob grid v] contains (spawn block)?> then\n set [idx v] to (item # of (spawn block) in [@mob grid v])\n set [__player x v] to (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5))\n set [__player y v] to (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1))\nelse\n if <<<(warp x) > []> and <(warp y) > []>> and <(__GAME SUB LEVEL) = [0]>> then\n set [__player x v] to (warp x)\n set [__player y v] to (warp y)\n set [spawn block v] to [9999]\n else\n if <[@mob grid v] contains [6]?> then\n set [spawn block v] to [6]\n else\n set [spawn block v] to [0]\n end\n if <(spawn block) > [0]> then\n set [idx v] to (item # of (spawn block) in [@mob grid v])\n set [__player x v] to (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5))\n set [__player y v] to (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1))\n else\n set [__player x v] to [3.5]\n set [__player y v] to [2]\n end\n end\nend\nset [__player x vel v] to [0]\nset [__player y vel v] to [0]\nset [_crouch v] to [0]\nset [_exit v] to [0]\nset [width v] to [0.3]\nset [damage cooldown v] to [-50]\nset [_left edge v] to (([floor v] of (((__PLAYER X) - (1)) * (_TILE SIZE)) ) + (100))\nAdjust Height\nScroll | Smoothness: [1]\nshow\nDraw\nset [issolid v] to [0]\nGet isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\nGet isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\nGet isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\nGet isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\nif <(isSolid) > [0]> then\n if <(spawn block) > [0]> then\n hide\n broadcast (@SPAWN CYCLE v)\n broadcast (@MOB TICK v)\n set [__player in air v] to [0]\n set [__player x vel v] to [0]\n set [__player y vel v] to [0]\n if <not <(spawn block) = [9999]>> then\n change [__player x v] by (0.5)\n end\n broadcast (@ANIMATE v) and wait\n start sound [Warp v]\n broadcast (_LAYER1 v) and wait\n broadcast (_LAYER2 v) and wait\n if <(height) > [1]> then\n change [__player y v] by (-1)\n end\n repeat (13)\n broadcast (@ANIMATE v)\n end\n show\n repeat until <(isSolid) = [0]>\n repeat (13)\n change [__player y v] by (0.0769)\n Draw\n broadcast (@ANIMATE v)\n end\n set [__player y v] to ([floor v] of ((__PLAYER Y) + (0.5)) )\n set [issolid v] to [0]\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n end\n else\n Rise out of Incorrect Spawn\n end\n go to [front v] layer\nelse\n set [issolid v] to [0]\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) - (1))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) - (1))\n if <(isSolid) > [0]> then\n set [__player in air v] to [0]\n else\n set [__player in air v] to [99999999]\n end\nend\n\nwhen I receive [player die v]\nif <<(__PLAYER MODE) = [1]> and <(_EXIT) = [0]>> then\n if <(damage cooldown) > [0]> then\n set [_crouch v] to [0]\n if <(__POWER UP LEVEL) < [1]> then\n set [_exit v] to [1]\n else\n set [temp v] to (__PLAYER MODE)\n set [__player mode v] to []\n set [damage cooldown v] to [-100]\n set [__power up level v] to [0]\n set [height v] to [0.8]\n start sound [Warp v]\n set [ghost v] effect to (0)\n switch costume to (bigidle v)\n wait (0.07) seconds\n switch costume to (transition v)\n wait (0.07) seconds\n switch costume to (bigidle v)\n wait (0.07) seconds\n switch costume to (transition v)\n wait (0.07) seconds\n switch costume to (idle v)\n wait (0.07) seconds\n switch costume to (transition v)\n wait (0.07) seconds\n switch costume to (idle v)\n wait (0.07) seconds\n set [__player mode v] to (temp)\n end\n end\nend\n\ndefine Particle | X: (x) Y: (y) Type: (id) Direction: (dir)\nadd (x) to [_spawn particles v]\nadd (y) to [_spawn particles v]\nadd (id) to [_spawn particles v]\nadd (dir) to [_spawn particles v]\n\ndefine Spawn Mob | X: (x) Y: (y) Type: (id)\nadd (x) to [@mob spawns v]\nadd (y) to [@mob spawns v]\nadd (id) to [@mob spawns v]\n\ndefine Adjust Height\nif <(__POWER UP LEVEL) > [0]> then\n if <(_CROUCH) > [0]> then\n set [height v] to [0.8]\n else\n set [height v] to [1.4]\n end\nelse\n set [height v] to [0.8]\nend\n\ndefine open/close editor\nset [__player y vel v] to [0]\nset [__player x vel v] to [0]\nbroadcast (_DELETE CLONES v) and wait\nif <(_EDITOR \(ON/OFF\)) = [1]> then\n broadcast (_SAVE LEVEL v) and wait\n broadcast (_DELETE OBJECTS v) and wait\n broadcast (_DELETE EDITOR v) and wait\n set [_editor \(on/off\) v] to [0]\n set [__player mode v] to [1]\n delete all of [_spawn particles v]\n delete all of [@mob spawns v]\n delete all of [#placed tiles v]\n broadcast (_BEGIN LEVEL v) and wait\n broadcast (_LOAD SCREEN v)\n set [_left edge v] to [0]\nelse\n clear graphic effects\n set [__player mode v] to [1]\n set [_starman timer v] to [0]\n set [damage cooldown v] to [0]\n delete all of [@mob spawns v]\n delete all of [_spawn particles v]\n delete all of [#placed tiles v]\n broadcast (_DELETE OBJECTS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n broadcast (_LOAD EDITOR v) and wait\n set [_editor \(on/off\) v] to [1]\nend\nset [_fireball# v] to [0]\nset [_crouch v] to [0]\nset [#time v] to [2]\nbroadcast (_CREATE CLONES v) and wait\n\ndefine Bump Head\nset [tile type v] to (item (idx) of [#tile grid v])\nif <(tile type) = [1]> then\n stop [this script v]\nend\nif <<(tile type) = [5]> or <(tile type) = [34]>> then\n replace item (idx) of [#tile grid v] with [10]\n set [_bounced tile v] to (idx)\n if <(item (idx) of [@mob grid v]) > [0]> then\n start sound [Bump Head v]\n if <<(item (idx) of [@mob grid v]) = [4]> and <(__POWER UP LEVEL) > [0]>> then\n Spawn Mob | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1)) Type: [7]\n else\n Spawn Mob | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1)) Type: (item (idx) of [@mob grid v])\n end\n replace item (idx) of [@mob grid v] with [0]\n else\n start sound [Coin v]\n change [#score v] by (200)\n change [#coins v] by (1)\n if <(#COINS) = [100]> then\n change [#lives v] by (1)\n set [#coins v] to [0]\n start sound [1 Up v]\n end\n Particle | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5)) Y: ((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) Type: [13] Direction: [90]\n end\nelse\n if <<(tile type) = [3]> or <<(tile type) = [36]> or <(tile type) = [153]>>> then\n set [_bounced tile v] to (idx)\n if <(item (idx) of [@mob grid v]) > [0]> then\n if <<(item (idx) of [@mob grid v]) = [4]> and <(__POWER UP LEVEL) > [0]>> then\n Spawn Mob | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1)) Type: [7]\n else\n Spawn Mob | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1)) Type: (item (idx) of [@mob grid v])\n end\n replace item (idx) of [#tile grid v] with [10]\n replace item (idx) of [@mob grid v] with [0]\n start sound [Bump Head v]\n else\n if <(__POWER UP LEVEL) > [0]> then\n if <(tile type) = [3]> then\n set [temp v] to [11]\n else\n if <(tile type) = [36]> then\n set [temp v] to [12]\n else\n set [temp v] to [16]\n end\n end\n Particle | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.25)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1.25)) Type: (temp) Direction: [-90]\n Particle | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.75)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1.25)) Type: (temp) Direction: [90]\n Particle | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.25)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (0.5)) Type: (temp) Direction: [-35]\n Particle | X: (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.75)) Y: (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (0.5)) Type: (temp) Direction: [35]\n change [#score v] by (50)\n replace item (idx) of [#tile grid v] with [1]\n start sound [Brick Break v]\n else\n start sound [Bump Head v]\n end\n end\n end\nend\nif <(_BOUNCED TILE) > [0]> then\n set [tile type v] to (item ((_BOUNCED TILE) + (1)) of [#tile grid v])\n if <(tile type) = [100]> then\n replace item ((_BOUNCED TILE) + (1)) of [#tile grid v] with [1]\n Particle | X: (([floor v] of ((_BOUNCED TILE) / (_MAP HEIGHT)) ) + (0.5)) Y: ((_BOUNCED TILE) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) Type: [13] Direction: [90]\n change [#score v] by (200)\n change [#coins v] by (1)\n if <(#COINS) = [100]> then\n change [#lives v] by (1)\n set [#coins v] to [0]\n start sound [1 Up v]\n end\n start sound [Coin v]\n end\nend\n\ndefine Check for Goal\nGet Tile Type at X (__PLAYER X) Y ((__PLAYER Y) - (0.5))\nrepeat (2)\n if <(tile shape) = [>]> then\n set [_exit v] to [2]\n set [__player x v] to (([floor v] of (__PLAYER X) ) + (0.5))\n stop [this script v]\n end\n Get Tile Type at X (__PLAYER X) Y ((__PLAYER Y) + ((height) / (2)))\nend\nif <<(direction) > [0]> and <(__PLAYER IN AIR) = [0]>> then\n Get Tile Type at X (((__PLAYER X) + (width)) + (0.2)) Y ((__PLAYER Y) + ((height) / (2)))\n if <<<(tile type) = [58]> or <(tile type) = [59]>> or <<(tile type) = [173]> or <(tile type) = [174]>>> then\n set [_exit v] to [3]\n stop [this script v]\n end\nend\nGet Tile Type at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y (__PLAYER Y)\nif <(tile type) = [69]> then\n set [_exit v] to [4]\nend\nGet Tile Type at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y (__PLAYER Y)\nif <(tile type) = [69]> then\n set [_exit v] to [4]\nend\nGet Tile Type at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) - (0.999))\nif <(tile type) = [69]> then\n set [_exit v] to [4]\nend\n\nwhen I receive [player stomp v]\nset [__player y vel v] to [0.2]\n\ndefine check for tiles\nif <(tile type) = [1]> then\n stop [this script v]\nend\nif <(tile shape) = [~]> then\n set [_is in water????? v] to [1]\n if <(tile type) = [106]> then\n replace item (idx) of [#tile grid v] with [89]\n change [#score v] by (200)\n change [#coins v] by (1)\n if <(#COINS) = [100]> then\n change [#lives v] by (1)\n set [#coins v] to [0]\n start sound [1 Up v]\n end\n start sound [Coin v]\n end\n stop [this script v]\nend\nif <(tile type) = [100]> then\n replace item (idx) of [#tile grid v] with [1]\n change [#score v] by (200)\n change [#coins v] by (1)\n if <(#COINS) = [100]> then\n change [#lives v] by (1)\n set [#coins v] to [0]\n start sound [1 Up v]\n end\n start sound [Coin v]\n stop [this script v]\nend\nif <<(tile type) = [66]> or <(tile type) = [67]>> then\n set [_exit v] to [1]\n stop [this script v]\nend\nif <(tile shape) = [^]> then\n set [__player mode v] to [2]\n set [__player x v] to (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5))\n point in direction (-90)\n clear graphic effects\nend\n\nwhen I receive [_init player v]\nset volume to (_VOLUME SOUND) %\nset [_extrasmall v] to [0.01]\nset [__power up level v] to [0]\nset [#lives v] to [3]\nset [#score v] to [0]\nset [#coins v] to [0]\nReset Level\nbroadcast (_DELETE EDITOR v) and wait\nset [__game sub level v] to [0]\nset [_editor \(on/off\) v] to [0]\nset [warp x v] to []\nset [warp y v] to []\nset [level init v] to [1]\nhide\nrepeat until <(#LIVES) < [1]>\n delete all of [@mob spawns v]\n delete all of [_spawn particles v]\n broadcast (_DELETE OBJECTS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n if <(level init) = [1]> then\n if <(__GAME TYPE) = [3]> then\n open/close editor\n end\n end\n set [__player mode v] to [1]\n broadcast (_BEGIN LEVEL v) and wait\n if <(_EDITOR \(ON/OFF\)) = [0]> then\n broadcast (_LOAD SCREEN v)\n end\n set [_in game timer v] to [0]\n set [_starman timer v] to [0]\n Init Player\n broadcast (_BEGIN MUSIC LOOP v)\n broadcast (@ANIMATE v) and wait\n clear graphic effects\n set [level init v] to [0]\n repeat until <(_EXIT) > [0]>\n go to [front v] layer\n if <(__PLAYER MODE) > []> then\n if <(_EDITOR \(ON/OFF\)) = [0]> then\n if <(__PLAYER MODE) = [2]> then\n broadcast (@CLIMB VINE v)\n broadcast (@SPAWN CYCLE v)\n broadcast (@ANIMATE v)\n else\n if <(_BOUNCED TILE) > [0]> then\n broadcast (@BOUNCED TILE v)\n end\n broadcast (@PLAYER PRE ANIMATE v)\n broadcast (@SPAWN CYCLE v)\n broadcast (@PROJECTILE TICK v)\n broadcast (@MOB TICK v)\n broadcast (@ANIMATE v)\n end\n else\n broadcast (@EDITOR UI TICK v)\n broadcast (@EDITOR TICK v)\n broadcast (@EDITOR MOB SPAWN v)\n broadcast (@EDITOR MOB TICK v)\n broadcast (@ANIMATE v)\n end\n if <key (e v) pressed?> then\n if <(username) = (username)> then\n open/close editor\n wait until <not <key (e v) pressed?>>\n end\n end\n delete all of [@mob dangers v]\n change [_in game timer v] by (1)\n end\n end\n stop all sounds\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n show\n if <(_EXIT) = [1]> then\n show variable [___level name v]\n switch costume to (dead v)\n point in direction (90)\n go to [front v] layer\n set [__player y vel v] to [12]\n start sound [Dies v]\n repeat (70)\n switch costume to (([floor v] of (((timer) * (5)) mod (2)) ) + (7))\n change [__player y vel v] by (-0.5)\n change y by (__PLAYER Y VEL)\n Scroll | Smoothness: [4]\n broadcast (@ANIMATE v)\n end\n repeat (15)\n Scroll | Smoothness: [4]\n broadcast (@ANIMATE v)\n end\n set [__power up level v] to [0]\n if <(__GAME TYPE) = [1]> then\n change [#lives v] by (-1)\n else\n if <(#LIVES) < [2]> then\n end\n Reset Level\n else\n if <(_EXIT) = [2]> then\n point in direction (90)\n start sound [Flag Pole v]\n set [issolid v] to [0]\n repeat until <(isSolid) > [0]>\n Change Y by [-0.15]\n Scroll | Smoothness: [4]\n Draw\n switch costume to ((([floor v] of (((timer) * (4)) mod (2)) ) + (10)) + ((__POWER UP LEVEL) * (18)))\n idle player tick [1]\n end\n idle player tick [6]\n point in direction (-90)\n idle player tick [12]\n point in direction (90)\n start sound [Stage Clear v]\n set [__player y vel v] to [0.4]\n repeat (120)\n set [__player x vel v] to [0.15]\n Change X by (__PLAYER X VEL)\n change [__player y vel v] by (-0.03)\n change [__player in air v] by (1)\n Change Y by (__PLAYER Y VEL)\n Draw\n if <(#TIME) > [0]> then\n change [#score v] by (50)\n change [#time v] by (-1)\n if <(#TIME) > [0]> then\n change [#score v] by (50)\n change [#time v] by (-1)\n end\n start sound [Coin v]\n end\n idle player tick [1]\n end\n repeat ([ceiling v] of ((#TIME) / (2)) )\n if <(#TIME) > [0]> then\n change [#score v] by (50)\n change [#time v] by (-1)\n if <(#TIME) > [0]> then\n change [#score v] by (50)\n change [#time v] by (-1)\n end\n start sound [Coin v]\n end\n idle player tick [1]\n end\n idle player tick [30]\n wait (1) seconds\n if <(__GAME TYPE) = [1]> then\n change [__game level v] by (1)\n Reset Level\n else\n if <(__GAME TYPE) = [3]> then\n open/close editor\n Reset Level\n else\n if <(__GAME TYPE) = [4]> then\n hide\n end\n stop [this script v]\n end\n end\n else\n if <(_EXIT) = [3]> then\n broadcast (_LAYER1 v) and wait\n broadcast (_LAYER2 v) and wait\n start sound [Warp v]\n set [__player x vel v] to [0]\n set [__player y vel v] to [0]\n set [_is in water????? v] to [0]\n repeat (13)\n change [__player x v] by (0.06666)\n Draw\n broadcast (@ANIMATE v)\n end\n hide\n wait (0.8) seconds\n if <(__GAME SUB LEVEL) = [0]> then\n set [__game sub level v] to [1]\n set [spawn block v] to [6]\n else\n if <(__GAME SUB LEVEL) = [-1]> then\n set [__game sub level v] to [0]\n set [spawn block v] to [40]\n else\n if <(__GAME SUB LEVEL) = [1]> then\n set [__game sub level v] to [0]\n set [spawn block v] to [41]\n end\n end\n end\n else\n if <(_EXIT) = [4]> then\n start sound [Bowser Defeated v]\n wait (0.2) seconds\n point in direction (90)\n repeat (80)\n set [__player x vel v] to [0.1]\n Change X by [0.1]\n if <<(__PLAYER X VEL) = [0]> and <(__PLAYER IN AIR) < [2]>> then\n set [__player y vel v] to [0.3]\n end\n change [__player y vel v] by (-0.03)\n change [__player in air v] by (1)\n Change Y by (__PLAYER Y VEL)\n Scroll | Smoothness: [3]\n Draw\n broadcast (@ANIMATE v)\n end\n set [__player x vel v] to [0]\n if <<(__GAME TYPE) = [1]> and <(__GAME LEVEL) = (length of [levels - game v])>> then\n Particle | X: ((__PLAYER X) + (2)) Y: ((__PLAYER Y) + (4)) Type: [18] Direction: [90]\n broadcast (@SPAWN CYCLE v)\n repeat (180)\n Draw\n broadcast (@ANIMATE v)\n end\n else\n Particle | X: ((__PLAYER X) + (2)) Y: ((__PLAYER Y) + (4)) Type: [17] Direction: [90]\n broadcast (@SPAWN CYCLE v)\n repeat (120)\n Draw\n broadcast (@ANIMATE v)\n end\n end\n if <(__GAME TYPE) = [1]> then\n change [__game level v] by (1)\n Reset Level\n else\n wait (1) seconds\n if <(__GAME TYPE) = [3]> then\n open/close editor\n Reset Level\n else\n if <(__GAME TYPE) = [4]> then\n hide\n end\n stop [this script v]\n end\n end\n else\n if <(_EXIT) = [5]> then\n broadcast (_LAYER1 v) and wait\n broadcast (_LAYER2 v) and wait\n start sound [Warp v]\n set [__player x vel v] to [0]\n set [__player y vel v] to [0]\n set [_is in water????? v] to [0]\n repeat (26)\n change [__player y v] by (-0.0769)\n Draw\n broadcast (@ANIMATE v)\n end\n hide\n wait (0.8) seconds\n if <(__GAME SUB LEVEL) = [0]> then\n set [__game sub level v] to [-1]\n set [spawn block v] to [6]\n else\n if <(__GAME SUB LEVEL) = [-1]> then\n set [__game sub level v] to [0]\n set [spawn block v] to [40]\n else\n if <(__GAME SUB LEVEL) = [1]> then\n set [__game sub level v] to [0]\n set [spawn block v] to [41]\n end\n end\n end\n end\n end\n end\n end\n end\n if <(__GAME TYPE) = [1]> then\n if <(__GAME LEVEL) > (length of [levels - game v])> then\n hide\n stop [this script v]\n end\n else\n if <(__GAME TYPE) = [2]> then\n if <(__GAME LEVEL) > (length of [levels - community v])> then\n hide\n stop [this script v]\n end\n else\n if <(__GAME TYPE) = [3]> then\n if <(__GAME LEVEL) > (length of [levels - editor v])> then\n hide\n stop [this script v]\n end\n end\n end\n end\nend\nbroadcast (_DELETE CLONES v) and wait\nhide\nswitch backdrop to (game over v)\nplay sound [Game Over v] until done\nwait (2) seconds\n\ndefine Reset Level\nset [#time v] to [400]\nset [__game sub level v] to [0]\nset [spawn block v] to [6]\nset [warp x v] to []\nset [warp y v] to []\npoint in direction (90)\n\ndefine Get Tile Type at X (x) Y (y)\nset [idx v] to (((([floor v] of (x) ) * (_MAP HEIGHT)) + ([floor v] of (y) )) + (1))\nset [tile shape v] to (item (item (idx) of [#tile grid v]) of [#tile shape v])\nset [tile type v] to (item (idx) of [#tile grid v])\n\ndefine idle player tick (#)\nrepeat (#)\n delete all of [@mob dangers v]\n change [_in game timer v] by (1)\n broadcast (@SPAWN CYCLE v)\n broadcast (@PROJECTILE TICK v)\n broadcast (@MOB TICK v)\n broadcast (@ANIMATE v)\nend\n\ndefine Rise out of Incorrect Spawn\nrepeat until <(isSolid) = [0]>\n change [__player y v] by (1)\n set [issolid v] to [0]\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\n Get isSolid at X ((__PLAYER X) + ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + (_EXTRASMALL))\n Get isSolid at X ((__PLAYER X) - ((width) - (_EXTRASMALL))) Y ((__PLAYER Y) + ((height) - (_EXTRASMALL)))\nend\n\n@Save/Load\n\ndefine Read Value\nset [invalid code v] to [0]\nset [decoded v] to []\nchange [scanner v] by (1)\nrepeat until <[delimiters v] contains (letter (scanner) of (level to load))?>\n if <(letter (scanner) of (level to load)) = []> then\n set [invalid code v] to [1]\n stop [this script v]\n else\n set [decoded v] to (join (decoded) (letter (scanner) of (level to load)))\n change [scanner v] by (1)\n end\nend\nif <(decoded) = []> then\n set [decoded v] to [1]\nend\nset [delimiter found v] to (letter (scanner) of (level to load))\n\ndefine Fill level with (tile type)\nif <(tile type) > []> then\n delete all of [level v]\n repeat ((_MAP HEIGHT) * (_MAP WIDTH))\n add (tile type) to [level v]\n end\nend\n\ndefine Load Tile Level | Code: (level save code)\nset [level to load v] to (level save code)\nFill level with [1]\nset [y v] to [0]\nrepeat (_MAP HEIGHT)\n set [x v] to [0]\n repeat until <not <(x) < (_MAP WIDTH)>>\n Read Value\n if <(invalid code) = [1]> then\n stop [this script v]\n end\n repeat (item # of (delimiter found) in [delimiters v])\n replace item ((((x) * (_MAP HEIGHT)) + (y)) + (1)) of [level v] with (decoded)\n change [x v] by (1)\n end\n end\n change [y v] by (1)\nend\n\ndefine Save Map\nShrink Level Width Intelligently\nShrink Level Height Intelligently\nset [idx v] to [0]\ndelete all of [level v]\nrepeat (length of [#tile grid v])\n change [idx v] by (1)\n add (item (idx) of [#tile grid v]) to [level v]\nend\nWrite to save code (join (join (_MAP HEIGHT) [_]) (join (_MAP WIDTH) [_]))\nWrite to save code (join (_BACKDROP) [_])\nWrite to save code (join (_MUSIC) [_])\nsave tile grid\nWrite to save code [|]\nset [idx v] to [0]\ndelete all of [level v]\nrepeat (length of [@mob grid v])\n change [idx v] by (1)\n add (item (idx) of [@mob grid v]) to [level v]\nend\nsave tile grid\nWrite to save code [|]\n\nwhen I receive [_load level v]\nif <(__GAME TYPE) = [1]> then\n set [game level code v] to (item (__GAME LEVEL) of [levels - game v])\nelse\n if <(__GAME TYPE) = [2]> then\n set [game level code v] to (item (__GAME LEVEL) of [levels - community v])\n else\n if <(__GAME TYPE) = [3]> then\n if <(__GAME LEVEL) > (length of [levels - editor v])> then\n Create New Level\n broadcast (_SAVE LEVEL v) and wait\n broadcast (_BEGIN LEVEL v) and wait\n stop [this script v]\n else\n set [game level code v] to (item (__GAME LEVEL) of [levels - editor v])\n end\n else\n if <(__GAME TYPE) = [4]> then\n if <(_LOADED LEVEL CODE) = []> then\n ask [Please input your level code.] and wait\n repeat until <not <(answer) = []>>\n ask [You can't use a blank code!!] and wait\n end\n set [game level code v] to (answer)\n set [_loaded level code v] to (game level code)\n else\n set [game level code v] to (_LOADED LEVEL CODE)\n end\n end\n end\n end\nend\nforever\n if <(game level code) > []> then\n set [scanner v] to [0]\n set [level to load v] to (game level code)\n Read Value\n Decode Numbers to Letters (decoded)\n set [___level name v] to (decoded)\n Read Value\n Decode Numbers to Letters (decoded)\n set [___level creator v] to (decoded)\n change [scanner v] by (1)\n Separate Sub Levels (game level code)\n set [#level code v] to (decoded)\n Separate Sub Levels (game level code)\n set [#underworld code v] to (decoded)\n Separate Sub Levels (game level code)\n set [#above code v] to (decoded)\n if <(__GAME SUB LEVEL) = [0]> then\n if <(#LEVEL CODE) > []> then\n Load Map (#LEVEL CODE)\n else\n set [invalid code v] to [1]\n end\n else\n if <(__GAME SUB LEVEL) = [-1]> then\n if <(#UNDERWORLD CODE) > []> then\n Load Map (#UNDERWORLD CODE)\n end\n else\n if <(#ABOVE CODE) > []> then\n Load Map (#ABOVE CODE)\n end\n end\n end\n if <(invalid code) = [0]> then\n stop [this script v]\n else\n set [__game type v] to [4]\n ask [Invalid level code.] and wait\n set [game level code v] to (answer)\n set [_loaded level code v] to (game level code)\n end\n else\n stop [all v]\n end\nend\n\nwhen I receive [_save level v]\nCreate Save Code\nif <(__GAME TYPE) = [1]> then\n replace item (__GAME LEVEL) of [levels - game v] with (save code)\nelse\n if <(__GAME TYPE) = [2]> then\n replace item (__GAME LEVEL) of [levels - community v] with (save code)\n else\n if <(__GAME TYPE) = [3]> then\n replace item (__GAME LEVEL) of [levels - editor v] with (save code)\n end\n end\nend\n\ndefine Write to save code (info)\nset [save code v] to (join (save code) (info))\n\ndefine Load Map (code)\nset [scanner v] to [0]\nset [decoded v] to []\nrepeat until <(letter (scanner) of (code)) = [|]>\n set [decoded v] to (join (decoded) (letter (scanner) of (code)))\n change [scanner v] by (1)\n if <(scanner) > (length of (code))> then\n set [invalid code v] to [1]\n stop [this script v]\n end\nend\nset [temp v] to (scanner)\nset [scanner v] to [0]\nset [level to load v] to (decoded)\nRead Value\nset [_map height v] to (decoded)\nRead Value\nset [_map width v] to (decoded)\nRead Value\nset [_backdrop v] to (decoded)\nRead Value\nset [_music v] to (decoded)\nset [__level music v] to (_MUSIC)\nLoad Tile Level | Code: (level to load)\nif <(invalid code) = [1]> then\n stop [this script v]\nend\nset [idx v] to [0]\ndelete all of [#tile grid v]\nrepeat (length of [level v])\n change [idx v] by (1)\n add (item (idx) of [level v]) to [#tile grid v]\nend\nset [decoded v] to []\nset [scanner v] to ((temp) + (1))\nrepeat until <(letter (scanner) of (code)) = [|]>\n set [decoded v] to (join (decoded) (letter (scanner) of (code)))\n change [scanner v] by (1)\n if <(scanner) > (length of (code))> then\n set [invalid code v] to [1]\n stop [this script v]\n end\nend\nset [scanner v] to [0]\nset [level to load v] to (decoded)\nLoad Tile Level | Code: (level to load)\nif <(invalid code) = [1]> then\n stop [this script v]\nend\nset [idx v] to [0]\ndelete all of [@mob grid v]\nrepeat (length of [level v])\n change [idx v] by (1)\n add (item (idx) of [level v]) to [@mob grid v]\nend\n\ndefine save tile grid\nset [repeatcount v] to [1]\nset [y v] to [0]\nrepeat (_MAP HEIGHT)\n set [x v] to [0]\n set [lastdiscovery v] to (item ((((x) * (_MAP HEIGHT)) + (y)) + (1)) of [level v])\n repeat (_MAP WIDTH)\n change [x v] by (1)\n set [idx v] to ((((x) * (_MAP HEIGHT)) + (y)) + (1))\n if <<(item (idx) of [level v]) = (lastDiscovery)> and <(repeatCount) < (length of [delimiters v])>> then\n change [repeatcount v] by (1)\n else\n if <(item ((idx) - (_MAP HEIGHT)) of [level v]) = [1]> then\n Write to save code (item (repeatCount) of [delimiters v])\n set [repeatcount v] to [1]\n else\n Write to save code (join (item ((idx) - (_MAP HEIGHT)) of [level v]) (item (repeatCount) of [delimiters v]))\n set [repeatcount v] to [1]\n end\n end\n set [lastdiscovery v] to (item (idx) of [level v])\n end\n change [y v] by (1)\nend\n\ndefine Create New Level\nset [_map height v] to [18]\nset [_map width v] to [18]\nset [__player x v] to [3.5]\nset [__player y v] to [2]\nset [___level name v] to [UNTITLED WORLD]\nif <(username) > []> then\n set [___level creator v] to (username)\nelse\n set [___level creator v] to [User]\nend\nif <(__GAME TYPE) = [1]> then\n set [__game level v] to ((length of [levels - game v]) + (1))\nelse\n if <(__GAME TYPE) = [2]> then\n set [__game level v] to ((length of [levels - community v]) + (1))\n else\n if <(__GAME TYPE) = [3]> then\n set [__game level v] to ((length of [levels - editor v]) + (1))\n end\n end\nend\nset [__game sub level v] to [0]\ndelete all of [@mob spawns v]\ndelete all of [#tile grid v]\ndelete all of [@mob grid v]\nrepeat ((_MAP HEIGHT) * (_MAP WIDTH))\n add [1] to [#tile grid v]\n add [0] to [@mob grid v]\nend\nreplace item (((_MAP HEIGHT) * (4)) + (2)) of [#tile grid v] with [2]\nreplace item (((_MAP HEIGHT) * (3)) + (2)) of [#tile grid v] with [2]\nreplace item (((_MAP HEIGHT) * (2)) + (2)) of [#tile grid v] with [2]\nset [save code v] to []\nset [_music v] to [1]\nset [_backdrop v] to [1]\nSave Map\nreplace item (((_MAP HEIGHT) * (4)) + (2)) of [#tile grid v] with [35]\nreplace item (((_MAP HEIGHT) * (3)) + (2)) of [#tile grid v] with [35]\nreplace item (((_MAP HEIGHT) * (2)) + (2)) of [#tile grid v] with [35]\nset [_music v] to [2]\nset [_backdrop v] to [2]\nSave Map\nreplace item (((_MAP HEIGHT) * (4)) + (2)) of [#tile grid v] with [206]\nreplace item (((_MAP HEIGHT) * (3)) + (2)) of [#tile grid v] with [206]\nreplace item (((_MAP HEIGHT) * (2)) + (2)) of [#tile grid v] with [206]\nset [_music v] to [4]\nset [_backdrop v] to [3]\nSave Map\nif <(__GAME TYPE) = [1]> then\n add (save code) to [levels - game v]\nelse\n if <(__GAME TYPE) = [2]> then\n add (save code) to [levels - community v]\n else\n if <(__GAME TYPE) = [3]> then\n add (save code) to [levels - editor v]\n end\n end\nend\nset [_music v] to [1]\nset [_backdrop v] to [1]\nreplace item (((_MAP HEIGHT) * (4)) + (2)) of [#tile grid v] with [2]\nreplace item (((_MAP HEIGHT) * (3)) + (2)) of [#tile grid v] with [2]\nreplace item (((_MAP HEIGHT) * (2)) + (2)) of [#tile grid v] with [2]\nstop all sounds\n\nwhen flag clicked\nhide\n\ndefine Shorten Level Height by (#) blocks\nset [scanner v] to [1]\nrepeat (_MAP WIDTH)\n change [scanner v] by ((_MAP HEIGHT) - (#))\n repeat (#)\n delete (scanner) of [#tile grid v]\n delete (scanner) of [@mob grid v]\n end\nend\nset [_map height v] to ((_MAP HEIGHT) - (#))\n\ndefine Grow Level Height by (#) blocks\nset [scanner v] to [1]\nrepeat (_MAP WIDTH)\n change [scanner v] by (_MAP HEIGHT)\n repeat (#)\n insert [1] at (scanner) of [#tile grid v] \n insert [0] at (scanner) of [@mob grid v] \n change [scanner v] by (1)\n end\nend\nset [_map height v] to ((_MAP HEIGHT) + (#))\n\ndefine Separate Sub Levels (code)\nset [decoded v] to []\nrepeat (2)\n repeat until <<(letter (scanner) of (code)) = [|]> or <(scanner) > (length of (code))>>\n set [decoded v] to (join (decoded) (letter (scanner) of (code)))\n change [scanner v] by (1)\n end\n set [decoded v] to (join (decoded) (letter (scanner) of (code)))\n change [scanner v] by (1)\nend\n\ndefine Shorten Level Width by (#) blocks\nrepeat ((#) * (_MAP HEIGHT))\n delete (length of [#tile grid v]) of [#tile grid v]\n delete (length of [@mob grid v]) of [@mob grid v]\nend\nset [_map width v] to ((_MAP WIDTH) - (#))\n\ndefine Grow Level Width by (#) blocks\nrepeat ((#) * (_MAP HEIGHT))\n add [1] to [#tile grid v]\n add [0] to [@mob grid v]\nend\nset [_map width v] to ((_MAP WIDTH) + (#))\n\ndefine Shrink Level Width Intelligently\nrepeat ((_MAP WIDTH) - (16))\n set [idx v] to (length of [#tile grid v])\n repeat (_MAP HEIGHT)\n if <<(item (idx) of [#tile grid v]) > [1]> or <(item (idx) of [@mob grid v]) > [0]>> then\n stop [this script v]\n end\n change [idx v] by (-1)\n end\n Shorten Level Width by [1] blocks\nend\n\ndefine Shrink Level Height Intelligently\nrepeat ((_MAP HEIGHT) - (18))\n set [idx v] to [0]\n repeat (_MAP WIDTH)\n change [idx v] by (_MAP HEIGHT)\n if <<(item (idx) of [#tile grid v]) > [1]> or <(item (idx) of [@mob grid v]) > [0]>> then\n stop [this script v]\n end\n end\n Shorten Level Height by [1] blocks\nend\n\ndefine Encode Letters to Numbers (encode)\nset [encoded v] to []\nset [temp v] to (scanner)\nset [scanner v] to [1]\nrepeat (length of (encode))\n set [encoded v] to (join (encoded) (item # of (letter (scanner) of (encode)) in [letters v]))\n change [scanner v] by (1)\nend\nset [scanner v] to (temp)\n\ndefine Decode Numbers to Letters (decode)\nset [decoded v] to []\nset [temp v] to (scanner)\nset [scanner v] to [1]\nrepeat (length of (decode))\n if <<(letter (length of (decoded)) of (decoded)) = [ ]> or <(letter (length of (decoded)) of (decoded)) = []>> then\n set [decoded v] to (join (decoded) (item (join (letter (scanner) of (decode)) (letter ((scanner) + (1)) of (decode))) of [letters - caps v]))\n else\n set [decoded v] to (join (decoded) (item (join (letter (scanner) of (decode)) (letter ((scanner) + (1)) of (decode))) of [letters v]))\n end\n change [scanner v] by (2)\nend\nset [scanner v] to (temp)\n\ndefine Create Save Code\nif <(username) > [cokelinkster]> then\n set [___level creator v] to (username)\nelse\n set [___level creator v] to [User]\nend\nset [save code v] to []\nif <(__GAME TYPE) = [1]> then\n set [level to load v] to (item (__GAME LEVEL) of [levels - game v])\nelse\n if <(__GAME TYPE) = [2]> then\n set [level to load v] to (item (__GAME LEVEL) of [levels - community v])\n else\n if <(__GAME TYPE) = [3]> then\n set [level to load v] to (item (__GAME LEVEL) of [levels - editor v])\n end\n end\nend\nSave Map\nset [scanner v] to [0]\nRead Value\nRead Value\nchange [scanner v] by (1)\nSeparate Sub Levels (level to load)\nset [#level code v] to (decoded)\nSeparate Sub Levels (level to load)\nset [#underworld code v] to (decoded)\nSeparate Sub Levels (level to load)\nset [#above code v] to (decoded)\nif <(__GAME SUB LEVEL) = [0]> then\n set [#level code v] to (save code)\nelse\n if <(__GAME SUB LEVEL) = [-1]> then\n set [#underworld code v] to (save code)\n else\n if <(__GAME SUB LEVEL) = [1]> then\n set [#above code v] to (save code)\n end\n end\nend\nEncode Letters to Numbers (___LEVEL NAME)\nset [encoded level name v] to (encoded)\nEncode Letters to Numbers (___LEVEL CREATOR)\nset [encoded level creator v] to (encoded)\nset [save code v] to (join (join (encoded level name) (join [_] (join (encoded level creator) [_]))) (join (join (#LEVEL CODE) (#UNDERWORLD CODE)) (#ABOVE CODE)))\n\nwhen I receive [__generate save code v]\nCreate Save Code\ndelete all of [here is your save code! v]\nadd [Select the entire code below by triple clicking it.] to [here is your save code! v]\nadd [] to [here is your save code! v]\nadd (save code) to [here is your save code! v]\nadd [] to [here is your save code! v]\nadd [Right click and select 'copy'.] to [here is your save code! v]\nadd [Paste it in the discussion forum in the Notes and Credits to share your level.] to [here is your save code! v]\nadd [Or into a text document to keep it safe.] to [here is your save code! v]\nadd [!!DO NOT PASTE CODES IN COMMENTS!!] to [here is your save code! v]\nadd [Click or press any key to close this popup.] to [here is your save code! v]\nhide list [here is your save code! v]\nwait until <not <<key (any v) pressed?> or <mouse down?>>>\nwait until <<key (any v) pressed?> or <mouse down?>>\nshow list [here is your save code! v]\n\n@Editor\n\nwhen I receive [@editor ui tick v]\nif <([floor v] of (__PLAYER X) ) > ((_MAP WIDTH) - ([ceiling v] of (_GRID WIDTH) ))> then\n if <((_MAP HEIGHT) * (_MAP WIDTH)) < [200000]> then\n Grow Level Width by [1] blocks\n end\nend\nif <<(_EDITORBRUSH) = [77]> or <(_EDITORBRUSH) = [78]>> then\n set [idx v] to ((([floor v] of ((((mouse x) + ((_TILE SIZE) / (2))) + (__SCROLL X)) / (_TILE SIZE)) ) * (_MAP HEIGHT)) + (([floor v] of ((((mouse y) + ((_TILE SIZE) / (2))) + (__SCROLL Y)) / (_TILE SIZE)) ) + (1)))\nelse\n set [idx v] to ((([floor v] of (((mouse x) + (__SCROLL X)) / (_TILE SIZE)) ) * (_MAP HEIGHT)) + (([floor v] of ((((mouse y) + ((_TILE SIZE) / (2))) + (__SCROLL Y)) / (_TILE SIZE)) ) + (1)))\nend\nif <mouse down?> then\n if <(_TILEBRUSH DISABLED TEMPORARILY) = [0]> then\n if <(isMouseDown) = [0]> then\n if <(_EDITORBRUSH) = [1]> then\n if <(item (idx) of [@mob grid v]) > [0]> then\n set [layer v] to [2]\n else\n change [idx v] by (_MAP HEIGHT)\n if <<(item (idx) of [@mob grid v]) = [19]> or <(item (idx) of [@mob grid v]) = [20]>> then\n set [layer v] to [2]\n else\n set [layer v] to [1]\n end\n change [idx v] by ((0) - (_MAP HEIGHT))\n end\n end\n end\n Paint Tile\n end\n set [ismousedown v] to [1]\nelse\n set [ismousedown v] to [0]\n delete all of [#placed tiles v]\n set [_tilebrush disabled temporarily v] to [0]\nend\n\ndefine Paint Tile\nif <(_EDITORBRUSH) = [1]> then\n if <(layer) = [1]> then\n if <not <(item (idx) of [#tile grid v]) = [1]>> then\n start sound (((((item (item (idx) of [#tile grid v]) of [#tile sounds v]) - (1)) * (4)) + (1)) + (pick random (0) to (3)))\n replace item (idx) of [#tile grid v] with [1]\n Update Surrounding Tiles\n end\n else\n if <not <(item (idx) of [@mob grid v]) = [0]>> then\n Erase Mob\n end\n change [idx v] by (_MAP HEIGHT)\n if <<(item (idx) of [@mob grid v]) = [19]> or <(item (idx) of [@mob grid v]) = [20]>> then\n Erase Mob\n end\n change [idx v] by ((0) - (_MAP HEIGHT))\n end\nelse\n if <(item (_EDITORBRUSH) of [#tile shape v]) = [entity]> then\n Paint Mob\n else\n if <(_EDITORBRUSH) = [114]> then\n replace item ((idx) + (1)) of [#tile grid v] with [115]\n else\n if <(_EDITORBRUSH) = [143]> then\n set [issolid v] to [0]\n Get isSolid at Idx ((idx) - (1))\n if <(isSolid) = [0]> then\n stop [this script v]\n end\n set [issolid v] to [0]\n Get isSolid at Idx ((idx) - (2))\n if <(isSolid) = [0]> then\n stop [this script v]\n end\n else\n if <(_EDITORBRUSH) = [207]> then\n if <(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [#]> then\n set [_editorbrush v] to [192]\n Paint Mob\n set [_editorbrush v] to [207]\n stop [this script v]\n end\n end\n end\n end\n replace item (idx) of [#tile grid v] with (_EDITORBRUSH)\n Choose Correct Tile (idx)\n if <not <key (space v) pressed?>> then\n Update Surrounding Tiles\n end\n if <not <[#placed tiles v] contains (idx)?>> then\n add (idx) to [#placed tiles v]\n start sound (((((item (item (idx) of [#tile grid v]) of [#tile sounds v]) - (1)) * (4)) + (1)) + (pick random (0) to (3)))\n end\n end\nend\n\ndefine Choose Correct Tile (idx)\nset [tile group v] to (item (item (idx) of [#tile grid v]) of [#tile groups v])\nif <<(tile group) > []> and <(item (item (idx) of [#tile grid v]) of [#tile recipes v]) > []>> then\n set [tile recipe v] to []\n if <<(tile group) = [7]> or <(tile group) = [21]>> then\n if <[#placed tiles v] contains (idx)?> then\n build controlled recipe ((idx) + (1))\n build controlled recipe ((idx) + (_MAP HEIGHT))\n build controlled recipe ((idx) - (1))\n build controlled recipe ((idx) - (_MAP HEIGHT))\n else\n stop [this script v]\n end\n else\n if <<(tile group) = [1]> or <(tile group) = [13]>> then\n build recipe ((idx) + (1))\n if <[#placed tiles v] contains (idx)?> then\n build controlled recipe ((idx) + (_MAP HEIGHT))\n else\n set [tile recipe v] to (join (tile recipe) [0])\n end\n build recipe ((idx) - (1))\n if <[#placed tiles v] contains (idx)?> then\n build controlled recipe ((idx) - (_MAP HEIGHT))\n else\n set [tile recipe v] to (join (tile recipe) [0])\n end\n else\n build recipe ((idx) + (1))\n build recipe ((idx) + (_MAP HEIGHT))\n build recipe ((idx) - (1))\n build recipe ((idx) - (_MAP HEIGHT))\n end\n end\n set [tile v] to [1]\n repeat (length of [#tile groups v])\n if <(item (tile) of [#tile groups v]) = (tile group)> then\n Check if Tile Recipe is Correct\n if <(i) > [0]> then\n replace item (idx) of [#tile grid v] with (tile)\n stop [this script v]\n end\n end\n change [tile v] by (1)\n end\nend\n\ndefine build recipe (idx)\nif <(item (item (idx) of [#tile grid v]) of [#tile groups v]) = (tile group)> then\n set [tile recipe v] to (join (tile recipe) [1])\nelse\n if <<<(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [#]> and <not <(item (idx) of [#tile grid v]) = [52]>>> or <<(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [~]> and <(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [~]>>> then\n set [tile recipe v] to (join (tile recipe) [2])\n else\n set [tile recipe v] to (join (tile recipe) [0])\n end\nend\n\ndefine Update Surrounding Tiles\nChoose Correct Tile ((idx) + (1))\nChoose Correct Tile ((idx) - (1))\nChoose Correct Tile ((idx) + (_MAP HEIGHT))\nChoose Correct Tile ((idx) - (_MAP HEIGHT))\n\ndefine Paint Mob\nset [tile recipe v] to [0]\nset [i v] to [0]\nrepeat until <(i) = (_EDITORBRUSH)>\n change [i v] by (1)\n if <(item (i) of [#tile shape v]) = [entity]> then\n change [tile recipe v] by (1)\n end\nend\nif <(tile recipe) = [6]> then\n delete (item # of (item # of [6] in [@mob grid v]) in [@mob spawns v]) of [@mob spawns v]\n replace item (item # of [6] in [@mob grid v]) of [@mob grid v] with [0]\nelse\n if <(tile recipe) = [40]> then\n delete (item # of (item # of [40] in [@mob grid v]) in [@mob spawns v]) of [@mob spawns v]\n replace item (item # of [40] in [@mob grid v]) of [@mob grid v] with [0]\n else\n if <(tile recipe) = [41]> then\n delete (item # of (item # of [41] in [@mob grid v]) in [@mob spawns v]) of [@mob spawns v]\n replace item (item # of [41] in [@mob grid v]) of [@mob grid v] with [0]\n end\n end\nend\nif <not <(item (idx) of [@mob grid v]) = (tile recipe)>> then\n replace item (idx) of [@mob grid v] with (tile recipe)\n start sound (((((item (_EDITORBRUSH) of [#tile sounds v]) - (1)) * (4)) + (1)) + (pick random (0) to (3)))\nend\n\nwhen [t v] key pressed\nset [tile group v] to (item (_EDITORBRUSH) of [#tile groups v])\nif <(tile group) > []> then\n change [_editorbrush v] by (1)\n if <not <(item (_EDITORBRUSH) of [#tile groups v]) = (tile group)>> then\n set [_editorbrush v] to (item # of (tile group) in [#tile groups v])\n end\nend\n\ndefine Check if Tile Recipe is Correct\nset [i v] to [1]\nrepeat (4)\n if <<(letter (i) of (item (tile) of [#tile recipes v])) = (letter (i) of (tile recipe))> or <<(letter (i) of (item (tile) of [#tile recipes v])) = [-]> or <<<(letter (i) of (item (tile) of [#tile recipes v])) = [2]> and <(letter (i) of (tile recipe)) = [1]>> or <<(letter (i) of (item (tile) of [#tile recipes v])) = [0]> and <(letter (i) of (tile recipe)) = [2]>>>>> then\n change [i v] by (1)\n else\n set [i v] to [0]\n stop [this script v]\n end\nend\n\ndefine Shorten Level Height by (#) blocks\nset [scanner v] to [0]\nrepeat (_MAP WIDTH)\n repeat ((_MAP HEIGHT) - (#))\n change [scanner v] by (1)\n end\n repeat (#)\n delete (scanner) of [#tile grid v]\n delete (scanner) of [@mob grid v]\n end\nend\nset [_map height v] to ((_MAP HEIGHT) - (#))\n\ndefine Shorten Level Width by (#) blocks\nrepeat ((#) * (_MAP HEIGHT))\n delete (length of [#tile grid v]) of [#tile grid v]\n delete (length of [@mob grid v]) of [@mob grid v]\nend\nset [_map width v] to ((_MAP WIDTH) - (#))\n\ndefine Grow Level Width by (#) blocks\nrepeat ((#) * (_MAP HEIGHT))\n add [1] to [#tile grid v]\n add [0] to [@mob grid v]\nend\nset [_map width v] to ((_MAP WIDTH) + (#))\n\ndefine Grow Level Height by (#) blocks\nset [scanner v] to [1]\nrepeat (_MAP WIDTH)\n change [scanner v] by (_MAP HEIGHT)\n repeat (#)\n insert [1] at (scanner) of [#tile grid v] \n insert [0] at (scanner) of [@mob grid v] \n change [scanner v] by (1)\n end\nend\nset [_map height v] to ((_MAP HEIGHT) + (#))\n\nwhen I receive [_green flag v]\nset volume to (_VOLUME SOUND) %\nset [_editorbrush v] to [2]\n\ndefine build controlled recipe (#)\nif <[#placed tiles v] contains (#)?> then\n build recipe (#)\nelse\n set [tile recipe v] to (join (tile recipe) [0])\nend\n\ndefine Erase Mob\nset [tile recipe v] to [0]\nset [i v] to [0]\nrepeat until <(tile recipe) = (item (idx) of [@mob grid v])>\n change [i v] by (1)\n if <(item (i) of [#tile shape v]) = [entity]> then\n change [tile recipe v] by (1)\n end\nend\nstart sound (((((item (i) of [#tile sounds v]) - (1)) * (4)) + (1)) + (pick random (0) to (3)))\ndelete (item # of (idx) in [@mob spawns v]) of [@mob spawns v]\nreplace item (idx) of [@mob grid v] with [0]\n\ndefine Get isSolid at Idx (idx)\nif <(isSolid) = [0]> then\n if <(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [#]> then\n set [issolid v] to [1]\n end\nend\n\nwhen I receive [_load editor v]\nif <(_MAP HEIGHT) < [30]> then\n Grow Level Height by ((30) - (_MAP HEIGHT)) blocks\n delete all of [@mob spawns v]\n delete all of [#placed tiles v]\nend\n\n@Particles\n\nwhen I receive [@animate v]\nif <(id) > []> then\n Tick Particles\n if <(life) < [1]> then\n set [id v] to []\n end\nelse\n hide\nend\n\nwhen I receive [_delete objects v]\nset [id v] to []\n\ndefine Tick Particles\nswitch costume to (costume)\nPosition\nif <<(id) > [0]> and <(id) < [11]>> then\n change [life v] by (-3)\n change [y v] by (0.04)\n stop [this script v]\nend\nif <<<(id) = [11]> or <(id) = [12]>> or <(id) = [16]>> then\n set [xv v] to ((xv) * (0.9))\n change [x v] by (xv)\n change [yv v] by (-0.04)\n change [y v] by (yv)\n change [direction v] by ((10) * ((xv) * (20)))\n if <(y) < [-2]> then\n set [id v] to []\n end\n stop [this script v]\nend\nif <(id) = [13]> then\n if <(yv) < [0]> then\n set [id v] to []\n end\n set [costume v] to (([floor v] of (((timer) * (18)) mod (6)) ) + (13))\n change y by (((2.8125) * ([sin v] of (yv) )) * (_TILE SIZE))\n change [yv v] by (-6)\n stop [this script v]\nend\nif <(id) = [14]> then\n change [life v] by (pick random (-1) to (-3))\n change [y v] by (0.06)\n set [issolid v] to [0]\n Get Tile at X (x) Y ((y) + (0.5))\n if <(tile shape) = []> then\n set [id v] to []\n end\n stop [this script v]\nend\nif <(id) = [15]> then\n\ndefine Init Particle\nset size to ([ceiling v] of ((100) * ((_TILE SIZE) / (32))) ) %\nset [life v] to [100]\nif <<(id) > [0]> and <(id) < [11]>> then\n set [costume v] to (id)\nend\nif <<<(id) = [11]> or <(id) = [12]>> or <(id) = [16]>> then\n set [xv v] to (([sin v] of (direction) ) / (4))\n set [yv v] to (([cos v] of (direction) ) / (3))\n if <(id) = [11]> then\n set [costume v] to [11]\n else\n if <(id) = [12]> then\n set [costume v] to [12]\n else\n if <(id) = [16]> then\n set [costume v] to [21]\n end\n end\n end\nelse\n if <(id) = [13]> then\n set [yv v] to [180]\n set [costume v] to (([floor v] of (((timer) * (18)) mod (6)) ) + (13))\n else\n if <(id) = [14]> then\n set size to (([ceiling v] of ((100) * ((_TILE SIZE) / (32))) ) * (pick random (1) to (1.5000))) %\n set [costume v] to [19]\n else\n if <(id) = [15]> then\n set [costume v] to [20]\n else\n if <(id) = [17]> then\n set [costume v] to [22]\n else\n if <(id) = [18]> then\n set [costume v] to [23]\n end\n end\n end\n end\n end\nend\nswitch costume to (costume)\ngo to [front v] layer\ngo [backward v] (1) layers\nclear graphic effects\nshow\npoint in direction (90)\nPosition\n\nwhen I receive [@spawn cycle v]\nif <(id) > []> then\n\ndefine Create Clones\nif <(_EDITOR \(ON/OFF\)) = [0]> then\n repeat (10)\n create clone of (_myself_ v)\n end\nend\n\ndefine Get Tile at X (x) Y (y)\nif <(isSolid) = [0]> then\n if <<(y) < (_MAP HEIGHT)> and <(__PLAYER Y) > [0]>> then\n set [idx v] to (((([floor v] of (x) ) * (_MAP HEIGHT)) + ([floor v] of (y) )) + (1))\n set [tile shape v] to (item (item (idx) of [#tile grid v]) of [#tile shape v])\n set [tile type v] to (item (idx) of [#tile grid v])\n if <(tile shape) = [#]> then\n set [issolid v] to [1]\n else\n if <(x) < ([floor v] of (((__SCROLL X) - (240)) / (_TILE SIZE)) )> then\n set [issolid v] to [1]\n end\n end\n end\nend\n\nwhen I receive [_create clones v]\nset [id v] to []\nCreate Clones\n\nwhen I receive [_delete clones v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Position\ngo to x: (round (((x) * (_TILE SIZE)) - (__SCROLL X))) y: (round (((y) * (_TILE SIZE)) - (__SCROLL Y)))\npoint in direction (direction)\nshow\n\n@Background\n\nwhen I receive [@animate v]\nif <(id) > []> then\n Loop\n set [costume v] to (((parallax) / (2)) + (((_BACKDROP) - (1)) * (2)))\n go to x: (round (((x) * (480)) - ((__SCROLL X) / (parallax)))) y: ((round (((y) * (360)) - ((__SCROLL Y) / (parallax)))) + (100))\n set [x pos v] to (round (((x) * (480)) - ((__SCROLL X) / (parallax))))\n set [y pos v] to ((round (((y) * (360)) - ((__SCROLL Y) / (parallax)))) + (100))\n if <<(x position) = (x pos)> and <(y position) = (y pos)>> then\n if <not <(costume [number v]) = (costume)>> then\n switch costume to (costume)\n end\n else\n switch costume to (large v)\n go to x: (x pos) y: (y pos)\n switch costume to (costume)\n end\n go to [back v] layer\nelse\n hide\nend\n\ndefine Create Clones\nshow\ngo to [back v] layer\nset [parallax v] to [2]\nset [y v] to [0]\nset [x v] to [0]\ncreate clone of (_myself_ v)\nset [x v] to [1]\ncreate clone of (_myself_ v)\nchange [parallax v] by (2)\nset [y v] to [0]\nrepeat (2)\n go to [back v] layer\n set [x v] to [0]\n create clone of (_myself_ v)\n set [x v] to [1]\n create clone of (_myself_ v)\n change [y v] by (1)\nend\nhide\n\nwhen I start as a clone\nset [id v] to [backdrop]\nswitch costume to (empty v)\n\ndefine Loop\nif <([abs v] of (round (((x) * (480)) - ((__SCROLL X) / (parallax)))) ) > [480]> then\n repeat until <(round (((x) * (480)) - ((__SCROLL X) / (parallax)))) < [480]>\n change [x v] by (-2)\n end\n repeat until <(round (((x) * (480)) - ((__SCROLL X) / (parallax)))) > [-480]>\n change [x v] by (2)\n end\nend\nif <((parallax) / (2)) > [1]> then\n if <([abs v] of ((round (((y) * (360)) - ((__SCROLL Y) / (parallax)))) + (100)) ) > [360]> then\n repeat until <((round (((y) * (360)) - ((__SCROLL Y) / (parallax)))) + (100)) < [360]>\n change [y v] by (-2)\n end\n repeat until <((round (((y) * (360)) - ((__SCROLL Y) / (parallax)))) + (100)) > [-360]>\n change [y v] by (2)\n end\n end\nend\n\nwhen I receive [_create clones v]\nset [id v] to []\nCreate Clones\n\nwhen I receive [_delete clones v]\ndelete this clone\n\n@Music\n\nwhen I receive [_begin music loop v]\nstop all sounds\nif <(_MUSIC) = [7]> then\n set volume to ((_VOLUME MUSIC) * (1.5)) %\nelse\n set volume to (_VOLUME MUSIC) %\nend\nif <not <(#TIME) > [100]>> then\n set [pitch v] effect to (0)\nelse\n set [pitch v] effect to (0)\nend\nset [music v] to (_MUSIC)\nrepeat until <(_EXIT) > [0]>\n play sound (_MUSIC) until done\nend\nset [music v] to []\n\nwhen I receive [_music speed upppp v]\nset [pitch v] effect to (20)\n\nwhen I receive [_green flag v]\nset [music v] to []\n\nwhen I receive [_music fade out v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n hide variable [___level name v]\nend\n\n@Stats\n\nwhen I receive [_load screen v]\nif <(_EDITOR \(ON/OFF\)) = [0]> then\n go to x: (0) y: (0)\n switch costume to (screen v)\n go [backward v] (1) layers\n go to [front v] layer\n set size to (101) %\n show\n show variable [#coins v]\n show variable [#lives v]\n show variable [#score v]\n show variable [#time v]\n show variable [___level name v]\n repeat (31)\n wait (0) seconds\n end\n hide variable [___level name v]\nelse\n hide\n hide variable [___level name v]\n hide variable [#coins v]\n hide variable [#lives v]\n hide variable [#score v]\n hide variable [#time v]\nend\n\nwhen I receive [_delete clones v]\nhide\nhide variable [___level name v]\nhide variable [#coins v]\nhide variable [#lives v]\nhide variable [#score v]\nhide variable [#time v]\n\nwhen I receive [_load editor v]\nhide\nhide variable [___level name v]\nhide variable [#coins v]\nhide variable [#lives v]\nhide variable [#score v]\nhide variable [#time v]\n\nwhen I receive [_layer2 v]\ngo to [front v] layer\n\nwhen flag clicked\nhide\nhide variable [___level name v]\nhide variable [#coins v]\nhide variable [#lives v]\nhide variable [#score v]\nhide variable [#time v]\n\n@Mob\n\nwhen I receive [@mob tick v]\nif <(id) > []> then\n if <((x) * (_TILE SIZE)) < ((_LEFT EDGE) - (360))> then\n if <not <(id) = [28]>> then\n set [id v] to []\n end\n end\n if <(mob state) = [0]> then\n set [x pos v] to ((([floor v] of (((x) * (_TILE SIZE)) / ((_TILE SIZE) * (3))) ) * ((_TILE SIZE) * (3))) - (__SCROLL X))\n if <(x pos) < [270]> then\n if <(x pos) > [-330]> then\n if <([abs v] of (((y) * (_TILE SIZE)) - (__SCROLL Y)) ) < [300]> then\n set [mob state v] to [1]\n end\n end\n end\n show\n else\n if <(mob state) = [2]> then\n // [Rising From Block]\n change [timer v] by (1)\n if <(timer) > [10]> then\n show\n change [y v] by (0.05)\n if <(timer) > [30]> then\n set [mob state v] to [1]\n set [timer v] to [0]\n go to [front v] layer\n end\n else\n hide\n end\n else\n if <(mob state) = [3]> then\n // [squished]\n change [timer v] by (1)\n if <(timer) > [5]> then\n set [id v] to []\n end\n else\n if <(mob state) = [4]> then\n // [bounce and die]\n change [y velocity v] by (-0.02)\n change [y v] by (y velocity)\n if <(y position) < [-175]> then\n set [id v] to []\n end\n end\n end\n end\n if <(id) < [4]> then\n if <(id) = [1]> then\n _Tick Goomba\n if <(mob state) = [3]> then\n set [costume v] to [5]\n else\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (1))\n end\n stop [this script v]\n end\n if <(id) = [2]> then\n _Tick Koopa\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (6))\n stop [this script v]\n end\n if <(id) = [3]> then\n _Tick Koopa Shell\n if <([abs v] of (speed) ) > [0]> then\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (10))\n else\n set [costume v] to [10]\n end\n end\n else\n if <(id) < [7]> then\n if <(id) = [4]> then\n _Tick Magic Mushroom\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (14))\n stop [this script v]\n end\n if <(id) = [5]> then\n _Tick 1Up\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (18))\n stop [this script v]\n end\n if <(id) = [6]> then\n // [Spawn]\n set [costume v] to (([floor v] of (((timer) * (4)) mod (4)) ) + (22))\n end\n else\n if <(id) < [10]> then\n if <(id) = [7]> then\n _Tick Fire Flower\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (26))\n stop [this script v]\n end\n if <(id) = [8]> then\n _Tick Fireball\n if <(mob state) = [3]> then\n set [costume v] to (([floor v] of ((timer) / (1.5)) ) + (30))\n else\n set [costume v] to [30]\n end\n stop [this script v]\n end\n if <(id) = [9]> then\n _Tick Starman\n set [costume v] to (([floor v] of (((timer) * (8)) mod (5)) ) + (34))\n end\n else\n if <(id) < [13]> then\n if <(id) = [10]> then\n _Tick Goomba\n if <(mob state) = [3]> then\n set [costume v] to [43]\n else\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (39))\n end\n stop [this script v]\n end\n if <(id) = [11]> then\n _Tick Koopa\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (44))\n stop [this script v]\n end\n if <(id) = [12]> then\n _Tick Koopa Shell\n if <([abs v] of (speed) ) > [0]> then\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (48))\n else\n set [costume v] to [48]\n end\n end\n else\n if <(id) < [16]> then\n if <(id) = [13]> then\n _Tick Smart Koopa\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (52))\n stop [this script v]\n end\n if <(id) = [14]> then\n _Tick Koopa Shell\n if <([abs v] of (speed) ) > [0]> then\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (56))\n else\n set [costume v] to [56]\n end\n stop [this script v]\n end\n if <(id) = [15]> then\n _Tick Flying Koopa\n set [costume v] to (([floor v] of (((timer) * (8)) mod (6)) ) + (60))\n stop [this script v]\n end\n else\n if <(id) < [19]> then\n if <(id) = [16]> then\n _Tick Fake Bowser\n set [costume v] to (([floor v] of (((timer) * (6)) mod (4)) ) + (66))\n stop [this script v]\n end\n if <(id) = [17]> then\n _Tick Bowser Fire\n set [costume v] to [70]\n stop [this script v]\n end\n if <(id) = [18]> then\n _Tick Fire Bar\n set [costume v] to (([floor v] of (((timer) * (4)) mod (6)) ) + (71))\n stop [this script v]\n end\n else\n if <(id) < [22]> then\n if <(id) = [19]> then\n _Tick Piranha Plant\n set [costume v] to (([floor v] of (((timer) * (12)) mod (9)) ) + (77))\n stop [this script v]\n end\n if <(id) = [20]> then\n _Tick Piranha Plant\n set [costume v] to (([floor v] of (((timer) * (12)) mod (9)) ) + (86))\n stop [this script v]\n end\n if <(id) = [21]> then\n _Tick Blooper\n if <(y velocity) < [0]> then\n set [costume v] to [96]\n else\n set [costume v] to [95]\n end\n end\n else\n if <(id) < [25]> then\n if <(id) = [22]> then\n _Tick Fish Cheep Cheep\n set [costume v] to (([floor v] of (((timer) * (4)) mod (4)) ) + (97))\n stop [this script v]\n end\n if <(id) = [23]> then\n _Tick Fish Cheep Cheep\n set [costume v] to (([floor v] of (((timer) * (4)) mod (4)) ) + (101))\n stop [this script v]\n end\n if <(id) = [24]> then\n _Tick Cheep Cheep Spawner\n set [costume v] to [171]\n stop [this script v]\n end\n else\n if <(id) < [28]> then\n if <(id) = [25]> then\n _Tick Flying Cheep Cheep\n set [costume v] to (([floor v] of (((timer) * (4)) mod (4)) ) + (97))\n stop [this script v]\n end\n if <(id) = [26]> then\n _Tick Bouncy Koopa\n set [costume v] to (([floor v] of (((timer) * (8)) mod (6)) ) + (107))\n stop [this script v]\n end\n if <(id) = [27]> then\n _Tick Fire Bubble\n if <(y velocity) < [0]> then\n set [costume v] to [114]\n else\n set [costume v] to [113]\n end\n stop [this script v]\n end\n else\n if <(id) < [31]> then\n if <(id) = [28]> then\n _Tick Lakitu\n if <(timer) > [65]> then\n set [costume v] to [116]\n else\n set [costume v] to [115]\n end\n stop [this script v]\n end\n if <(id) = [29]> then\n _Tick Spiny Egg\n set [costume v] to [117]\n stop [this script v]\n end\n if <(id) = [30]> then\n _Tick Spiny\n set [costume v] to (([floor v] of ((((timer) + ((mob#) * (1.3))) * (6)) mod (4)) ) + (118))\n end\n else\n if <(id) < [34]> then\n if <(id) = [31]> then\n // [normal beetle]\n _Tick Buzzy Beetle\n set [costume v] to (([floor v] of ((((timer) + ((mob#) * (1.3))) * (6)) mod (4)) ) + (122))\n stop [this script v]\n end\n if <(id) = [32]> then\n _Tick Buzzy Shell\n if <([abs v] of (speed) ) > [0]> then\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (126))\n else\n set [costume v] to [126]\n end\n stop [this script v]\n end\n if <(id) = [33]> then\n // [blue beetle]\n _Tick Buzzy Beetle\n set [costume v] to (([floor v] of ((((timer) + ((mob#) * (1.3))) * (6)) mod (4)) ) + (130))\n end\n else\n if <(id) < [37]> then\n if <(id) = [34]> then\n // [blue beetle shell]\n _Tick Buzzy Shell\n if <([abs v] of (speed) ) > [0]> then\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (134))\n else\n set [costume v] to [134]\n end\n stop [this script v]\n end\n if <(id) = [35]> then\n // [grey beetle]\n _Tick Buzzy Beetle\n set [costume v] to (([floor v] of ((((timer) + ((mob#) * (1.3))) * (6)) mod (4)) ) + (138))\n stop [this script v]\n end\n if <(id) = [36]> then\n _Tick Buzzy Shell\n if <([abs v] of (speed) ) > [0]> then\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (142))\n else\n set [costume v] to [142]\n end\n end\n else\n if <(id) < [40]> then\n if <(id) = [37]> then\n // [hammer bro]\n _Tick Hammer Bro\n set [costume v] to (([floor v] of (((timer) * (6)) mod (6)) ) + (146))\n stop [this script v]\n end\n if <(id) = [38]> then\n // [hammer bro]\n _Tick Hammer Bro\n set [costume v] to (([floor v] of (((timer) * (6)) mod (6)) ) + (152))\n stop [this script v]\n end\n if <(id) = [39]> then\n // [hammer]\n _Tick Hammer\n set [costume v] to (([floor v] of (((timer) * (6)) mod (4)) ) + (158))\n stop [this script v]\n end\n else\n if <(id) < [43]> then\n if <(id) = [40]> then\n stop [this script v]\n end\n if <(id) = [41]> then\n stop [this script v]\n end\n if <(id) = [42]> then\n // [bullet bill]\n _Tick Bullet Bill\n set [costume v] to [170]\n stop [this script v]\n end\n else\n if <(id) < [46]> then\n if <(id) = [43]> then\n // [bill blaster]\n _Tick Bill Blaster [42]\n stop [this script v]\n end\n if <(id) = [44]> then\n // [grey goomba]\n _Tick Goomba\n if <(mob state) = [3]> then\n set [costume v] to [176]\n else\n set [costume v] to (([floor v] of (((timer) * (8)) mod (4)) ) + (172))\n end\n stop [this script v]\n end\n if <(id) = [45]> then\n // [spooky grey koopa]\n stop [this script v]\n end\n else\n if <(id) < [49]> then\n if <(id) = [46]> then\n // [spooky grey koopa shell]\n stop [this script v]\n end\n if <(id) = [47]> then\n // [bullet bill]\n _Tick Bullet Bill\n set [costume v] to [185]\n stop [this script v]\n end\n if <(id) = [48]> then\n // [bill blaster]\n _Tick Bill Blaster [47]\n stop [this script v]\n end\n else\n if <(id) < [52]> then\n if <(id) = [49]> then\n // [vine]\n _Tick Vine\n end\n if <(id) = [50]> then\n if <(id) = [51]> then\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [@animate v]\nif <(id) > []> then\n if <(id) = [8]> then\n if <(mob state) = [1]> then\n if <(item (danger id) of [@mob dangers v]) < [1]> then\n set [mob state v] to [3]\n start sound [fireball hit v]\n end\n end\n end\n Draw\nelse\n hide\nend\n\ndefine Get isSolid at X (x) Y (y)\nif <(isSolid) = [0]> then\n if <(x) < [0]> then\n set [issolid v] to [0]\n else\n if <<(y) < (_MAP HEIGHT)> and <(y) > [0]>> then\n set [idx v] to (((([floor v] of (x) ) * (_MAP HEIGHT)) + ([floor v] of (y) )) + (1))\n if <(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [#]> then\n set [issolid v] to [1]\n end\n end\n end\nend\n\ndefine Change Y by (steps)\nchange [y v] by (steps)\nset [issolid v] to [0]\nif <(steps) > [0]> then\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y ((y) + (height))\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y ((y) + (height))\n if <(isSolid) > [0]> then\n set [y v] to (([floor v] of ((y) + (height)) ) - (height))\n set [y velocity v] to [0]\n end\nelse\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y (y)\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y (y)\n if <(isSolid) > [0]> then\n set [y v] to ([ceiling v] of (y) )\n set [in air v] to [0]\n set [y velocity v] to [0]\n end\nend\n\ndefine Change X by (steps)\nif <([abs v] of (steps) ) > [0]> then\n change [x v] by (steps)\n set [issolid v] to [0]\n if <(steps) > [0]> then\n Get isSolid at X ((x) + (width)) Y (y)\n Get isSolid at X ((x) + (width)) Y ((y) + ((height) - (_EXTRASMALL)))\n if <(isSolid) > [0]> then\n set [x v] to (([floor v] of ((x) + (width)) ) - (width))\n set [x velocity v] to [0]\n end\n else\n Get isSolid at X ((x) - (width)) Y (y)\n Get isSolid at X ((x) - (width)) Y ((y) + ((height) - (_EXTRASMALL)))\n if <(isSolid) > [0]> then\n set [x v] to (([ceiling v] of ((x) - (width)) ) + (width))\n set [x velocity v] to [0]\n end\n end\nend\n\ndefine Draw\nif <(mob state) > [0]> then\n set [x pos v] to (round (((x) * (_TILE SIZE)) - (__SCROLL X)))\n set [y pos v] to (round (((y) * (_TILE SIZE)) - (__SCROLL Y)))\n point in direction (90)\n switch costume to (large v)\n go to x: (x pos) y: (y pos)\n if <<([abs v] of (x pos) ) < [280]> and <([abs v] of (y pos) ) < [210]>> then\n if <(mob state) = [1]> then\n show\n end\n if <not <(costume [number v]) = (costume)>> then\n switch costume to (costume)\n end\n if <(id) = [8]> then\n if <(mob state) = [1]> then\n set rotation style [all around v]\n point in direction ((dir) * ((timer) * (6)))\n change y by ((0) - ((_TILE SIZE) / (4)))\n end\n else\n point in direction (dir)\n end\n else\n if <(_EDITOR \(ON/OFF\)) > [0]> then\n delete (mob#) of [@mob spawns v]\n set [id v] to []\n hide\n else\n hide\n end\n end\nelse\n hide\nend\n\nwhen I receive [_adjust size v]\nswitch costume to (large v)\nset size to ([ceiling v] of ((100) * ((_TILE SIZE) / (41))) ) %\n\ndefine Check for Player Collision\nset [issolid v] to [0]\nif <([abs v] of ((x) - (__PLAYER X)) ) < (([width v] of [player v]) + (width))> then\n if <([abs v] of (((y) + ((height) / (2))) - ((__PLAYER Y) + (([height v] of [player v]) / (2)))) ) < (((height) / (2)) + (([height v] of [player v]) / (2)))> then\n set [issolid v] to [1]\n if <(__PLAYER MODE) = [1]> then\n if <<<(__PLAYER Y) > (y)> and <<(__PLAYER Y VEL) < [0.01]> or <(y velocity) > [0]>>> and <<(__PLAYER IN AIR) > [0]> or <(in air) > [0]>>> then\n set [issolid v] to [2]\n end\n end\n end\nend\n\nwhen I receive [_delete objects v]\nset [id v] to []\n\ndefine STATS | speed: (speed) dir: (dir) | Width: (w) Height: (h) pts: (pts) Costume: (costume)\nset [speed v] to (speed)\nif <(dir) = [player]> then\n if <(__PLAYER X) > (x)> then\n set [dir v] to [90]\n else\n set [dir v] to [-90]\n end\nelse\n set [dir v] to (dir)\nend\nset [issolid v] to [0]\nset [mob points value v] to (pts)\nset [width v] to (w)\nset [height v] to (h)\nset [costume v] to (costume)\n\ndefine // (comment)\n\ndefine Check For Danger Collisions\nset [idx v] to [1]\nrepeat ((length of [@mob dangers v]) / (6))\n if <not <((idx) + (5)) = (danger id)>> then\n if <([abs v] of ((item (idx) of [@mob dangers v]) - (x)) ) < ((item ((idx) + (2)) of [@mob dangers v]) + (width))> then\n if <([abs v] of (((item ((idx) + (1)) of [@mob dangers v]) + ((item ((idx) + (3)) of [@mob dangers v]) / (2))) - ((y) + ((height) / (2)))) ) < ((((item ((idx) + (3)) of [@mob dangers v]) + (height)) / (2)) + (0.2))> then\n set [issolid v] to [1]\n set [projectile collision id v] to (item ((idx) + (4)) of [@mob dangers v])\n replace item ((idx) + (5)) of [@mob dangers v] with [0]\n stop [this script v]\n end\n end\n end\n change [idx v] by (6)\nend\nset [issolid v] to [0]\n\nwhen I receive [@projectile tick v]\nif <(id) > []> then\n if <(mob state) = [1]> then\n if <(isDangerous) = [1]> then\n add (x) to [@mob dangers v]\n add (y) to [@mob dangers v]\n add (width) to [@mob dangers v]\n add (height) to [@mob dangers v]\n add (id) to [@mob dangers v]\n add [1] to [@mob dangers v]\n set [danger id v] to (length of [@mob dangers v])\n else\n set [danger id v] to [0]\n end\n end\nend\n\ndefine Set Costume (#)\n\nwhen I receive [@editor mob tick v]\nset [idx v] to (item (mob#) of [@mob spawns v])\nif <(idx) > []> then\n if <not <(id) = (item (idx) of [@mob grid v])>> then\n set [id v] to (item (idx) of [@mob grid v])\n Init Mob\n set [mob state v] to [1]\n show\n go to [front v] layer\n end\n if <<(id) = [19]> or <(id) = [20]>> then\n set [x v] to ([floor v] of ((idx) / (_MAP HEIGHT)) )\n else\n set [x v] to (([floor v] of ((idx) / (_MAP HEIGHT)) ) + (0.5))\n end\n set [y v] to (((idx) - ((_MAP HEIGHT) * ([floor v] of ((idx) / (_MAP HEIGHT)) ))) - (1))\n if <<((([floor v] of ((x) / (3)) ) * (3)) mod (2)) > [0]> and <key (space v) pressed?>> then\n set [brightness v] effect to (22)\n else\n set [brightness v] effect to (0)\n end\nelse\n set [id v] to []\nend\n\ndefine Init Mob\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [in air v] to [9999999]\nset [height v] to [0.9]\nset [width v] to [0.4]\nset [timer v] to [0]\nset [danger id v] to [0]\nset [isdangerous v] to [0]\ngo to [front v] layer\nshow\nif <(id) < [4]> then\n if <(id) = [1]> then\n // [goomba]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [1]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [2]> then\n // [koopa]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [1.3] pts: [200] Costume: [6]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [3]> then\n // [koopa shell]\n STATS | speed: [0] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [10]\n Check for Solid Block Spawn\n end\nelse\n if <(id) < [7]> then\n if <(id) = [4]> then\n // [mushroom]\n STATS | speed: [0.08] dir: [90] | Width: [0.4] Height: [0.8] pts: [1000] Costume: [14]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [5]> then\n // [1up]\n STATS | speed: [0.08] dir: [90] | Width: [0.4] Height: [0.8] pts: [500] Costume: [18]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [6]> then\n set rotation style [don't rotate v]\n // [spawn]\n STATS | speed: [0] dir: [90] | Width: [0] Height: [0] pts: [0] Costume: [22]\n end\n else\n if <(id) < [10]> then\n if <(id) = [7]> then\n // [fire flower]\n STATS | speed: [0] dir: [90] | Width: [0.4] Height: [0.8] pts: [1000] Costume: [26]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [8]> then\n // [fireball]\n STATS | speed: [0.35] dir: [player] | Width: [0.2] Height: [0.4] pts: [] Costume: [30]\n set [dir v] to ((0) - (dir))\n set [isdangerous v] to [1]\n set [mob state v] to [1]\n stop [this script v]\n end\n if <(id) = [9]> then\n // [starman]\n STATS | speed: [0.1] dir: [90] | Width: [0.4] Height: [0.8] pts: [] Costume: [34]\n Check for Solid Block Spawn\n end\n else\n if <(id) < [13]> then\n if <(id) = [10]> then\n // [goomba dark theme]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [39]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [11]> then\n // [koopa dark theme]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [1.3] pts: [200] Costume: [44]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [12]> then\n // [koopa dark shell]\n STATS | speed: [0] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [48]\n Check for Solid Block Spawn\n end\n else\n if <(id) < [16]> then\n if <(id) = [13]> then\n // [smart koopa]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [1.3] pts: [200] Costume: [52]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [14]> then\n // [red koopa shell]\n STATS | speed: [0] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [56]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [15]> then\n // [flying koopa]\n STATS | speed: [0] dir: [-90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [60]\n set [origin v] to (y)\n end\n else\n if <(id) < [19]> then\n if <(id) = [16]> then\n // [fake bowser]\n STATS | speed: [0] dir: [-90] | Width: [0.4] Height: [1.4] pts: [1000] Costume: [66]\n set [bowser health v] to [5]\n set [mob state v] to [1]\n stop [this script v]\n end\n if <(id) = [17]> then\n // [bowser fire]\n STATS | speed: [0.2] dir: [-90] | Width: [0.3] Height: [0.2] pts: [0] Costume: [70]\n set [origin v] to (__PLAYER Y)\n set [mob state v] to [1]\n stop [this script v]\n end\n if <(id) = [18]> then\n set rotation style [all around v]\n // [fire bar]\n STATS | speed: [0] dir: [90] | Width: [2] Height: [0] pts: [0] Costume: [71]\n end\n else\n if <(id) < [22]> then\n if <(id) = [19]> then\n set rotation style [don't rotate v]\n // [piranha plant]\n STATS | speed: [0.05] dir: [90] | Width: [0.4] Height: [1.4] pts: [200] Costume: [83]\n set [timer v] to [9999]\n change [x v] by (-0.5)\n set [origin v] to (y)\n set [y v] to ((origin) - (2.1))\n go to [back v] layer\n set [mob state v] to [0]\n stop [this script v]\n end\n if <(id) = [20]> then\n set rotation style [don't rotate v]\n // [bluepiranha plant]\n STATS | speed: [0.05] dir: [90] | Width: [0.4] Height: [1.4] pts: [200] Costume: [94]\n set [timer v] to [9999]\n change [x v] by (-0.5)\n set [origin v] to (y)\n set [y v] to ((origin) - (2.1))\n go to [back v] layer\n set [mob state v] to [0]\n stop [this script v]\n end\n if <(id) = [21]> then\n set rotation style [don't rotate v]\n // [blooper]\n STATS | speed: [0.03] dir: [-90] | Width: [0.4] Height: [1] pts: [200] Costume: [95]\n set [y velocity v] to [0.2]\n end\n else\n if <(id) < [25]> then\n if <(id) = [22]> then\n // [red cheep cheep]\n STATS | speed: [0.05] dir: [-90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [97]\n stop [this script v]\n end\n if <(id) = [23]> then\n // [grey cheep cheep]\n STATS | speed: [0.03] dir: [-90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [101]\n stop [this script v]\n end\n if <(id) = [24]> then\n // [flying cheep cheep spawner]\n STATS | speed: [0] dir: [-90] | Width: [0.4] Height: [0.8] pts: [0] Costume: [105]\n set [timer v] to (pick random (0) to (60))\n end\n else\n if <(id) < [28]> then\n if <(id) = [25]> then\n // [flying cheep cheep]\n STATS | speed: (pick random (0.02) to (0.08)) dir: (((pick random (0) to (1)) * (180)) - (90)) | Width: [0.4] Height: [0.8] pts: [100] Costume: [97]\n set [y velocity v] to (pick random (0.6) to (0.8))\n stop [this script v]\n end\n if <(id) = [26]> then\n // [bouncy koopa]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [1.3] pts: [100] Costume: [107]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [27]> then\n // [fire bubble]\n STATS | speed: [0.08] dir: [90] | Width: [0.4] Height: [0.8] pts: [0] Costume: [113]\n end\n else\n if <(id) < [31]> then\n if <(id) = [28]> then\n // [lakitu]\n STATS | speed: [0.1] dir: [90] | Width: [0.4] Height: [0.8] pts: [800] Costume: [115]\n Check for Solid Block Spawn\n set [origin v] to (x)\n stop [this script v]\n end\n if <(id) = [29]> then\n // [spiny egg]\n STATS | speed: [0] dir: [90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [117]\n set [y velocity v] to [0.4]\n stop [this script v]\n end\n if <(id) = [30]> then\n // [spiny]\n STATS | speed: [0.06] dir: [player] | Width: [0.4] Height: [0.8] pts: [100] Costume: [118]\n Check for Solid Block Spawn\n end\n else\n if <(id) < [34]> then\n if <(id) = [31]> then\n // [buzzy beetle]\n STATS | speed: [0.06] dir: [-90] | Width: [0.4] Height: [0.8] pts: [200] Costume: [122]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [32]> then\n // [buzzy beetle shell]\n STATS | speed: [0.4] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [126]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [33]> then\n // [blue beetle]\n STATS | speed: [0.06] dir: [-90] | Width: [0.4] Height: [0.8] pts: [200] Costume: [130]\n Check for Solid Block Spawn\n end\n else\n if <(id) < [37]> then\n if <(id) = [34]> then\n // [blue beetle shell]\n STATS | speed: [0.4] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [134]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [35]> then\n // [grey beetle]\n STATS | speed: [0.06] dir: [-90] | Width: [0.4] Height: [0.8] pts: [200] Costume: [138]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [36]> then\n // [grey beetle shell]\n STATS | speed: [0.4] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [142]\n Check for Solid Block Spawn\n end\n else\n if <(id) < [40]> then\n if <(id) = [37]> then\n // [hammer bro]\n STATS | speed: [0.06] dir: [-90] | Width: [0.4] Height: [1.3] pts: [200] Costume: [146]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [38]> then\n // [hammer bro blue theme]\n STATS | speed: [0.06] dir: [-90] | Width: [0.4] Height: [1.3] pts: [200] Costume: [152]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [39]> then\n // [hammer]\n STATS | speed: (pick random (0.15) to (0.2)) dir: [player] | Width: [0.2] Height: [0.4] pts: [0] Costume: [158]\n set [y velocity v] to (pick random (0.350) to (0.400))\n set [mob state v] to [1]\n end\n else\n if <(id) < [43]> then\n if <(id) = [40]> then\n set rotation style [don't rotate v]\n // [spawn]\n STATS | speed: [0] dir: [90] | Width: [0] Height: [0] pts: [0] Costume: [162]\n stop [this script v]\n end\n if <(id) = [41]> then\n set rotation style [don't rotate v]\n // [spawn]\n STATS | speed: [0] dir: [90] | Width: [0] Height: [0] pts: [0] Costume: [166]\n stop [this script v]\n end\n if <(id) = [42]> then\n // [bullet bill]\n STATS | speed: [0.08] dir: [player] | Width: [0.4] Height: [0.8] pts: [200] Costume: [170]\n if <(_EDITOR \(ON/OFF\)) = [0]> then\n set [issolid v] to [0]\n Get isSolid at X (x) Y (y)\n if <(isSolid) = [0]> then\n set [mob state v] to [0]\n else\n set [mob state v] to [1]\n end\n end\n end\n else\n if <(id) < [46]> then\n if <(id) = [43]> then\n set rotation style [don't rotate v]\n // [bill blaster]\n STATS | speed: [0] dir: [90] | Width: [0] Height: [0] pts: [0] Costume: [171]\n set [mob state v] to [1]\n stop [this script v]\n end\n if <(id) = [44]> then\n // [ grey goomba]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [0.8] pts: [100] Costume: [172]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [45]> then\n // [spooky koopa]\n STATS | speed: [0.08] dir: [-90] | Width: [0.4] Height: [1.3] pts: [200] Costume: [177]\n Check for Solid Block Spawn\n end\n else\n if <(id) < [49]> then\n if <(id) = [46]> then\n // [spooky koopa shell]\n STATS | speed: [0] dir: (dir) | Width: [0.4] Height: [0.8] pts: [100] Costume: [10]\n Check for Solid Block Spawn\n stop [this script v]\n end\n if <(id) = [47]> then\n // [bullet bill]\n STATS | speed: [0.08] dir: [player] | Width: [0.4] Height: [0.8] pts: [200] Costume: [185]\n if <(_EDITOR \(ON/OFF\)) = [0]> then\n set [issolid v] to [0]\n Get isSolid at X (x) Y (y)\n if <(isSolid) = [0]> then\n set [mob state v] to [0]\n else\n set [mob state v] to [1]\n end\n end\n stop [this script v]\n end\n if <(id) = [48]> then\n set rotation style [don't rotate v]\n // [bill blaster]\n STATS | speed: [0] dir: [90] | Width: [0] Height: [0] pts: [0] Costume: [171]\n set [mob state v] to [1]\n end\n else\n if <(id) < [52]> then\n if <(id) = [49]> then\n // [vine]\n STATS | speed: [0] dir: [90] | Width: [0.05] Height: [0.1] pts: [0] Costume: [186]\n if <(_EDITOR \(ON/OFF\)) = [0]> then\n Get isSolid at X (x) Y (y)\n if <(isSolid) > [0]> then\n start sound [dispense v]\n set [mob state v] to [2]\n change [y v] by (1)\n hide\n end\n end\n stop [this script v]\n end\n if <(id) = [50]> then\n if <(id) = [51]> then\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Create Clones\nset [mob# v] to [51]\nrepeat (50)\n create clone of (_myself_ v)\n change [mob# v] by (-1)\nend\n\nwhen I receive [@spawn cycle v]\nif <(id) > []> then\n\ndefine _Tick Fireball\nif <(mob state) = [1]> then\n set [isdangerous v] to [1]\n change [_fireball# v] by (1)\n change [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((width) + (_EXTRASMALL))) Y ((y) + ((height) / (2)))\n Get isSolid at X ((x) - ((width) + (_EXTRASMALL))) Y ((y) + ((height) / (2)))\n if <(isSolid) > [0]> then\n start sound [fireball hit v]\n set [mob state v] to [3]\n set [dir v] to [90]\n else\n change [in air v] by (1)\n change [y velocity v] by (-0.03)\n if <(y velocity) < [-0.99]> then\n set [y velocity v] to [-0.99]\n end\n Change Y by (y velocity)\n if <(in air) = [0]> then\n set [y velocity v] to [0.2]\n end\n if <([abs v] of ((__PLAYER X) - (x)) ) > [15]> then\n set [id v] to []\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Platformer Physics\nset [x velocity v] to ((speed) * ((dir) / ([abs v] of (dir) )))\nif <([abs v] of (x velocity) ) > [0]> then\n Change X by (x velocity)\nend\nchange [y velocity v] by (-0.04)\nif <(y velocity) < [-0.99]> then\n set [y velocity v] to [-0.99]\nend\nif <([abs v] of (y velocity) ) > [0.04]> then\n change [in air v] by (1)\n Change Y by (y velocity)\nend\n\ndefine Stomped\nstart sound [smb_stomp v]\nset [__player y v] to ((y) + (height))\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [timer v] to [0]\nset [__player in air v] to [9999999]\nchange [__stomped enemies v] by (1)\nif <((mob points value) + (((__STOMPED ENEMIES) - (1)) * (100))) > [1000]> then\n change [#score v] by (1000)\n Particle | X: (x) Y: ((y) + (1)) Type: [10] Direction: [90]\nelse\n change [#score v] by ((mob points value) + (((__STOMPED ENEMIES) - (1)) * (100)))\n Particle | X: (x) Y: ((y) + (1)) Type: ([floor v] of (((mob points value) + (((__STOMPED ENEMIES) - (1)) * (100))) / (100)) ) Direction: [90]\nend\nif <(__STOMPED ENEMIES) = [8]> then\n start sound [1 Up v]\n change [#lives v] by (1)\nend\nbroadcast (Player Stomp v)\n\nwhen I receive [@bounced tile v]\nif <(id) > []> then\n if <not <<<(id) = [28]> or <(id) = [29]>> or <(id) = [39]>>> then\n if <(mob state) = [1]> then\n Bumped - Tile: (x) ((y) - (0.2))\n if <(idx) = (_BOUNCED TILE)> then\n stop [this script v]\n else\n Bumped - Tile: ((x) + ((width) - (_EXTRASMALL))) ((y) - (0.2))\n if <(idx) = (_BOUNCED TILE)> then\n stop [this script v]\n else\n Bumped - Tile: ((x) - ((width) - (_EXTRASMALL))) ((y) - (0.2))\n end\n end\n end\n end\nend\n\ndefine _Tick Goomba\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n set [mob state v] to [3]\n Stomped\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Koopa\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n // [koopa troopa becomes shell]\n Stomped\n change [id v] by (1)\n Init Mob\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Koopa Shell\nif <(mob state) = [1]> then\n Platformer Physics\n if <([abs v] of (speed) ) > [0]> then\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n end\n Check For Danger Collisions\n if <(speed) = [0]> then\n set [isdangerous v] to [0]\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n else\n set [isdangerous v] to [1]\n if <(isSolid) > [0]> then\n if <<(projectile collision id) = [8]> or <(projectile collision id) > [1000000]>> then\n Death by Projectile\n end\n end\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n if <(speed) > [0]> then\n broadcast (Player Die v)\n else\n STATS | speed: [0.4] dir: [player] | Width: (width) Height: (height) pts: [100] Costume: []\n set [dir v] to ((0) - (dir))\n change [x v] by ((0.6) * ((dir) / ([abs v] of (dir) )))\n start sound [smb_stomp v]\n end\n else\n if <(isSolid) = [2]> then\n if <([abs v] of (speed) ) > [0]> then\n // [koopa shell stops]\n STATS | speed: [0] dir: [player] | Width: (width) Height: (height) pts: [100] Costume: []\n set [dir v] to ((0) - (dir))\n else\n // [koopa shell starts moving when jumped on]\n STATS | speed: [0.4] dir: [player] | Width: (width) Height: (height) pts: [100] Costume: []\n set [dir v] to ((0) - (dir))\n end\n Stomped\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Magic Mushroom\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n if <(__PLAYER MODE) > []> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (POWER UP v)\n set [id v] to []\n Particle | X: (x) Y: ((y) + (1)) Type: ([floor v] of ((mob points value) / (100)) ) Direction: [90]\n change [#score v] by (mob points value)\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick 1Up\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n Check for Player Collision\n if <(isSolid) > [0]> then\n start sound [1 Up v]\n change [#lives v] by (1)\n set [id v] to []\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Fire Flower\nif <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (POWER UP v)\n set [id v] to []\n Particle | X: (x) Y: ((y) + (1)) Type: ([floor v] of ((mob points value) / (100)) ) Direction: [90]\n change [#score v] by (mob points value)\n end\nend\n\ndefine _Tick Starman\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n if <(in air) = [0]> then\n set [y velocity v] to [0.4]\n set [in air v] to [999999999]\n end\n Check for Player Collision\n if <(isSolid) > [0]> then\n set [_starman timer v] to [0]\n set [__player mode v] to [3]\n set [_music v] to [4]\n set [id v] to []\n stop all sounds\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Check for Solid Block Spawn\nif <(_EDITOR \(ON/OFF\)) = [0]> then\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y ((y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y ((y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y ((y) + (_EXTRASMALL))\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y ((y) + (_EXTRASMALL))\n if <(isSolid) > [0]> then\n go to [back v] layer\n go [forward v] (5) layers\n start sound [dispense v]\n set [mob state v] to [2]\n hide\n else\n go to [front v] layer\n show\n end\nend\n\ndefine _Tick Smart Koopa\nif <(mob state) = [1]> then\n _Tick Koopa\n if <(in air) = [0]> then\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((0.5) * ((dir) / ([abs v] of (dir) )))) Y ((y) + (-0.5))\n if <(isSolid) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Flying Koopa\nif <(mob state) = [1]> then\n set [in air v] to [9999999]\n set [y v] to ((origin) + (([sin v] of (((_IN GAME TIMER) + ((x) * (8))) * (4)) ) * (2)))\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n set [id v] to [13]\n Init Mob\n Stomped\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Fake Bowser\nif <(mob state) = [1]> then\n Platformer Physics\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n if <(projectile collision id) = [8]> then\n change [bowser health v] by (-1)\n if <(bowser health) < [1]> then\n Death by Projectile\n end\n else\n Death by Projectile\n end\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n if <(in air) = [0]> then\n if <([abs v] of ((x) - (__PLAYER X)) ) < [15]> then\n if <(pick random (1) to (25)) = [1]> then\n set [speed v] to (pick random (1) to (3))\n if <(speed) = [1]> then\n set [speed v] to [-0.07]\n else\n if <(speed) = [2]> then\n set [speed v] to [0]\n else\n if <(speed) = [3]> then\n set [speed v] to [0.07]\n end\n end\n end\n Jump Intelligently | Height: [0.35]\n else\n if <(pick random (1) to (30)) = [1]> then\n set [speed v] to (pick random (1) to (3))\n if <(speed) = [1]> then\n set [speed v] to [-0.07]\n else\n if <(speed) = [2]> then\n set [speed v] to [0]\n else\n if <(speed) = [3]> then\n set [speed v] to [0.07]\n end\n end\n end\n end\n if <([abs v] of (speed) ) > [0]> then\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((0.4) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) - (0.5))\n if <(isSolid) = [0]> then\n set [speed v] to ((0) - (speed))\n end\n end\n end\n end\n end\n if <([abs v] of ((x) - (__PLAYER X)) ) < [38]> then\n change [timer v] by (1)\n if <<(timer) = [60]> or <(timer) = [110]>> then\n start sound [Bowser Fire v]\n Spawn Mob | X: ((x) + ((1) * ((dir) / ([abs v] of (dir) )))) Y: ((y) + (0.8)) Type: [17]\n end\n if <(timer) > [150]> then\n set [timer v] to [0]\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Spawn Mob | X: (x) Y: (y) Type: (id)\nadd (x) to [@mob spawns v]\nadd (y) to [@mob spawns v]\nadd (id) to [@mob spawns v]\n\ndefine _Tick Bowser Fire\nCheck for Player Collision\nif <(isSolid) > [0]> then\n broadcast (Player Die v)\nend\nchange [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\nif <(origin) > ((y) + (0.06))> then\n change [y v] by (0.09)\nelse\n if <(origin) < ((y) - (0.06))> then\n change [y v] by (-0.09)\n end\nend\nif <([abs v] of ((__PLAYER X) - (x)) ) > [45]> then\n set [id v] to []\nend\n\ndefine _Tick Fire Bar\nset [dir v] to ([floor v] of ((((_IN GAME TIMER) + (((x) + (y)) * (6))) * (5)) mod (360)) )\nif <([abs v] of ((__PLAYER X) - ((x) + (([sin v] of (dir) ) * (1.7)))) ) < ((0.2) + ([width v] of [player v]))> then\n if <([abs v] of (((__PLAYER Y) + (([height v] of [player v]) / (2))) - ((y) + (([cos v] of (dir) ) * (1.7)))) ) < ((0.2) + (([height v] of [player v]) / (2)))> then\n broadcast (Player Die v)\n stop [this script v]\n end\nend\nif <([abs v] of ((__PLAYER X) - ((x) + ([sin v] of (dir) ))) ) < ((0.2) + ([width v] of [player v]))> then\n if <([abs v] of (((__PLAYER Y) + (([height v] of [player v]) / (2))) - ((y) + ([cos v] of (dir) ))) ) < ((0.2) + (([height v] of [player v]) / (2)))> then\n broadcast (Player Die v)\n stop [this script v]\n end\nend\nif <([abs v] of ((__PLAYER X) - ((x) + (([sin v] of (dir) ) * (0.5)))) ) < ((0.2) + ([width v] of [player v]))> then\n if <([abs v] of (((__PLAYER Y) + (([height v] of [player v]) / (2))) - ((y) + (([cos v] of (dir) ) * (0.5)))) ) < ((0.2) + (([height v] of [player v]) / (2)))> then\n broadcast (Player Die v)\n stop [this script v]\n end\nend\n\ndefine _Tick Piranha Plant\nif <(mob state) = [1]> then\n go to [back v] layer\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Particle | X: (x) Y: ((y) + (1)) Type: ([floor v] of ((mob points value) / (100)) ) Direction: [90]\n change [#score v] by (mob points value)\n set [id v] to []\n stop [this script v]\n end\n if <(y) > ((origin) - (1))> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n end\n if <(y) > (origin)> then\n change [timer v] by (1)\n set [speed v] to [0]\n if <(timer) > [15]> then\n set [speed v] to [-0.06]\n set [y v] to (origin)\n set [timer v] to [0]\n end\n else\n if <(y) < ((origin) - (2))> then\n set [speed v] to [0]\n change [timer v] by (1)\n if <(timer) > [35]> then\n if <not <<((__PLAYER Y) - (y)) < [4]> and <([abs v] of ((__PLAYER X) - (x)) ) < ((1.05) + ([width v] of [player v]))>>> then\n set [speed v] to [0.06]\n set [y v] to ((origin) - (2))\n set [timer v] to [0]\n end\n end\n end\n end\n change [y v] by (speed)\nend\n\ndefine _Tick Blooper\nif <(mob state) = [1]> then\n change [y velocity v] by (-0.005)\n change [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\n if <(y velocity) < [-0.04]> then\n if <(__PLAYER Y) > ((y) - (2))> then\n if <not <(item (item ((((x) * (_MAP HEIGHT)) + ((y) + (1))) + (1)) of [#tile grid v]) of [#tile shape v]) = []>> then\n set [y velocity v] to [0.2]\n if <(__PLAYER X) > (x)> then\n set [dir v] to [90]\n else\n set [dir v] to [-90]\n end\n end\n end\n end\n change [y v] by (y velocity)\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n end\nend\n\ndefine _Tick Fish Cheep Cheep\nif <(mob state) = [1]> then\n change [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\n change [y v] by (0.005)\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n end\nend\n\ndefine _Tick Cheep Cheep Spawner\nif <([abs v] of ((x) - (__PLAYER X)) ) < [8]> then\n change [timer v] by (1)\n if <(timer) > (pick random (30) to (220))> then\n set [timer v] to [0]\n Spawn Mob | X: ((x) + (pick random (-2) to (2))) Y: [-1] Type: [25]\n end\nend\n\ndefine _Tick Flying Cheep Cheep\nif <(mob state) = [1]> then\n set [in air v] to [9999999]\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n set [mob state v] to [4]\n Stomped\n end\n end\n end\n change [y v] by (y velocity)\n change [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\n change [y velocity v] by (-0.02)\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\nwhen I receive [_begin level v]\nif <(mob#) = [1]> then\n Spawn All Mobs in Level\nend\n\ndefine Spawn All Mobs in Level\nif <(_EDITOR \(ON/OFF\)) = [0]> then\n set [idx v] to [0]\n repeat (length of [@mob grid v])\n change [idx v] by (1)\n if <(item (idx) of [#tile grid v]) = [148]> then\n Spawn Mob | X: (([floor v] of (((idx) - (1)) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - (1)) - ((_MAP HEIGHT) * ([floor v] of (((idx) - (1)) / (_MAP HEIGHT)) ))) Type: [43]\n else\n if <(item (idx) of [#tile grid v]) = [187]> then\n Spawn Mob | X: (([floor v] of (((idx) - (1)) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - (1)) - ((_MAP HEIGHT) * ([floor v] of (((idx) - (1)) / (_MAP HEIGHT)) ))) Type: [48]\n else\n set [temp v] to (item (idx) of [@mob grid v])\n if <(temp) > [0]> then\n if <<<<<(temp) = [8]> or <(temp) = [17]>> or <(temp) = [18]>> or <(temp) = [27]>> or <<(item (item (idx) of [#tile grid v]) of [#tile shape v]) = []> or <(item (item (idx) of [#tile grid v]) of [#tile shape v]) = [~]>>> then\n if <not <<<(temp) = [6]> or <(temp) = [40]>> or <(temp) = [41]>>> then\n Spawn Mob | X: (([floor v] of (((idx) - (1)) / (_MAP HEIGHT)) ) + (0.5)) Y: (((idx) - (1)) - ((_MAP HEIGHT) * ([floor v] of (((idx) - (1)) / (_MAP HEIGHT)) ))) Type: (item (idx) of [@mob grid v])\n replace item (idx) of [@mob grid v] with [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine _Tick Bouncy Koopa\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n if <(in air) = [0]> then\n set [y velocity v] to [0.4]\n set [in air v] to [999999999]\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n set [id v] to [2]\n set [temp v] to (dir)\n Init Mob\n set [dir v] to (temp)\n set [y velocity v] to [0]\n Stomped\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Particle | X: (x) Y: (y) Type: (id) Direction: (dir)\nadd (x) to [_spawn particles v]\nadd (y) to [_spawn particles v]\nadd (id) to [_spawn particles v]\nadd (dir) to [_spawn particles v]\n\nwhen I receive [_create clones v]\nset [id v] to []\nCreate Clones\nhide\n\nwhen I receive [_delete clones v]\nhide\ndelete this clone\n\ndefine _Tick Fire Bubble\nif <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n set [y velocity v] to (y)\n set [y v] to (([sin v] of (((_IN GAME TIMER) + (x)) * (4)) ) * (8))\n set [y velocity v] to ((y) - (y velocity))\nend\n\ndefine _Tick Lakitu\nif <(mob state) = [1]> then\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n Stomped\n set rotation style [all around v]\n set [dir v] to [-90]\n set [mob state v] to [4]\n end\n end\n end\n change [timer v] by (1)\n if <(timer) > [80]> then\n set [timer v] to [0]\n Spawn Mob | X: (x) Y: ((y) + (1)) Type: [29]\n end\n change [x v] by (((origin) - (x)) / (25))\n if <([abs v] of ((origin) - (x)) ) < [1.5]> then\n set [origin v] to ((__PLAYER X) + (pick random (-2) to (8)))\n if <(origin) > ((_MAP WIDTH) - (35))> then\n set [origin v] to (((_MAP WIDTH) - (35)) + (pick random (-6) to (4)))\n end\n end\n end\nend\n\ndefine _Tick Spiny Egg\nif <(mob state) = [1]> then\n Platformer Physics\n if <(mob state) = [1]> then\n if <(in air) = [0]> then\n set [id v] to [30]\n Init Mob\n stop [this script v]\n end\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Spiny\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n broadcast (Player Die v)\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Death by Projectile\nreplace item ((idx) + (5)) of [@mob dangers v] with [0]\nset rotation style [all around v]\nset [dir v] to [-90]\nset [mob state v] to [4]\nset [x velocity v] to [0]\nset [y velocity v] to [0.23]\nParticle | X: (x) Y: ((y) + (1)) Type: ([floor v] of ((mob points value) / (100)) ) Direction: [90]\nchange [#score v] by (mob points value)\n\ndefine _Tick Buzzy Beetle\nif <(mob state) = [1]> then\n Platformer Physics\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n if <not <(projectile collision id) = [8]>> then\n Death by Projectile\n end\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n // [buzzy beetle becomes shell]\n Stomped\n change [id v] by (1)\n if <(__PLAYER X) > (x)> then\n set [dir v] to [-90]\n else\n set [dir v] to [90]\n end\n Init Mob\n end\n end\n end\n if <(in air) = [0]> then\n set [issolid v] to [0]\n Get isSolid at X (x) Y ((y) + (-0.5))\n if <(isSolid) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine _Tick Buzzy Shell\nif <(mob state) = [1]> then\n Platformer Physics\n if <([abs v] of (speed) ) > [0]> then\n set [isdangerous v] to [1]\n if <(x velocity) = [0]> then\n set [dir v] to ((0) - (dir))\n end\n else\n set [isdangerous v] to [0]\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n if <([abs v] of (speed) ) > [0]> then\n if <not <(projectile collision id) = [8]>> then\n Death by Projectile\n end\n else\n if <(projectile collision id) > [1000000]> then\n Death by Projectile\n end\n end\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n if <(speed) > [0]> then\n broadcast (Player Die v)\n else\n STATS | speed: [0.4] dir: [player] | Width: (width) Height: (height) pts: [100] Costume: []\n set [dir v] to ((0) - (dir))\n change [x v] by ((0.6) * ((dir) / ([abs v] of (dir) )))\n start sound [smb_stomp v]\n end\n else\n if <(isSolid) = [2]> then\n if <([abs v] of (speed) ) > [0]> then\n // [shell stops]\n STATS | speed: [0] dir: [player] | Width: (width) Height: (height) pts: [100] Costume: []\n set [dir v] to ((0) - (dir))\n else\n // [shell starts moving when jumped on]\n STATS | speed: [0.4] dir: [player] | Width: (width) Height: (height) pts: [100] Costume: []\n set [dir v] to ((0) - (dir))\n end\n Stomped\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Bumped - Tile: (x) (y)\nset [idx v] to (((([floor v] of (x) ) * (_MAP HEIGHT)) + ([floor v] of (y) )) + (1))\nif <(idx) = (_BOUNCED TILE)> then\n if <<<(id) = [4]> or <(id) = [5]>> or <(id) = [30]>> then\n if <(x) > (([floor v] of (x) ) + (0.5))> then\n set [dir v] to [90]\n else\n set [dir v] to [-90]\n end\n else\n set rotation style [all around v]\n set [dir v] to [-90]\n set [mob state v] to [4]\n set [x velocity v] to [0]\n end\n set [y velocity v] to [0.23]\nend\n\ndefine _Tick Hammer Bro\nif <(mob state) = [1]> then\n set [x velocity v] to ((speed) * ((dir) / ([abs v] of (dir) )))\n change [y velocity v] by (-0.04)\n if <(y velocity) < [-0.99]> then\n set [y velocity v] to [-0.99]\n end\n set [issolid v] to [0]\n if <([abs v] of (y velocity) ) > [0.04]> then\n change [in air v] by (1)\n if <(y velocity) > [0]> then\n Get isSolid at X ((x) + (-1)) Y ((y) + ((height) + (1.5)))\n Get isSolid at X (x) Y ((y) + ((height) + (1.5)))\n Get isSolid at X ((x) + (1)) Y ((y) + ((height) + (1.5)))\n if <(isSolid) = [0]> then\n change [y v] by (y velocity)\n if <([abs v] of (x velocity) ) > [0]> then\n change [x v] by (x velocity)\n end\n else\n Change Y by (y velocity)\n if <([abs v] of (x velocity) ) > [0]> then\n Change X by (x velocity)\n end\n end\n else\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y ((y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y ((y) + ((height) - (_EXTRASMALL)))\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y ((y) + ((height) / (2)))\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y ((y) + ((height) / (2)))\n Get isSolid at X ((x) + ((width) - (_EXTRASMALL))) Y ((y) + (_EXTRASMALL))\n Get isSolid at X ((x) - ((width) - (_EXTRASMALL))) Y ((y) + (_EXTRASMALL))\n if <(isSolid) = [0]> then\n Change Y by (y velocity)\n if <([abs v] of (x velocity) ) > [0]> then\n Change X by (x velocity)\n end\n else\n change [y v] by (y velocity)\n if <([abs v] of (x velocity) ) > [0]> then\n change [x v] by (x velocity)\n end\n end\n end\n end\n change [timer v] by (1)\n if <(timer) > [30]> then\n set [speed v] to ((0) - (speed))\n set [timer v] to [0]\n end\n if <(in air) = [0]> then\n if <(__PLAYER X) > (x)> then\n set [dir v] to [90]\n else\n set [dir v] to [-90]\n end\n if <(speed) = [0]> then\n set [speed v] to [0.06]\n end\n set [issolid v] to [0]\n Get isSolid at X ((x) + (((width) * ((speed) / ([abs v] of (speed) ))) * ((dir) / ([abs v] of (dir) )))) Y ((y) + (-0.5))\n if <(isSolid) = [0]> then\n set [speed v] to ((0) - (speed))\n set [timer v] to [0]\n end\n if <([abs v] of ((x) - (__PLAYER X)) ) < [10]> then\n if <<([floor v] of ((_IN GAME TIMER) mod (140)) ) > [49]> and <([floor v] of ((_IN GAME TIMER) mod (140)) ) < [91]>> then\n if <([floor v] of ((_IN GAME TIMER) mod (11)) ) > [9]> then\n Spawn Mob | X: (x) Y: ((y) + (height)) Type: [39]\n end\n end\n end\n if <([floor v] of ((_IN GAME TIMER) mod (140)) ) > [138]> then\n if <(pick random (1) to (2)) = [1]> then\n Jump Intelligently | Height: [0.6]\n else\n set [issolid v] to [0]\n Get isSolid at X ((x) + (-1)) Y ((y) - (1.5))\n Get isSolid at X (x) Y ((y) - (1.5))\n Get isSolid at X ((x) + (1)) Y ((y) - (1.5))\n if <(isSolid) = [0]> then\n set [y velocity v] to [-0.01]\n change [y v] by (-0.06)\n else\n Jump Intelligently | Height: [0.6]\n end\n end\n end\n end\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n Check for Player Collision\n if <(isSolid) > [0]> then\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n set rotation style [all around v]\n set [dir v] to [-90]\n set [mob state v] to [4]\n Stomped\n end\n end\n end\n end\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\ndefine Jump Intelligently | Height: (height)\nset [y velocity v] to (height)\nset [in air v] to [9999999]\nif <([abs v] of (speed) ) > [0]> then\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((1.2) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) - (0.5))\n if <(isSolid) = [0]> then\n set [speed v] to ((0) - (speed))\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((1.2) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) - (0.5))\n if <(isSolid) = [0]> then\n set [speed v] to [0]\n end\n else\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((1) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) + (0.5))\n Get isSolid at X ((x) + ((2) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) + (0.5))\n Get isSolid at X ((x) + ((3) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) + (0.5))\n if <(isSolid) > [0]> then\n set [speed v] to ((0) - (speed))\n set [issolid v] to [0]\n Get isSolid at X ((x) + ((1) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) + (0.5))\n Get isSolid at X ((x) + ((2) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) + (0.5))\n Get isSolid at X ((x) + ((3) * (((speed) / ([abs v] of (speed) )) * ((dir) / ([abs v] of (dir) ))))) Y ((y) + (0.5))\n if <(isSolid) > [0]> then\n set [speed v] to [0]\n end\n end\n end\nend\n\ndefine _Tick Hammer\nchange [y velocity v] by (-0.04)\nif <(y velocity) < [-0.99]> then\n set [y velocity v] to [-0.99]\nend\nchange [y v] by (y velocity)\nchange [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\nCheck for Player Collision\nif <(isSolid) > [0]> then\n broadcast (Player Die v)\nend\nif <(y) < [-1]> then\n set [id v] to []\nend\n\nwhen I receive [_layer2 v]\nif <<(id) = [19]> or <(id) = [20]>> then\n go to [back v] layer\nelse\n go to [front v] layer\nend\n\ndefine _Tick Bullet Bill\nif <(mob state) = [1]> then\n Check For Danger Collisions\n if <(isSolid) > [0]> then\n Death by Projectile\n end\n if <(mob state) = [1]> then\n change [x v] by ((speed) * ((dir) / ([abs v] of (dir) )))\n Check for Player Collision\n if <(isSolid) = [1]> then\n broadcast (Player Die v)\n else\n if <(isSolid) = [2]> then\n set rotation style [all around v]\n set [dir v] to [-90]\n set [mob state v] to [4]\n Stomped\n end\n end\n end\nend\n\ndefine _Tick Bill Blaster (bullet)\nset [costume v] to [171]\nchange [timer v] by (1)\nif <(timer) > [80]> then\n if <([abs v] of ((x) - (__PLAYER X)) ) < [20]> then\n if <([abs v] of ((y) - (__PLAYER Y)) ) < [16]> then\n if <([abs v] of ((x) - (__PLAYER X)) ) > [2.5]> then\n set [temp v] to (item (((([floor v] of (x) ) * (_MAP HEIGHT)) + ([floor v] of (y) )) + (1)) of [@mob grid v])\n if <(temp) > [0]> then\n Spawn Mob | X: ((x) + (((__PLAYER X) - (x)) / ([abs v] of ((__PLAYER X) - (x)) ))) Y: (y) Type: (temp)\n else\n Spawn Mob | X: ((x) + ((0.4) * (((__PLAYER X) - (x)) / ([abs v] of ((__PLAYER X) - (x)) )))) Y: (y) Type: (bullet)\n end\n end\n end\n end\n set [timer v] to [-135]\nend\n\ndefine _Tick Vine\nset [costume v] to [171]\nchange [timer v] by (1)\nif <(timer) > [5]> then\n set [issolid v] to [0]\n Get isSolid at X (x) Y (y)\n if <<(isSolid) = [0]> and <not <(y) > (_MAP HEIGHT)>>> then\n replace item (idx) of [#tile grid v] with [192]\n change [y v] by (1)\n else\n set [id v] to []\n end\n set [timer v] to [0]\nend\n\nwhen I receive [_green flag v]\nhide\n\nwhen I start as a clone\nset volume to (_VOLUME SOUND) %\n\nadd [11242330288036474737802817142121802820302120_30281427_24_243_5_1_59a61f58a61c58a61b63ac58a61a63ac59a61a63ab11a13bc59a61a58a61f58a54a56a58e3fc3dd3ag3ax5a3b11a13a11t13a11a14a13c11ac11a13a58ab59a61a63a58ac3ca3en11a13bb11a12c13a11a13c11a13a11a13c11a13a11a13a11a13a11d13r14av58a60e62a60c62a60c62ac58cc58a60a58ab11a14a13ac58d60d58b54a55c56a3hc3dd3ag3af58a59a63ad58a63a58a61d63ad5b11a13a11a13a12a14q11a12a11a14c11ac11a13a58ab59a60a63a58ac3ca3en11a14a13ab11c12a13a12a14a11a12b11a14a12a14b12a14a12a14a11b13b14g12l14a11aq154ef58ic58a61a58ac58b62ab11b13ac58a61a58d60b58b5k3bc3dd3ag3af58b62ae58c60a58a60a62a58bd11a13a11a13an12a14ag12a14ac11a13a58ab58a60a58bc3ca3en11b13ab11a13a11b13an12b14a11a12a11c12o13a11avr58a61a58ac58a63a58ab11b12ac58a61a58b60d58bk5bc3dd3ag3ae59a61a58bf58ic11a13a11a13aⓑ12a14a58ab58a60a58bc3ca3en11b13ab11c12a13aq11a13b11b13a14c11k14a11avr58a61a58ac58a60a63ab11a13bc58a61a58a60e58bp3dd3ag3ad59a61c63a59a63af36ad36ad11a13a11a13af58b59at36ac58dc3ca3en11b13ab11a13b11a13aq12a11a13a11a12a14a11a14b11g13a11c13a11avr58a60a62ac58b62ab11a13bc58a61a58b60d58bp5dd3ag3ad58a60c62a58a62ap11a13a11a13af58a59a62ae11bq58a22a58a62ac3ca3en11b13ab11a13dr12a13a11a13a11a13b14a11a14f11a13a14b11a13a11aux58a63a62ab11b13ac58a61a58b60d58bx3ag3af36at12a14a11a13af58b62ae11bq11a22a11a58ac3ca3en11a13bb11a13c11as11b13d11a14h11a14b13a11bux58a60a62ab11cc58a61a58b60d58bb58cs5ag5aⓐ12a14a11a13af58ce11bx5ca3en11b13ab11a13c11as11a13a11b13a11a13a11i13a11a14a11buⓒ12a11a14ac58a61a58b60d58bb58cs36ag36aⓐ12a14a12a14af58ce11bⓑ3en12a14bb11b13b11at11c13a11d14a13a11a13a12a11b13c11buⓒ58cc58a61a58hb58cʟ58ce11bⓑ5b3cs11c13a11au11a13a11a13a11a13a11a14a13a11b13a11a13b11duⓘ58a61a62a59a61d63a58ab58cʟ58ce11bⓓ5c68do12a14a11b13au11a13a11d13a12b13a11a13a11c14a11cuⓘ58a62a58b60d62a58ab58cʟ58ce11bⓔ36ae68el11a12a14av11a13a11b13b11a13a12a11a12c14a13a11cuⓒ58co58cʟ58ce11b>11a13a11b13a11c13d11a13a11cuⓒ58a11a13ao58cʟ58ce11b<11a67a11b14a11a13c11a13a11a13a11a13a11auⓒ11a12a13ac58ci58cʟ58ce11b:11b13a11a13c14c11a13a11cuⓒ11a14bc59a61a63ai58cʟ58ce11b;12a11d13a11c13b11cuⓒ11b13ac58b63a58i60a58bʟ58ce11b{12a13a11d12a11b13b11buⓒ11b13ac58a60a59a61j58bʟ58ce11b}11b13a11b13a11c13a11buⓒ11a12a13ac58a60a58a62a58h60a62a58aʟ58cf11a\[11b13d11b13a11buⓒ11b13ac58a60a58b60b61a60d59a61b58aʟ58cf11a\]12a14h11auⓒ11b13ac58b59a61h60b59a61a63aᴜ11aそ32avⓒ11cc58a60a58a60h62a59a58cすⓦ179avⓒ12a13ap58a60b62aすᴛⓓ11aすず|0す0す0c0す0す0c0げ30a0f30a0f30a0ご0_30a0す0ᴘ0す0す0c0す0す0c0す0す0c0す0す0c0す0<29a0ⓞ0す0す0c0す0す0c0す0す0c0す0ⓣ29a0ʏ0す0す0c0す0す0c0す0\]29a0ⓘ0す0す0c0す0す0c0す0す0c0す0=30a0ⓔ0す0す0c0す0す0c0す0す0c0す0す0c|18_16_2_2_pb35ckpppppppppppppppp|0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p|18_16_3_4_pb206ckpppppppppppppppp|0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p0p|] to [levels - community v]\n\n@Tiles\n\ndefine Create Grid | Width: (width) Height: (height)\nclear graphic effects\nset [origin x v] to [0]\nrepeat (width)\n set [origin y v] to [0]\n repeat (height)\n create clone of (_myself_ v)\n change [origin y v] by (1)\n end\n change [origin x v] by (1)\nend\nhide\n\nwhen I receive [_create clones v]\nif <(id) = []> then\n set [_grid width v] to (([ceiling v] of ((480) / (_TILE SIZE)) ) + (1))\n set [_grid height v] to (([ceiling v] of ((360) / (_TILE SIZE)) ) + (1))\n Create Grid | Width: (_GRID WIDTH) Height: (_GRID HEIGHT)\nend\n\nwhen I start as a clone\nset [id v] to [1]\nset [bounce v] to [0]\nswitch costume to (empty v)\ngo to [back v] layer\ngo [forward v] (4) layers\nshow\n\nwhen flag clicked\nset [id v] to []\nhide\n\nwhen I receive [_delete clones v]\ndelete this clone\n\nwhen I receive [@animate v]\nif <(id) > []> then\n set [x v] to ((origin x) + (([floor v] of (((((__SCROLL X) - ((origin x) * (_TILE SIZE))) + (240)) / (_TILE SIZE)) / (_GRID WIDTH)) ) * (_GRID WIDTH)))\n set [y v] to ((origin y) + (([floor v] of (((((__SCROLL Y) - (((origin y) - (0.5)) * (_TILE SIZE))) + (180)) / (_TILE SIZE)) / (_GRID HEIGHT)) ) * (_GRID HEIGHT)))\n set [idx v] to ((((x) * (_MAP HEIGHT)) + (y)) + (1))\n set [tile v] to (item (idx) of [#tile grid v])\n if <(tile) > [1]> then\n if <(_BOUNCED TILE) = (idx)> then\n set [bounce v] to [200]\n end\n set [x pos v] to ((((x) + (0.5)) * (_TILE SIZE)) - (__SCROLL X))\n set [y pos v] to (((y) * (_TILE SIZE)) - (__SCROLL Y))\n Set Correct Costume (tile)\n go to x: (x pos) y: (y pos)\n if <<(x position) = (x pos)> and <(y position) = (y pos)>> then\n if <not <(costume [number v]) = (costume)>> then\n switch costume to (costume)\n end\n else\n switch costume to (large v)\n go to x: (x pos) y: (y pos)\n switch costume to (costume)\n end\n if <(bounce) > [0]> then\n change [bounce v] by (-20)\n change y by ((12) * ([sin v] of (bounce) ))\n end\n else\n if <not <(costume [number v]) = [1]>> then\n switch costume to (empty v)\n end\n end\nelse\n if <(_EDITOR \(ON/OFF\)) > [0]> then\n switch costume to (large v)\n set [x v] to (([floor v] of ((([idx v] of [editor v]) - (1)) / (_MAP HEIGHT)) ) + (0.5))\n set [y v] to ((([idx v] of [editor v]) - (1)) - ((_MAP HEIGHT) * ([floor v] of ((([idx v] of [editor v]) - (1)) / (_MAP HEIGHT)) )))\n change x by (((((x) * (_TILE SIZE)) - (__SCROLL X)) - (x position)) / (1.4))\n change y by (((((y) * (_TILE SIZE)) - (__SCROLL Y)) - (y position)) / (1.4))\n if <(_EDITORBRUSH) = [1]> then\n switch costume to (air v)\n else\n Set Correct Costume (_EDITORBRUSH)\n switch costume to (costume)\n end\n go to [front v] layer\n go [backward v] (19) layers\n set [ghost v] effect to (65)\n set [brightness v] effect to (20)\n show\n else\n hide\n end\nend\n\nwhen I receive [_adjust size v]\nswitch costume to (large v)\nset size to ([ceiling v] of ((100) * ((_TILE SIZE) / (41))) ) %\n\ndefine Set Correct Costume (costume)\nset [costume v] to (costume)\nif <<<<(costume) = [5]> or <(costume) = [100]>> or <(costume) = [106]>> or <(costume) = [93]>> then\n change [costume v] by ([floor v] of (((timer) * (5)) mod (5)) )\n stop [this script v]\nend\nif <(costume) = [192]> then\n change [costume v] by ([floor v] of (((timer) * (31)) mod (14)) )\n stop [this script v]\nend\nif <(_EDITOR \(ON/OFF\)) > [0]> then\n if <(costume) = [34]> then\n set [costume v] to [117]\n else\n if <(costume) = [52]> then\n set [costume v] to [118]\n else\n if <(costume) = [143]> then\n set [costume v] to [144]\n end\n end\n end\nend\n\nwhen I receive [@editor mob spawn v]\nif <(id) > []> then\n set [temp v] to (item (idx) of [@mob grid v])\n if <(temp) > [0]> then\n if <not <[@mob spawns v] contains (idx)?>> then\n add (idx) to [@mob spawns v]\n end\n end\n if <[#placed tiles v] contains (idx)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\n set [bounce v] to [0]\nend\n\nwhen I receive [_layer1 v]\nif <<([abs v] of ((x) - (__PLAYER X)) ) < [4]> and <([abs v] of ((y) - (__PLAYER Y)) ) < [4]>> then\n set [temp v] to (item (item (idx) of [#tile grid v]) of [#tile groups v])\n if <<(temp) = [1]> or <<(temp) = [7]> or <<(temp) = [13]> or <(temp) = [21]>>>> then\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n set [#lives v] to [3]\n hide variable [#lives v]\nend\n\nwhen I receive [_music fade out v]\nif <(___LEVEL NAME) = [The end]> then\n change [☁ winners v] by (1)\nend\n\n@Editor Menu\n\nwhen I receive [@editor ui tick v]\nif <(id) > []> then\n if <(id) = [1]> then\n // [eraser]\n set [costume v] to [1]\n Draw\n if <(_EDITOR MENU OPEN/CLOSE) = [1]> then\n Change Size <(_EDITORBRUSH) = [1]>\n Get IsClicked\n if <(IsClicked) = [1]> then\n set [_editorbrush v] to [1]\n end\n else\n set size to (65) %\n end\n else\n if <(id) = [2]> then\n if <(_EDITOR MENU OPEN/CLOSE) = [1]> then\n if <(_EDITOR CATEGORY) = (idx)> then\n set [ghost v] effect to (0)\n set [costume v] to (join (idx) [ Category2])\n else\n set [ghost v] effect to (50)\n set [costume v] to (join (idx) [ Category])\n end\n Draw\n Get IsClicked\n if <(IsClicked) = [1]> then\n Encode Editor Menu\n replace item (_EDITOR CATEGORY) of [editor menu codes v] with (code)\n set [_editor category v] to (idx)\n Decode Menu Code (item (_EDITOR CATEGORY) of [editor menu codes v])\n if <(_EDITOR SCROLL) > ((_EDITOR SIZE) * ((length of [editor menu v]) - (4.2)))> then\n set [_editor scroll v] to ((_EDITOR SIZE) * ((length of [editor menu v]) - (4.2)))\n end\n if <(_EDITOR SCROLL) < [190]> then\n set [_editor scroll v] to [190]\n end\n set [_editor scroll offset v] to (_EDITOR SCROLL)\n end\n else\n set [costume v] to (join (idx) [ Category])\n Draw\n end\n else\n if <(id) = [3]> then\n // [items]\n _Tick Item\n else\n if <(id) = [4]> then\n if <(_EDITOR MENU OPEN/CLOSE) = [0]> then\n set [costume v] to [Arrow Down]\n else\n set [costume v] to [Arrow Up]\n end\n Draw\n Get IsClicked\n if <(IsClicked) = [1]> then\n if <(_EDITOR MENU OPEN/CLOSE) = [0]> then\n set [_editor menu open/close v] to [1]\n else\n set [_editor menu open/close v] to [0]\n end\n end\n else\n if <(id) = [5]> then\n set [costume v] to [Music]\n Draw\n if <(_EDITOR MENU OPEN/CLOSE) = [1]> then\n Get IsClicked\n Change Size <(IsClicked) = [1]>\n if <(IsClicked) = [1]> then\n change [_music v] by (1)\n if <(_MUSIC) > [6]> then\n set [_music v] to [1]\n end\n broadcast (_BEGIN MUSIC LOOP v)\n end\n else\n set size to (65) %\n end\n else\n if <(id) = [6]> then\n set [costume v] to [Background]\n Draw\n if <(_EDITOR MENU OPEN/CLOSE) = [1]> then\n Get IsClicked\n Change Size <(IsClicked) = [1]>\n if <(IsClicked) = [1]> then\n change [_backdrop v] by (1)\n if <(_BACKDROP) > [4]> then\n set [_backdrop v] to [1]\n end\n end\n else\n set size to (65) %\n end\n else\n if <(id) = [7]> then\n set [costume v] to [Save]\n Draw\n if <(_EDITOR MENU OPEN/CLOSE) = [1]> then\n Get IsClicked\n if <(IsClicked) = [1]> then\n set [__player mode v] to []\n hide\n ask (join [Rename level | Current name: ] (___LEVEL NAME)) and wait\n if <(answer) > []> then\n if <<(length of (answer)) > [1]> and <(length of (answer)) < [30]>> then\n set [___level name v] to (answer)\n else\n repeat until <<<(length of (answer)) > [1]> and <(length of (answer)) < [30]>> or <(answer) = []>>\n ask [Level name must be between 1 and 30 characters.] and wait\n end\n if <(answer) > []> then\n set [___level name v] to (answer)\n end\n end\n end\n broadcast (__GENERATE SAVE CODE v) and wait\n show\n set [__player mode v] to [1]\n end\n else\n set size to (65) %\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <<key (. v) pressed?> or <key ((join [] [>]) v) pressed?>> then\n change [_editor scroll offset v] by (15)\n else\n if <<key (, v) pressed?> or <key ((join [] [<]) v) pressed?>> then\n change [_editor scroll offset v] by (-15)\n end\n end\n if <(mouse y) > [132]> then\n if <(mouse x) > [215]> then\n change [_editor scroll offset v] by (20)\n else\n if <(mouse x) < [-215]> then\n change [_editor scroll offset v] by (-20)\n end\n end\n end\n if <(_EDITOR SCROLL OFFSET) < [260]> then\n set [_editor scroll offset v] to [260]\n else\n if <(_EDITOR SCROLL OFFSET) > ((_EDITOR SIZE) * ((length of [editor menu v]) - (4.2)))> then\n set [_editor scroll offset v] to ((_EDITOR SIZE) * ((length of [editor menu v]) - (4.2)))\n end\n end\n change [_editor scroll v] by (((_EDITOR SCROLL OFFSET) - (_EDITOR SCROLL)) / (2))\n hide\nend\n\ndefine Clone List\n// [clone eraser]\nset [id v] to [1]\nset [x v] to [-210]\nset [y v] to [105]\ncreate clone of (_myself_ v)\n// [clone categories]\nset [id v] to [2]\nset [idx v] to [1]\nset [x v] to [-150]\nset [y v] to [110]\nrepeat (3)\n create clone of (_myself_ v)\n change [idx v] by (1)\n change [x v] by (42)\nend\n// [clone items]\nset [id v] to [3]\nset [y v] to [155]\nset [idx v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change [idx v] by (1)\nend\n// [clone arrow]\nset [id v] to [4]\nset [x v] to [215]\nset [y v] to [62]\ncreate clone of (_myself_ v)\n// [clone backdrop button]\nset [id v] to [6]\nset [x v] to [165]\nset [y v] to [105]\ncreate clone of (_myself_ v)\n// [clone music button]\nset [id v] to [5]\nset [x v] to [215]\ncreate clone of (_myself_ v)\n// [clone save button]\nset [id v] to [7]\nset [y v] to [-154]\nset [x v] to [212]\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen [up arrow v] key pressed\nif <(id) = []> then\n if <not <key (up arrow v) pressed?>> then\n wait (0) seconds\n if <not <key (up arrow v) pressed?>> then\n change [_editor scroll offset v] by (-120)\n end\n end\nend\n\nwhen [down arrow v] key pressed\nif <(id) = []> then\n if <not <key (down arrow v) pressed?>> then\n wait (0) seconds\n if <not <key (down arrow v) pressed?>> then\n change [_editor scroll offset v] by (120)\n end\n end\nend\n\nwhen I receive [_delete editor v]\nhide\ndelete this clone\n\nwhen I receive [_load editor v]\nif <(id) = []> then\n set [_editor menu open/close v] to [1]\n Clone List\nend\n\ndefine // (comment)\n\ndefine Draw\nswitch costume to (large v)\nset x to (x)\nif <(y) > [0]> then\n change y by ((((y) + (([abs v] of ((_EDITOR MENU OPEN/CLOSE) - (1)) ) * (100))) - (y position)) / (2))\nelse\n change y by ((((y) - (([abs v] of ((_EDITOR MENU OPEN/CLOSE) - (1)) ) * (100))) - (y position)) / (2))\nend\ngo to [front v] layer\nswitch costume to (costume)\nif <<([abs v] of ((x position) - (mouse x)) ) < ((_EDITOR SIZE) / (2))> and <([abs v] of ((y position) - (mouse y)) ) < ((_EDITOR SIZE) / (2))>> then\n set [brightness v] effect to (20)\n set [_tilebrush disabled temporarily v] to [1]\nelse\n set [brightness v] effect to (0)\nend\nshow\n\ndefine _Tick Item\nif <((((idx) - (0.5)) * (_EDITOR SIZE)) - (_EDITOR SCROLL)) > [230]> then\n change [idx v] by (-10)\nelse\n if <((((idx) + (0.5)) * (_EDITOR SIZE)) - (_EDITOR SCROLL)) < [-230]> then\n change [idx v] by (10)\n end\nend\nif <(item (idx) of [editor menu v]) > []> then\n set [x v] to (((idx) * (_EDITOR SIZE)) - (_EDITOR SCROLL))\n set [ghost v] effect to (0)\n set [costume v] to (item (idx) of [editor menu v])\n Draw\n if <(_EDITOR MENU OPEN/CLOSE) = [1]> then\n if <(costume) = (_EDITORBRUSH)> then\n change size by (((75) - (size)) / (2))\n else\n change size by (((65) - (size)) / (2))\n end\n Get IsClicked\n if <(IsClicked) = [1]> then\n set [_editorbrush v] to (item (idx) of [editor menu v])\n end\n end\nelse\n hide\nend\n\ndefine Get IsClicked\nset [isclicked v] to [0]\nif <mouse down?> then\n if <<([abs v] of ((x position) - (mouse x)) ) < ((_EDITOR SIZE) / (2))> and <([abs v] of ((y position) - (mouse y)) ) < ((_EDITOR SIZE) / (2))>> then\n if <(mouse down) = [0]> then\n set [isclicked v] to [1]\n start sound [snap v]\n end\n end\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine Encode Editor Menu\nset [code v] to []\nset [i v] to [1]\nrepeat (length of [editor menu v])\n set [code v] to (join (code) (join (item (i) of [editor menu v]) [x]))\n change [i v] by (1)\nend\n\ndefine Decode Menu Code (#)\ndelete all of [editor menu v]\nset [i v] to [1]\nset [code v] to []\nrepeat (length of (#))\n if <(letter (i) of (#)) = [x]> then\n add (code) to [editor menu v]\n set [code v] to []\n else\n set [code v] to (join (code) (letter (i) of (#)))\n end\n change [i v] by (1)\nend\n\nwhen I start as a clone\nswitch costume to (large v)\ngo to x: (x) y: (y)\nset volume to (_VOLUME SOUND) %\nhide\n\nwhen flag clicked\nset [_editor size v] to [50]\nset [_editor category v] to [1]\nDecode Menu Code (item (_EDITOR CATEGORY) of [editor menu codes v])\nset [_editor scroll v] to [260]\nset [_editor scroll offset v] to (_EDITOR SCROLL)\nset [id v] to []\n\ndefine Change Size <condition>\nif <condition> then\n change size by (((80) - (size)) / (2))\nelse\n change size by (((65) - (size)) / (2))\nend\n\nbroadcast (_BEGIN LEVEL v)\n\nwhen I receive [_load editor v]\n\nbroadcast (_LOAD EDITOR v)\n\nbroadcast (_BEGIN LEVEL v)\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to x: (-83) y: (204)\nglide (0.3) secs to x: (-83) y: (14)\n\nchange y by (-10)\n\nforever\n\nwhen flag clicked\nset size to (100) %\nrepeat until <[2.20] < (timer)>\n repeat (5)\n change [pixelate v] effect by (-5)\n end\n repeat (5)\n change [pixelate v] effect by (5)\n end\nend\n\nwhen I receive [intro over v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume4 v)\nset size to (100) %\nshow\nstart sound [Project Name v]\nstart sound [5801085298802688 v]\nstart sound [5204514844704768 v]\nplay sound [5616101795561472 v] until done\nwait (3) seconds\nbroadcast (INTRO OVER v)\n\nwhen I receive [intro over v]\nrepeat (20)\n switch costume to (costume3 v)\n change [whirl v] effect by (50)\n change size by (-5)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to x: (-18) y: (-204)\nglide (1.32) secs to x: (-18) y: (17)\npoint in direction (90)\n\nchange y by (-10)\n\nwhen flag clicked\nset size to (100) %\nrepeat until <[1.47] < (timer)>\n repeat (3)\n turn left (5) degrees\n end\n repeat (3)\n turn right (5) degrees\n end\n repeat (3)\n turn right (5) degrees\n end\n repeat (3)\n turn left (5) degrees\n end\nend\npoint in direction (90)\nstop [this script v]\n\nchange size by (-1)\n\nwhen I receive [intro over v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (32) y: (204)\nglide (1.32) secs to x: (32) y: (15)\n\nchange y by (-10)\n\nwhen flag clicked\nset size to (100) %\nrepeat until <[1.98] < (timer)>\n repeat (5)\n change [fisheye v] effect by (10)\n end\n repeat (5)\n change [fisheye v] effect by (-10)\n end\nend\nstop [this script v]\n\nwhen I receive [intro over v]\nhide\n\n@Sprite5\n\nwhen flag clicked\nshow\ngo to x: (85) y: (-204)\nglide (2.10) secs to x: (85) y: (19)\n\nchange y by (-10)\n\nwhen flag clicked\nset size to (100) %\nrepeat until <[2.05] < (timer)>\n repeat (5)\n change [brightness v] effect by (5)\n end\n repeat (5)\n change [brightness v] effect by (-5)\n end\nend\n\nwhen I receive [intro over v]\nhide\n\n@Sprite6\n\nwhen I receive [studios show v]\n\nwhen flag clicked\nhide\nwait (2.20) seconds\nshow\nset size to (2) %\nset [whirl v] effect to (1000)\nchange size by (8)\nrepeat (10)\n change size by (10)\n change [whirl v] effect by (-100)\nend\nset size to (100) %\n\nwhen I receive [intro over v]\nhide\n\nwhen I receive [intro over v]\nhide\n\n
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Press E to Enter/exit editor\nAny bugs? make sure to post in comments!\nI unshared this and forgot to reshare it so uhh here it is\n\n@Chipm0nk Hearted! (the engine creator)\nPlay Here for less lag https://turbowarp.org/795820259\nWelcome to Minecraft Platformer 2 The sequel to Minecraft Platformer\nMobile controls\nWASD or arrow keys\nHold Space to run\nCan you find the 2 our world easter egg?
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Zelda × platformer 「鏡の真敵」 ゼルダの伝説
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@Stage\n\nwhen flag clicked\nerase all\nset volume to (100) %\nforever\n play sound [2 v] until done\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nwait (0.01) seconds\nforever\n if <not <(背景) = [14]>> then\n wait (1) seconds\n change [タイム v] by (1)\n end\nend\n\nwhen flag clicked\nset [タイム v] to [0]\nforever\n if <(背景) = [14]> then\n if <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\n show variable [☁ 世界記録 v]\n show variable [タイム v]\n end\n end\nend\n\nwhen flag clicked\nwait (0.1) seconds\nwait until <(背景) = [13]>\nstop [other scripts in sprite v]\nrepeat (50)\n change volume by (-1)\nend\n\nwhen I receive [ダークリンク v]\nstop all sounds\nset volume to (100) %\nforever\n play sound [37 - Middle Boss Battle v] until done\nend\n\nwhen I receive [煙幕 v]\nforever\n repeat until <(ダークリンクやられた?) = [yes]>\n repeat (50)\n change [whirl v] effect by (5)\n change [brightness v] effect by (-2)\n end\n set [whirl v] effect to (250)\n wait (5) seconds\n repeat (50)\n change [whirl v] effect by (-5)\n change [brightness v] effect by (2)\n end\n set [whirl v] effect to (0)\n wait (1) seconds\n end\n repeat (10)\n change volume by (-10)\n end\n stop [other scripts in sprite v]\n stop all sounds\n wait until <(背景) = [14]>\n set volume to (100) %\n set [whirl v] effect to (0)\n set [brightness v] effect to (0)\n forever\n play sound [81 - Ocarina Of Time v] until done\n end\nend\n\n@リンク\n\nwhen I receive [死んだ v]\nwait (0.2) seconds\nset [ghost v] effect to (0)\nshow\nset size to (310) %\nset [brightness v] effect to (0)\n\nwhen I receive [再機能 v]\nset [y v] to [0]\npoint in direction (90)\nset [x座標 v] to [0]\nset rotation style [left-right v]\ngo to x: (-211) y: (-20)\nforever\n if <touching (トゲ v)?> then\n broadcast (死んだ0 v)\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n wait (1) seconds\n broadcast (死んだ v)\n end\n if <touching (ガーディアンビーム v)?> then\n if <not <(costume [number v]) = [4]>> then\n broadcast (死んだ0 v)\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n wait (1) seconds\n broadcast (死んだ v)\n end\n end\n if <<<touching (敵 v)?> and <[yes] = (ボコブリン攻撃してる?)>> or <<<touching (敵2 v)?> and <[yes] = (チュチュ攻撃してる?)>> or <touching (マスターソードブラック v)?>>> then\n if <not <(costume [number v]) = [4]>> then\n broadcast (死んだ0 v)\n stop [other scripts in sprite v]\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (5)\n end\n hide\n wait (1) seconds\n broadcast (死んだ v)\n end\n end\nend\n\nwhen I receive [再機能 v]\ngo to [back v] layer\nwait (0.01) seconds\ngo [forward v] (1) layers\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <not <<key (m v) pressed?> or <key (n v) pressed?>>> then\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (right2 v)\n point in direction (-90)\n wait (0.08) seconds\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (right1 v)\n wait (0.08) seconds\n end\n end\n else\n if <not <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>>> then\n switch costume to (right2 v)\n end\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <not <<key (m v) pressed?> or <key (n v) pressed?>>> then\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (right2 v)\n wait (0.08) seconds\n point in direction (90)\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n switch costume to (right1 v)\n wait (0.08) seconds\n end\n end\n else\n if <not <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n switch costume to (right2 v)\n wait (0.08) seconds\n end\n end\n if <<key (m v) pressed?> or <key (n v) pressed?>> then\n switch costume to (right2 v)\n if <(x position) < (mouse x)> then\n point in direction (90)\n end\n if <(mouse x) < (x position)> then\n point in direction (-90)\n end\n end\n if <key (space v) pressed?> then\n if <not <<key (m v) pressed?> or <key (n v) pressed?>>> then\n start sound [MC_Link_Sword1 v]\n switch costume to (attackright1 v)\n broadcast (剣 v)\n wait (0.3) seconds\n switch costume to (right2 v)\n wait (0.15) seconds\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <<key (m v) pressed?> or <key (n v) pressed?>>> then\n switch costume to (right3 v)\n wait (0.4) seconds\n switch costume to (right2 v)\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [再機能 v]\nset [y v] to [0]\npoint in direction (90)\nset [x座標 v] to [0]\nset rotation style [left-right v]\ngo to x: (-211) y: (0)\nforever\n go to (リンクの動き v)\nend\n\nwhen I receive [再機能 v]\nforever\n if <[235] < (x position)> then\n broadcast (次のステージ v)\n hide\n go to x: (-211) y: (-20)\n wait (2) seconds\n show\n end\nend\n\n@リンクの動き\n\nwhen I receive [次のステージ v]\ngo to x: (-211) y: (-94)\nstop [other scripts in sprite v]\nwait (2.6) seconds\nbroadcast (再機能 v)\n\nwhen I receive [再機能 v]\nshow\nset [y v] to [0]\npoint in direction (90)\nset [x座標 v] to [0]\nset rotation style [left-right v]\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n if <<not <([costume # v] of [リンク v]) = [4]>> and <not <([costume # v] of [リンク v]) = [3]>>> then\n if <<key (n v) pressed?> or <key (m v) pressed?>> then\n change [x座標 v] by (-0.3)\n else\n change [x座標 v] by (-2.1)\n end\n end\n else\n if <not <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <<not <([costume # v] of [リンク v]) = [4]>> and <not <([costume # v] of [リンク v]) = [3]>>> then\n if <<key (m v) pressed?> or <key (n v) pressed?>> then\n change [x座標 v] by (0.3)\n else\n change [x座標 v] by (2.1)\n end\n end\n else\n if <not <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n end\n set [x座標 v] to ((0.75) * (X座標))\n change x by (X座標)\nend\n\nwhen flag clicked\ngo to x: (-211) y: (0)\nbroadcast (再機能 v)\n\nwhen I receive [死んだ v]\ngo to x: (-211) y: (-20)\n\nwhen I receive [死んだ0 v]\nstop [other scripts in sprite v]\n\nwhen I receive [死んだ v]\nbroadcast (再機能 v)\n\nwhen I receive [再機能 v]\nset rotation style [left-right v]\nforever\n point in direction ([direction v] of [リンク v])\nend\n\nwhen I receive [再機能 v]\nset [y v] to [0]\npoint in direction (90)\nset [x座標 v] to [0]\nset rotation style [left-right v]\nforever\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or <<touching (動く地形 v)?> or <touching (謎解きで動く仕掛け v)?>>>> then\n change y by (3)\n end\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or <<touching (動く地形 v)?> or <touching (謎解きで動く仕掛け v)?>>>> then\n change y by (3)\n end\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or <<touching (動く地形 v)?> or <touching (謎解きで動く仕掛け v)?>>>> then\n change y by (3)\n end\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or <<touching (動く地形 v)?> or <touching (謎解きで動く仕掛け v)?>>>> then\n change y by (3)\n end\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or <<touching (動く地形 v)?> or <touching (謎解きで動く仕掛け v)?>>>> then\n change y by (-12)\n change x by ((X座標) * (-1))\n end\n change [y v] by (-1.5)\n change y by (Y)\n if <<touching (爆発で壊れる地形 v)?> or <<touching (地面 v)?> or <<touching (動く地形 v)?> or <touching (謎解きで動く仕掛け v)?>>>> then\n change y by ((Y) - ((Y) * (2)))\n set [y v] to [0]\n end\n change y by (-3)\n if <<touching (地面 v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [17]\n end\n change y by (3)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [再機能 v]\nforever\n if <touching (動く地形 v)?> then\n change y by (4)\n end\nend\n\nwhen I receive [再機能 v]\nforever\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or >> then\n wait (5) seconds\n if <<touching (地面 v)?> or <<touching (爆発で壊れる地形 v)?> or >> then\n go to x: (-211) y: (0)\n end\n end\nend\n\nwhen [timer v] > (0.01)\nhide\n\n@マスターソード\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n point in direction ([direction v] of [リンク v])\n go to (リンク v)\nend\n\nwhen I receive [剣 v]\nshow\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nhide\n\nwhen I start as a clone\nshow\nrepeat (5)\n move (12) steps\n if <touching (マスターソードブラック v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\ngo to x: (0) y: (0)\nset [背景 v] to [1]\n\nwhen I receive [nxet2 v]\nnext costume\nchange [背景 v] by (1)\n\nwhen I receive [ダークリンク v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(背景) = [13]> then\n set [ghost v] effect to (100)\n switch costume to (コスチューム14 v)\n repeat (10)\n change [ghost v] effect by (-9)\n end\n wait until <(ダークリンクやられた?) = [yes]>\n repeat (10)\n change [ghost v] effect by (9)\n end\n delete this clone\nend\n\n@爆発で壊れる地形\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\nset [pixelate v] effect to (0)\nshow\ngo to [back v] layer\n\nwhen I receive [nxet2 v]\nshow\nnext costume\nset [pixelate v] effect to (0)\nset [ghost v] effect to (15)\n\nwhen flag clicked\nforever\n if <<touching (爆弾矢 v)?> or <<touching (ボム v)?> and <(ボム爆発) = [yes]>>> then\n wait (0.2) seconds\n start sound [Crunch v]\n repeat (10)\n change [pixelate v] effect by (3)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [死んだ v]\nshow\nset [pixelate v] effect to (0)\nset [ghost v] effect to (15)\n\n@動く地形\n\nwhen flag clicked\nhide\n\nwhen I receive [再機能 v]\nif <(背景) = [10]> then\n show\n repeat until <(背景) = [11]>\n if <(動く地形動いてもいい?) = [yes]> then\n go to x: (144) y: (-135)\n change y by (0.5)\n change y by (1)\n repeat (2)\n change y by (3)\n end\n repeat (40)\n change y by (4)\n end\n change y by (0.5)\n change y by (1)\n repeat (2)\n change y by (3)\n end\n change y by (-0.5)\n change y by (-1)\n repeat (2)\n change y by (-3)\n end\n repeat (40)\n change y by (-4)\n end\n change y by (-0.5)\n change y by (-1)\n repeat (2)\n change y by (-3)\n end\n else\n go to x: (144) y: (-135)\n end\n end\n hide\nend\n\n@謎解きで動く仕掛け\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [nxet2 v]\nnext costume\ngo to x: (0) y: (0)\n\nwhen I receive [謎解きクリア v]\nwait (0.3) seconds\nrepeat (7)\n change x by (1.5)\nend\nwait (0.5) seconds\nrepeat (46)\n change y by (6)\nend\n\nwhen I receive [死んだ v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\n\n@トゲ\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\nset [背景 v] to [1]\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [nxet2 v]\nnext costume\nwait (0.1) seconds\nif <(背景) = [9]> then\n hide\nend\nif <(背景) = [10]> then\n show\nend\n\nwhen I receive [矢仕掛け v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [死んだ v]\nif <(背景) = [9]> then\n set [ghost v] effect to (0)\n hide\nend\n\n@ボム\n\nwhen flag clicked\nset [yb v] to [0]\nhide\nforever\n if <<touching (地面 v)?> or <<touching (動く地形 v)?> or <touching (感圧板 v)?>>> then\n change y by (2)\n end\n if <<touching (地面 v)?> or <<touching (動く地形 v)?> or >> then\n change y by (2)\n end\n if <<touching (地面 v)?> or <<touching (動く地形 v)?> or >> then\n change y by (2)\n end\n if <<touching (地面 v)?> or <<touching (動く地形 v)?> or >> then\n change y by (2)\n end\n if <<touching (地面 v)?> or <<touching (動く地形 v)?> or >> then\n change x by ((X座標) * (-1))\n change y by (-8)\n end\n change [yb v] by (-0.7)\n change y by (YB)\n if <<touching (地面 v)?> or <<touching (動く地形 v)?> or >> then\n change y by ((YB) - ((YB) * (2)))\n set [yb v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (b v) pressed?> and <not <<key (n v) pressed?> and <key (b v) pressed?>>>> then\n set [yb v] to [0]\n set [ghost v] effect to (0)\n point in direction ([direction v] of [リンク v])\n go to (リンク v)\n set rotation style [left-right v]\n set size to (55) %\n show\n set [brightness v] effect to (0)\n repeat (35)\n switch costume to (explode-05-june\[28 v)\n wait (0.01) seconds\n change [brightness v] effect by (0.8)\n switch costume to (explode-05-june\[29 v)\n wait (0.01) seconds\n change [brightness v] effect by (0.8)\n end\n switch costume to (explode-05-june\[2 v)\n set [brightness v] effect to (0)\n set size to (80) %\n set [brightness v] effect to (10)\n start sound [attack v]\n set [ボム爆発 v] to [yes]\n broadcast (ボム爆発 v)\n repeat (22)\n create clone of (_myself_ v)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (2)\n create clone of (_myself_ v)\n end\n hide\n wait (0.8) seconds\n set [ボム爆発 v] to [no]\n end\nend\n\nwhen I start as a clone\npoint in direction (pick random (-120) to (120))\nswitch costume to (pick random (3) to (6))\nset size to (pick random (60) to (100)) %\nrepeat (pick random (2) to (4))\n move (12) steps\nend\ndelete this clone\n\nwhen I receive [次のステージ v]\nhide\n\n@ボムの煙\n\nwhen I receive [ボム爆発 v]\nrepeat (12)\n create clone of (_myself_ v)\n wait (0.04) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (90) to (-90))\ngo to (ボム v)\nshow\nset size to (pick random (80) to (35)) %\nset [ghost v] effect to (pick random (60) to (35))\nrepeat until <[170] < (y position)>\n turn right (5) degrees\n change y by (3.3)\n change x by ((3) * ([cos v] of (direction) ))\nend\nrepeat (20)\n change size by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@弓\n\nwhen I receive [再機能 v]\nforever\n if <<key (n v) pressed?> and <not <<key (n v) pressed?> and <key (b v) pressed?>>>> then\n show\n wait until <not <key (n v) pressed?>>\n create clone of (矢 v)\n hide\n wait (1) seconds\n end\nend\n\nwhen I receive [再機能 v]\nforever\n go to (リンク v)\n point in direction ([direction v] of [リンク v])\n point towards (標準 v)\nend\n\nwhen I receive [死んだ0 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nhide\n\n@矢\n\nwhen I start as a clone\npoint in direction ([direction v] of [弓 v])\nset [矢向き v] to (([direction v] of [弓 v]) / (direction))\nstart sound [MC_Link_Sword1 v]\ngo to (弓 v)\nshow\nmove (25) steps\nrepeat until <<<[240] < (x position)> or <(x position) < [-240]>> or <<<touching (地面 v)?> or <touching (謎解きで動く仕掛け v)?>> or <<touching (爆発で壊れる地形 v)?> or <touching (弓矢で動くスイッチ v)?>>>>\n if <(y position) > [180]> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n move (25) steps\n if <([direction v] of [リンク v]) = [90]> then\n turn right (1) degrees\n else\n turn left (1) degrees\n end\nend\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@標準\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<key (m v) pressed?> or <key (n v) pressed?>> then\n show\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@爆弾弓\n\nwhen I receive [再機能 v]\nforever\n go to (リンク v)\n point in direction ([direction v] of [リンク v])\n point towards (標準 v)\nend\n\nwhen I receive [再機能 v]\nforever\n if <key (m v) pressed?> then\n show\n wait until <not <key (m v) pressed?>>\n create clone of (爆弾矢 v)\n hide\n wait (2) seconds\n end\nend\n\nwhen I receive [死んだ0 v]\nstop [other scripts in sprite v]\nhide\n\n@爆弾矢\n\nwhen I start as a clone\npoint in direction ([direction v] of [弓 v])\nset [矢向き v] to (([direction v] of [弓 v]) / (direction))\nstart sound [MC_Link_Sword1 v]\ngo to (弓 v)\nswitch costume to (コスチューム1 v)\nshow\nrepeat until <<<touching (地面 v)?> or <touching (謎解きで動く仕掛け v)?>> or <<touching (爆発で壊れる地形 v)?> or <<<touching (敵2 v)?> or <<touching (敵 v)?> or <touching (ガーディアン v)?>>> or <touching (弓矢で動くスイッチ v)?>>>>\n if <<(x position) > [220]> or <[155] < (y position)>> then\n set [ghost v] effect to (100)\n else\n set [ghost v] effect to (0)\n end\n move (25) steps\n if <([direction v] of [リンク v]) = [90]> then\n turn right (2.4) degrees\n else\n turn left (2.4) degrees\n end\n if <<[240] < (x position)> or <(x position) < [-240]>> then\n wait (0.1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nwait (0.3) seconds\nswitch costume to (コスチューム5 v)\nstart sound [attack v]\nset [ghost v] effect to (0)\nrepeat (5)\n change [brightness v] effect by (-20)\n change size by (30)\nend\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@弓矢で動くスイッチ\n\nwhen I receive [nxet2 v]\nwait (0.1) seconds\nif <[4] = (背景)> then\n point in direction (90)\n set [ghost v] effect to (15)\n go to x: (187) y: (100)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (謎解きクリア v)\n hide\nend\nif <[7] = (背景)> then\n point in direction (-90)\n go to x: (-192) y: (112)\n set [ghost v] effect to (15)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (火の玉登場 v)\nend\nif <[11] = (背景)> then\n point in direction (90)\n go to x: (188) y: (118)\n set [ghost v] effect to (15)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (謎解きクリア v)\nend\nif <[9] = (背景)> then\n point in direction (-90)\n go to x: (-192) y: (112)\n set [ghost v] effect to (15)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (矢仕掛け v)\n wait (1) seconds\n point in direction (180)\n go to x: (168) y: (75)\n set [ghost v] effect to (100)\n switch costume to (コスチューム2 v)\n show\n repeat (10)\n change [ghost v] effect by (-8.5)\n end\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (謎解きクリア v)\nend\nif <(背景) = [12]> then\n forever\n wait until <(弓スイッチ出現?) = [yes]>\n go to x: (188) y: (110)\n set [ghost v] effect to (100)\n switch costume to (コスチューム2 v)\n wait (1) seconds\n repeat (5)\n change [ghost v] effect by (-17)\n end\n show\n repeat until <(弓スイッチ出現?) = [no]>\n if <<touching (爆弾矢 v)?> or <touching (矢 v)?>> then\n broadcast (謎解きクリア v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n wait until <(弓スイッチ出現?) = [no]>\n wait (1) seconds\n repeat (5)\n change [ghost v] effect by (17)\n end\n hide\n set [ghost v] effect to (100)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nhide\n\nwhen I receive [再機能 v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nif <[4] = (背景)> then\n point in direction (90)\n set [ghost v] effect to (15)\n go to x: (187) y: (100)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (謎解きクリア v)\n hide\nend\nif <[7] = (背景)> then\n stop [other scripts in sprite v]\n point in direction (-90)\n go to x: (-193) y: (120)\n set [ghost v] effect to (15)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (火の玉登場 v)\nend\nif <[9] = (背景)> then\n stop [other scripts in sprite v]\n point in direction (-90)\n go to x: (-192) y: (112)\n set [ghost v] effect to (15)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (矢仕掛け v)\n wait (1) seconds\n point in direction (180)\n go to x: (168) y: (75)\n set [ghost v] effect to (100)\n switch costume to (コスチューム2 v)\n show\n repeat (10)\n change [ghost v] effect by (-8.5)\n end\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (謎解きクリア v)\nend\nif <[11] = (背景)> then\n point in direction (90)\n go to x: (188) y: (118)\n set [ghost v] effect to (15)\n switch costume to (コスチューム2 v)\n show\n wait until <<touching (爆弾矢 v)?> or <touching (矢 v)?>>\n switch costume to (コスチューム3 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (謎解きクリア v)\nend\nif <(背景) = [12]> then\n forever\n wait until <(弓スイッチ出現?) = [yes]>\n set [ghost v] effect to (100)\n go to x: (-129) y: (139)\n switch costume to (コスチューム2 v)\n show\n wait (1) seconds\n repeat (5)\n change [ghost v] effect by (-17)\n end\n repeat until <(弓スイッチ出現?) = [no]>\n if <<touching (爆弾矢 v)?> or <touching (矢 v)?>> then\n broadcast (謎解きクリア v)\n switch costume to (コスチューム3 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n end\n wait until <(弓スイッチ出現?) = [no]>\n wait (1) seconds\n repeat (5)\n change [ghost v] effect by (17)\n end\n hide\n set [ghost v] effect to (100)\n end\nend\n\n@演出\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (0.05) to (0.2)) seconds\nend\n\nwhen I start as a clone\nshow\nchange size by (6)\nset [ghost v] effect to (pick random (26) to (80))\ngo to x: (pick random (-241) to (241)) y: (-181)\nset size to (pick random (75) to (116)) %\nrepeat until <(y position) > (pick random (175) to (145))>\n change y by ((2) * ((size) / (35)))\nend\nrepeat (20)\n change size by (2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (リンク v)?> then\n change size by (4)\n change [ghost v] effect by (4)\n end\nend\n\n@NXET演出\n\nwhen I receive [次のステージ v]\n[0] NEXT\ncreate clone of (_myself_ v)\nwait (0.15) seconds\n[20] NEXT\ncreate clone of (_myself_ v)\nwait (0.15) seconds\n[40] NEXT\ncreate clone of (_myself_ v)\nwait (0.15) seconds\n[60] NEXT\ncreate clone of (_myself_ v)\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nwait (0.2) seconds\n[70] NEXT\ncreate clone of (_myself_ v)\nwait (0.28) seconds\nbroadcast (NXET2 v)\ncreate clone of (_myself_ v)\nwait (0.28) seconds\n\ndefine (明るさ) NEXT\nset [brightness v] effect to (明るさ)\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\nset size to (1) %\ngo [backward v] (1) layers\nshow\nrepeat (40)\n change size by (150)\nend\nrepeat (30)\n change size by (150)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [次のステージ v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nswitch costume to (コスチューム2 v)\nset [brightness v] effect to (0)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nbroadcast (NXET v)\nwait (2.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\n@NXET\n\nwhen I receive [nxet v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nwait (0.2) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (-5)\nend\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n@敵\n\nwhen I receive [nxet2 v]\nset [yb v] to [0]\nset [xb v] to [0]\ngo to x: (120) y: (0)\nwait (0.1) seconds\nset rotation style [left-right v]\nif <<(背景) = [11]> or <<(背景) = [7]> or <(背景) = [5]>>> then\n show\n go to x: (120) y: (0)\n set [hp v] to [13]\n repeat until <<[1] > (HP)> or <(背景) = [6]>>\n set [xb v] to [0]\n if <(distance to [リンクの動き v]) < [93]> then\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (90)\n wait (1) seconds\n set [ボコブリン攻撃してる? v] to [yes]\n repeat (4)\n if <<touching (リンク v)?> and <([costume # v] of [リンク v]) = [4]>> then\n repeat (2)\n change [xb v] by (200)\n next costume\n end\n else\n change [xb v] by (-55)\n next costume\n end\n end\n set [ボコブリン攻撃してる? v] to [no]\n wait (1) seconds\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (-90)\n wait (1) seconds\n set [ボコブリン攻撃してる? v] to [yes]\n repeat (4)\n if <<touching (リンク v)?> and <([costume # v] of [リンク v]) = [4]>> then\n repeat (2)\n change [xb v] by (-200)\n next costume\n end\n else\n change [xb v] by (55)\n next costume\n end\n end\n set [ボコブリン攻撃してる? v] to [no]\n wait (1) seconds\n end\n else\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (90)\n change [xb v] by (-5)\n next costume\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (-90)\n change [xb v] by (5)\n next costume\n end\n end\n end\nend\n\nwhen I receive [nxet2 v]\nset [yb v] to [0]\nset [xb v] to [0]\ngo to x: (120) y: (0)\nwait (0.1) seconds\nset rotation style [left-right v]\nif <not <<<(背景) = [11]> or <(背景) = [7]>> or <(背景) = [5]>>> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nset [xb v] to [0]\nset [hp v] to [13]\nforever\n if <touching (矢 v)?> then\n set [yb v] to [7]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n repeat (10)\n change [xb v] by (20)\n end\n end\n if <(x position) < ([x position v] of [リンク v])> then\n repeat (10)\n change [xb v] by (-20)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n if <touching (爆弾矢 v)?> then\n set [yb v] to [7]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n repeat (10)\n change [xb v] by (23)\n end\n end\n if <(x position) < ([x position v] of [リンク v])> then\n repeat (10)\n change [xb v] by (-23)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n if <touching (ボム v)?> then\n if <(ボム爆発) = [yes]> then\n set [yb v] to [7]\n change [hp v] by (-4)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [ボム v]) < (x position)> then\n repeat (10)\n change [xb v] by (20)\n end\n end\n if <(x position) < ([x position v] of [ボム v])> then\n repeat (10)\n change [xb v] by (-20)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n end\n if <touching (マスターソード v)?> then\n set [yb v] to [7]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n repeat (10)\n change [xb v] by (20)\n end\n end\n if <(x position) < ([x position v] of [リンク v])> then\n repeat (10)\n change [xb v] by (2-)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [nxet2 v]\nset [yb v] to [0]\nset [xb v] to [0]\nforever\n set [xb v] to ((XB) * (0.2))\n change x by (XB)\n if then\n change y by (10)\n end\n if then\n change y by (10)\n end\n if then\n change y by (10)\n end\n if then\n change y by (10)\n end\n if then\n change y by (-40)\n end\n change [yb v] by (-0.7)\n change y by (YB)\n if then\n change y by ((YB) - ((YB) * (2)))\n set [yb v] to [0]\n end\n change y by (9)\n change y by (-9)\nend\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nset [xb v] to [0]\nset [hp v] to [13]\nset [pixelate v] effect to (15)\nif <<(背景) = [7]> or <(背景) = [5]>> then\n show\n point in direction (-90)\n go to x: (120) y: (0)\n set [hp v] to [13]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nset [xb v] to [0]\ngo to x: (120) y: (0)\n\n@レーザー\n\nwhen I receive [ビーム発射用意 v]\nset volume to (100) %\nshow\nrepeat (20)\n set instrument to (20 v)\n next costume\n play note (62) for (0.06) beats\n wait (0.001) seconds\nend\nswitch costume to (コスチューム1 v)\nset instrument to (16 v)\nrepeat (17)\n play note (58) for (0.06) beats\n switch costume to (コスチューム1 v)\n wait (0.001) seconds\nend\nbroadcast (ビーム発射 v)\nrepeat (3)\n play note (58) for (0.06) beats\n switch costume to (コスチューム1 v)\n wait (0.001) seconds\nend\nhide\nset instrument to (20 v)\nplay note (65) for (0.5) beats\nstop [other scripts in sprite v]\nerase all\n\nwhen I receive [ビーム発射用意 v]\nshow\nset pen size to (4)\nrepeat (89)\n set pen color to (#ee0000)\n pen down\n go to (ガーディアン v)\n glide (0.02) secs to (リンク v)\n erase all\n pen down\n pen down\n go to (ガーディアン v)\n glide (0.02) secs to (リンク v)\nend\n\nwhen I receive [nxet2 v]\nerase all\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [ガーディアン死んだ v]\nerase all\nhide\nstop [other scripts in sprite v]\n\n@ガーディアン\n\nwhen I receive [ビーム発射 v]\nswitch costume to (コスチューム1 v)\nrepeat (10)\n next costume\n wait (0.01) seconds\nend\nswitch costume to (コスチューム1 v)\nbroadcast (本当のビーム発射 v)\n\nwhen I receive [ガーディアンダメージ v]\nset [brightness v] effect to (100)\nchange [hp v] by (-500)\nset [brightness v] effect to (0)\nstart sound [爆発音(元Boom Cloud) v]\nif <(HP) < [1]> then\n stop [other scripts in sprite v]\n set size to (0) %\n switch costume to (コスチューム12 v)\n repeat (15)\n change size by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-10)\n end\n hide\n if <(背景) = [6]> then\n broadcast (謎解きクリア v)\n end\nelse\n repeat (10)\n change [brightness v] effect by (10)\n end\n set [brightness v] effect to (0)\nend\n\nwhen flag clicked\nset size to (50) %\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nif <(背景) = [6]> then\n go to x: (145) y: (-45)\n show\nend\nif <(背景) = [10]> then\n go to x: (-116) y: (75)\n show\nend\nforever\n if then\n change y by (10)\n end\n if then\n change y by (10)\n end\n if then\n change y by (10)\n end\n if then\n change y by (10)\n end\n if then\n change y by (-40)\n end\n change [yb v] by (-0.7)\n change y by (YB)\n if <<touching (地面 v)?> or <touching (ボムの煙 v)?>> then\n change y by ((YB) - ((YB) * (2)))\n set [yb v] to [0]\n end\nend\n\nwhen I receive [再機能 v]\nset [hp v] to [500]\n\nwhen I receive [ガーディアン死んだ v]\nif <(背景) = [6]> then\n broadcast (謎解きクリア v)\nend\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nwait (0.1) seconds\nset rotation style [all around v]\nswitch costume to (コスチューム1 v)\nset size to (50) %\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nhide\nif <(背景) = [6]> then\n go to x: (145) y: (-45)\n show\n point in direction (90)\n wait (3) seconds\n repeat until <(背景) = [7]>\n broadcast (ビーム発射用意 v)\n wait (9) seconds\n end\nend\nif <(背景) = [10]> then\n show\n go to x: (-116) y: (75)\n point in direction (-165)\n wait (3) seconds\n repeat until <(背景) = [11]>\n broadcast (ビーム発射用意 v)\n wait (9) seconds\n end\nend\nif <(背景) = [11]> then\n show\n go to x: (-160) y: (75)\n point in direction (-90)\n wait (3) seconds\n repeat until <(背景) = [12]>\n broadcast (ビーム発射用意 v)\n wait (9) seconds\n end\nend\nif <(背景) = [12]> then\n show\n go to x: (78) y: (45)\n point in direction (-84)\n wait (3) seconds\n repeat until <(背景) = [13]>\n broadcast (ビーム発射用意 v)\n wait (9) seconds\n end\nend\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nhide\nset [hp v] to [500]\nforever\n if <touching (矢 v)?> then\n set [yb v] to [3]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n set size to (0) %\n switch costume to (コスチューム12 v)\n repeat (15)\n change size by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-10)\n end\n broadcast (ガーディアン死んだ v)\n hide\n end\n end\n if <touching (爆弾矢 v)?> then\n set [yb v] to [3]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n set size to (0) %\n switch costume to (コスチューム12 v)\n repeat (15)\n change size by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-10)\n end\n broadcast (ガーディアン死んだ v)\n hide\n end\n end\n if <touching (ボム v)?> then\n if <(ボム爆発) = [yes]> then\n set [yb v] to [3]\n change [hp v] by (-4)\n set [brightness v] effect to (20)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n set size to (0) %\n switch costume to (コスチューム12 v)\n repeat (15)\n change size by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-10)\n end\n broadcast (ガーディアン死んだ v)\n hide\n end\n end\n end\n if <touching (マスターソード v)?> then\n set [yb v] to [3]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n stop [other scripts in sprite v]\n set size to (0) %\n switch costume to (コスチューム12 v)\n repeat (15)\n change size by (10)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-10)\n end\n broadcast (ガーディアン死んだ v)\n hide\n end\n end\nend\n\n@ガーディアンビーム\n\nwhen I receive [本当のビーム発射 v]\ngo to (ガーディアン v)\nset [ghost v] effect to (0)\nswitch costume to (コスチューム1 v)\nset [brightness v] effect to (0)\npoint towards (リンク v)\nshow\nset pen color to (#00ffff)\npen down\nset pen size to (15)\nrepeat until <<<not <[4] = ([costume # v] of [リンク v])>> and <touching (リンク v)?>> or <<touching (地面 v)?> or <touching (_edge_ v)?>>>\n move (42) steps\n stamp\n if <<[4] = ([costume # v] of [リンク v])> and <touching (リンク v)?>> then\n broadcast (ビーム反射 v)\n stop [this script v]\n end\nend\nswitch costume to (コスチューム2 v)\nset size to (0) %\nerase all\nrepeat (20)\n change size by (3)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (2)\nend\nerase all\npen up\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [ビーム反射 v]\ngo to (リンク v)\nset [ghost v] effect to (0)\npoint towards (ガーディアン v)\nshow\nset pen color to (#00ffff)\npen down\nset pen size to (15)\nrepeat (3)\n move (10) steps\n stamp\nend\nrepeat until <<touching (ガーディアン v)?> or <touching (_edge_ v)?>>\n move (42) steps\n stamp\nend\nswitch costume to (コスチューム2 v)\nset size to (0) %\nbroadcast (ガーディアンダメージ v)\nrepeat (20)\n change size by (3)\n change [brightness v] effect by (-5)\n change [ghost v] effect by (2)\nend\nswitch costume to (コスチューム1 v)\nrepeat (3)\n move (42) steps\n stamp\nend\nerase all\npen up\nhide\n\n@灯\n\nwhen I receive [nxet2 v]\nwait (0.1) seconds\nif <(背景) = [7]> then\n show\n repeat until <(背景) = [8]>\n switch costume to (コスチューム1 v)\n wait until <touching (火の玉 v)?>\n broadcast (謎解きクリア v)\n repeat until <(背景) = [8]>\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 set [fisheye v] effect to (3)\n wait (0.1) seconds\n set [fisheye v] effect to (0)\n end\n end\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [死んだ v]\nif <(背景) = [7]> then\n show\n repeat until <(背景) = [8]>\n switch costume to (コスチューム1 v)\n wait until <touching (火の玉 v)?>\n broadcast (謎解きクリア v)\n repeat until <(背景) = [8]>\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 set [fisheye v] effect to (3)\n wait (0.1) seconds\n set [fisheye v] effect to (0)\n end\n end\nend\nhide\n\n@火の玉\n\nwhen I receive [火の玉登場 v]\nwait (0.05) seconds\nif <(背景) = [7]> then\n show\n set [ghost v] effect to (0)\n go to x: (127) y: (88)\n switch costume to (コスチューム1 v)\n repeat until <(背景) = [8]>\n if <not <touching (火の玉の縄 v)?>> then\n repeat until <touching (地面 v)?>\n change y by (-20)\n end\n repeat (6)\n next costume\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@火の玉の縄\n\nwhen I receive [火の玉登場 v]\nwait (0.01) seconds\nif <(背景) = [7]> then\n show\n set [ghost v] effect to (0)\n go to x: (127) y: (87)\n switch costume to (コスチューム1 v)\n repeat until <(背景) = [8]>\n if <touching (矢 v)?> then\n switch costume to (コスチューム2 v)\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\nend\nhide\n\nwhen flag clicked\nhide\n\n@広告\n\nwhen flag clicked\nset [ghost v] effect to (100)\nswitch costume to (zelda v)\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\n\n@感圧板\n\nwhen I receive [nxet2 v]\nwait (0.1) seconds\nif <[10] = (背景)> then\n repeat until <[11] = (背景)>\n point in direction (90)\n set [ghost v] effect to (15)\n go to [back v] layer\n if <<touching (ボム v)?> or <touching (リンク v)?>> then\n set [動く地形動いてもいい? v] to [yes]\n switch costume to (コスチューム3 v)\n else\n switch costume to (コスチューム2 v)\n set [動く地形動いてもいい? v] to [no]\n end\n go to x: (-10) y: (-100)\n show\n end\nend\nif <[12] = (背景)> then\n repeat until <[13] = (背景)>\n point in direction (90)\n set [ghost v] effect to (15)\n go to [back v] layer\n if <<touching (ボム v)?> or <touching (リンク v)?>> then\n set [弓スイッチ出現? v] to [yes]\n switch costume to (コスチューム3 v)\n else\n switch costume to (コスチューム2 v)\n set [弓スイッチ出現? v] to [no]\n end\n go to x: (10) y: (-86)\n show\n end\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (15)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nhide\n\n@?\n\nwhen flag clicked\nset size to (110) %\ngo to x: (209) y: (150)\nswitch costume to (1 v)\nhide\nwait (0.01) seconds\nwait until <(背景) = [8]>\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((100) - (size)) / (3))\n if <mouse down?> then\n switch costume to ((背景) + (-6))\n wait until <not <touching (mouse-pointer v)?>>\n switch costume to (1 v)\n end\n else\n change size by (((115) - (size)) / (3))\n end\nend\n\n@ダークリンク\n\nwhen I receive [nxet2 v]\nset [hp v] to [6]\ngo to x: (-60) y: (-196)\nwait (0.1) seconds\nif <(背景) = [13]> then\n set [ghost v] effect to (100)\n go to x: (-60) y: (-196)\n go to [back v] layer\n wait until <[10] < ([x position v] of [リンクの動き v])>\n point in direction (90)\n go to x: (-60) y: (-196)\n show\n broadcast (ダークリンク v)\n repeat (16)\n switch costume to (right2 v)\n change [ghost v] effect by (-6.5)\n change y by (6)\n end\n wait (0.4) seconds\n broadcast (ダークリンク機能 v)\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\npoint in direction (90)\nset [ダークリンクやられた? v] to [no]\n\ndefine 技 (種類)\nif <(種類) = [1]> then\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n repeat until <(distance to [リンク v]) < [125]>\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n move (9) steps\n switch costume to (right2 v)\n wait (0.05) seconds\n move (9) steps\n switch costume to (right1 v)\n wait (0.05) seconds\n end\n wait (0.2) seconds\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n wait (0.3) seconds\n set [brightness v] effect to (20)\n wait (0.15) seconds\n set [スキ v] to [40]\n switch costume to (attackright1 v)\n broadcast (剣ブラック v)\n set [brightness v] effect to (0)\n wait (1) seconds\n repeat (2)\n move (-10) steps\n switch costume to (right2 v)\n wait (0.05) seconds\n move (-10) steps\n switch costume to (right1 v)\n wait (0.05) seconds\n end\nend\nif <(種類) = [2]> then\n set [ghost v] effect to (0)\n set size to (310) %\n repeat (4)\n change size by (6)\n change [ghost v] effect by (25)\n end\n hide\n set x to ([x position v] of [リンク v])\n point in direction ([direction v] of [リンク v])\n move (-50) steps\n wait (1) seconds\n show\n repeat (4)\n change size by (-6)\n change [ghost v] effect by (-25)\n end\n wait (0.8) seconds\n set [brightness v] effect to (15)\n wait (0.15) seconds\n set [スキ v] to [40]\n switch costume to (attackright1 v)\n broadcast (剣ブラック v)\n set [brightness v] effect to (0)\n wait (0.4) seconds\n move (-10) steps\n switch costume to (right2 v)\n wait (0.05) seconds\n move (-10) steps\n switch costume to (right1 v)\n wait (0.05) seconds\nend\nif <(種類) = [3]> then\n wait (0.8) seconds\n set [brightness v] effect to (15)\n wait (0.15) seconds\n set [スキ v] to [45]\n switch costume to (attackright1 v)\n broadcast (剣ブラック v)\n set [brightness v] effect to (0)\n wait (0.4) seconds\n repeat (2)\n move (-10) steps\n switch costume to (right2 v)\n wait (0.05) seconds\n move (-10) steps\n switch costume to (right1 v)\n wait (0.05) seconds\n end\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n repeat until <(distance to [リンク v]) < [125]>\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n move (9) steps\n switch costume to (right2 v)\n wait (0.05) seconds\n move (9) steps\n switch costume to (right1 v)\n wait (0.05) seconds\n end\nend\n\nwhen I receive [ダークリンク機能 v]\nswitch costume to (right2 v)\nset [スキ v] to [0]\nset size to (310) %\nset [ghost v] effect to (0)\nshow\ngo to [back v] layer\nset [brightness v] effect to (0)\nset rotation style [left-right v]\nforever\n 技 (pick random (1) to (3))\nend\n\nwhen I receive [ダークリンク機能 v]\nforever\n set [スキ v] to ([floor v] of ((0.95) * (スキ)) )\nend\n\nwhen I receive [ダークリンク機能 v]\nforever\n if <touching (マスターソード v)?> then\n if <(スキ) = [0]> then\n stop [other scripts in sprite v]\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n move (-15) steps\n set size to (310) %\n switch costume to (right3 v)\n set [ghost v] effect to (0)\n show\n go to [back v] layer\n set [brightness v] effect to (0)\n wait (0.5) seconds\n broadcast (ダークリンク機能 v)\n else\n stop [other scripts in sprite v]\n set rotation style [all around v]\n repeat (2)\n change y by (4)\n end\n repeat (6)\n change y by (-10)\n turn right (5) degrees\n change [brightness v] effect by (10)\n end\n set rotation style [left-right v]\n hide\n set [ghost v] effect to (100)\n change [hp v] by (-1)\n if <[0] < (HP)> then\n wait (0.7) seconds\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n move (pick random (-60) to (50)) steps\n set y to (-90)\n show\n set [brightness v] effect to (0)\n repeat (4)\n change size by (-6)\n change [ghost v] effect by (-25)\n end\n broadcast (ダークリンク機能 v)\n else\n set [ダークリンクやられた? v] to [yes]\n end\n end\n end\nend\n\nwhen I receive [剣ブラック v]\nwait (0.05) seconds\nstart sound [MC_Link_Sword1 v]\n\nwhen I receive [再機能 v]\nset [hp v] to [6]\nset rotation style [left-right v]\npoint in direction (-90)\nset x to (100)\n\nwhen I receive [ダークリンク機能 v]\nforever\n set [color v] effect to (スキ)\nend\n\nwhen I receive [ダークリンク機能 v]\nforever\n if <(HP) = [3]> then\n broadcast (煙幕 v)\n end\nend\n\nwhen I receive [ダークリンク機能 v]\nforever\n if <<touching (矢 v)?> or <touching (爆弾矢 v)?>> then\n stop [other scripts in sprite v]\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (-90)\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (90)\n end\n move (-15) steps\n set size to (310) %\n switch costume to (right3 v)\n set [ghost v] effect to (0)\n show\n go to [back v] layer\n set [brightness v] effect to (0)\n wait (0.5) seconds\n broadcast (ダークリンク機能 v)\n end\nend\n\n@マスターソードブラック\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n point in direction ([direction v] of [ダークリンク v])\n go to (ダークリンク v)\nend\n\nwhen I receive [剣ブラック v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (6)\n move (11) steps\n if <touching (マスターソード v)?> then\n wait (0.1) seconds\n delete this clone\n end\n if <<touching (リンク v)?> and <[4] = ([costume # v] of [リンク v])>> then\n change [スキ v] by (55)\n delete this clone\n end\nend\ndelete this clone\n\n@敵2\n\nwhen I receive [nxet2 v]\nset [pixelate v] effect to (0)\nset [yb v] to [0]\nset [xb v] to [0]\nwait (0.1) seconds\nset rotation style [left-right v]\nif <<(背景) = [9]> or <(背景) = [12]>> then\n repeat until <<[1] > (HP)> or <<(背景) = [10]> or <(背景) = [13]>>>\n set [xb v] to [0]\n if <(distance to [リンクの動き v]) < [93]> then\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (90)\n set [yb v] to [7]\n wait (1) seconds\n point in direction (90)\n set [チュチュ攻撃してる? v] to [yes]\n repeat (4)\n if <<touching (リンク v)?> and <([costume # v] of [リンク v]) = [4]>> then\n repeat (2)\n change [xb v] by (15)\n end\n else\n set [yb v] to [3]\n wait (0.2) seconds\n change [xb v] by (-5)\n change [xb v] by (-7)\n end\n end\n set [チュチュ攻撃してる? v] to [no]\n wait (1) seconds\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (-90)\n set [yb v] to [7]\n wait (1) seconds\n point in direction (-90)\n set [チュチュ攻撃してる? v] to [yes]\n repeat (4)\n if <<touching (リンク v)?> and <([costume # v] of [リンク v]) = [4]>> then\n repeat (2)\n change [xb v] by (-15)\n end\n else\n set [yb v] to [3]\n wait (0.2) seconds\n change [xb v] by (5)\n change [xb v] by (7)\n end\n end\n set [チュチュ攻撃してる? v] to [no]\n wait (1) seconds\n end\n else\n if <([x position v] of [リンク v]) < (x position)> then\n point in direction (90)\n change [xb v] by (-5)\n wait (0.2) seconds\n end\n if <(x position) < ([x position v] of [リンク v])> then\n point in direction (-90)\n change [xb v] by (5)\n wait (0.2) seconds\n end\n end\n end\nend\n\nwhen I receive [nxet2 v]\nset [yb v] to [0]\nset [xb v] to [0]\nwait (0.1) seconds\nset rotation style [left-right v]\nif <not <<(背景) = [9]> or <(背景) = [12]>>> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nset [xb v] to [0]\nset [hp v] to [28]\nif <<(背景) = [12]> or <(背景) = [9]>> then\n forever\n if <touching (矢 v)?> then\n set [yb v] to [7]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n repeat (2)\n change [xb v] by (12)\n end\n end\n if <(x position) < ([x position v] of [リンク v])> then\n repeat (2)\n change [xb v] by (-12)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n if <touching (爆弾矢 v)?> then\n set [yb v] to [8]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n repeat (3)\n change [xb v] by (4)\n end\n end\n if <(x position) < ([x position v] of [リンク v])> then\n repeat (3)\n change [xb v] by (-4)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n if <touching (ボム v)?> then\n if <(ボム爆発) = [yes]> then\n set [yb v] to [7]\n change [hp v] by (-4)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [ボム v]) < (x position)> then\n repeat (4)\n change [xb v] by (8)\n end\n end\n if <(x position) < ([x position v] of [ボム v])> then\n repeat (4)\n change [xb v] by (-8)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n end\n if <touching (マスターソード v)?> then\n set [yb v] to [7]\n change [hp v] by (-2)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n if <([x position v] of [リンク v]) < (x position)> then\n repeat (10)\n change [xb v] by (3)\n end\n end\n if <(x position) < ([x position v] of [リンク v])> then\n repeat (10)\n change [xb v] by (-3)\n end\n end\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n if <touching (トゲ v)?> then\n set [yb v] to [7]\n change [hp v] by (-6)\n set [brightness v] effect to (20)\n set [xb v] to [0]\n set [brightness v] effect to (0)\n if <(HP) < [1]> then\n repeat (20)\n change [ghost v] effect by (-5)\n hide\n end\n end\n wait (0.2) seconds\n end\n end\nend\n\nwhen I receive [nxet2 v]\nset [yb v] to [0]\nset [xb v] to [0]\nforever\n set [xb v] to ((XB) * (0.7))\n change x by (XB)\n if <<touching (地面 v)?> or <touching (動く地形 v)?>> then\n change y by (10)\n end\n if <<touching (地面 v)?> or <touching (動く地形 v)?>> then\n change y by (10)\n end\n if <<touching (地面 v)?> or <touching (動く地形 v)?>> then\n change y by (10)\n end\n if <<touching (地面 v)?> or <touching (動く地形 v)?>> then\n change y by (10)\n end\n if <<touching (地面 v)?> or <touching (動く地形 v)?>> then\n change y by (-40)\n set [xb v] to ((XB) * (-2))\n set [yb v] to [20]\n end\n change [yb v] by (-0.7)\n change y by (YB)\n if <<touching (地面 v)?> or <touching (動く地形 v)?>> then\n change y by ((YB) - ((YB) * (2)))\n set [yb v] to [0]\n end\n change y by (9)\n change y by (-9)\nend\n\nwhen I receive [再機能 v]\nset [yb v] to [0]\nset [xb v] to [0]\nset [hp v] to [28]\nif <(背景) = [12]> then\n show\n point in direction (-90)\n go to x: (120) y: (0)\n point in direction (-90)\n set [hp v] to [13]\nend\nif <(背景) = [9]> then\n show\n point in direction (-90)\n go to x: (-10) y: (0)\n point in direction (-90)\n set [hp v] to [13]\nend\n\nwhen I receive [再機能 v]\nset size to (100) %\nset [fisheye v] effect to (0)\nforever\n repeat (5)\n change size by (0.3)\n change [fisheye v] effect by (1)\n end\n repeat (3)\n change size by (0.5)\n end\n wait (0.2) seconds\n repeat (5)\n change size by (-0.3)\n change [fisheye v] effect by (-1)\n end\n repeat (3)\n change size by (-0.5)\n end\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\n
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下に日本語がないとでも思った?(゚∀゚) ((煽\n[English]\nhello\n\nThis time, I tried to make a pseudo-production of The Legend of Zelda. Please try playing.\n【←→】・・・Run\n【 ↑ 】・・・jump\n【 ↓ 】・・・guard\n【N】・・・arrow\n【M】・・・bomb arrow\n【Space】・・・sword\n\n[日本語]\nこんにちは\n\n今回はゼルダの伝説の疑似制作をしてみました。ぜひ遊んでみてください。\n\n【←→】・・・走る\n【 ↑ 】・・・ジャンプ\n【 ↓ 】・・・ガード\n【B】・・・爆弾\n【N】・・・矢\n【M】・・・爆弾矢\n【スペース】・・・剣\n\n\n\n\n\n\n❤と⭐を押してー\(^o^)/(゚∀゚)タノム
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✨360°platformer✨
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@Stage\n\nwhen flag clicked\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\n@Player\n\nwhen I receive [スタート v]\npoint in direction (90)\ngo to x: (0) y: (0)\n\n@地面\n\ndefine リセット\nstart sound [Crunch v]\nset [y v] to [0]\ngo to x: (0) y: (-500)\npoint in direction (90)\nswitch costume to (:d v)\nset size to (300) %\nswitch costume to ((レベル) + (1))\n\nwhen I receive [初期設定プログラム v]\nリセット\n\ndefine プログラム\nchange [y v] by (1)\nchange [x v] by ((<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> - <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>) / (6))\nset [x v] to ((X) * (0.85))\nturn left (X) degrees\nrepeat (9)\n if <touching (player v)?> then\n change y by (-1)\n end\nend\nif <touching (player v)?> then\n change y by (8)\n turn right (X) degrees\n set [x v] to [0]\nend\nchange y by (Y)\nif <touching (player v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (1)\nif <touching (player v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(([y position v] of [player v]) + (10)) < (mouse y)>>> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [y v] to [-13]\n end\nend\nchange y by (-1)\n\nwhen I receive [スタート v]\nset [y v] to [0]\ngo to x: (0) y: (-500)\npoint in direction (90)\nswitch costume to (:d v)\nset size to (300) %\nswitch costume to ((レベル) + (1))\nforever\n プログラム\nend\n\n@障害物\n\nwhen I receive [スタート v]\ngo to [back v] layer\nswitch costume to (:d v)\nset size to (300) %\nswitch costume to ((レベル) + (1))\npoint in direction (90)\ngo to x: (0) y: (-500)\nforever\n go to x: ([x position v] of [地面 v]) y: (([y position v] of [地面 v]) - (5))\n point in direction ([direction v] of [地面 v])\n if <touching (player v)?> then\n broadcast (初期設定プログラム v)\n end\nend\n\n@ゴール\n\nwhen I receive [スタート v]\nshow\ngo to [back v] layer\nset size to (300) %\nswitch costume to ((レベル) + (1))\npoint in direction (90)\ngo to x: (0) y: (-500)\nforever\n go to x: ([x position v] of [地面 v]) y: (([y position v] of [地面 v]) - (5))\n point in direction ([direction v] of [地面 v])\n if <<[0] < (x position)> or <[-205] < (y position)>> then\n hide\n else\n show\n end\n if <touching (player v)?> then\n broadcast (クリア v)\n hide\n broadcast (初期設定プログラム v)\n end\nend\n\n@クリア\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nshow\ngo to x: (0) y: (500)\nrepeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (6))\nend\nwait (1.5) seconds\nbroadcast (最初の画面 v)\nhide\n\n@マップ\n\nwhen I receive [最初の画面 v]\nset size to (100) %\nset [start v] to []\ngo to [front v] layer\nshow\n\nwhen I receive [スタート v]\nhide\n\n@マップのプレイヤー(?)\n\nwhen flag clicked\nbroadcast (最初の画面 v)\n\nwhen I receive [最初の画面 v]\nwait (0) seconds\nshow\ngo to [front v] layer\ngo to x: (-200) y: (0)\nrepeat until <(start) = [start]>\n if <key (right arrow v) pressed?> then\n wait until <not <key (right arrow v) pressed?>>\n if <(x position) = [81]> then\n glide (0.5) secs to x: (200) y: (0)\n end\n if <(x position) = [-67]> then\n glide (0.5) secs to x: (81) y: (0)\n end\n if <(x position) = [-200]> then\n glide (0.5) secs to x: (-67) y: (0)\n end\n start sound [Basketball Bounce v]\n end\n if <key (left arrow v) pressed?> then\n wait until <not <key (left arrow v) pressed?>>\n if <(x position) = [-67]> then\n glide (0.5) secs to x: (-200) y: (0)\n end\n if <(x position) = [81]> then\n glide (0.5) secs to x: (-67) y: (0)\n end\n if <(x position) = [200]> then\n glide (0.5) secs to x: (81) y: (0)\n end\n start sound [Basketball Bounce v]\n end\nend\n\nwhen I receive [スタート v]\nhide\n\nwhen I receive [右移動 v]\nif <(x position) = [81]> then\n glide (0.5) secs to x: (200) y: (0)\nend\nif <(x position) = [-67]> then\n glide (0.5) secs to x: (81) y: (0)\nend\nif <(x position) = [-200]> then\n glide (0.5) secs to x: (-67) y: (0)\nend\nstart sound [Basketball Bounce v]\n\nwhen I receive [左移動 v]\nif <(x position) = [-67]> then\n glide (0.5) secs to x: (-200) y: (0)\nend\nif <(x position) = [81]> then\n glide (0.5) secs to x: (-67) y: (0)\nend\nif <(x position) = [200]> then\n glide (0.5) secs to x: (81) y: (0)\nend\nstart sound [Basketball Bounce v]\n\n@ボタン\n\nwhen I receive [最初の画面 v]\ngo to x: (0) y: (-130)\nwait (0) seconds\nshow\ngo to [front v] layer\n٩( ᐛ )و\n\nwhen I receive [スタート v]\nhide\n\ndefine ٩( ᐛ )و\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (7))\n if <mouse down?> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n if <(start) = []> then\n if <touching (mouse-pointer v)?> then\n if <([x position v] of [マップのプレイヤー\(?\) v]) = [-200]> then\n set [レベル v] to [1]\n end\n if <([x position v] of [マップのプレイヤー\(?\) v]) = [-67]> then\n set [レベル v] to [2]\n end\n if <([x position v] of [マップのプレイヤー\(?\) v]) = [81]> then\n set [レベル v] to [3]\n end\n if <([x position v] of [マップのプレイヤー\(?\) v]) = [200]> then\n set [レベル v] to [4]\n end\n set [start v] to [start]\n broadcast (スタート v)\n end\n end\n end\n else\n change size by (((100) - (size)) / (7))\n end\nend\n\n@左右ボタン\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム2 v)\ngo to x: (-100) y: (-130)\ncreate clone of (_myself_ v)\nnext costume\ngo to x: (100) y: (-130)\ncreate clone of (_myself_ v)\n\nwhen I receive [最初の画面 v]\nshow\n\nwhen I receive [スタート v]\nhide\n\nwhen I start as a clone\nrepeat (2)\n go to [front v] layer\nend\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (6))\n if <mouse down?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n broadcast (右移動 v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (左移動 v)\n end\n wait (0.6) seconds\n end\n end\n else\n change size by (((100) - (size)) / (6))\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\nset size to (110) %\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (6))\nend\n\n
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日本語は↓\nEnglish▼————————————————————\nMove or jump with arrow keys. Mobile users can tap the screen to move. There are 4 stages in all. Mobile players can use the arrow buttons on the screen, and PC players can use the arrow keys to select stages.\n日本語▼————————————————————\n矢印キーで移動、またはジャンプ。モバイルの方は画面をタップして移動できます。全てで4ステージあります。モバイルの方は画面にある矢印ボタンで、pcでプレイしている方は矢印キーでステージ選択ができます。
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Cinnamon Toast Crunch Platformer #games
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@Stage\n\n@Player\n\nwhen I start as a clone\nswitch costume to (black v)\nrepeat (7)\n change [ghost v] effect by (7)\n change size by (-3)\nend\ndelete this clone\n\ndefine reset\nchange [falling v] by (1)\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n switch costume to (right v)\n change [x v] by (2)\n x\nelse\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-2)\n x\n end\nend\nset [x v] to ((x) * (0.8))\nchange x by (round (x))\nif <touching (level v)?> then\n change [y v] by (-1)\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n change x by (round ((x) * (-1)))\n switch costume to (up v)\n if <(x) > [0]> then\n set [x v] to [-14]\n else\n set [x v] to [14]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (level v)?> then\n set [falling v] to [0]\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<touching (level v)?> and <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n change [falling v] by (1)\n if <(falling) < [3]> then\n set [y v] to [12]\n end\nend\nchange y by (1)\nif <(x position) > [233]> then\n go to x: (-211) y: (-53)\n broadcast (next level v)\nend\nif <<<touching (danger v)?> or <touching (milk v)?>> or <(y position) < [-180]>> then\n change [ghost v] effect by (50)\n go to x: (-206) y: (-30)\n wait (0.05) seconds\n set [ghost v] effect to (0)\nend\nif <touching (bounce v)?> then\n set [y v] to [21]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reset v]\nset [music v] to [1]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-154) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (player v)\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nforever\n reset\n if <(music) = [2]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [music v] to [1]\n\nwhen I receive [skip v]\ngo to x: (-184) y: (-74)\n\ndefine x\nif <touching (level v)?> then\n if <(x) > [0]> then\n change x by (round ((x) * (-1)))\n else\n change [falling v] by (1)\n end\nend\n\n@Level\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\n@Danger\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (10)\nswitch costume to (1 v)\n\nwhen I receive [skip v]\nnext costume\n\n@milk\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [next level v]\nSkip, Next costume\n\nwhen I receive [next level v]\nHide\n\nwhen I receive [skip v]\nSkip, Next costume\n\ndefine Skip, Next costume\nforever\n if <([costume # v] of [level v]) = [6]> then\n wait (0) seconds\n show\n set size to (100) %\n go to x: (11) y: (-62)\n forever\n glide (0.8) secs to x: (11) y: (-50)\n wait (0.05) seconds\n glide (0.8) secs to x: (11) y: (-62)\n wait (0.05) seconds\n end\n end\n if <([costume # v] of [level v]) = [8]> then\n show\n set size to (100) %\n go to x: (11) y: (-62)\n forever\n glide (0.8) secs to x: (11) y: (-50)\n wait (0.05) seconds\n glide (0.8) secs to x: (11) y: (-62)\n wait (0.05) seconds\n end\n end\n if <([costume # v] of [level v]) = [17]> then\n show\n set size to (200) %\n go to x: (48) y: (-173)\n forever\n glide (0.8) secs to x: (48) y: (-153)\n wait (0.05) seconds\n glide (0.8) secs to x: (48) y: (-173)\n wait (0.05) seconds\n end\n end\nend\n\nwhen I receive [skip v]\nHide\n\ndefine Hide\nforever\n if <([costume # v] of [level v]) = [7]> then\n hide\n end\n if <([costume # v] of [level v]) = [9]> then\n hide\n end\n if <([costume # v] of [level v]) = [18]> then\n hide\n end\nend\n\n@Bounce\n\nwhen flag clicked\nBlock\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n broadcast (bounce v)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\ndefine Block\nswitch costume to (1 v)\nforever\n if <<(Level) = [11]> or <(Level) = [13]>> then\n show\n if <(Level) = [11]> then\n go to x: (-113) y: (-66)\n end\n if <(Level) = [13]> then\n go to x: (-145) y: (-66)\n end\n else\n hide\n end\nend\n\nwhen I receive [skip v]\nBlock\n\n@Cloud\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (40) to (50))\nset size to (pick random (70) to (100)) %\nset y to (pick random (100) to (150))\nset [speed v] to [1]\nset x to (-250)\nrepeat until <(x position) > [250]>\n go to [back v] layer\n move (Speed) steps\nend\ndelete this clone\n\nwhen I receive [start v]\nhide\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@vol\n\nwhen I receive [start v]\nset [music v] to [1]\nhide\ngo to x: (213) y: (-112)\nforever\n if <key (m v) pressed?> then\n change [music v] by (1)\n wait until <not <key (m v) pressed?>>\n end\n if <(music) = [2]> then\n show\n end\n if <(music) = [3]> then\n hide\n broadcast (reset v)\n end\n if <(music) > [2]> then\n set [music v] to [1]\n end\nend\n\n@slider\n\ndefine set (y)\nset y to (y)\n\ndefine slider\ngo to x: (213) y: ((-169) + (volume))\n\nwhen flag clicked\nhide\nforever\n set volume to (volume) %\nend\n\nwhen I receive [bounce v]\nstart sound [Big Boing v]\n\nwhen flag clicked\nhide\nforever\n if <(music) = [2]> then\n show\n end\n if <(music) = [3]> then\n hide\n end\nend\n\nwhen I receive [start v]\nset [volume v] to [50]\nforever\n play sound [euphoria-121294 v] until done\nend\n\nwhen I receive [start v]\nset volume to (volume) %\ngo to (vol v)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n repeat until <not <mouse down?>>\n set [volume v] to ((mouse y) - (-169))\n if <(volume) < [0]> then\n set [volume v] to [0]\n else\n if <(volume) > [100]> then\n set [volume v] to [100]\n end\n end\n slider\n set y to (mouse y)\n if <(y position) > [-80]> then\n set [-80]\n end\n if <(y position) < [-146]> then\n set [-146]\n end\n end\n end\nend\n\n@toast\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nhide\n\n@Play button\n\nwhen flag clicked\ngo to x: (5) y: (-69)\nshow\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n change size by ((0.3) * ((110) - (size)))\n else\n change size by ((0.3) * ((100) - (size)))\n clear graphic effects\n end\nend\n\nwhen this sprite clicked\nbroadcast (start v)\nstart sound [Collect v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\n\n@cinnamon\n\nwhen flag clicked\nhide\nforever\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (177)\nset [v v] to [0]\nrepeat until <<touching (level v)?> or <touching (_edge_ v)?>>\n change [v v] by (pick random (-0.1) to (0.1))\n change x by (v)\n change y by (-1)\nend\nif <touching (level v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\ndelete this clone\n\nwhen I receive [layers v]\ngo to [front v] layer\n\n
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CINNAMON TOAST CRUNCH PLATFORMER!\n=================================\nArrow keys to move\nDon't touch spikes or milk\nThis is my favorite cereal \nPlease add this to studios\nSOOO GENERIC!! sorry abt that (there's no other way to make 'em) hey at least its cinnamon toast crunch
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Simple Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [tropicana-soundroll-main-version-1725-02-15 v] until done\nend\n\n@Player\n\ndefine ?\nshow\npoint in direction (90)\nset [love/fav v] to [0]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (5)\nif <(love/fav) = [2]> then\n broadcast (function enabled v)\nend\n\nwhen flag clicked\nswitch costume to (black v)\nbroadcast (Intro end v)\n?\nset rotation style [left-right v]\nhide\n\nwhen I receive [intro end v]\nset size to (73) %\n?\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1.05)\n create clone of (_myself_ v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1.05)\n create clone of (_myself_ v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((x) * (0))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) < [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (level v)?> 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 (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <[220] < (x position)> then\n ?\n broadcast (next v)\n hide\n wait (1.5) seconds\n show\n end\n if <<(y position) < [-180]> or <touching (obstacle v)?>> then\n ?\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [blue c v]\nswitch costume to (blue v)\n\nwhen I receive [light blue c v]\nswitch costume to (light blue v)\n\nwhen I receive [orange c v]\nswitch costume to (orange v)\n\nwhen I receive [purple c v]\nswitch costume to (purple v)\n\nwhen I receive [pink c v]\nswitch costume to (pink v)\n\nwhen I receive [black c v]\nswitch costume to (black v)\n\nwhen I receive [green c v]\nswitch costume to (green v)\n\nwhen I receive [red c v]\nswitch costume to (red v)\n\nwhen I receive [yellow c v]\nswitch costume to (yellow v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Rainbow]> then\n change [color v] effect by (10)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [rainbow c v]\nswitch costume to (rainbow v)\n\n@NEXT\n\nwhen flag clicked\nset [ghost v] effect to (20)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.4) secs to x: (0) y: (0)\nglide (0.4) secs to x: (-465) y: (0)\nhide\n\n@Obstacle\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (1 v)\nhide\n\nwhen I receive [next v]\nhide\nwait (0.5) seconds\nnext costume\nshow\n\n@Level\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\n\nwhen I receive [next v]\nnext costume\nshow\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\n\n@Red\n\nwhen flag clicked\ngo to x: (-10) y: (70)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\nwhen this sprite clicked\nbroadcast (red c v)\n\n@Orange\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (40) y: (70)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen this sprite clicked\nbroadcast (orange c v)\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\n@Green\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen flag clicked\ngo to x: (-10) y: (25)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen this sprite clicked\nbroadcast (green c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@Yellow\n\nwhen flag clicked\ngo to x: (90) y: (70)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (yellow c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@Blue\n\nwhen flag clicked\ngo to x: (40) y: (25)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (blue c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@Pink\n\nwhen flag clicked\ngo to x: (-10) y: (-20)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (pink c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@Black\n\nwhen flag clicked\ngo to x: (90) y: (-20)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (black c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [front v] layer\nhide\n\n@Light blue\n\nwhen flag clicked\ngo to x: (90) y: (25)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (light blue c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@Purple\n\nwhen flag clicked\ngo to x: (40) y: (-20)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (purple c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@Rainbow\n\nwhen flag clicked\ngo to x: (140) y: (-20)\nset [customize open? v] to [no]\nhide\nforever\n if <(love/fav) < [2]> then\n set [customize open? v] to [no]\n end\nend\n\nwhen I receive [function enabled v]\nif <(love/fav) = [2]> then\n if <(Customize open?) = [yes]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (rainbow c v)\n\nwhen I receive [customize opened v]\ngo to [front v] layer\nshow\n\nwhen I receive [customize closed v]\ngo to [back v] layer\nhide\n\n@For no lag\n\n@Customize screen\n\nwhen this sprite clicked\nif <(love/fav) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (customize open v)\n broadcast (Customize opened v)\n end\nend\n\nwhen flag clicked\ngo to x: (35) y: (30)\nset [love/fav v] to [0]\nset [customize open? v] to [no]\nswitch costume to (customize not open v)\n\nwhen this sprite clicked\nif <(love/fav) < [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (not heart and star v)\n wait (3) seconds\n switch costume to (customize not open v)\n end\nend\n\nwhen this sprite clicked\nif <(love/fav) = [2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n switch costume to (customize not open v)\n broadcast (Customize closed v)\n end\nend\n\n@Customize screen2\n\nwhen I receive [customize opened v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [customize closed v]\nhide\n\n@Love\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [touching? v] to []\nset [love/fav v] to [0]\nforever\n set [touching? v] to []\n Detect [love] at [-201] [-220]\n Detect [fav] at [-201] [-220]\nend\n\ndefine Detect (costume) at (x) (y)\nswitch costume to (costume1 v)\nset size to (28000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (costume)\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 [love/fav v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Touching?) = [fav]>\n wait (0.2) seconds\n if <(Touching?) = [fav]> then\n change [love/fav v] by (1)\n stop [this script v]\n end\nend\n\n@Just something\n\nwhen flag clicked\nhide\nforever\n if <(love/fav) = [2]> then\n show\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n hide\n end\nend\n\n@Words\n\nwhen flag clicked\ngo to x: (140) y: (45)\nhide\n\nwhen I receive [customize opened v]\nshow\n\nwhen I receive [customize closed v]\nhide\n\n
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✨1000 VIEWS!✨\n\nPart 2 https://scratch.mit.edu/projects/797826302/ \n\nEnglish‐\nUse arrow keys to move. This game is also mobile friendly. \nPress the❤️+⭐+Follow=Free shoutout on this project\n日本語‐\nアローキーを使ってね。❤️と⭐とフォローを押すとこのプロジェクトでしゃうとアウトがもらえるかも!
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Minecraft Platformer Part 3 | #all #games #trending
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@Stage\n\n@THUM\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Blank\n\n@Danger\n\nwhen flag clicked\nswitch costume to (danger v)\n\nwhen I receive [あ v]\nnext costume\n\nwhen flag clicked\nshow\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (60) seconds\n else\n stop [this script v]\n end\nend\n\n@Health\n\nwhen flag clicked\nshow\nswitch costume to (health20 v)\nset [コスチュームの番号 v] to [21]\n\nwhen I receive [t v]\nchange [コスチュームの番号 v] by (-1)\nif <(コスチュームの番号) = [1]> then\n broadcast (PPP v)\nend\n\nwhen flag clicked\nforever\n switch costume to (コスチュームの番号)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (155)\nend\n\n@Platform\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [あ v]\nnext costume\n\nwhen I receive [ppp v]\nswitch costume to (1 v)\n\nwhen flag clicked\nshow\n\n@ da \n\nwhen flag clicked\nswitch backdrop to (backround v)\nshow\nswitch costume to (player v)\nset size to (100) %\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nset drag mode [not draggable v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-196) y: (57)\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 [aaaaaa v] by (0.8)\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 [aaaaaa v] by (-0.8)\n end\n set [aaaaaa v] to ((Aaaaaa) * (0.9))\n change x by (Aaaaaa)\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 ((Aaaaaa) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(Aaaaaa) > [0]> then\n set [aaaaaa v] to [-7]\n else\n set [aaaaaa v] to [7]\n end\n set [ppppppp v] to [15]\n else\n set [aaaaaa 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 (platform v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [ppppppp v] to [15]\n end\n end\n change y by (1)\n change [ppppppp v] by (-1)\n change y by (Ppppppp)\n if <touching (platform v)?> then\n change y by ((Ppppppp) * (-1))\n set [ppppppp v] to [0]\n end\n if <(x position) > [230]> then\n go to x: (-196) y: (57)\n broadcast (あ v)\n set [aaaaaa v] to [0]\n set [ppppppp v] to [0]\n end\n set rotation style [left-right v]\n if <<key (down arrow v) pressed?> or <<((mouse y) + (50)) < (x position)> and <mouse down?>>> then\n if <<<touching (danger v)?> or <(y position) < [-166]>> or <key (z v) pressed?>> then\n go to x: (-196) y: (57)\n set [aaaaaa v] to [0]\n set [ppppppp v] to [0]\n broadcast (T v)\n else\n switch costume to (player2 v)\n end\n else\n if <<key (space v) pressed?> or <mouse down?>> then\n switch costume to (player3 v)\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n next costume\n wait (0.1) seconds\n switch costume to (player5 v)\n wait (0.1) seconds\n switch costume to (player4 v)\n else\n switch costume to (player v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<touching (danger v)?> or <(y position) < [-166]>> or <key (z v) pressed?>> then\n go to x: (-196) y: (57)\n set [aaaaaa v] to [0]\n set [ppppppp v] to [0]\n broadcast (T v)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by ((100) / (15))\n change size by (-4.4)\nend\ndelete this clone\n\nwhen flag clicked\nsay [ Let's go!] for (2) seconds\n\nwhen I receive [ppp v]\ngo to x: (-196) y: (57)\n\nwhen flag clicked\nforever\nend\n\n@lovehack\n\nwhen flag clicked\nforever\n if <(mouse x) = [-229]> then\n if <(mouse y) = [-180]> then\n say [ENTERING NEXT LEVEL] for (2) seconds\n broadcast (love v)\n end\n end\nend\n\nwhen I receive [love v]\nrepeat (5)\n broadcast (あ v)\nend\n\n
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✦ Minecraft Platformer Part 3 ✦\n\n\n❤️ + ⭐ + FOLLOW for a chance too get a shoutout on one of my games!\n➥ Comment Minecraft \n\n➥ Instructions\n❖ Arrows to move\n❖ WASD to move\n❖ Avoid bad things\n\n➥ Try out part 3 when its out!\n\n✎ Update Log/Comments\nv1.0 - Official Launch!\n\n✦Code✦\n@-glistr for the engine\n@Avolud for game\n\n✦Design✦\ni cant remember for steve\nMinecraft for the hearts and ground\n@-Cloudy--- For Everything Else\n\n✎Tags (ignore)\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 #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending \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 \n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art\n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art\n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art
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Desert Platformer
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@Stage\n\nwhen flag clicked\nbroadcast (Let's go v)\nforever\n play sound [3rd v] until done\nend\n\n@Player\n\nwhen I receive [let's go v]\npoint in direction (90)\nshow\n初期位置\nset [stage v] to [1]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [60]> 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) < [-60]> 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 <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [60]> and <mouse down?>>> then\n switch costume to (立つ v)\n start sound [壁キック 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 [10]\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 (stage v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-5)\n if <<touching (stage v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [60]> and <mouse down?>>>> then\n switch costume to (立つ v)\n set [y v] to [13]\n start sound [ジャンプ2 v]\n end\n change y by (5)\n if <<<touching (障害物 v)?> or <touching (マグマ v)?>> or <(y position) < [-163]>> then\n wait (0.05) seconds\n start sound [Rip v]\n 初期位置\n end\n if <not <(stage) = [13]>> then\n if <(x position) > [220]> then\n set [next v] to [1]\n 初期位置\n broadcast (next v)\n wait (1) seconds\n change [stage v] by (1)\n wait until <(NEXT) = [0]>\n end\n end\n if <touching (横バネ v)?> then\n change [x v] by (20)\n start sound [Whiz v]\n end\n change [x v] by (0.9)\nend\n\nwhen I receive [let's go v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nrepeat (8)\n change size by (-4)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\ndefine 初期位置\nswitch costume to (立つ v)\nset size to (100) %\ngo to x: (-200) y: (-30)\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 [autro v]\nstop [other scripts in sprite v]\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (stage)\nend\n\n@Next!\n\nwhen I receive [next v]\nset [next v] to [1]\nset [color v] effect to (pick random (-250) to (250))\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\nwait (2.5) seconds\nset [next v] to [0]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n wait (2.2) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (2.1) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (2) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (1.9) seconds\n go to [front v] layer\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 go to [front v] layer\n wait (1.8) seconds\n go to [front v] layer\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@飾り\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to [back v] layer\nshow\nforever\n switch costume to (stage)\nend\n\n@砂\n\nwhen I start as a clone\ngo to [back v] layer\nset size to (pick random (80) to (120)) %\nshow\nrepeat (10)\n if <(pick random (1) to (3)) = [1]> then\n change x by (8)\n else\n if <(pick random (1) to (2)) = [1]> then\n change x by (9)\n else\n change x by (11)\n end\n end\nend\nrepeat until <touching (_edge_ v)?>\n if <(pick random (1) to (3)) = [1]> then\n change x by (7)\n else\n if <(pick random (1) to (2)) = [1]> then\n change x by (8)\n else\n change x by (10)\n end\n end\nend\ndelete this clone\n\nwhen I receive [let's go v]\nhide\nforever\n switch costume to (pick random (1) to (10))\n go to x: (-1000) y: (pick random (143) to (-144))\n create clone of (_myself_ v)\n wait (pick random (0) to (0.06)) seconds\nend\n\n@横バネ\n\nwhen I receive [let's go v]\npoint in direction (180)\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (4)\n next costume\n wait (0) seconds\n end\n repeat (4)\n switch costume to ((costume [name v]) - (1))\n wait (0) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nset size to (110) %\nhide\nforever\n if <(stage) = [9]> then\n show\n go to x: (-57) y: (-58)\n else\n hide\n end\nend\n\n@影\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nshow\nforever\n switch costume to (stage)\nend\n\n@結果発表の主\n\nwhen I receive [結果発表だドン!(?) v]\nwait (0) seconds\nstop [other scripts in sprite v]\ngo to [front v] layer\nset size to (85) %\nif <(length of (結果発表)) = [2]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (18)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (18)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [3]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (18)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (18)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (3) of (結果発表)))\n go to x: (51) y: (18)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\n\nwhen I receive [let's go v]\nwait (0) seconds\nforever\n if <(stage) = [13]> then\n broadcast (結果発表だドン!(?) v)\n stop [this script v]\n end\nend\n\nif <(length of (結果発表)) = [4]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\nend\n\nwhen I receive [let's go v]\nwait (0) seconds\nset [結果発表 v] to [0]\nforever\n wait (1) seconds\n change [結果発表 v] by (1)\nend\n\n
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日本語は下\nUsage\nMove with left and right arrow keys\nJump with the up arrow key\nA strong wind is blowing at Platformer this time.\n\n使い方\n左、右向き矢印キーで移動、\n上向き矢印キーでジャンプできます。\n今回のPlatformeは強い風が吹いています。\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n影凄いな…\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n隠し要素あるけど気づいたらコメントで教えてコケ
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Fall | A Platformer
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [JJD - Adventure v] until done\nend\n\nwhen I receive [start v]\nset volume to (0) %\nrepeat (20)\n change volume by (5)\n wait (0.05) seconds\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (blank v)\ngo to x: (0) y: (0)\nset size to (0) %\nwait (0.1) seconds\nrepeat (2)\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (10))\n switch costume to (logo :\) v)\nend\nstart sound [High Whoosh v]\nrepeat (38)\n go to [front v] layer\n switch costume to (blank v)\n change size by (((100) - (size)) / (10))\n switch costume to (logo :\) v)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (2) seconds\nbroadcast (Start v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\npoint in direction (-90)\nwait (0.15) seconds\nforever\n turn right (((90) - (direction)) / (8)) degrees\nend\n\n@Player\n\nwhen I receive [next level v]\nReset Scene\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset size to (100) %\nset rotation style [left-right v]\nset [scene v] to [1]\nbroadcast (Next Level v)\n\nforever\n broadcast (Run v)\nend\n\nwhen I receive [run v]\n\nwhen flag clicked\nforever\n controls x\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n walljumping\n controls y\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n next scene\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (You died XD v)\n else\n if <touching (lava v)?> then\n Reset Scene\n broadcast (You died XD v)\n end\n if <touching (spikes v)?> then\n Reset Scene\n broadcast (You died XD v)\n end\n end\nend\n\ndefine Reset Scene\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\nbroadcast (Reset v)\n\ndefine controls x\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1.5)\n point in direction (-90)\nend\nif <<<mouse down?> and <(mouse x) > (x position)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x velocity v] by (1.5)\n point in direction (90)\nend\n\ndefine walljumping\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\n\ndefine controls y\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\nend\n\ndefine next scene\nif <(x position) > [239]> then\n broadcast (Bruh cool v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\nend\n\nwhen I receive [reset v]\ngo to x: (-216) y: (39)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Player Trail\n\nwhen flag clicked\nbroadcast (Green Flag v)\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (Scene)\nforever\n if <not <(costume [number v]) = [11]>> then\n if <not <([y position v] of [player v]) > [179.9]>> then\n switch costume to (Scene)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (eliminate skip v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n if <([y position v] of [player v]) > [179.9]> then\n switch costume to (12 v)\n end\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (blue v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (red v)\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Thumb\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
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I moved to @-Waypoint-
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roblox doors platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [doors-roblox-ost-elevator-jam-By-Tuna v] until done\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-elevator-jam-By-Tuna v] until done\nend\n\nset [level v] to [7]\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\n@Player\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n start sound [RXQHWYP-jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [play game v]\nshow\nif <(entered closet) = [0]> then\n reset X [-200] Y [0]\nend\nif <(entered closet) = [1]> then\n reset X [100] Y [0]\nend\nset [ok v] to [0]\nforever\n go to [front v] layer\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<<touching (spikes v)?> or <touching (monster v)?>> or <touching (screech v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n broadcast (death v)\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <not <(level) = [12]>> then\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n else\n if <touching (door v)?> then\n if <(blue key) = [1]> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n end\n end\nend\n\nwhen I receive [death v]\nforever\n if <touching (closet v)?> then\n stop [other scripts in sprite v]\n go to x: (100) y: (-78)\n broadcast (closet v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\nif <(entered closet) = [0]> then\n reset X [-200] Y [0]\nend\nif <(entered closet) = [1]> then\n reset X [100] Y [0]\nend\nset [ok v] to [0]\nforever\n go to [front v] layer\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<<touching (spikes v)?> or <touching (monster v)?>> or <touching (screech v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n broadcast (death v)\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <not <(level) = [12]>> then\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n else\n if <touching (door v)?> then\n if <(blue key) = [1]> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n end\n end\nend\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@background\n\nwhen flag clicked\nswitch costume to (level1 v)\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [done]> then\n broadcast (the end v)\n stop [this script v]\n end\nend\n\n@ \n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@remember\n\nwhen I receive [game start v]\nforever\n hide\n go to x: (-91) y: (-190)\n wait (60) seconds\n show\n go to [front v] layer\n glide (1) secs to x: (-91) y: (-149)\n wait (2) seconds\n glide (1) secs to x: (-90) y: (-190)\nend\n\n@effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [back v] layer\nchange [ghost v] effect by (40)\nrepeat (2)\n show\nend\n\nwhen I receive [the end v]\nhide\n\n@lobby\n\nwhen flag clicked\nshow\nwait (.01) seconds\ngo to [front v] layer\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [start v]\nhide\n\n@play\n\nwhen flag clicked\nshow\nwait until <<key (space v) pressed?> or <mouse down?>>\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (play game v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [play game v]\nhide\n\n@door number\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@monster\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (-187) y: (92)\nbroadcast (death v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [death v]\nhide\ngo to x: (-187) y: (92)\nforever\n if <(level) = [8]> then\n show\n wait (1.1) seconds\n glide (1) secs to x: (-187) y: (-49)\n glide (1) secs to x: (200) y: (-49)\n hide\n broadcast (play game v)\n stop [this script v]\n end\nend\n\n@closet\n\ngo to [front v] layer\n\nwhen I receive [closet v]\nchange [ghost v] effect by (50)\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [entered closet v] to [1]\n\nwhen I receive [play game v]\nclear graphic effects\nhide\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [entered closet v] to [0]\n\n@run\n\nwhen I receive [closet v]\nhide\nstop [other scripts in sprite v]\n\nset [entered closet v] to [1]\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\n@door\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (192) y: (-36)\n if <touching (player v)?> then\n if <(blue key) = [1]> then\n switch costume to (costume1 v)\n end\n if <(blue key) = [0]> then\n switch costume to (costume2 v)\n end\n end\n else\n hide\n end\nend\n\n@key\n\nwhen flag clicked\nset [blue key v] to [0]\nforever\n if <(level) = [12]> then\n show\n switch costume to (costume1 v)\n go to x: (-156) y: (76)\n if <touching (player v)?> then\n set [blue key v] to [1]\n go to x: (10) y: (-133)\n switch costume to (costume2 v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\n@screech\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n switch costume to (costume1 v)\n go to x: (-119) y: (55)\n glide (1) secs to x: (-119) y: (67)\n glide (1) secs to x: (-119) y: (55)\n end\n if <(level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (160) y: (109)\n glide (1) secs to x: (160) y: (83)\n glide (1) secs to x: (160) y: (109)\n end\n if <(level) = [19]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (114)\n glide (1) secs to x: (89) y: (0)\n glide (1) secs to x: (0) y: (114)\n glide (1) secs to x: (-50) y: (-3)\n glide (1) secs to x: (0) y: (114)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [19]> or <(level) = [7]>> or <(level) = [11]>>> then\n hide\n end\nend\n\n@help\n\nset size to (100) %\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n if <<mouse down?> or <key (space v) pressed?>> then\n hide\n stop [this script v]\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (150) %\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n go to (player v)\n go to [front v] layer\n if <<(level) = [7]> or <<(level) = [10]> or <(level) = [14]>>> then\n show\n else\n hide\n end\nend\n\n
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Pen Platformer
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@Stage\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (2) y: (10)\nset [variable name v] to [0]\nforever\n change [variable name v] by (10)\n point in direction ((([sin v] of (variable name) ) * (7)) + (90))\nend\n\n@Star2\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (-169) y: (-142)\nforever\n glide (0.5) secs to x: (-169) y: (-148)\n glide (0.5) secs to x: (-169) y: (-142)\n go to [front v] layer\nend\n\n@Star\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\ngo to x: (-129) y: (-148)\nforever\n glide (0.5) secs to x: (-129) y: (-142)\n glide (0.5) secs to x: (-129) y: (-148)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-186) y: (-137)\n end\nend\n\nwhen flag clicked\ngo to x: (-203) y: (-24)\nset [level v] to [1]\nshow\nforever\n go to [front v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n change [x v] by (1)\n end\n change x by (x)\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ee4f)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> then\n change y by (1)\n end\n if <touching color (#00ff55)?> 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 [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#00ff55)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#00ff55)?>> then\n set [y v] to [15]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<[245] < (x position)> and <(level) < [11]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-203) y: (-123)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-203) y: (-123)\n end\nend\n\nwhen I receive [next level v]\nforever\n if <<[245] < (x position)> and <(level) < [11]>> then\n change [level v] by (1)\n broadcast (next level v)\n go to x: (-203) y: (-123)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\nshow\ngo to [front v] layer\n\n@Pen\n\ndefine Draw line from (x) (y) to (x2) (y2) set pen size to (pen size)\ngo to x: (x) y: (y)\nset pen color to (#00ff55)\nset pen size to (pen size)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen I receive [next level v]\nerase all\nif <not <(level) = [6]>> then\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\nend\nif <(level) = [1]> then\n Draw line from (-238) (-179) to (234) (-179) set pen size to (50)\nelse\n if <(level) = [2]> then\n Draw line from (8) (-157) to (8) (1) set pen size to (30)\n else\n if <(level) = [3]> then\n Draw lava from (8) (-156) to (8) (-75) set pen size to (30)\n Draw line from (-100) (5) to (127) (5) set pen size to (30)\n Draw line from (-238) (-185) to (234) (-185) set pen size to (50)\n else\n if <(level) = [4]> then\n Draw line from (25) (-172) to (25) (-50) set pen size to (30)\n Draw lava from (-108) (26) to (125) (26) set pen size to (30)\n Draw line from (-108) (55) to (125) (55) set pen size to (30)\n else\n if <(level) = [5]> then\n Draw lava from (157) (-150) to (240) (-150) set pen size to (30)\n Draw line from (149) (-161) to (149) (97) set pen size to (30)\n Draw line from (-242) (-70) to (44) (-70) set pen size to (30)\n Draw lava from (-128) (17) to (70) (17) set pen size to (30)\n Draw line from (149) (30) to (-167) (30) set pen size to (30)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [6]> then\n Draw lava from (-238) (-179) to (240) (-179) set pen size to (50)\n Draw line from (-238) (-179) to (-159) (-179) set pen size to (50)\n Draw line from (102) (-179) to (115) (-179) set pen size to (50)\n else\n if <(level) = [7]> then\n Draw lava from (-61) (-173) to (-61) (26) set pen size to (30)\n Draw line from (-80) (-173) to (-80) (26) set pen size to (30)\n Draw lava from (49) (181) to (49) (-59) set pen size to (30)\n Draw line from (70) (181) to (70) (-59) set pen size to (30)\n Draw line from (70) (-59) to (49) (-59) set pen size to (30)\n Draw lava from (152) (-155) to (237) (-155) set pen size to (50)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [8]> then\n Draw line from (-113) (-110) to (-65) (-110) set pen size to (30)\n Draw line from (-13) (-49) to (35) (-49) set pen size to (30)\n Draw line from (88) (13) to (136) (13) set pen size to (30)\n Draw lava from (-28) (-154) to (237) (-154) set pen size to (30)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [9]> then\n Draw lava from (-80) (-175) to (-80) (4) set pen size to (30)\n Draw lava from (-80) (-157) to (160) (-157) set pen size to (30)\n Draw lava from (160) (-157) to (160) (-86) set pen size to (30)\n Draw lava from (176) (-151) to (237) (-151) set pen size to (30)\n Draw line from (-92) (-175) to (-92) (4) set pen size to (30)\n Draw line from (170) (-157) to (170) (4) set pen size to (30)\n Draw line from (-238) (-179) to (240) (-179) set pen size to (50)\n else\n if <(level) = [10]> then\n Draw line from (-120) (-173) to (-120) (94) set pen size to (30)\n Draw lava from (-24) (-90) to (-24) (181) set pen size to (30)\n Draw lava from (171) (-90) to (171) (181) set pen size to (30)\n Draw line from (72) (-173) to (72) (94) set pen size to (30)\n else\n if <(level) = [11]> then\n broadcast (End v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Draw lava from (x) (y) to (x2) (y2) set pen size to (pen size)\ngo to x: (x) y: (y)\nset pen color to (#ff0000)\nset pen size to (pen size)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nerase all\nhide\nwait until <(play) = [0]>\nDraw line from (-238) (-179) to (240) (-179) set pen size to (50)\n\n
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Arrow keys\n \nr to reset\n\nPlease like and fav\n\nif any glitches please say in comments \n\nThanks - From Pablo :-)\n
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DOORS-PLATFORMER
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@Stage\n\nwhen flag clicked\nforever\n play sound [doors-roblox-ost-elevator-jam-By-Tuna v] until done\nend\n\nwhen I receive [play game v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\nwhen I receive [the end v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-elevator-jam-By-Tuna v] until done\nend\n\nset [level v] to [7]\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nforever\n play sound [doors-roblox-ost-dawn-of-the-doors-By-Tuna v] until done\nend\n\n@effect\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [back v] layer\nchange [ghost v] effect by (40)\nrepeat (2)\n show\nend\n\nwhen I receive [the end v]\nhide\n\n@Player\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n start sound [RXQHWYP-jump v]\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [play game v]\nshow\nif <(entered closet) = [0]> then\n reset X [-200] Y [0]\nend\nif <(entered closet) = [1]> then\n reset X [100] Y [0]\nend\nset [ok v] to [0]\nforever\n go to [front v] layer\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<<touching (spikes v)?> or <touching (monster v)?>> or <touching (screech v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n broadcast (death v)\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <not <(level) = [12]>> then\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n else\n if <touching (door v)?> then\n if <(blue key) = [1]> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n end\n end\nend\n\nwhen I receive [death v]\nforever\n if <touching (closet v)?> then\n stop [other scripts in sprite v]\n go to x: (100) y: (-78)\n broadcast (closet v)\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow\nif <(entered closet) = [0]> then\n reset X [-200] Y [0]\nend\nif <(entered closet) = [1]> then\n reset X [100] Y [0]\nend\nset [ok v] to [0]\nforever\n go to [front v] layer\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <<<touching (spikes v)?> or <touching (monster v)?>> or <touching (screech v)?>> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Voicy_Oof! - Roblox Death Sound v]\n broadcast (death v)\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <not <(level) = [12]>> then\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n else\n if <touching (door v)?> then\n if <(blue key) = [1]> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\n end\n end\nend\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\n go to x: (0) y: (0)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@background\n\nwhen flag clicked\nswitch costume to (level1 v)\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [done]> then\n broadcast (the end v)\n stop [this script v]\n end\nend\n\n@ \n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n@remember\n\nwhen I receive [game start v]\nforever\n hide\n go to x: (-91) y: (-190)\n wait (60) seconds\n show\n go to [front v] layer\n glide (1) secs to x: (-91) y: (-149)\n wait (2) seconds\n glide (1) secs to x: (-90) y: (-190)\nend\n\n@lobby\n\nwhen flag clicked\nshow\nwait (.01) seconds\ngo to [front v] layer\n\nwhen I receive [play game v]\nhide\n\nwhen I receive [start v]\nhide\n\n@play\n\nwhen flag clicked\nshow\nwait until <<key (space v) pressed?> or <mouse down?>>\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (120) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (play game v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [play game v]\nhide\n\n@door number\n\nwhen flag clicked\nhide\n\nwhen I receive [game start v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\nwhen I receive [play game v]\nshow\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@monster\n\nwhen flag clicked\nset [level v] to [1]\nhide\ngo to x: (-187) y: (92)\nbroadcast (death v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [death v]\nhide\ngo to x: (-187) y: (92)\nforever\n if <(level) = [8]> then\n show\n wait (1.1) seconds\n glide (1) secs to x: (-187) y: (-49)\n glide (1) secs to x: (200) y: (-49)\n hide\n broadcast (play game v)\n stop [this script v]\n end\nend\n\n@closet\n\ngo to [front v] layer\n\nwhen I receive [closet v]\nchange [ghost v] effect by (50)\ngo to [front v] layer\nswitch costume to (costume2 v)\nset [entered closet v] to [1]\n\nwhen I receive [play game v]\nclear graphic effects\nhide\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [entered closet v] to [0]\n\n@run\n\nwhen I receive [closet v]\nhide\nstop [other scripts in sprite v]\n\nset [entered closet v] to [1]\n\nwhen flag clicked\nclear graphic effects\nhide\nforever\n if <(level) = [8]> then\n show\n else\n hide\n end\nend\n\n@door\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n switch costume to (costume2 v)\n go to x: (192) y: (-36)\n if <touching (player v)?> then\n if <(blue key) = [1]> then\n switch costume to (costume1 v)\n end\n if <(blue key) = [0]> then\n switch costume to (costume2 v)\n end\n end\n else\n hide\n end\nend\n\n@key\n\nwhen flag clicked\nset [blue key v] to [0]\nforever\n if <(level) = [12]> then\n show\n switch costume to (costume1 v)\n go to x: (-156) y: (76)\n if <touching (player v)?> then\n set [blue key v] to [1]\n go to x: (10) y: (-133)\n switch costume to (costume2 v)\n stop [this script v]\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(level) = [12]> then\n show\n else\n hide\n end\nend\n\n@screech\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n show\n switch costume to (costume1 v)\n go to x: (-119) y: (55)\n glide (1) secs to x: (-119) y: (67)\n glide (1) secs to x: (-119) y: (55)\n end\n if <(level) = [11]> then\n show\n switch costume to (costume1 v)\n go to x: (160) y: (109)\n glide (1) secs to x: (160) y: (83)\n glide (1) secs to x: (160) y: (109)\n end\n if <(level) = [19]> then\n show\n switch costume to (costume1 v)\n go to x: (0) y: (114)\n glide (1) secs to x: (89) y: (0)\n glide (1) secs to x: (0) y: (114)\n glide (1) secs to x: (-50) y: (-3)\n glide (1) secs to x: (0) y: (114)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(level) = [19]> or <(level) = [7]>> or <(level) = [11]>>> then\n hide\n end\nend\n\n@help\n\nset size to (100) %\n\nwhen I receive [play game v]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n switch costume to (level)\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nset size to (150) %\nswitch costume to (costume1 v)\n\nwhen I receive [play game v]\nforever\n go to (player v)\n go to [front v] layer\n if <<(level) = [7]> or <<(level) = [10]> or <(level) = [14]>>> then\n show\n else\n hide\n end\nend\n\n
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Credits-Switch4FortNite\nPRESS FLAG\nBTw go to this game \nhttps://scratch.mit.edu/projects/797816794/ the link does not work so the game is just called robux clicker\n
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generic platformer?
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <(Music#) = [1]> then\n set volume to (50) %\n set [canmoveplayer v] to [1]\n repeat until <(TotalLevels) > [59]>\n end\n stop [this script v]\nelse\n if <(Music#) = [2]> then\n set volume to (50) %\n set [canmoveplayer v] to [1]\n \n end\n stop [this script v]\n end\nend\n\nplay sound [Gleaming Gardens v] until done\n\nplay sound [Rainy Dreams v] until done\n\nwhen I receive [particles v]\n\nwhen I receive [show intro v]\nwait until <(TotalLevels) > [59]>\nstop all sounds\nset volume to (0) %\nstop [this script 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 [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (1 v)\n\nstop all sounds\n\nstart sound [Rainy Dreams v]\n\n@Blank\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 (50)\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 (50)\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 (25)\n change [ghost v] effect by (10)\nend\ndelete this clone\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 switch costume to (idle v)\n Ground Touch <(Y Velocity) > [0]>\n if <not <touching (water v)?>> then\n if <not <<touching (grabbars v)?> or <touching (vines v)?>>> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (1)\n end\n end\n end\n if <touching (vines v)?> then\n Ladders\n end\n if <touching (water v)?> then\n if <(STICK X) > [0.3]> then\n change [x velocity v] by ((speed) * (0.8))\n end\n if <(STICK X) < [-0.3]> then\n change [x velocity v] by ((0) - ((speed) * (0.8)))\n end\n else\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 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 (coinlock1 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <touching (coinlock1 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>>\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 (coinlock1 v)?>> or <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>> then\n repeat until <not <<<touching (level v)?> or <touching (coinlock1 v)?>> or <<<touching (blocks v)?> or <touching (blocks2 v)?>> or <<touching color (#ffb587)?> or <touching color (#ffd2c0)?>>>>>\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 (jumpable v)?> or <touching (coinlock1 v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> 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 if <(Gravity) = [1]> then\n set [y velocity v] to ((jump height) + (0.1))\n else\n set [y velocity v] to [-12.8]\n end\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 (0.7)\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 (-0.7)\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)?> or <touching (vines v)?>>> then\n if <(Gravity) = [1]> 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 else\n if <(Y Velocity) > [0]> then\n switch costume to (fall v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (jump v)\n end\n end\n end\nend\nset [playery v] to (round (y position))\nBars\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (left1 v)\nend\nif <<key (left arrow v) pressed?> or <key (left arrow v) pressed?>> then\n switch costume to (left1 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> and <(Y Velocity) > [0]>> then\n switch costume to (leftjump v)\nend\nif <<<key (left arrow v) pressed?> or <key (left arrow v) pressed?>> and <(Y Velocity) < [-1]>> then\n switch costume to (leftjump v)\nend\n\ndefine Detection\nif <<(x position) > [230]> and <not >> then\n change [totallevels v] by (1)\n if then\n broadcast (Text v)\n end\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 <<touching (lava v)?> or <<(y position) > [170]> and <(Gravity) = [2]>>>>>> 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 (-1.35)\nend\nif <touching (right v)?> then\n change [x velocity v] by (1.35)\nend\n\nbroadcast (Swich to black v)\n\nwhen I receive [intro done v]\nset [gravity v] to [1]\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: (-109)\nset rotation style [left-right v]\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nrepeat (20)\n go [backward v] (1) layers\nend\nforever\n Check if on JT\n Platformer Physics [1.9] [0.8] [12.8]\n Detection\nend\n\nwhen flag clicked\nforever\n Cheats Menu\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\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) < [8]> then\n go to x: (-215) y: (-50)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\nif <(Level) = [8]> then\n go to x: (-215) y: (-85)\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 [gravity v] to [1]\nend\nif <<(Level) = [9]> or > then\n go to x: (-215) y: (-50)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n set [gravity v] to [1]\nend\n\ndefine Ladders\nif <touching (vines v)?> then\n if <touching (vines v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (1.6)\n end\n end\n end\n if <touching (vines v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (-1.6)\n end\n end\n end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n wait until <touching (vines v)?>\n set [viney v] to [3]\n wait until <not <touching (vines v)?>>\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [y velocity v] to [8]\n end\nend\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]\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 [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\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [speed? v] to [0]\nif <(Level) < [8]> then\n go to x: (-215) y: (-43)\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 [gravity v] to [1]\nend\nif <<(Level) = [8]> or <<(Level) = [9]> or >> then\n go to x: (-215) y: (-109)\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 [gravity v] to [1]\nend\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n if <touching (jump through v)?> then\n if <<touching (jump through v)?> and <not <up?>>> then\n set [slope2 v] to [0]\n repeat until <<(Slope2) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n change [slope2 v] by (1)\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n if <not <touching (jump through v)?>> then\n change y by ((0) - (round (Slope2)))\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 <(Slope2) > (([abs v] of (Y Velocity) ) + (2))> then\n change y by ((0) - (round (Slope2)))\n end\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\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 [999]\nend\nif <(Level) = [10]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\n\nset [totallevels v] to [25]\n\nbroadcast (Next v)\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\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nplay sound [3 v] until done\n\ndefine Respawn Position 2\nif then\n go to x: (-215) y: (-20)\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\ndefine Spawn2\nif then\n go to x: (-215) y: (-1)\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 I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (20)\n change size by (((100) - (size)) / (10))\nend\nrepeat (80)\n change size by (((100) - (size)) / (10))\nend\n\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\ndefine Bars\n\nif <touching (grabbars v)?> then\n set [y velocity v] to [0]\nend\n\nstart sound (pick random (27) to (33))\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n set [y velocity v] to [12]\nend\n\nset [totallevels v] to [60]\n\nwhen I receive [countdown2 v]\nforever\n if <<touching (toxicwater v)?> 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 [Splash 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]\n end\nend\n\nif <touching (vines v)?> then\n if <touching (vines 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 [5]\n end\n end\n end\n if <touching (vines 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 [-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\ndefine Check if on JT\nif <(y position) < [-160]> then\n\nchange y by (-30)\n\nforever\n wait until <touching (vines v)?>\nend\n\nwait until <not <touching (vines v)?>>\n\nwhen flag clicked\nforever\n set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <(On JT?) = [1]> then\n if <<key (s v) pressed?> or <key (down arrow v) pressed?>> then\n set [ablejt? v] to [0]\n wait (0.1) seconds\n set [ablejt? v] to [1]\n end\nend\n\nwhen flag clicked\nset [ablejt? v] to [1]\nforever\n Drop Down\nend\n\nwhen flag clicked\nforever\n if <touching (gravityswitch v)?> then\n set [gravity v] to [2]\n play sound [Switch v] until done\n end\n if <touching (gravityswitch2 v)?> then\n set [gravity v] to [1]\n play sound [Switch v] until done\n end\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (1) seconds\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [backward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\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 [backward v] (5) layers\n\nwhen flag clicked\n\n\ngo to [back v] layer\n\nClone At X: [-116] [-120] At Size: [100] [0]\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@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [9]>\n\ngo [forward v] (5) layers\n\nwhen I receive [animation start v]\nhide\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (5) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\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\nswitch costume to (1 v)\n\nwhen I receive [animation start v]\nhide\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\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\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 (0)\n switch costume to (Level)\nend\n\ngo [backward v] (10) layers\n\nwhen I receive [animation start v]\nhide\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\ngo to [front v] layer\n\nwhen I receive [animation start v]\nhide\n\ngo to [front v] layer\n\ngo [backward v] (5) layers\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\n\nif <(Level) = [4]> then\n Clone At X: [196] [-44] 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\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 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@Thumbnail\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@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 switch costume to (Level)\n set [ghost v] effect to (45)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\ngo [backward v] (1) layers\n\nwhen I receive [intro done v]\nwait until <(Level) = [4]>\n\ngo [backward v] (5) layers\n\ngo [backward v] (1) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\ngo [forward v] (5) layers\n\ngo [backward v] (1) 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]>>>\nbroadcast (Swich to black v)\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done 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@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\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\nrepeat (10)\nend\n\ngo [forward v] (3) layers\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@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) = [5]> then\n Clone At X: [-193] [130] At Size: [100] [0]\nend\nif <(Level) = [6]> then\n Clone At X: [-221] [20] At Size: [100] [0]\n Clone At X: [177] [90] At Size: [100] [0]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nwait until <touching (player v)?>\nchange [coinscollected v] by (1)\nstart sound [Coin 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\nhide\ndelete this clone\n\nSpin\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\nbroadcast (Next v)\n\nClone At X: [69] [-118] At Size: [100] [0]\n\nbroadcast (Next v)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\nClone At X: [124] [150] At Size: [100] [0.2]\nClone At X: [-128] [141] At Size: [100] [0.2]\n\nwhen I receive [coins1 v]\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [117] [-95] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-1] [143] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [156] [62] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-221] [10] At Size: [100] [0]\n\nwhen [e v] key pressed\ndelete this clone\n\nbroadcast (Next v)\n\nwhen I receive [coins2 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [154] [40] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [154] [-30] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [-220] [142] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-222] [-60] At Size: [100] [0.2]\n\nbroadcast (Coins2 v)\n\nwhen I receive [coins3 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-223] [-50] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-68] [-50] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [3 v]\nClone At X: [-204] [90] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [4 v]\nClone At X: [-80] [90] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [5 v]\nClone At X: [-146] [25] At Size: [100] [0]\n\nClone At X: [-222] [-60] At Size: [100] [0.2]\n\nwhen I receive [coins4 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [-212] [30] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-80] [30] At Size: [100] [0]\n\n@Flash\n\nwhen I receive [swich to black v]\nset [brightness v] effect to (75)\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@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@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]\ngo to [front v] layer\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]\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 [win v] to [1]\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\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\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\nstop [all 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?>\ngo to [front v] layer\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@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]\nbroadcast (RiseWater v)\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@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@Rain\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (pick random (55) to (75))\nshow\nchange size by (pick random (1) to (20))\ngo to x: (pick random (-240) to (240)) y: (200)\nrepeat until <(y position) < [-185]>\n change y by (-7)\nend\ndelete this clone\n\ndefine Snow\nSnow\n\nwhen I receive [countdown2 v]\n\n if <(Raining) = [1]> then\n if <(Amount) = [1]> then\n create clone of (_myself_ v)\n else\n if <(Amount) = [2]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n else\n if <(Amount) = [3]> then\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n end\n end\n end\n end\nend\n\nwhen I receive [animation v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@Blocks\n\ndefine Spin\n\nwhen flag clicked\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\n\nif <(Level) = [10]> then\n Clone At X: [-198] [164] At Size: [100] [0]\nend\nif <(Level) = [11]> then\n Clone At X: [-102] [164] At Size: [100] [0]\nend\nif <(Level) = [12]> then\n Clone At X: [148] [108] At Size: [100] [0]\nend\nif <(Level) = [13]> then\n Clone At X: [102] [120] At Size: [100] [0]\nend\n\nwhen I start as a clone\nset size to (100) %\nshow\n\nwait until <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>>\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nelse\n if <(Level) = [11]> then\n broadcast (Fall v)\n broadcast (Coins2 v)\n set [raining v] to [0]\n set [coinspawn v] to [1]\n else\n if <(Level) = []> then\n end\nend\nrepeat (10)\n change size by (3)\n change [ghost v] effect by (10)\nend\ndelete this clone\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\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 (Countdown2 v)\n\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\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n delete this clone\nend\n\nClone At X: [-198] [164] At Size: [100] [0]\n\nchange y by (-3)\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\nforever\n change y by (-1)\n if <<touching (player v)?> and <(([y position v] of [player v]) + (30)) < (y position)>> then\n broadcast (Open v)\n end\n change y by (1)\nend\n\nwhen flag clicked\nset [coinspawn v] to [0]\n\nwhen I receive [open v]\nstart sound [Open v]\nif <(Level) = [10]> then\n broadcast (Fall v)\n broadcast (Coins1 v)\n set [raining v] to [0]\nend\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (Fall v)\n\nwhen I receive [open2 v]\nrepeat (10)\n change size by (2)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@Background Effect\n\nwhen I start as a clone\nif <(costume [name v]) = [BG]> then\n show\n clear graphic effects\n switch costume to ( v)\n set size to (1000) %\n set [mosaic v] effect to (50)\n switch costume to (bg v)\n set [ghost v] effect to (100)\n go to [back v] layer\n forever\n go to x: (((0) + ((mov) mod (90))) - (40)) y: (((0) + ((mov) mod (90))) - (40))\n change [mov v] by (1)\n change [ghost v] effect by (-2)\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nwait (6) seconds\nswitch costume to (bg v)\ncreate clone of (_myself_ v)\nset size to (100) %\n\nwhen I receive [play scene v]\n\n@Trampolines\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Add Bounce At [-35] [-72]\nend\nif <(Level) = [7]> then\n Add Bounce At [161] [115]\nend\nif <(Level) = [8]> then\n Add Bounce At [195] [-115]\nend\nif <(Level) = [10]> then\n Add Bounce At [-150] [-130]\nend\n\nbroadcast (Next v)\n\nwhen I start as a clone\ngo [backward v] (50) layers\nforever\n if <touching (player v)?> then\n start sound [Bounce v]\n broadcast (Bounce v)\n end\nend\n\nAdd Bounce At [-135] [-72]\n\nwhen I receive [bounce v]\nrepeat (4)\n change y by (-2.5)\nend\nrepeat (10)\n change y by (1)\nend\n\nAdd Bounce At [-39] [-62]\n\n@Treadmill2\n\nchange y by (0.1)\n\nwait (0) seconds\n\nchange x by (-5)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@GravitySwitch\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Add Bounce At [-195] [40]\nend\nif <(Level) = [5]> then\n Add Bounce At [-30] [-64]\nend\nif <(Level) = [6]> then\n Add Bounce At [32] [-115]\nend\nif <(Level) = [10]> then\n Add Bounce At [188] [17]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n if <touching (player v)?> then\n repeat (4)\n change y by (-2.5)\n end\n repeat (10)\n change y by (1)\n end\n end\nend\n\nstart sound [Bounce v]\n\nAdd Bounce At [-31] [-59]\n\n@GravitySwitch2\n\nwhen flag clicked\nhide\n\ndefine Add Bounce At (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [done v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [4]> then\n Add Bounce At [77] [152]\nend\nif <(Level) = [5]> then\n Add Bounce At [195] [88]\nend\nif <(Level) = [6]> then\n Add Bounce At [78] [44]\nend\n\nwhen I start as a clone\ngo [backward v] (25) layers\nforever\n if <touching (player v)?> then\n repeat (4)\n change y by (2.5)\n end\n repeat (10)\n change y by (-1)\n end\n end\nend\n\nstart sound [Bounce v]\n\nif <(Level) = [5]> then\n Add Bounce At [-135] [152]\nend\n\n@Treadmill1\n\nwhen flag clicked\nbroadcast (Animate v)\n\nchange y by (0.1)\n\nwait (0) seconds\n\nnext costume\n\nchange x by (-5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nchange x by (-5)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nbroadcast (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@CoinLock1\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) = [5]>\nswitch costume to (1 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [1]>\nstart sound [Door Open v]\nrepeat (15)\n change [brightness v] effect by (6)\n change [ghost v] effect by (6)\nend\nhide\n\nwhen I receive [intro done v]\n\nshow\nclear graphic effects\n\nwhen [e v] key pressed\n\nif <(username) = [250119code2]> then\n hide\nend\n\ngo to [back v] layer\n\ngo to [back v] layer\n\nwhen I receive [next v]\nwait (0.1) seconds\nwait until <(Level) = [6]>\nswitch costume to (2 v)\nclear graphic effects\nshow\nwait until <(CoinsCollected) = [2]>\nstart sound [Door Open v]\nrepeat (15)\n change [brightness v] effect by (6)\n change [ghost v] effect by (6)\nend\nhide\n\nwait (0.05) seconds\nrepeat (10)\nend\n\n@Treadmill3\n\nchange y by (0.1)\n\nwait (0) seconds\n\nchange x by (-5)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Treadmill4\n\nchange y by (0.1)\n\nchange x by (-5)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ngo to [back v] layer\nwait (0) seconds\n\n@Treadmill5\n\nchange y by (0.1)\n\nchange x by (-5)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ngo to [back v] layer\nwait (0) seconds\n\nbroadcast (Stop v)\n\n@Treadmill6\n\nchange y by (0.1)\n\nchange x by (-5)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ngo to [back v] layer\n\nwait (0) seconds\n\nbroadcast (Stop v)\n\nbroadcast (1 v)\n\n@Treadmill7\n\nchange y by (0.1)\n\nchange x by (-2)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [6]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ngo to [back v] layer\n\nwait (0) seconds\n\nbroadcast (Stop v)\n\nbroadcast (1 v)\n\n@Treadmill8\n\nchange y by (0.1)\n\nchange x by (-2)\n\nchange x by (0.5)\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n set size to (110) %\n if <(Level) = [7]> then\n show\n next costume\n else\n hide\n end\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ngo to [back v] layer\n\nwait (0) seconds\n\nbroadcast (Stop v)\n\nbroadcast (1 v)\n\n@Treadmill9\n\nwhen I receive [animate v]\nhide\nswitch costume to (1 v)\nforever\n hide\nend\n\nset size to (110) %\nif <(Level) = [7]> then\n show\n next costume\nelse\nend\n\nbroadcast (Animate v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwait (0) seconds\n\nbroadcast (Stop v)\n\nbroadcast (1 v)\n\n@TreadmillClones\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) Dir (dir)\npoint in direction (dir)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset rotation style [left-right v]\n\nwhen I receive [next v]\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clones\nend\nif <(Level) = [10]> then\n Clones\nend\n\nwhen I start as a clone\nshow\nforever\n next costume\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndefine Clones\nif <(Level) = [8]> then\n Clone At X: [-160] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [-100] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [-40] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [20] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [80] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [140] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [200] [-130] At Size: [100] [0] Dir [-90]\n Clone At X: [120] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [60] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [0] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [-60] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [-120] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [-180] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [-240] [-32] At Size: [100] [0] Dir [90]\n Clone At X: [-145] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [-85] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [-25] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [35] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [95] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [155] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [215] [66] At Size: [100] [0] Dir [-90]\n Clone At X: [275] [66] At Size: [100] [0] Dir [-90]\nend\nif <(Level) = [10]> then\n Clone At X: [-90] [-45] At Size: [110] [0] Dir [90]\nend\n\nClone At X: [120] [-32] At Size: [100] [0] Dir [90]\nClone At X: [65] [-32] At Size: [100] [0] Dir [90]\nClone At X: [10] [-32] At Size: [100] [0] Dir [90]\nClone At X: [-45] [-32] At Size: [100] [0] Dir [90]\nClone At X: [-100] [-32] At Size: [100] [0] Dir [90]\nClone At X: [-155] [-32] At Size: [100] [0] Dir [90]\nClone At X: [-210] [-32] At Size: [100] [0] Dir [90]\n\nClone At X: [-145] [66] At Size: [100] [0] Dir [-90]\nClone At X: [-85] [66] At Size: [100] [0] Dir [-90]\nClone At X: [-25] [66] At Size: [100] [0] Dir [-90]\nClone At X: [35] [66] At Size: [100] [0] Dir [-90]\nClone At X: [95] [66] At Size: [100] [0] Dir [-90]\nClone At X: [155] [66] At Size: [100] [0] Dir [-90]\nClone At X: [215] [66] At Size: [100] [0] Dir [-90]\nClone At X: [275] [66] At Size: [100] [0] Dir [-90]\n\nnext costume\nnext costume\n\nClones\n\n
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Leave a comment if you want.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#games
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【拡散希望】MINECRAFT ◊Platformer◊ Part1 コピー
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@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha \(1\) v] until done\nend\n\n@スライム\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ステージ v] to [1]\npoint in direction (90)\nswitch costume to (スライム v)\ngo to x: (-200) y: (-100)\nset [番号 v] to [0]\nset [跳ねるスピード v] to [12]\nset [移動 v] to [5]\nset [落下 v] to [-1]\nset [落ちる速度 v] to [0]\nforever\n お宝(飾り)\n 動作\n ステージ\n ジャンプのコントロール\n 奈落\n 溶ける!\n 跳躍力UP!\n 切られた!\n 俊敏力UP!\n 突き刺さる\n テレポート\n あっちい!\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n broadcast (→ v)\n go to x: (-200) y: (-100)\n set [跳ねるスピード v] to [12]\n set [移動 v] to [5]\n end\nend\n\ndefine ステージ\nchange y by (落ちる速度)\nif <touching (ステージ v)?> then\n change y by ((0) - (落ちる速度))\n set [落ちる速度 v] to [0]\nelse\n change [落ちる速度 v] by (落下)\nend\n\ndefine 動作\nif <key (right arrow v) pressed?> then\n change x by (移動)\n if <touching (ステージ v)?> then\n change x by ((0) - (移動))\n end\nend\nif <key (left arrow v) pressed?> then\n change x by ((0) - (移動))\n if <touching (ステージ v)?> then\n change x by (移動)\n end\nend\n\ndefine ジャンプのコントロール\nif <key (up arrow v) pressed?> then\n change y by (-1)\n if <touching (ステージ v)?> then\n broadcast (音 v)\n set [落ちる速度 v] to (跳ねるスピード)\n end\n change y by (1)\nend\n\ndefine 奈落\nif <(y position) < [-160]> then\n 消し飛ぶ!\nend\n\ndefine 溶ける!\nif <touching (マグマ v)?> then\n やられた!\nend\n\ndefine やられた!\nstart sound [Oops v]\ngo to [front v] layer\nswitch costume to (やられた! v)\nwait (0.2) seconds\nswitch costume to (やられた!2 v)\nwait (0.2) seconds\nswitch costume to (やられた!3 v)\nwait (0.5) seconds\ngo to x: (-200) y: (-100)\npoint in direction (90)\nset [跳ねるスピード v] to [12]\nif <(番号) = [1]> then\n switch costume to (スライム 飾り付け1 v)\nelse\n if <(番号) = [2]> then\n switch costume to (スライム 飾り付き2 v)\n else\n if <(番号) = [3]> then\n switch costume to (スライム 飾り付き3 v)\n else\n if <(番号) = [4]> then\n switch costume to (スライム 飾り付き4 v)\n else\n if <(番号) = [5]> then\n switch costume to (スライム 飾り付き5 v)\n else\n if <(番号) = [6]> then\n switch costume to (スライム 飾り付き6 v)\n else\n if <(番号) = [7]> then\n switch costume to (スライム 飾り付き7 v)\n else\n switch costume to (スライム v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [音 v]\nstart sound [Jump v]\n\ndefine 消し飛ぶ!\nstart sound [Oops v]\nswitch costume to (やられた!3 v)\nwait (1) seconds\ngo to x: (-200) y: (-100)\nswitch costume to (スライム v)\npoint in direction (90)\n\ndefine 跳躍力UP!\nif <touching (跳躍のポーション v)?> then\n set [跳ねるスピード v] to [20]\n start sound [Connect v]\nend\n\ndefine 切られた!\nif <touching (敵 v)?> then\n やられた!\nend\n\ndefine 俊敏力UP!\nif <touching (俊敏のポーション v)?> then\n set [移動 v] to [15]\n start sound [Connect v]\nend\n\ndefine 突き刺さる\nif <touching (鍾乳洞 v)?> then\n やられた!\nend\n\ndefine テレポート\nif <touching (ネザーゲート v)?> then\n go to [front v] layer\n change [ステージ v] by (1)\n broadcast (→ v)\n go to x: (-200) y: (-100)\n set [跳ねるスピード v] to [12]\n set [移動 v] to [5]\nend\n\ndefine お宝(飾り)\nif <touching (チェスト v)?> then\n if <(pick random (1) to (7)) = [1]> then\n switch costume to (スライム 飾り付け1 v)\n set [番号 v] to [1]\n else\n if <(pick random (1) to (6)) = [1]> then\n switch costume to (スライム 飾り付き2 v)\n set [番号 v] to [2]\n else\n if <(pick random (1) to (5)) = [1]> then\n switch costume to (スライム 飾り付き3 v)\n set [番号 v] to [3]\n else\n if <(pick random (1) to (4)) = [1]> then\n switch costume to (スライム 飾り付き4 v)\n set [番号 v] to [4]\n else\n if <(pick random (1) to (3)) = [1]> then\n switch costume to (スライム 飾り付き5 v)\n set [番号 v] to [5]\n else\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (スライム 飾り付き6 v)\n set [番号 v] to [6]\n else\n switch costume to (スライム 飾り付き7 v)\n set [番号 v] to [7]\n end\n end\n end\n end\n end\n end\nend\n\ndefine あっちい!\nif <touching (炎攻撃 v)?> then\n やられた!\nend\n\nwhen I receive [下がれ v]\ngo to [back v] layer\n\nbroadcast (お楽しみに‼ v)\n\n@敵\n\nwhen flag clicked\nset size to (35) %\ngo to [front v] layer\ngo to x: (150) y: (-98)\nhide\nswitch costume to (スティーブ 剣1 v)\nforever\n if <(ステージ) = [7]> then\n show\n set [動き v] to [1]\n repeat (20)\n change x by (-10)\n if <(動き) = [1]> then\n if <<<(ステージ) = [8]> or <(ステージ) = [9]>> or <(ステージ) = [10]>> then\n hide\n else\n show\n end\n switch costume to (スティーブ 剣1 v)\n set [動き v] to [2]\n else\n switch costume to (スティーブ 剣2 v)\n set [動き v] to [1]\n end\n wait (0.2) seconds\n end\n repeat (20)\n change x by (10)\n if <(動き) = [1]> then\n if <<<(ステージ) = [8]> or <(ステージ) = [9]>> or <(ステージ) = [10]>> then\n hide\n else\n show\n end\n switch costume to (スティーブ 剣3 v)\n set [動き v] to [2]\n else\n switch costume to (スティーブ 剣4 v)\n set [動き v] to [1]\n end\n wait (0.2) seconds\n end\n else\n hide\n if <(ステージ) = [7]> then\n show\n set [動き v] to [1]\n repeat (20)\n change x by (-10)\n if <(動き) = [1]> then\n if <<<(ステージ) = [8]> or <(ステージ) = [9]>> or <(ステージ) = [10]>> then\n hide\n else\n show\n end\n switch costume to (スティーブ 剣1 v)\n set [動き v] to [2]\n else\n switch costume to (スティーブ 剣2 v)\n set [動き v] to [1]\n end\n wait (0.2) seconds\n end\n repeat (20)\n change x by (10)\n if <(動き) = [1]> then\n if <<<(ステージ) = [8]> or <(ステージ) = [9]>> or <(ステージ) = [10]>> then\n hide\n else\n show\n end\n switch costume to (スティーブ 剣3 v)\n set [動き v] to [2]\n else\n switch costume to (スティーブ 剣4 v)\n set [動き v] to [1]\n end\n wait (0.2) seconds\n end\n else\n hide\n if <(ステージ) = [16]> then\n go to x: (205) y: (-100)\n set size to (25) %\n show\n set [動き v] to [3]\n repeat (10)\n change x by (-10)\n if <(動き) = [3]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ピグリンブルート 歩き3 v)\n set [動き v] to [4]\n else\n switch costume to (ピグリンブルート 歩き4 v)\n set [動き v] to [3]\n end\n wait (0.2) seconds\n end\n repeat (10)\n change x by (10)\n if <(動き) = [3]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ピグリンブルート 歩き1 v)\n set [動き v] to [4]\n else\n switch costume to (ピグリンブルート 歩き2 v)\n set [動き v] to [3]\n end\n wait (0.2) seconds\n end\n if <(ステージ) = [16]> then\n show\n set [動き v] to [3]\n repeat (10)\n change x by (-10)\n if <(動き) = [3]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ピグリンブルート 歩き3 v)\n set [動き v] to [4]\n else\n switch costume to (ピグリンブルート 歩き4 v)\n set [動き v] to [3]\n end\n wait (0.2) seconds\n end\n repeat (10)\n change x by (10)\n if <(動き) = [3]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ピグリンブルート 歩き1 v)\n set [動き v] to [4]\n else\n switch costume to (ピグリンブルート 歩き2 v)\n set [動き v] to [3]\n end\n wait (0.2) seconds\n end\n else\n hide\n end\n else\n hide\n end\n end\n end\nend\n\nif <(ステージ) = [16]> then\n show\n set [動き v] to [3]\n repeat (10)\n change x by (-10)\n if <(動き) = [3]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ピグリンブルート 歩き3 v)\n set [動き v] to [4]\n else\n switch costume to (ピグリンブルート 歩き4 v)\n set [動き v] to [3]\n end\n wait (0.2) seconds\n end\n repeat (10)\n change x by (10)\n if <(動き) = [3]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ピグリンブルート 歩き1 v)\n set [動き v] to [4]\n else\n switch costume to (ピグリンブルート 歩き2 v)\n set [動き v] to [3]\n end\n wait (0.2) seconds\n end\nelse\n hide\nend\n\nhide\n\nforever\n if <(ステージ) = [1]> then\n go to x: (50) y: (-100)\n set size to (25) %\n show\n set [動き v] to [5]\n repeat (9)\n change y by (2.5)\n if <(動き) = [5]> then\n if <<(ステージ) = [2]> or <(ステージ) = [3]>> then\n hide\n else\n show\n end\n switch costume to (ブレイズ 1 v)\n set [動き v] to [6]\n else\n switch costume to (ブレイズ 2 v)\n set [動き v] to [5]\n end\n wait (0.2) seconds\n end\n broadcast (炎攻撃 v)\n repeat (9)\n change y by (-2.5)\n if <(動き) = [5]> then\n if <<(ステージ) = [17]> or <(ステージ) = [18]>> then\n hide\n else\n show\n end\n switch costume to (ブレイズ 1 v)\n set [動き v] to [6]\n else\n switch costume to (ブレイズ 2 v)\n set [動き v] to [5]\n end\n wait (0.2) seconds\n end\n broadcast (炎攻撃 v)\n end\nend\n\n@鍾乳洞\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nswitch costume to (鍾乳洞 位置1 v)\nhide\nforever\n if <(ステージ) = [8]> then\n show\n else\n hide\n end\nend\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (ステージ1 v)\nwait until <(ステージ) = [14]>\nbroadcast (お楽しみに‼ v)\nbroadcast (下がれ v)\n\nwhen I receive [→ v]\nswitch costume to (join [ステージ] (ステージ))\n\nset [ステージ v] to [4]\n\n@飾り\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\nhide\nforever\n if <(ステージ) = [4]> then\n switch costume to (飾り v)\n show\n else\n if <(ステージ) = [5]> then\n switch costume to (飾り2 v)\n else\n if <(ステージ) = [6]> then\n switch costume to (飾り3 v)\n else\n if <(ステージ) = [7]> then\n switch costume to (飾り4 v)\n else\n if <(ステージ) = [8]> then\n switch costume to (飾り5 v)\n else\n if <(ステージ) = [9]> then\n switch costume to (飾り6 v)\n else\n if <(ステージ) = [10]> then\n switch costume to (飾り7 v)\n else\n if <(ステージ) = [11]> then\n switch costume to (飾り8 v)\n else\n if <(ステージ) = [12]> then\n switch costume to (飾り9 v)\n else\n if <(ステージ) = [13]> then\n switch costume to (飾り10 v)\n else\n if <(ステージ) = [14]> then\n switch costume to (飾り11 v)\n else\n if <(ステージ) = [15]> then\n switch costume to (飾り12 v)\n else\n if <(ステージ) = [16]> then\n switch costume to (飾り13 v)\n else\n if <(ステージ) = [17]> then\n switch costume to (飾り14 v)\n else\n if <(ステージ) = [18]> then\n switch costume to (飾り15 v)\n else\n if <(ステージ) = [19]> then\n switch costume to (飾り16 v)\n else\n if <(ステージ) = [20]> then\n switch costume to (飾り17 v)\n else\n if <(ステージ) = [21]> then\n switch costume to (飾り18 v)\n else\n if <(ステージ) = [22]> then\n switch costume to (飾り19 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@マグマ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (マグマ 位置1 v)\nforever\n if <(ステージ) = [2]> then\n show\n else\n hide\n if <(ステージ) = [6]> then\n switch costume to (マグマ 位置2 v)\n show\n else\n hide\n if <(ステージ) = [9]> then\n switch costume to (マグマ 位置3 v)\n show\n else\n hide\n if <(ステージ) = [13]> then\n switch costume to (マグマ 位置4 v)\n show\n else\n hide\n if <(ステージ) = [15]> then\n switch costume to (マグマ 位置5 v)\n show\n else\n hide\n if <(ステージ) = [16]> then\n switch costume to (マグマ 位置6 v)\n show\n else\n hide\n if <(ステージ) = [17]> then\n switch costume to (マグマ 位置7 v)\n show\n else\n hide\n if <(ステージ) = [18]> then\n switch costume to (マグマ 位置8 v)\n show\n else\n hide\n if <(ステージ) = [19]> then\n switch costume to (マグマ 位置9 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@ネザーゲート\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\nforever\n switch costume to (ネザーゲート v)\n if <(ステージ) = [12]> then\n show\n repeat (10)\n change [brightness v] effect by (2)\n if <[1] = (pick random (1) to (3))> then\n create clone of (_myself_ v)\n if <(ステージ) = [13]> then\n hide\n end\n end\n end\n repeat (20)\n change [brightness v] effect by (-2)\n if <[1] = (pick random (1) to (3))> then\n create clone of (_myself_ v)\n if <(ステージ) = [13]> then\n hide\n end\n end\n end\n repeat (10)\n change [brightness v] effect by (2)\n if <[1] = (pick random (1) to (3))> then\n create clone of (_myself_ v)\n if <(ステージ) = [13]> then\n hide\n end\n end\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\ngo to x: (150) y: (-70)\nset size to (45) %\ngo to [front v] layer\nswitch costume to (エフェクト v)\nshow\nchange y by (pick random (-30) to (30))\npoint in direction (pick random (0) to (360))\nset [ghost v] effect to (50)\nrepeat (35)\n change [ghost v] effect by (1)\n move (2) steps\n if <(ステージ) = [13]> then\n hide\n end\nend\ndelete this clone\n\nset [ステージ v] to [11]\n\n@俊敏のポーション\n\nwhen flag clicked\ngo to [front v] layer\nset size to (20) %\nhide\nforever\n if <(ステージ) = [7]> then\n go to x: (-135) y: (-70)\n show\n broadcast (光2 v)\n else\n hide\n broadcast (節電 v)\n end\n repeat until <<touching (スライム v)?> = <[1] > [2]>>\n start sound [ポップ v]\n broadcast (節電 v)\n forever\n hide\n end\n end\nend\n\nif <[] = [50]> then\nif <[] = [50]> then\nif <[] = [50]> then\nif <[] = [50]> then\n\n@太陽\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (170) y: (125)\nswitch costume to (コスチューム1 v)\nset size to (65) %\nshow\nforever\n repeat (30)\n change size by (1)\n end\n repeat (30)\n change size by (-1)\n end\nend\n\n@跳躍のポーション\n\nwhen flag clicked\ngo to [front v] layer\nset size to (20) %\nhide\nforever\n if <(ステージ) = [3]> then\n go to x: (-105) y: (-115)\n show\n broadcast (光 v)\n else\n hide\n broadcast (節電 v)\n end\n repeat until <<touching (スライム v)?> = <[1] > [2]>>\n start sound [ポップ v]\n forever\n hide\n 次は?\n end\n end\nend\n\nif <[] = [50]> then\nif <[] = [50]> then\nif <[] = [50]> then\nif <[] = [50]> then\n\ndefine 次は?\nif <(ステージ) = [10]> then\n go to x: (-110) y: (-90)\n show\n broadcast (光 v)\nelse\n hide\n broadcast (節電 v)\nend\nrepeat until <<touching (スライム v)?> = <[1] > [2]>>\n start sound [ポップ v]\n forever\n hide\n 次は?2\n end\nend\n\ndefine 次は?2\n\n@飾り(光)\n\nwhen flag clicked\nhide\nset size to (25) %\n\nwhen I receive [光 v]\ngo to (跳躍のポーション v)\nshow\nforever\n turn right (2.2) degrees\nend\n\nwhen I receive [光2 v]\ngo to (俊敏のポーション v)\nshow\nforever\n turn right (2.2) degrees\nend\n\nwhen I receive [光 v]\nif <touching (スライム v)?> then\n wait (0.2) seconds\n hide\nelse\n show\nend\n\nwhen I receive [光2 v]\nif <touching (スライム v)?> then\n wait (0.2) seconds\n hide\nelse\n show\nend\n\n@草\n\nwhen flag clicked\ngo to x: (-12) y: (-70)\ngo [backward v] (1) layers\nhide\nforever\n if <(ステージ) = [1]> then\n switch costume to (草 v)\n show\n else\n if <(ステージ) = [2]> then\n switch costume to (草2 v)\n show\n else\n if <(ステージ) = [3]> then\n switch costume to (草3 v)\n show\n else\n if <(ステージ) = [4]> then\n switch costume to (草4 v)\n show\n else\n if <(ステージ) = [11]> then\n switch costume to (草5 v)\n show\n else\n if <(ステージ) = [12]> then\n switch costume to (草6 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@(人∀・)オシテクレ\n\nwhen I receive [パンパカパーン v]\ngo to [front v] layer\nshow\ncreate clone of (_myself_ v)\n\nwhen flag clicked\ngo to x: (164) y: (142)\nswitch costume to (\(人∀・\) v)\nhide\n\nwhen I start as a clone\nswitch costume to (パンパカパーン v)\nset size to (50) %\nforever\n turn right (2.5) degrees\nend\n\n@サムネ\n\nwhen flag clicked\npoint in direction (90)\nset size to (160) %\nswitch costume to (サムネ part1 v)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to x: (-11) y: (-39)\nset [ghost v] effect to (100)\n\nwhen I receive [お楽しみに‼ v]\nbroadcast (パンパカパーン v)\nset [ghost v] effect to (-100)\ngo to x: (5) y: (-39)\nswitch costume to (サムネ part2 v)\nset size to (0) %\nrepeat (20)\n change size by (6)\nend\n\nwhen I receive [お楽しみに‼ v]\nrepeat (25)\n turn right (14.4) degrees\nend\npoint in direction (90)\nstop [this script v]\n\n
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English below\n⚠原作(神)とは関係ありません\nー操作方法ー\n矢印キー\nスティーブらしき人に触れたらタヒにます\nマグマに触れたらタヒにます\n鍾乳石に触れたら...おわかりですね\nポーションに触れたらそのポーション特有の効果が付きます\n現在のポーションの種類\n跳躍のポーション\n俊敏のポーション\n関係ないやつだけど\nhttps://scratch.mit.edu/projects/792714891/\nUnfinished Press the flag twice\n⚠ It has nothing to do with the original work (God)\n-How to operate-\narrow keys\nIf you touch someone who looks like Steve, you'll die.\nIf you touch magma, you will die.\nIf you touch a stalactite . . you understand\nTouching a potion will give it a unique effect\nCurrent potion type\nPotion of Leaping\nAgility Potion\nI don't care\nhttps://scratch.mit.edu/projects/792714891/
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戦艦プラットフォーマー(Battleship Platformer)
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@Stage\n\nwhen I receive [スタート v]\nshow variable [撃墜した数 v]\nforever\n play sound [あ v] until done\nend\n\nwhen flag clicked\nhide variable [撃墜した数 v]\n\n
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Platformer AND Clicker Version 1.3
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@Stage\n\nwhen flag clicked\nforever\n play sound [We Are One v] until done\nend\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen flag clicked\nswitch backdrop to (bg v)\n\nwhen I receive [menu v]\nswitch backdrop to (bg v)\n\nwhen I receive [fin du loading pour le platformer easy v]\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [fin du loading pour le platformer meduim v]\nswitch backdrop to (arrière-plan meduim v)\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Detector\n\nwhen flag clicked\nset [timer v] to [0]\nhide\nset [faved___2 v] to [0]\nset [loved__2 v] to [0]\nset [clone id2 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id2 v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__2) = [1]> and <(FAVED___2) = [1]>>\nwait (1) seconds\nbroadcast (mrc de raptor -_- v)\n\nwhen I start as a clone\nif <(clone id2) = [0]> then\n go to x: (-15) y: (0)\n set [loved__2 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__2 v] to [1]\n end\n end\nend\nif <(clone id2) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___2 v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___2 v] to [1]\n end\n end\nend\n\nwhen I receive [mrc de raptor -_- v]\ngo to [front v] layer\nswitch costume to (4 v)\nchange [timer v] by (-1)\ngo to x: (0) y: (-350)\nshow\ngo to [front v] layer\nglide (.5) secs to x: (0) y: (0)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [le cliker easy v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer rapd v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [manette v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (0.2) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (quel jeu?? v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le platformer easy v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer \(Animoji c pas moi\) v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le clicker meduim v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (go montrer clicker meduim v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\nwhen I receive [le platformer meduim v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nclear graphic effects\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to x: (0) y: (0)\nwait (4.5) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nbroadcast (je suis stormy-Guy v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\ngo to [back v] layer\n\n@Sprite18\n\nwhen flag clicked\nhide\n\nwhen I receive [go montrer rapd v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le cliker easy v)\ngo to [back v] layer\n\nwhen I receive [go montrer \(animoji c pas moi\) v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le platformer easy v)\ngo to [back v] layer\n\nwhen I receive [go montrer clicker meduim v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le clicker meduim v)\ngo to [back v] layer\n\nwhen I receive [je suis stormy-guy v]\nshow\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (fin du loading pour le platformer meduim v)\ngo to [back v] layer\n\n@Sprite5\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (sortira bientot v)\nswitch costume to (costume2 v)\n\nwhen I receive [sortira bientot v]\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [le cliker easy v]\nhide\n\nwait (0.1) seconds\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [le cliker easy v]\nswitch costume to (costume2 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le platformer easy v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nswitch costume to (costume45 v)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite11\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [le platformer easy v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le platformer easy v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\nswitch costume to (costume1 v)\nwait (0.1) seconds\nshow\n\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le clicker meduim v]\nswitch costume to (costume6 v)\nwait (0.1) seconds\nshow\n\n@Glow\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow\nforever\n turn right (1) degrees\nend\n\nwhen I receive [arreter clicker easy \(je suis pas fixo\) v]\nhide\n\n@Click This\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(pizza easy) = [2]> then\n change [click easy \(cash\) v] by (400)\n wait (1) seconds\n else\n if <(pizza easy) = [3]> then\n change [click easy \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(pizza easy) = [4]> then\n change [click easy \(cash\) v] by (5000)\n wait (1) seconds\n else\n if <(pizza easy) = [5]> then\n change [click easy \(cash\) v] by (20000)\n wait (1) seconds\n end\n if <(pizza easy) = [6]> then\n change [click easy \(cash\) v] by (40000)\n wait (1) seconds\n end\n if <(pizza easy) = [7]> then\n change [click easy \(cash\) v] by (75000)\n wait (1) seconds\n else\n if <(pizza easy) = [8]> then\n change [click easy \(cash\) v] by (100000)\n wait (1) seconds\n else\n if <(pizza easy) > [8]> then\n change [click easy \(cash\) v] by (150000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(taco easy) = [2]> then\n change [click easy \(cash\) v] by (40)\n wait (1) seconds\n else\n if <(taco easy) = [3]> then\n change [click easy \(cash\) v] by (60)\n wait (1) seconds\n else\n if <(taco easy) = [4]> then\n change [click easy \(cash\) v] by (80)\n wait (1) seconds\n else\n if <(taco easy) = [5]> then\n change [click easy \(cash\) v] by (100)\n wait (1) seconds\n end\n if <(taco easy) = [6]> then\n change [click easy \(cash\) v] by (150)\n wait (1) seconds\n else\n if <(taco easy) = [7]> then\n change [click easy \(cash\) v] by (300)\n wait (1) seconds\n end\n if <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\n else\n if <(taco easy) > [8]> then\n change [click easy \(cash\) v] by (1000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(Score change 5pC) = [2]> then\n set [clickerscore12 v] to [10]\n else\n if <(Score change 5pC) = [3]> then\n set [clickerscore12 v] to [15]\n else\n if <(Score change 5pC) = [4]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 5pC) = [5]> then\n set [clickerscore12 v] to [25]\n end\n if <(Score change 5pC) = [6]> then\n set [clickerscore12 v] to [30]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <(Score change 10pC) = [2]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 10pC) = [3]> then\n set [clickerscore12 v] to [30]\n else\n if <(Score change 10pC) = [4]> then\n set [clickerscore12 v] to [40]\n else\n if <(Score change 10pC) = [5]> then\n set [clickerscore12 v] to [50]\n end\n if <(Score change 10pC) = [6]> then\n set [clickerscore12 v] to [60]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow variable [click easy \(cash\) v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clicking? v] to [true]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [clicking? v] to [false]\n end\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow\nset [score: v] to [0]\nswitch costume to (clicker1 v)\nset size to (100) %\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + ((([cos v] of ((timer) * (180)) ) * (6)) + (90)))\n set y to (([cos v] of ((timer) * (90)) ) * (([cos v] of ((timer) * (90)) ) * (6)))\nend\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n change size by (((115) - (size)) / (4))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [pb bought v]\nchange [score: v] by (-100)\nswitch costume to (pixelbuild v)\nset [costume v] to [2]\n\nwhen I receive [transition v]\nhide\n\nwhen I receive [ryham bought v]\nchange [score: v] by (-100)\nswitch costume to (ryham301 v)\nset [costume v] to [7]\n\nwhen I receive [tacos du easy clicker v]\nswitch costume to (clicker2 v)\nset [costume v] to [2]\n\nwhen I receive [back to game v]\nshow\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [5persec v]\nforever\n change [score: v] by (5)\n wait (1) seconds\nend\n\nwhen I receive [pizza auto cliker easy v]\nforever\n change [click easy \(cash\) v] by (50)\n wait (1) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset [clickerscore12 v] to [1]\n\nwhen I start as a clone\nif <(CloneType) = [outline]> then\n switch costume to (Skin)\n go to [front v] layer\n forever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + (90))\n set y to (([cos v] of ((timer) * (90)) ) * (6))\n end\nend\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen I receive [click v]\nif <(CloneType) = [outline]> then\n delete this clone\nend\n\nwhen this sprite clicked\nchange [click easy \(cash\) v] by (1)\nbroadcast (Click v)\nbroadcast (message1 v)\n\nchange [click easy \(cash\) v] by (click easy \(cash\))\n\nwhen flag clicked\nset [click easy \(cash\) v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [click easy \(cash\) v]\n\nwhen this sprite clicked\nbroadcast (Click v)\nset [clonetype v] to [0]\nset [yv v] to [0]\nchange [click easy \(cash\) v] by (0)\nset size to (100) %\nset [clonexv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (15) to (25))\nswitch costume to (Costume)\nset [clonetype v] to [a]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nwait until <not <mouse down?>>\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n set size to (30) %\n repeat (12)\n set [yv v] to ((Yv) * (0.8))\n change y by (Yv)\n end\n set [yv v] to ((Yv) * (-1))\n repeat until <touching (_edge_ v)?>\n change y by (Yv)\n set [yv v] to ((Yv) * (1.2))\n end\n delete this clone\nend\n\nchange [score: v] by (-100)\nswitch costume to (nano v)\n\nwhen I receive [pizza auto cliker easy v]\nswitch costume to (clicker3 v)\nset [costume v] to [3]\n\nwhen I receive [hot dog easy clicker v]\nswitch costume to (clicker4 v)\nset [costume v] to [4]\n\nif <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\nend\n\n@Sprite13\n\nwhen flag clicked\ngo to x: (153) y: (-144)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Stuff Ready v)\n\n@Shop item\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [pizza easy v] to [1]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) < [999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) < [999]> then\n set [click easy \(cash\) v] to (click easy \(cash\))\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) > [999]> then\n change [click easy \(cash\) v] by (-1000)\n broadcast (pizza auto cliker easy v)\n change [pizza easy v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide variable [score v]\n\n@Shop item3\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) > [999999]> then\n change [click easy \(cash\) v] by (-1000000)\n broadcast (hot dog easy clicker v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) < [1000000]> then\n set [click easy \(cash\) v] to (click easy \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) < [999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item2\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) > [99]> then\n change [click easy \(cash\) v] by (-100)\n broadcast (tacos du easy clicker v)\n change [taco easy v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [taco easy v] to [1]\nforever\n if <(click easy \(cash\)) < [99]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click easy \(cash\)) < [99]> then\n set [click easy \(cash\) v] to (click easy \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click easy \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop Image\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [stuff ready v]\n\nshow variable [score v]\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop x\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Transition 2 v)\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\n@Xbox controller\n\nwhen flag clicked\ngo to x: (-8) y: (23)\nbroadcast (menu v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume2 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nstart sound [Teleport v]\nbroadcast (manette v)\nhide\n\nwhen I receive [menu v]\nwait (0.2) seconds\nshow\n\nwhen I receive [options v]\nhide\n\nwhen I receive [about v]\nhide\n\n@SETTING\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nbroadcast (menu v)\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (options v)\nhide\n\nwhen I receive [menu v]\nswitch costume to (costume1 v)\nwait (0.2) seconds\ngo to x: (-150) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [manette v]\nhide\n\nwhen I receive [about v]\nhide\n\n@X\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [quel jeu?? v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((120) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume1 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen this sprite clicked\nstart sound [pop v]\nwait (0.1) seconds\nbroadcast (menu v)\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [sortira bientot v]\ngo to x: (180) y: (130)\nshow\n\nwhen I receive [options v]\ngo to x: (180) y: (130)\nshow\nswitch costume to (costume2 v)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume2 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [about v]\ngo to x: (180) y: (130)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((130) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n switch costume to (costume2 v)\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sound button\n\nwhen I receive [cha-ching v]\nif <(volume) = [100]> then\n play sound [We Are One v] until done\nend\n\nwhen I receive [menu v]\nhide\n\nwhen I receive [options v]\nhide variable [burgers v]\nshow\n\nwhen flag clicked\nset [volume v] to [100]\ngo to x: (-150) y: (115)\nswitch costume to (2 v)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [volume v] to [100]\n switch costume to (2 v)\nelse\n set [volume v] to [0]\n switch costume to (1 v)\nend\n\n@Logo\n\nwhen flag clicked\nshow\ngo to x: (00) y: (132)\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((size) + (((117) - (size)) / (3))) %\n point in direction ((90) + ((2) * ([cos v] of (((timer) - (3)) * (500)) )))\n else\n set size to ((size) + (((100) - (size)) / (3))) %\n point in direction (90)\n end\nend\n\nwhen I receive [about v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [menu v]\nwait (0.2) seconds\nshow\n\nwhen I receive [manette v]\nhide\n\nwhen flag clicked\nforever\n erase all\nend\n\n@Sprite4\n\nwhen flag clicked\nswitch costume to (button1 v)\nshow\ngo to x: (170) y: (-1)\n\nwhen I receive [manette v]\nhide\n\nwhen I receive [options v]\nhide\n\nwhen I receive [menu v]\nswitch costume to (button1 v)\ngo to x: (170) y: (-1)\nwait (0.2) seconds\nshow\n\nwhen this sprite clicked\nstart sound [Zoop v]\nbroadcast (about v)\n\nwhen I receive [about v]\ngo to x: (0) y: (0)\nswitch costume to (button2 v)\n\n@Auto Clicker\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [hot dog easy clicker v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (136) y: (-23)\n\nwhen I receive [hot dog easy clicker v]\nforever\n switch costume to (costume2 v)\n repeat (2)\n next costume\n wait (00.1) seconds\n end\n change [click easy \(cash\) v] by (100000)\nend\n\n@1A\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv2 v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv2 v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [return v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nforever\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right 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 (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (1)\n if <touching (levels v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv2 v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (levels v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv2 v] to [17]\n end\n end\n change y by (1)\n change [yv2 v] by (-1)\n set [yv2 v] to ((Yv2) * (0.99))\n change y by (Yv2)\n if <touching (levels v)?> then\n change y by ((Yv2) * (-1))\n set [yv2 v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\ngo to x: (-200) y: (0)\nforever\n if <touching (levels v)?> then\n broadcast (Bounce v)\n if <(Yv2) > [0]> then\n set [yv2 v] to [-20]\n else\n set [yv2 v] to [20]\n end\n end\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n if <touching (attention v)?> then\n broadcast (Bounce v)\n broadcast (Return v)\n end\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n if <touching (bounce v)?> then\n change [yv2 v] by (10)\n end\nend\n\nwhen [s v] key pressed\nbroadcast (Next Level v)\n\nwhen [r v] key pressed\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\n@Attention\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\nswitch costume to (costume2 v)\n\n@SKIP\n\nwhen this sprite clicked\nswitch costume to ( v)\nbroadcast (next level v)\n\nwhen flag clicked\n\nwhen I receive [stop skip v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\n@RETRY\n\nwhen this sprite clicked\nbroadcast (Return v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\n\nwhen I receive [fin v]\nstop [other scripts in sprite v]\nhide\n\n@Levels\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer easy v]\nforever\n if <(costume [number v]) = [20]> then\n broadcast (stop skip v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [fin du loading pour le platformer easy v]\nshow\nforever\n go to [back v] layer\nend\n\n@Sprite7\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nswitch costume to (costume1 v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le clicker meduim v)\nhide\n\nswitch costume to (costume3 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le platformer easy v]\nhide\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nswitch costume to (costume2 v)\nhide\n\nwhen I receive [le clicker meduim v]\nswitch costume to (costume2 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le clicker meduim v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@Click MEDUIM\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(1er emoji) = [2]> then\n change [click medium \(cash\) v] by (20)\n wait (1) seconds\n else\n if <(1er emoji) = [3]> then\n change [click medium \(cash\) v] by (50)\n wait (1) seconds\n else\n if <(1er emoji) = [4]> then\n change [click medium \(cash\) v] by (100)\n wait (1) seconds\n else\n if <(1er emoji) = [5]> then\n change [click medium \(cash\) v] by (300)\n wait (1) seconds\n end\n if <(1er emoji) = [6]> then\n change [click medium \(cash\) v] by (500)\n wait (1) seconds\n end\n if <(1er emoji) = [7]> then\n change [click medium \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(1er emoji) = [8]> then\n change [click medium \(cash\) v] by (2500)\n wait (1) seconds\n else\n if <(1er emoji) > [8]> then\n change [click medium \(cash\) v] by (5000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(Score change 5pC) = [2]> then\n set [clickerscore12 v] to [10]\n else\n if <(Score change 5pC) = [3]> then\n set [clickerscore12 v] to [15]\n else\n if <(Score change 5pC) = [4]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 5pC) = [5]> then\n set [clickerscore12 v] to [25]\n end\n if <(Score change 5pC) = [6]> then\n set [clickerscore12 v] to [30]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(Score change 10pC) = [2]> then\n set [clickerscore12 v] to [20]\n else\n if <(Score change 10pC) = [3]> then\n set [clickerscore12 v] to [30]\n else\n if <(Score change 10pC) = [4]> then\n set [clickerscore12 v] to [40]\n else\n if <(Score change 10pC) = [5]> then\n set [clickerscore12 v] to [50]\n end\n if <(Score change 10pC) = [6]> then\n set [clickerscore12 v] to [60]\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nshow variable [click medium \(cash\) v]\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\nwhen I receive [fin du loading pour le cliker easy v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clicking? v] to [true]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <not <<touching (mouse-pointer v)?> and <mouse down?>>> then\n set [clicking? v] to [false]\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nshow\nset [score: v] to [0]\nswitch costume to (clicker1 v)\nset size to (100) %\nforever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + ((([cos v] of ((timer) * (180)) ) * (6)) + (90)))\n set y to (([cos v] of ((timer) * (90)) ) * (([cos v] of ((timer) * (90)) ) * (6)))\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n change size by (((115) - (size)) / (4))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (4))\n end\nend\n\nwhen I receive [pb bought v]\nchange [score: v] by (-100)\nswitch costume to (pixelbuild v)\nset [costume v] to [2]\n\nwhen I receive [transition v]\nhide\n\nwhen I receive [ryham bought v]\nchange [score: v] by (-100)\nswitch costume to (ryham301 v)\nset [costume v] to [7]\n\nwhen I receive [1er emoji v]\nswitch costume to (clicker2 v)\nset [costume v] to [2]\n\nwhen I receive [back to game v]\nshow\n\nwhen flag clicked\nset [costume v] to [1]\n\nwhen I receive [5persec v]\nforever\n change [score: v] by (5)\n wait (1) seconds\nend\n\nwhen I receive [2eme emoji v]\nforever\n change [click easy \(cash\) v] by (50)\n wait (1) seconds\nend\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nset [clickerscore12 v] to [1]\n\nwhen I start as a clone\nif <(CloneType) = [outline]> then\n switch costume to (Skin)\n go to [front v] layer\n forever\n point in direction ((([cos v] of ((timer) * (180)) ) * (6)) + (90))\n set y to (([cos v] of ((timer) * (90)) ) * (6))\n end\nend\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n forever\n change x by (CloneXv)\n set [clonexv v] to ((CloneXv) * (0.95))\n end\nend\n\nwhen I receive [click v]\nif <(CloneType) = [outline]> then\n delete this clone\nend\n\nwhen this sprite clicked\nchange [click medium \(cash\) v] by (1)\nbroadcast (Click v)\nbroadcast (message1 v)\n\nchange [click medium \(cash\) v] by (click medium \(cash\))\n\nwhen flag clicked\nset [click medium \(cash\) v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nhide variable [click medium \(cash\) v]\n\nwhen this sprite clicked\nbroadcast (Click v)\nset [clonetype v] to [0]\nset [yv v] to [0]\nchange [click medium \(cash\) v] by (0)\nset size to (100) %\nset [clonexv v] to (pick random (-10) to (10))\nset [yv v] to (pick random (15) to (25))\nswitch costume to (Costume)\nset [clonetype v] to [a]\ncreate clone of (_myself_ v)\nset [clonetype v] to [0]\nwait until <not <mouse down?>>\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I start as a clone\nif <(CloneType) = [a]> then\n set size to (30) %\n repeat (12)\n set [yv v] to ((Yv) * (0.8))\n change y by (Yv)\n end\n set [yv v] to ((Yv) * (-1))\n repeat until <touching (_edge_ v)?>\n change y by (Yv)\n set [yv v] to ((Yv) * (1.2))\n end\n delete this clone\nend\n\nchange [score: v] by (-100)\nswitch costume to (nano v)\n\nwhen I receive [2eme emoji v]\nswitch costume to (clicker3 v)\nset [costume v] to [3]\n\nwhen I receive [argent meduim clicker v]\nswitch costume to (clicker4 v)\nset [costume v] to [4]\n\nif <(taco easy) = [8]> then\n change [click easy \(cash\) v] by (450)\n wait (1) seconds\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(2eme emoji) = [2]> then\n change [click medium \(cash\) v] by (250)\n wait (1) seconds\n else\n if <(2eme emoji) = [3]> then\n change [click medium \(cash\) v] by (650)\n wait (1) seconds\n else\n if <(2eme emoji) = [4]> then\n change [click medium \(cash\) v] by (1000)\n wait (1) seconds\n else\n if <(2eme emoji) = [5]> then\n change [click medium \(cash\) v] by (1500)\n wait (1) seconds\n end\n if <(1er emoji) = [6]> then\n change [click medium \(cash\) v] by (2500)\n wait (1) seconds\n end\n if <(2eme emoji) = [7]> then\n change [click medium \(cash\) v] by (5000)\n wait (1) seconds\n else\n if <(2eme emoji) = [8]> then\n change [click medium \(cash\) v] by (7500)\n wait (1) seconds\n else\n if <(2eme emoji) > [8]> then\n change [click medium \(cash\) v] by (10000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [4eme emoji v]\nswitch costume to (clicker5 v)\nset [costume v] to [5]\n\nwhen I receive [5eme emoji v]\nswitch costume to (clicker6 v)\nset [costume v] to [6]\n\nwhen I receive [best clicker v]\nswitch costume to (clicker7 v)\nset [costume v] to [7]\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(4eme emoji) = [2]> then\n change [click medium \(cash\) v] by (25000)\n wait (1) seconds\n else\n if <(4eme emoji) = [3]> then\n change [click medium \(cash\) v] by (65000)\n wait (1) seconds\n else\n if <(4eme emoji) = [4]> then\n change [click medium \(cash\) v] by (100000)\n wait (1) seconds\n else\n if <(4eme emoji) = [5]> then\n change [click medium \(cash\) v] by (150000)\n wait (1) seconds\n end\n if <(4eme emoji) = [6]> then\n change [click medium \(cash\) v] by (250000)\n wait (1) seconds\n end\n if <(4eme emoji) = [7]> then\n change [click medium \(cash\) v] by (500000)\n wait (1) seconds\n else\n if <(4eme emoji) = [8]> then\n change [click medium \(cash\) v] by (750000)\n wait (1) seconds\n else\n if <(4eme emoji) > [8]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fin du loading pour le clicker meduim v]\nforever\n if <(5eme emoji) = [2]> then\n change [click medium \(cash\) v] by (250000)\n wait (1) seconds\n else\n if <(5eme emoji) = [3]> then\n change [click medium \(cash\) v] by (650000)\n wait (1) seconds\n else\n if <(5eme emoji) = [4]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n else\n if <(5eme emoji) = [5]> then\n change [click medium \(cash\) v] by (1500000)\n wait (1) seconds\n end\n if <(5eme emoji) = [6]> then\n change [click medium \(cash\) v] by (2500000)\n wait (1) seconds\n end\n if <(5eme emoji) = [7]> then\n change [click medium \(cash\) v] by (5000000)\n wait (1) seconds\n else\n if <(5eme emoji) = [8]> then\n change [click medium \(cash\) v] by (7500000)\n wait (1) seconds\n else\n if <(5eme emoji) > [8]> then\n change [click medium \(cash\) v] by (1000000)\n wait (1) seconds\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (153) y: (-144)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\n\nswitch costume to (costume1 v)\n\nwhen I receive [fin du loading pour le clicker meduim v]\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (Stuff Ready Meduim v)\n\n@Shop item4\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [99]> then\n change [click medium \(cash\) v] by (-100)\n broadcast (1er emoji v)\n change [1er emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [1er emoji v] to [1]\nforever\n if <(click medium \(cash\)) < [99]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [99]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item5\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [2eme emoji v] to [1]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [999]> then\n change [click medium \(cash\) v] by (-1000)\n broadcast (2eme emoji v)\n change [2eme emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide variable [score v]\n\n@Shop Image3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen I receive [stuff ready v]\n\nshow variable [score v]\n\nwhen flag clicked\nhide variable [score v]\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Shop item6\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [9999]> then\n change [click medium \(cash\) v] by (-10000)\n broadcast (argent meduim clicker v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [10000]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [9999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [9999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Auto Clicker2\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [argent meduim clicker v]\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (136) y: (-23)\n\nwhen I receive [argent meduim clicker v]\nforever\n switch costume to (costume2 v)\n repeat (2)\n next costume\n wait (00.1) seconds\n end\n change [click medium \(cash\) v] by (750)\nend\n\nwhen I receive [stuff ready meduim v]\nhide\n\nwhen I receive [transition 2 v]\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Shop item7\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [99999]> then\n change [click medium \(cash\) v] by (-100000)\n broadcast (4eme emoji v)\n change [4eme emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nset [4eme emoji v] to [1]\nforever\n if <(click medium \(cash\)) < [99999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [99999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [99999]> then\n switch costume to (costume2 v)\n end\nend\n\n@Shop item8\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nset [5eme emoji v] to [1]\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [999999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [999999]> then\n change [click medium \(cash\) v] by (-1000000)\n broadcast (5eme emoji v)\n change [5eme emoji v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\nwhen I receive [transition 2 v]\nhide variable [score v]\n\n@Shop item9\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) > [9999999]> then\n change [click medium \(cash\) v] by (-10000000)\n broadcast (best clicker v)\n stop [this script v]\n end\nend\n\nwhen this sprite clicked\nforever\n if <(click medium \(cash\)) < [9999999]> then\n set [click medium \(cash\) v] to (click medium \(cash\))\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) < [9999999]> then\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(click medium \(cash\)) > [9999999]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n repeat (7)\n change y by (1)\n change [brightness v] effect by (1)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (7)\n change y by (-1)\n change [brightness v] effect by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [stuff ready meduim v]\nshow\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [transition 2 v]\nhide\ngo to [back v] layer\n\n@Auto Clicker3\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [argent meduim clicker v]\nhide\ngo to [back v] layer\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen flag clicked\ngo to x: (136) y: (-23)\n\nwhen I receive [best clicker v]\nforever\n switch costume to (costume2 v)\n repeat (2)\n next costume\n wait (00.1) seconds\n end\n change [click medium \(cash\) v] by (1000000)\nend\n\nwhen I receive [stuff ready meduim v]\nhide\n\nwhen I receive [transition 2 v]\n\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@Sprite16\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [quel jeu?? v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (le platformer meduim v)\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le cliker easy v]\n\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nwhen I receive [le cliker easy v]\nhide\n\nwhen I receive [le platformer easy v]\nhide\n\nhide\n\nwhen I receive [le clicker meduim v]\nhide\n\nwhen I receive [le platformer meduim v]\nhide\n\n@Sprite17\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [le platformer meduim v]\nswitch costume to (costume1 v)\nshow\n\nwhen this sprite clicked\n\nwait (0.1) seconds\nbroadcast (le cliker easy v)\nhide\n\nswitch costume to (costume2 v)\n\nwhen I receive [fin du loading pour le platformer meduim v]\nwait (0.1) seconds\nhide\n\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [sortira bientot v]\nhide\n\nwhen I receive [menu v]\nhide\n\nwhen flag clicked\n\nshow\n\ngo to x: (-150) y: (0)\n\nswitch costume to (costume1 v)\n\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume5 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@hi\n\nwhen I start as a clone\nswitch costume to (costume8 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level 1 v]\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\n\ndefine if touching\nif <touching (spikes v)?> then\n set [ghost v] effect to (100)\n start sound [whoop v]\n set [yv2 v] to [0]\n set [xv v] to [0]\n set size to (100) %\n set [ghost v] effect to (0)\n go to x: (-200) y: (0)\n point in direction (90)\nend\nif <touching (1 v)?> then\n set [yv2 v] to [20]\nend\nif <touching (speed v)?> then\n set [xv v] to [21]\nend\n\nwhen [r v] key pressed\nset [yv2 v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [return 1 v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nwhen [s v] key pressed\n\nbroadcast (Next Level v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer meduim v]\npoint in direction (90)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\n set size to (size) %\n set [size v] to [100]\n show\n set rotation style [all around v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n change [xv v] by (-1)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (d v) pressed?> or <key (right 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 (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (1)\n if <touching (level meduim v)?> then\n change y by (-5)\n change x by ((Xv) * (-1))\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-7]\n else\n set [xv v] to [7]\n end\n set [yv2 v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (level meduim v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [yv2 v] to [17]\n end\n end\n change y by (1)\n change [yv2 v] by (-1)\n set [yv2 v] to ((Yv2) * (0.99))\n change y by (Yv2)\n if <touching (level meduim v)?> then\n change y by ((Yv2) * (-1))\n set [yv2 v] to [0]\n end\n hide variable [xv v]\n if <(x position) > [230]> then\n broadcast (next level 1 v)\n end\n if <(y position) < [-170]> then\n go to x: (-200) y: (0)\n end\n if touching\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\ngo to x: (-200) y: (0)\nforever\n if <touching (level meduim v)?> then\n broadcast (Bonce 1 v)\n if <(Yv2) > [0]> then\n set [yv2 v] to [-20]\n else\n set [yv2 v] to [20]\n end\n end\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\nforever\n if <touching (dw v)?> then\n broadcast (Bonce 1 v)\n broadcast (Return 1 v)\n end\nend\n\nwhen I receive [fin du loading pour le platformer meduim v]\nforever\n if <touching (bounce v)?> then\n change [yv2 v] by (10)\n end\nend\n\n@dw\n\nwhen I receive [next level 1 v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer meduim v]\nshow\nswitch costume to (costume2 v)\n\n@Level meduim\n\nwhen I receive [next level 1 v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fin du loading pour le platformer meduim v]\nshow\nforever\n go to [back v] layer\nend\n\n
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VERSION 1.3 Platformer AND Clicker\nEasy, Meduim and Hard\nI am @Stormy-Guy\n-------- STAT ---------\n~ Blocks ➜ 2589 O-O\n~ Costumes ➜ 205 ツ\n~ Sprite ➜ 50 [22 for the clicker, 12 for the platformer]\n~ Time of job ➜ + 38H of job\n------------------------------------\n- Ꭱꮜꮮꭼ platformer\n✦ Mobile friendly\n✦ A || D || W\n✦ Arrow\n- Ꭱꮜꮮꭼ Clicker\n✦ Mobile friendly\n✦ Click\n\n➥ Published on 2/02/23 \n\nj'espère qu'il te plaira ^^\n\n» Cʟɪᴄᴋ ᴛʜᴇ ❤️ ᴀɴᴅ ᴛʜᴇ ⭐️ ɪғ ʏᴏᴜ ʟɪᴋᴇ ᴛʜɪs
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Google a platformer #all#trending#games#music#animations#art
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@Stage\n\nwhen flag clicked\nswitch backdrop to (1 v)\n\nwhen flag clicked\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\n@Google G1\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nshow\nshow\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> then\n change y by (1)\n end\n if <touching color (#000008)?> 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 [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000008)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#000008)?>> then\n set [y v] to [17]\n end\n change y by (1)\n if <touching color (#003fff)?> then\n set [y v] to [22]\n end\n if <touching color (#ff0000)?> then\n go to x: (-214) y: (-108)\n play sound [uuhhh v] until done\n end\nend\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nshow\nshow\n\nwhen flag clicked\nset size to (40) %\ngo to x: (-216) y: (-108)\n\nwhen flag clicked\nforever\n if <touching (end v)?> then\n go to x: (-216) y: (-108)\n next backdrop\n wait (0.1) seconds\n broadcast (message1 v)\n end\nend\n\n@End\n\nwhen flag clicked\nshow\ngo to x: (208) y: (-117)\n\n@thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (-9) y: (-6)\nforever\n set [checktimer v] to (timer)\nend\n\nwhen [timer v] > (Checktimer)\nrepeat (30)\n change [ghost v] effect by (0)\n change x by (((0) - (x position)) / (3))\nend\n\n
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Use arrow keys to Move\nAvoid the spikes\n1000 hearts lets gooo\n50000 views!!!\n\n#12 on games\ngot featured letss gooo
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Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Don't Talk About It v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (player v)\nset [both v] to [0]\nswitch backdrop to (backdrop1 v)\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 down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.5)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.5)\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?>> or <<mouse down?> and <<(mouse y) > (y position)> 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 (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>>>> then\n set [y velocity v] to [20]\n end\n change y by (1)\n if <<(x position) > [239]> or <<(The Level) = [5]> and <<(x position) > [130]> and <(y position) > [180]>>>> then\n next backdrop\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <<touching (spikes v)?> or <(y position) < [-180]>> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [love v]\nchange [both v] by (1)\n\nwhen I receive [fav v]\nchange [both v] by (1)\n\nwhen flag clicked\nwait until <(both) = [2]>\nbroadcast (LOVED AND FAVED REWARD v)\n\nwhen I receive [loved and faved reward v]\nswitch costume to (player2 v)\n\nnext backdrop\nbroadcast (Next Level v) and wait\nchange [the level v] by (1)\n\n@Ground\n\nwhen flag clicked\ngo to x: (5) y: (2)\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nset [speed v] to [100]\nforever\n set y to (([sin v] of ((timer) * (Speed)) ) * (10))\n switch costume to (The Level)\n go to [back v] layer\nend\n\n\n\nif <(The Level) = [7]> then\n\n@Trail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (30)\ngo to [back v] layer\nshow\ngo to (player v)\nrepeat (7)\n change [ghost v] effect by (6.5)\n change size by (-3)\nend\ndelete this clone\n\nwhen I receive [loved and faved reward v]\nswitch costume to (costume2 v)\n\n@love detector\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nwait until <(LOVED__) = [1]>\nbroadcast (LOVE v)\n\nwhen I start as a clone\ngo to x: (-15) y: (0)\nset [loved__ v] to [0]\nswitch costume to (love v)\nforever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\nend\n\n@Fav detector\n\nwhen flag clicked\nhide\ncreate clone of (_myself_ v)\nwait (0.2) seconds\ncreate clone of (_myself_ v)\nwait until <(FAVED_) = [1]>\nbroadcast (FAV v)\n\nwhen I start as a clone\ngo to x: (-15) y: (0)\nset [faved_ v] to [0]\nswitch costume to (fave v)\nforever\n set [fav? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved_ v] to [1]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen I receive [love v]\nchange [action \(love/fave\) v] by (1)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [action \(love/fave\) v] to [0]\nhide\nwait (1) seconds\nforever\n if <(Action \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n repeat (11)\n change y by (-2)\n end\n repeat (7)\n change y by (1)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\nwhen I receive [fav v]\nchange [action \(love/fave\) v] by (1)\n\n@Thank YOU\n\nwhen flag clicked\nset [loved__ v] to [0]\nset [faved_ v] to [0]\ngo to x: (0) y: (0)\nhide\nset [pixelate v] effect to (200)\nwait until <<(FAVED_) = [1]> and <(LOVED__) = [1]>>\nshow\nrepeat (20)\n change [pixelate v] effect by (-10)\nend\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (10)\nend\n\n@Cover\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [xv v] to [35]\n set [yv v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [xv v] to (((xv) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [yv v] to (((yv) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (xv)\n change y by (yv)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [xv v] to (((xv) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [yv v] to (((yv) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (xv)\n change y by (yv)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [timer v] to ((timer) + (0.001))\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n
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arrow keys to move \nas you can tell this is a generic platformer. to all you haters who have been hating on me live with it. to all you other scratchers sorry about that :) its because people have been hating on me in my other projects.
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Day Breeze |Platformer #Scratch #games #Games #all #All #animations #art #stories #1 #trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\n@Spike\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\npoint in direction (90)\nshow\ngo to x: (36) y: (28)\nswitch costume to (1 v)\nforever\n point in direction (90)\n switch costume to (Level#)\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nshow\nset [level# v] to [1]\nswitch costume to (1 v)\ngo to x: (0) y: (20)\nforever\n switch costume to (Level#)\nend\n\n@Player\n\nwhen flag clicked\nset size to (85) %\nhide\ngo to x: (-191) y: (70)\n\nwhen I receive [next v]\ngo to x: (-191) y: (70)\n\nwhen I receive [redo v]\ngo to x: (-191) y: (70)\n\nwhen flag clicked\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\n\nif <(x position) > [238]> then\n\nwhen I receive [next v]\ngo to x: (-214) y: (-70)\n\nwhen flag clicked\nforever\n play sound [Believer - Imagine Dragons-\(PagalWorld\) v] until done\nend\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [start v]\nshow\ngo to x: (-214) y: (-14)\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n switch costume to (idle v)\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n change [x v] by (-1)\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 (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n switch costume to (jump v)\n set [y v] to [13]\n end\n change y by (1)\n if <(x position) > [238]> then\n change [level# v] by (1)\n go to x: (-214) y: (-70)\n end\n if <touching (spike v)?> then\n broadcast (Dead v)\n start sound [Crunch v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-206) y: (-70)\n set [y v] to [0]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <(y position) < [-190]> then\n start sound [Crunch v]\n go to x: (-206) y: (70)\n change [level# v] by (1)\n end\n if <touching (trampoline v)?> then\n start sound [Clang v]\n set [y v] to [21]\n end\nend\n\nwhen flag clicked\nhide\n\n@bk\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo [backward v] (5) layers\nforever\n go to x: (88) y: (64)\nend\n\n@drawing\n\nwhen flag clicked\ngo to x: (16) y: (13)\nset size to (100) %\ngo to [front v] layer\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nchange [level# v] by (1)\nbroadcast (next v)\n\nwhen I receive [start v]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (105) %\n else\n set size to (100) %\n end\nend\n\n@INTRO\n\nwhen flag clicked\nhide\nset size to (0) %\nwait (.1) seconds\nshow\nrepeat (45)\n set [all xd v] to (((All XD) * (0.72)) + (((200) - (size)) / (8)))\n change size by (All XD)\n point in direction ((All XD) + (90))\nend\nrepeat (7)\n turn right (All XD) degrees\n set [all xd v] to (((All XD) * (0.76)) + (((0) - (size)) / (10)))\n change size by (All XD)\nend\nhide\nbroadcast (START v)\n\n
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This Platformer Name Is Day Breeze:\nRead more....\n\nThanks For the front page\n__________________________________________\nStory:\n▪︎A Man is Crossing The Obstacles by jumping moving by the way he is getting relaxed and getting Breeze called day Breeze.\n\n▪︎Please Love and Fave\n\n200 Loves For Next Part\n❤️ and ⭐️ for ? \n________________________________________________________\nInstructions:\n\n▪︎WASD//Arrow key to move\n▪︎avoid spikes\n▪︎you can use skip at certain levels \n▪︎next part I will add editing players\n▪︎song: believer\n\nGoals:\n400loves on 12/02/23\n5000 views on 12/02/23\n900lovea on 13/02/23\n1k loves on 14/2/23\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 \n#all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all #all#all #all #all #all #all #all #all #all #all #all #all #all \n\nGame shared : Feb 11 2023 night\nTrending: Feb 11 2023 night\n
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★ Scratchy's Adventure ★ #games #scratch #platformer #adventure #all
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@Stage\n\ndefine Check 0s\nrepeat ((3) - (length of ([floor v] of ((Count) mod (1000)) )))\n set [0.001 seconds v] to (join [0] (0.001 Seconds))\nend\n\nwhen I receive [fade in v]\nif <not <(In Fade?) = [1]>> then\n set [previous volume v] to (Music Volume)\nend\nset [in fade? v] to [1]\nrepeat until <(round (Music Volume)) = [0]>\n change [music volume v] by (((0) - (Music Volume)) / (3.25))\nend\nset [music volume v] to [0]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nset [music volume v] to (Previous Volume)\nset [in fade? v] to [0]\n\nwhen I receive [start v]\nset [pitch v] effect to (0)\nforever\n set volume to (Music Volume) %\nend\n\nwhen I receive [start v]\nswitch backdrop to (title screen v)\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (title screen v)\nif <(In Fade?) = [1]> then\n set [music volume v] to (Previous Volume)\nend\nset [in fade? v] to [0]\n\nwhen I receive [start v]\nset volume to (Music Volume) %\nplay sound [Title Screen - Start v] until done\nforever\n play sound [Title Screen - Loop v] until done\nend\n\nwhen I receive [main menu v]\nswitch backdrop to (main menu v)\n\nwhen I receive [main menu v]\nset volume to (Music Volume) %\nforever\n play sound [Main Menu v] until done\nend\n\nwhen I receive [load level v]\nset volume to (Music Volume) %\nplay sound (join (join [Level ] (Level#)) [ - Start]) until done\nforever\n play sound (join (join [Level ] (Level#)) [ - Loop]) until done\nend\n\nwhen I receive [load level v]\nforever\n if <(Pause?) = [False]> then\n set [pitch v] effect to (0)\n set volume to (Music Volume) %\n else\n set [pitch v] effect to ((-1) / (0))\n set volume to (0) %\n end\nend\n\nwhen I receive [load level v]\nswitch backdrop to (join [Level ] (Level#))\n\nwhen I receive [enter a level v]\nif <not <(In Fade?) = [1]>> then\n set [previous volume v] to (Music Volume)\nend\nset [in fade? v] to [1]\nrepeat until <(round (Music Volume)) = [0]>\n change [music volume v] by (((0) - (Music Volume)) / (3.25))\nend\nset [music volume v] to [0]\nstop [other scripts in sprite v]\nwait (0.1) seconds\nset [music volume v] to (Previous Volume)\nset [in fade? v] to [0]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [count v] to ([floor v] of ((Timer) * (1000)) )\nif <([floor v] of (((Count) / (1000)) / (60)) ) > [9]> then\n set [minutes v] to [10]\n set [seconds v] to [00]\n set [0.001 seconds v] to [000]\nelse\n set [minutes v] to ([floor v] of (((Count) / (1000)) / (60)) )\n set [seconds v] to ([floor v] of (((Count) / (1000)) mod (60)) )\n set [0.001 seconds v] to ([floor v] of ((Count) mod (1000)) )\n Check 0s\nend\nif <(Minutes) > [9]> then\n set [time v] to [Too long]\nelse\n if <([floor v] of (Seconds) ) > [9]> then\n set [time v] to (join (Minutes) (join [:] (join (Seconds) (join [.] (0.001 Seconds)))))\n else\n set [time v] to (join (Minutes) (join [:] (join [0] (join (Seconds) (join [.] (0.001 Seconds))))))\n end\nend\n\nwhen I receive [level results v]\nswitch backdrop to (main menu v)\n\nwhen I receive [load level v]\nset [minutes v] to [0]\nset [seconds v] to [00]\nset [0.001 seconds v] to [000]\nforever\n set [count v] to ([floor v] of ((Timer) * (1000)) )\n if <([floor v] of (((Count) / (1000)) / (60)) ) > [9]> then\n set [minutes v] to [10]\n set [seconds v] to [00]\n set [0.001 seconds v] to [000]\n else\n set [minutes v] to ([floor v] of (((Count) / (1000)) / (60)) )\n set [seconds v] to ([floor v] of (((Count) / (1000)) mod (60)) )\n set [0.001 seconds v] to ([floor v] of ((Count) mod (1000)) )\n Check 0s\n end\n if <(Minutes) > [9]> then\n set [time v] to [Too long]\n else\n if <([floor v] of (Seconds) ) > [9]> then\n set [time v] to (join (Minutes) (join [:] (join (Seconds) (join [.] (0.001 Seconds)))))\n else\n set [time v] to (join (Minutes) (join [:] (join [0] (join (Seconds) (join [.] (0.001 Seconds))))))\n end\n end\nend\n\nwhen I receive [load level v]\nreset timer\nset [count v] to [0]\nset [timer offset v] to [0]\nforever\n if <(Pause?) = [False]> then\n set [timer v] to ((timer) - (timer offset))\n else\n set [timer offset v] to ((timer) - (Timer))\n end\nend\n\nwhen I receive [main menu v]\nset [pitch v] effect to (0)\nforever\n set volume to (Music Volume) %\nend\n\nwhen I receive [thanks for playing v]\nswitch backdrop to (thanks for playing! v)\nset volume to (Music Volume) %\nplay sound [Thanks for playing! v] until done\nbroadcast (Back to Level Select v)\n\nwhen I receive [extras menu v]\nswitch backdrop to (main menu v)\n\nwhen I receive [extras menu v]\nset volume to (Music Volume) %\nforever\n play sound [Main Menu v] until done\nend\n\nwhen I receive [extras menu v]\nset [pitch v] effect to (0)\nforever\n set volume to (Music Volume) %\nend\n\nwhen I receive [extras game v]\nswitch backdrop to (join [Minigame ] (Minigame#))\n\nwhen I receive [extras game v]\nset volume to (Music Volume) %\nforever\n play sound (join [Minigame ] (Minigame#)) until done\nend\n\nwhen I receive [extras game v]\nforever\n if <(Pause?) = [False]> then\n set [pitch v] effect to (0)\n set volume to (Music Volume) %\n else\n set [pitch v] effect to ((-1) / (0))\n set volume to (0) %\n end\nend\n\n@Thumbnail\n\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\nset [intro? v] to [True]\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nset size to (100) %\nswitch costume to (stopping by v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nclear graphic effects\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nshow\nset [brightness v] effect to (-100)\nif <(Intro?) = [True]> then\n set [intro? v] to [False]\n Reset\n repeat (20)\n change [brightness v] effect by (5)\n end\n start sound [Logo v]\n wait (1.5) seconds\n set [brightness v] effect to (0)\n repeat (20)\n change [brightness v] effect by (-5)\n end\nend\nbroadcast (Start v)\nset [ghost v] effect to (0)\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nhide\n\ndefine Reset\nset [music volume v] to [100]\nset [sound volume v] to [100]\nset [less animations? v] to [False]\nset [all cleared? v] to [0]\ndelete all of [cleared levels v]\nrepeat (4)\n add [0] to [cleared levels v]\nend\n\n@Title Screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [selected level v] to [1]\nwait (0.4) seconds\nclear graphic effects\nset [id v] to [Logo]\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nwait (1.25) seconds\nbroadcast (Menu v)\n\nwhen I start as a clone\nif <(ID) = [Logo]> then\n set [sin v] to [0]\n switch costume to (logo v)\n point in direction (90)\n clear graphic effects\n show\n set size to (100) %\n go to x: (0) y: (1000)\n go to [front v] layer\n set [ghost v] effect to (100)\n set [y v] to [0]\n repeat until <<(y position) < [83]> and <(round (Y)) = [0]>>\n change [y v] by (-1.3)\n if <<(y position) < [80]> or <(y position) = [80]>> then\n broadcast (Boing v)\n set [y v] to ((Y) * (-0.31))\n change y by (Y)\n end\n change y by (Y)\n change [ghost v] effect by (-10)\n end\n set y to (80)\nelse\n if <(ID) = [Logo - 2]> then\n set [sin v] to [0]\n go to x: (0) y: (80)\n switch costume to (logo v)\n point in direction (90)\n clear graphic effects\n show\n set size to (100) %\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 else\n delete this clone\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Title Buttons\n\ndefine Show\nset [can i click menus? v] to [False]\nset [id v] to [Start]\ncreate clone of (_myself_ v)\nset [id v] to [Extras]\ncreate clone of (_myself_ v)\nset [id v] to [How to play]\ncreate clone of (_myself_ v)\nset [id v] to [Options]\ncreate clone of (_myself_ v)\nset [id v] to [Main]\nset [can i click menus? v] to [True]\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nif <(ID) = [Main]> then\n go to [front v] layer\n say []\n clear graphic effects\n Show\nend\n\nwhen I start as a clone\nsay []\nshow\nset x to (0)\nset size to (100) %\nif <(ID) = [Start]> then\n switch costume to (start v)\n set y to (-65)\nelse\n if <(ID) = [Extras]> then\n switch costume to (extras v)\n set y to (-130)\n else\n if <(ID) = [How to play]> then\n switch costume to (how to play v)\n set x to (-201)\n set y to (-140)\n else\n if <(ID) = [Options]> then\n switch costume to (options v)\n set x to (201)\n set y to (-140)\n else\n delete this clone\n end\n end\n end\nend\nset [brightness v] to [0]\nset [x v] to [0]\nset [y v] to (y position)\nforever\n if <(Less animations?) = [True]> then\n if <(Can I click menus?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set size to (90) %\n else\n set [brightness v] to [30]\n set size to (110) %\n end\n else\n say []\n set [brightness v] to [0]\n set size to (100) %\n end\n else\n say []\n set size to (100) %\n set [brightness v] to [0]\n end\n set [x v] to [0]\n else\n if <(Can I click menus?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [sin 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [x v] by (((90) - (size)) / (3))\n else\n change [sin 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [x v] by ((((([sin v] of (sin 2) ) * (3)) + (110)) - (size)) / (3))\n end\n else\n say []\n set [sin 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [x v] by (((100) - (size)) / (3))\n end\n else\n say []\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [x v] by (((100) - (size)) / (3))\n end\n set [x v] to ((x) * (0.65))\n change size by (x)\n end\n set [brightness v] effect to (Brightness)\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(Can I click menus?) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I click menus?) = [True]> then\n if <(ID) = [Start]> then\n set [brightness v] to [50]\n change [x v] by (30)\n set [can i click menus? v] to [False]\n set [mode# v] to [Main Game]\n broadcast (Start Game v)\n else\n if <(ID) = [Extras]> then\n set [brightness v] to [50]\n change [x v] by (30)\n set [can i click menus? v] to [False]\n set [mode# v] to [Extras]\n broadcast (To Extras Menu v)\n else\n if <(ID) = [How to play]> then\n set [brightness v] to [50]\n change [x v] by (30)\n set [can i click menus? v] to [False]\n broadcast (Select SFX v)\n broadcast (How to play v)\n else\n if <(ID) = [Options]> then\n set [brightness v] to [50]\n change [x v] by (30)\n set [can i click menus? v] to [False]\n broadcast (Select SFX v)\n broadcast (Options v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Options Menu\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [exit options v]\nif <not <(ID) = [Main]>> then\n repeat (10)\n if <(ID) = [Black]> then\n change [ghost v] effect by (5)\n else\n change [ghost v] effect by (10)\n end\n end\n hide\n set [can i click menus? v] to [True]\n delete this clone\nend\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\nset [ghost v] effect to (100)\nrepeat (10)\n if <(ID) = [Black]> then\n change [ghost v] effect by (-5)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [options v]\nif <(ID) = [Main]> then\n go to [front v] layer\n wait (0) seconds\n clear graphic effects\n set [can i click menus 2 v] to [False]\n set [delay v] to [0]\n set [orgin v] to [0]\n set y to (0)\n set [id v] to [Black]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (140)\n set [id v] to [Options]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-140)\n set [id v] to [Back]\n set [x v] to [-201]\n create clone of (_myself_ v)\n set y to (-40)\n set [id v] to [Less animations]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-85)\n set [id v] to [Animations]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [max v] to (delay)\n set [id v] to [Main]\n set [can i click menus 2 v] to [True]\nend\n\nwhen I start as a clone\nif <(ID) = [Options]> then\n switch costume to (options v)\nelse\n if <(ID) = [Less animations]> then\n switch costume to (less animations text v)\n else\n if <(ID) = [Animations]> then\n switch costume to (less animations off v)\n else\n if <(ID) = [Back]> then\n switch costume to (back v)\n else\n if <(ID) = [Black]> then\n switch costume to (black v)\n else\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <<(ID) = [Less animations]> or <<(ID) = [Options]> or <(ID) = [Black]>>>> then\n if <(Can I click menus 2) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [size v] to [0]\nset [current size v] to [100]\nset [brightness v] to [0]\nset [vel 2 v] to [0]\nif <not <<(ID) = [Less animations]> or <<(ID) = [Options]> or <(ID) = [Black]>>>> then\n forever\n if <(ID) = [Animations]> then\n if <(Less animations?) = [True]> then\n switch costume to (less animations on v)\n else\n switch costume to (less animations off v)\n end\n end\n if <(Less animations?) = [True]> then\n if <(ID) = [Animations]> then\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n else\n set [brightness v] to [20]\n end\n else\n set [brightness v] to [0]\n end\n else\n set [brightness v] to [0]\n end\n set [current size v] to [100]\n else\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(ID) = [Animations]> then\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n else\n change [brightness v] by (((20) - (Brightness)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n end\n change [size v] by (((100) - (Current size)) / (3))\n else\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I click menus 2) = [True]> then\n if <not <<(ID) = [Less animations]> or <<(ID) = [Options]> or <(ID) = [Black]>>>> then\n set [brightness v] to [50]\n if <not <(ID) = [Animations]>> then\n change [size v] by (20)\n end\n if <(ID) = [Back]> then\n set [can i click menus 2 v] to [False]\n broadcast (Back SFX v)\n broadcast (From Options v)\n broadcast (Exit Options v)\n else\n if <(ID) = [Animations]> then\n broadcast (Change v)\n if <(Less animations?) = [True]> then\n set [less animations? v] to [False]\n else\n set [less animations? v] to [True]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Volume Settings\n\nwhen I receive [options v]\nif <(ID) = [Main]> then\n wait (0) seconds\n go to [front v] layer\n say []\n clear graphic effects\n set y to (70)\n set x to (-130)\n set [id v] to [Music]\n create clone of (_myself_ v)\n set x to (50)\n set [type id# v] to [Music]\n set [id v] to [Slider]\n create clone of (_myself_ v)\n set [id v] to [Knob]\n create clone of (_myself_ v)\n set [id v] to [Main]\n change y by (-50)\n set x to (-130)\n set [id v] to [SFX]\n create clone of (_myself_ v)\n set x to (50)\n set [type id# v] to [SFX]\n set [id v] to [Slider]\n create clone of (_myself_ v)\n set [id v] to [Knob]\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [exit options v]\nstop [other scripts in sprite v]\nif <(ID) = [Knob]> then\n if <(Type ID#) = [SFX]> then\n set [x v] to ((((Sound Volume) * (2)) - (100)) + (x))\n else\n if <(Type ID#) = [Music]> then\n set [x v] to ((((Music Volume) * (2)) - (100)) + (x))\n end\n end\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\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 start as a clone\nsay []\nshow\nset size to (100) %\nif <(ID) = [Music]> then\n switch costume to (music label v)\nelse\n if <(ID) = [SFX]> then\n switch costume to (sfx label v)\n else\n if <(ID) = [Knob]> then\n switch costume to (knob v)\n else\n if <(ID) = [Slider]> then\n switch costume to (slider v)\n else\n delete this clone\n end\n end\n end\nend\nset [brightness v] to [0]\nset [x v] to (x position)\nif <(ID) = [Knob]> then\n if <(Type ID#) = [SFX]> then\n set x to ((((Sound Volume) * (2)) - (100)) + (x))\n else\n if <(Type ID#) = [Music]> then\n set x to ((((Music Volume) * (2)) - (100)) + (x))\n end\n end\nend\npoint in direction (90)\nset [brightness v] to [0]\nif <not <(ID) = [Black]>> then\n forever\n if <(ID) = [Knob]> then\n say []\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <(Type ID#) = [SFX]> then\n say (join (Sound Volume) [%])\n else\n if <(Type ID#) = [Music]> then\n say (join (Music Volume) [%])\n end\n end\n if <(Less animations?) = [True]> then\n set size to (110) %\n set [brightness v] to [30]\n else\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [vel 2 v] by (15)\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (size)) / (3))\n set [size v] to ((size) * (0.65))\n change size by (size)\n end\n if <mouse down?> then\n repeat until <not <mouse down?>>\n if <(Less animations?) = [True]> then\n set size to (90) %\n set [brightness v] to [-30]\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (size)) / (3))\n set [size v] to ((size) * (0.65))\n change size by (size)\n end\n set [brightness v] effect to (Brightness)\n if <((mouse x) - (x)) < [-100]> then\n set x to ((-100) + (x))\n else\n if <((mouse x) - (x)) > [100]> then\n set x to ((100) + (x))\n else\n set x to (mouse x)\n end\n end\n if <(Type ID#) = [SFX]> then\n set [sound volume v] to (round ((((x position) - (x)) + (100)) / (2)))\n else\n if <(Type ID#) = [Music]> then\n set [music volume v] to (round ((((x position) - (x)) + (100)) / (2)))\n broadcast (Change Volume v)\n end\n end\n if <(Type ID#) = [SFX]> then\n say (join (Sound Volume) [%])\n else\n if <(Type ID#) = [Music]> then\n say (join (Music Volume) [%])\n end\n end\n end\n end\n else\n if <(Less animations?) = [True]> then\n set size to (100) %\n set [brightness v] to [0]\n else\n set [vel 2 v] to [0]\n change [size v] by (((100) - (size)) / (3))\n set [size v] to ((size) * (0.65))\n change size by (size)\n change [brightness v] by (((0) - (Brightness)) / (3))\n end\n end\n else\n if <(Less animations?) = [True]> then\n set size to (100) %\n set [brightness v] to [0]\n else\n change [size v] by (((100) - (size)) / (3))\n set [size v] to ((size) * (0.65))\n change size by (size)\n change [brightness v] by (((0) - (Brightness)) / (3))\n end\n end\n set [brightness v] effect to (Brightness)\n if <(Type ID#) = [SFX]> then\n change x by ((((((Sound Volume) * (2)) - (100)) + (x)) - (x position)) / (3))\n else\n if <(Type ID#) = [Music]> then\n change x by ((((((Music Volume) * (2)) - (100)) + (x)) - (x position)) / (3))\n end\n end\n else\n change x by (((x) - (x position)) / (3))\n end\n end\nend\n\n@Select Level\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\n\nwhen I receive [main menu v]\nif <(ID) = [Main]> then\n clear graphic effects\n set [can i click menus? v] to [False]\n set y to (140)\n set [id v] to [Title]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (140)\n set [id v] to [Menu]\n set [x v] to [-201]\n create clone of (_myself_ v)\n Level\n set y to (10)\n set [id v] to [Left]\n set [x v] to [-200]\n create clone of (_myself_ v)\n set y to (10)\n set [id v] to [Right]\n set [x v] to [200]\n create clone of (_myself_ v)\n set y to (-133)\n set [id v] to [Go!]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click menus? v] to [True]\nend\n\nwhen I start as a clone\nif <(ID) = [Title]> then\n switch costume to (select level v)\nelse\n if <(ID) = [Menu]> then\n switch costume to (back v)\n else\n if <(ID) = [Level]> then\n switch costume to (join [Level ] (Level Number))\n else\n if <(ID) = [Left]> then\n switch costume to (left v)\n else\n if <(ID) = [Right]> then\n switch costume to (right v)\n else\n if <(ID) = [Go!]> then\n switch costume to (go! v)\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <<(ID) = [Title]> or <(ID) = [Level]>>> then\n if <(Can I click menus?) = [True]> then\n if <not <<<(ID) = [Left]> and <(Selected Level) = [1]>> or <<(ID) = [Right]> and <(Selected Level) = [4]>>>> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [size v] to [0]\nset [current size v] to [100]\nset [brightness v] to [0]\nset [vel 2 v] to [0]\nif <not <<(ID) = [Title]> or <(ID) = [Level]>>> then\n forever\n if <<<(ID) = [Left]> and <(Selected Level) = [1]>> or <<(ID) = [Right]> and <(Selected Level) = [4]>>> then\n if <(Less animations?) = [True]> then\n set [brightness v] to [-50]\n set [current size v] to [100]\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((-50) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Less animations?) = [True]> then\n if <(Can I click menus?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click menus?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <not <<(ID) = [Title]> or <(ID) = [Level]>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(Can I click menus?) = [True]> then\n if <(ID) = [Menu]> then\n set [brightness v] to [50]\n change [size v] by (20)\n set [can i click menus? v] to [False]\n broadcast (Back SFX v)\n broadcast (Back to title v)\n end\n if <(ID) = [Go!]> then\n set [brightness v] to [50]\n change [size v] by (20)\n set [can i click menus? v] to [False]\n set [level# v] to (Selected Level)\n broadcast (Select SFX v)\n broadcast (Close Level Select v)\n end\n if <(ID) = [Left]> then\n if <not <(Selected Level) = [1]>> then\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Change v)\n end\n change [selected level v] by (-1)\n if <(Selected Level) < [1]> then\n set [selected level v] to [1]\n end\n end\n if <(ID) = [Right]> then\n if <not <(Selected Level) = [4]>> then\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Change v)\n end\n change [selected level v] by (1)\n if <(Selected Level) > [4]> then\n set [selected level v] to [4]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Level\nset [level number v] to [1]\nset y to (10)\nset [x v] to [0]\nrepeat (4)\n set [id v] to [Level]\n create clone of (_myself_ v)\n change [level number v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [Level]> then\n set size to (1000) %\n set x to (((Selected Level) - (Level Number)) * (-480))\n set size to (125) %\n forever\n set size to (1000) %\n if <(Less animations?) = [True]> then\n set x to (((Selected Level) - (Level Number)) * (-480))\n set size to (125) %\n else\n change x by (((((Selected Level) - (Level Number)) * (-480)) - (x position)) / (3.5))\n set size to ((((480) - ([abs v] of (round (x position)) )) / (480)) * (125)) %\n end\n end\nend\n\nwhen I receive [close level select v]\nif <<(ID) = [Level]> and <(Selected Level) = (Level Number)>> then\n repeat (10)\n stop [other scripts in sprite v]\n broadcast (Enter a level v)\n repeat (10)\n change size by (((123) - (size)) / (-3))\n end\n repeat (15)\n change size by (((123) - (size)) / (-3))\n change [brightness v] effect by (10)\n end\n go to x: (0) y: (0)\n broadcast (Enter Level! v)\nelse\n if <not <(ID) = [Main]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n end\nend\n\n@Extras Menu\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\n\nwhen I receive [extras menu v]\nif <(ID) = [Main]> then\n clear graphic effects\n set [can i click menus? v] to [False]\n set y to (140)\n set [id v] to [Title]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-140)\n set [id v] to [Menu]\n set [x v] to [-201]\n create clone of (_myself_ v)\n set y to (40)\n set [extras number v] to [1]\n set [id v] to [Selection]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-40)\n set [extras number v] to [2]\n set [id v] to [Selection]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click menus? v] to [True]\nend\n\nwhen I start as a clone\nif <(ID) = [Title]> then\n switch costume to (extras v)\nelse\n if <(ID) = [Menu]> then\n switch costume to (back v)\n else\n if <(ID) = [Selection]> then\n switch costume to (join [Extras ] (Extras Number))\n else\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(ID) = [Title]>> then\n if <(Can I click menus?) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [size v] to [0]\nset [current size v] to [100]\nset [brightness v] to [0]\nset [vel 2 v] to [0]\nif <not <(ID) = [Title]>> then\n forever\n if <(Less animations?) = [True]> then\n if <(Can I click menus?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click menus?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\nend\n\nwhen this sprite clicked\nif <not <(ID) = [Title]>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(Can I click menus?) = [True]> then\n if <(ID) = [Menu]> then\n set [brightness v] to [50]\n change [size v] by (20)\n set [can i click menus? v] to [False]\n broadcast (Back SFX v)\n broadcast (Back to title v)\n end\n if <(ID) = [Selection]> then\n set [brightness v] to [50]\n change [size v] by (20)\n set [can i click menus? v] to [False]\n set [minigame# v] to (Extras Number)\n broadcast (Start Extras Game v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Pause\n\nwhen I start as a clone\nclear graphic effects\nshow\ngo to x: (x) y: (y position)\nif <(ID) = [Demo]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-7)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Pause]> then\n switch costume to (pause v)\nelse\n delete this clone\nend\n\nwhen I start as a clone\nset [size v] to [0]\nset [y v] to (y position)\n\nwhen I start as a clone\nset [current size v] to [100]\ngo to [front v] layer\nset size to (100) %\nset [vel 2 v] to [0]\nforever\n if <(Less animations?) = [True]> then\n if <(Can I pause?) = [False]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I pause?) = [False]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I pause?) = [False]> then\n set [brightness v] to [50]\n change [size v] by (20)\n if <(ID) = [Pause]> then\n set [can i pause? v] to [True]\n set [pause? v] to [True]\n broadcast (Pause v)\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [load level v]\nif <(ID) = [Main]> then\n clear graphic effects\n set y to (143)\n set [can i pause? v] to [False]\n set [id v] to [Pause]\n set [x v] to [203]\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nset [can i pause? v] to [True]\nrepeat (10)\n change [ghost v] effect by (7)\nend\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Can I pause?) = [False]> then\n if <touching (mouse-pointer v)?> then\n set [in pause button? v] to [1]\n else\n set [in pause button? v] to [0]\n end\n else\n set [in pause button? v] to [0]\n end\nend\n\nwhen I receive [extras game start v]\nif <(ID) = [Main]> then\n clear graphic effects\n set y to (143)\n set [can i pause? v] to [False]\n set [id v] to [Pause]\n set [x v] to [203]\n create clone of (_myself_ v)\n set [id v] to [Main]\nend\n\nwhen I receive [game over v]\nset [can i pause? v] to [True]\nrepeat (10)\n change [ghost v] effect by (7)\nend\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Pause Menu\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [resume v]\nif <not <(ID) = [Main]>> then\n repeat (10)\n if <(ID) = [Black]> then\n change [ghost v] effect by (5)\n else\n change [ghost v] effect by (10)\n end\n end\n hide\n if <(ID) = [Black]> then\n set [can i pause? v] to [False]\n set [pause? v] to [False]\n end\n delete this clone\nend\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\nset [ghost v] effect to (100)\nrepeat (10)\n if <(ID) = [Black]> then\n change [ghost v] effect by (-5)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [pause v]\nif <(ID) = [Main]> then\n go to [front v] layer\n clear graphic effects\n set [can i pause? v] to [True]\n set [pause? v] to [True]\n set [can i click menus 2 v] to [False]\n set y to (0)\n set [id v] to [Black]\n set [x v] to [0]\n create clone of (_myself_ v)\n if <(Mode#) = [Main Game]> then\n set y to (40)\n set [id v] to [Resume]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-40)\n set [id v] to [Exit]\n set [x v] to [0]\n create clone of (_myself_ v)\n else\n set y to (80)\n set [id v] to [Resume]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (0)\n set [id v] to [Restart]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-80)\n set [id v] to [Quit]\n set [x v] to [0]\n create clone of (_myself_ v)\n end\n set [id v] to [Main]\n wait (0.3) seconds\n set [can i click menus 2 v] to [True]\nend\n\nwhen I start as a clone\nif <(ID) = [Resume]> then\n switch costume to (resume v)\nelse\n if <(ID) = [Exit]> then\n switch costume to (exit v)\n else\n if <(ID) = [Restart]> then\n switch costume to (restart v)\n else\n if <(ID) = [Quit]> then\n switch costume to (quit v)\n else\n if <(ID) = [Black]> then\n switch costume to (black v)\n else\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(ID) = [Black]>> then\n if <(Can I click menus 2) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [size v] to [0]\nset [current size v] to [100]\nset [brightness v] to [0]\nset [vel 2 v] to [0]\nif <not <(ID) = [Black]>> then\n forever\n if <(Less animations?) = [True]> then\n if <(Can I click menus 2) = [True]> then\n if <<touching (mouse-pointer v)?> or <<(ID) = [Resume]> and <key (p v) pressed?>>> then\n if <<mouse down?> or <<(ID) = [Resume]> and <key (p v) pressed?>>> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click menus 2) = [True]> then\n if <<touching (mouse-pointer v)?> or <<(ID) = [Resume]> and <key (p v) pressed?>>> then\n if <<mouse down?> or <<(ID) = [Resume]> and <key (p v) pressed?>>> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I click menus 2) = [True]> then\n if <not <(ID) = [Black]>> then\n if <(ID) = [Resume]> then\n set [can i click menus 2 v] to [False]\n broadcast (Select SFX v)\n broadcast (Resume v)\n end\n if <(ID) = [Restart]> then\n set [can i click menus 2 v] to [False]\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Select SFX v)\n broadcast (Restart? v)\n end\n if <(ID) = [Quit]> then\n set [can i click menus 2 v] to [False]\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Select SFX v)\n broadcast (Quit? v)\n end\n if <(ID) = [Exit]> then\n set [can i click menus 2 v] to [False]\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Select SFX v)\n broadcast (Exit Course? v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [Black]> then\n forever\n if <(Can I click menus 2) = [True]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n if <(Can I click menus 2) = [True]> then\n set [can i click menus 2 v] to [False]\n broadcast (Select SFX v)\n broadcast (Resume v)\n end\n end\n end\n end\nend\n\nwhen I receive [resume v]\nif <(ID) = [Resume]> then\n set [brightness v] to [50]\n change [size v] by (20)\nend\n\n@Results\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [level results v]\nif <(ID) = [Main]> then\n clear graphic effects\n set [can i click menus 2 v] to [False]\n set y to (0)\n if <(Level#) = [4]> then\n set y to (-70)\n set [id v] to [Quit]\n set [x v] to [0]\n create clone of (_myself_ v)\n else\n set y to (-30)\n set [id v] to [Next Level]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-110)\n set [id v] to [Quit]\n set [x v] to [0]\n create clone of (_myself_ v)\n end\n set [id v] to [Main]\n set [can i click menus 2 v] to [True]\nend\n\nwhen I start as a clone\nif <(ID) = [Next Level]> then\n switch costume to (next level v)\nelse\n if <(ID) = [Quit]> then\n switch costume to (quit v)\n else\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <(Can I click menus 2) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [size v] to [0]\nset [current size v] to [100]\nset [brightness v] to [0]\nset [vel 2 v] to [0]\nforever\n if <(Less animations?) = [True]> then\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I click menus 2) = [True]> then\n set [can i click menus 2 v] to [False]\n set [brightness v] to [50]\n change [size v] by (20)\n if <(ID) = [Next Level]> then\n broadcast (Next Level v)\n end\n if <(ID) = [Quit]> then\n broadcast (Back SFX v)\n broadcast (Return to level select after level clear v)\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@How to play\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\nset [ghost v] effect to (100)\nrepeat (10)\n if <(ID) = [Black]> then\n change [ghost v] effect by (-5)\n else\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [how to play v]\nif <(ID) = [Main]> then\n wait (0) seconds\n go to [front v] layer\n clear graphic effects\n set [can i click menus 2 v] to [False]\n set y to (0)\n set [current control type v] to [1]\n set [id v] to [Black]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (140)\n set [id v] to [Title]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-140)\n set [id v] to [Back]\n set [x v] to [-201]\n create clone of (_myself_ v)\n Level\n set y to (-140)\n set [id v] to [Left]\n set [x v] to [10]\n create clone of (_myself_ v)\n set y to (-140)\n set [id v] to [Right]\n set [x v] to [160]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click menus 2 v] to [True]\nend\n\nwhen I start as a clone\nif <(ID) = [Black]> then\n switch costume to (black v)\nelse\n if <(ID) = [Title]> then\n switch costume to (how to play v)\n else\n if <(ID) = [Back]> then\n switch costume to (back v)\n else\n if <(ID) = [Controls]> then\n switch costume to (join [Control ] (Type))\n else\n if <(ID) = [Left]> then\n switch costume to (pc v)\n else\n if <(ID) = [Right]> then\n switch costume to (mobile v)\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <<(ID) = [Title]> or <<(ID) = [Controls]> or <(ID) = [Black]>>>> then\n if <(Can I click menus 2) = [True]> then\n if <not <<<(ID) = [Left]> and <(Current Control Type) = [1]>> or <<(ID) = [Right]> and <(Current Control Type) = [2]>>>> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [size v] to [0]\nset [current size v] to [100]\nset [brightness v] to [0]\nset [vel 2 v] to [0]\nif <not <<(ID) = [Title]> or <<(ID) = [Controls]> or <(ID) = [Black]>>>> then\n forever\n if <<<(ID) = [Left]> and <(Current Control Type) = [1]>> or <<(ID) = [Right]> and <(Current Control Type) = [2]>>> then\n if <(Less animations?) = [True]> then\n set [brightness v] to [40]\n set [current size v] to [100]\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((40) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Less animations?) = [True]> then\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click menus 2) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\n end\nend\n\nwhen this sprite clicked\nif <not <<(ID) = [Title]> or <<(ID) = [Controls]> or <(ID) = [Black]>>>> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n if <(Can I click menus 2) = [True]> then\n if <(ID) = [Back]> then\n set [brightness v] to [50]\n change [size v] by (20)\n set [can i click menus 2 v] to [False]\n broadcast (Back SFX v)\n broadcast (Close how to play v)\n end\n if <(ID) = [Left]> then\n if <not <(Current Control Type) = [1]>> then\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Change v)\n end\n set [current control type v] to [1]\n end\n if <(ID) = [Right]> then\n if <not <(Current Control Type) = [2]>> then\n set [brightness v] to [50]\n change [size v] by (20)\n broadcast (Change v)\n end\n set [current control type v] to [2]\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Level\nset [type v] to [1]\nset y to (10)\nset [x v] to [0]\nrepeat (2)\n set [id v] to [Controls]\n create clone of (_myself_ v)\n change [type v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [Controls]> then\n set x to (((Current Control Type) - (Type)) * (-480))\n forever\n set size to (1000) %\n if <(Less animations?) = [True]> then\n set x to (((Current Control Type) - (Type)) * (-480))\n else\n change x by (((((Current Control Type) - (Type)) * (-480)) - (x position)) / (3.5))\n end\n set size to (100) %\n end\nend\n\nwhen I receive [close how to play v]\nif <not <(ID) = [Main]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n stop [other scripts in sprite v]\n set [can i click menus? v] to [True]\n delete this clone\nend\n\n@Window\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\nset [ghost v] effect to (100)\nif <(ID) = [Black]> then\n repeat (10)\n change [ghost v] effect by (-5)\n end\nelse\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Exit?]> then\n switch costume to (exit? v)\nelse\n if <(ID) = [Restart?]> then\n switch costume to (restart? v)\n else\n if <(ID) = [Quit?]> then\n switch costume to (quit? v)\n else\n if <<(ID) = [Yes]> or <<(ID) = [Yes R]> or <(ID) = [Yes Q]>>> then\n switch costume to (yes v)\n else\n if <(ID) = [No]> then\n switch costume to (no v)\n else\n if <(ID) = [Black]> then\n switch costume to (black v)\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <<(ID) = [Black]> or <<(ID) = [Exit?]> or <<(ID) = [Restart?]> or <(ID) = [Quit?]>>>>> then\n if <(Can I click Window?) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [current size v] to [100]\nset [brightness v] to [0]\nset [size v] to [0]\nsay []\nset [vel 2 v] to [0]\nif <not <<(ID) = [Black]> or <<(ID) = [Exit?]> or <<(ID) = [Restart?]> or <(ID) = [Quit?]>>>>> then\n forever\n if <(Less animations?) = [True]> then\n if <(Can I click Window?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click Window?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\nend\n\nwhen I start as a clone\nset [y v] to (y position)\npoint in direction (90)\nif <(ID) = [Black]> then\n set size to (100) %\n set [size v] to [0]\n set [sin v] to [0]\n go to x: (0) y: (0)\nelse\n set size to (100) %\n set [size v] to [0]\n set [sin v] to [0]\n if <not <(Less animations?) = [True]>> then\n change y by (-50)\n end\n forever\n change y by (((y) - (y position)) / (3))\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I click Window?) = [True]> then\n if <not <<(ID) = [Black]> or <<(ID) = [Exit?]> or <<(ID) = [Restart?]> or <(ID) = [Quit?]>>>>> then\n set [brightness v] to [50]\n change [size v] by (20)\n if <(ID) = [Yes]> then\n set [can i click window? v] to [False]\n broadcast (Select SFX v)\n broadcast (Back to Level Select v)\n end\n if <(ID) = [Yes R]> then\n set [can i click window? v] to [False]\n broadcast (Start Extras Game v)\n end\n if <(ID) = [Yes Q]> then\n set [can i click window? v] to [False]\n broadcast (Select SFX v)\n broadcast (Back to Extras Menu v)\n end\n if <(ID) = [No]> then\n set [can i click window? v] to [False]\n broadcast (Back SFX v)\n broadcast (Exit Window v)\n end\n end\n end\nend\n\nwhen I receive [exit window v]\nif <not <(ID) = [Main]>> then\n set [y v] to (y position)\n repeat (10)\n if <(ID) = [Black]> then\n change [ghost v] effect by (5)\n else\n change y by ((((y) + (1)) - (y position)) / (-1))\n change [ghost v] effect by (10)\n end\n end\n if <<(ID) = [Exit?]> or <<(ID) = [Restart?]> or <(ID) = [Quit?]>>> then\n set [can i click menus 2 v] to [True]\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fade out v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [exit course? v]\nif <(ID) = [Main]> then\n clear graphic effects\n go to [front v] layer\n set [can i click window? v] to [False]\n set y to (0)\n set [id v] to [Black]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [id v] to [Exit?]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-35)\n set [id v] to [Yes]\n set [x v] to [-100]\n create clone of (_myself_ v)\n set [id v] to [No]\n set [x v] to [100]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click window? v] to [True]\nend\n\nwhen I receive [restart? v]\nif <(ID) = [Main]> then\n clear graphic effects\n go to [front v] layer\n set [can i click window? v] to [False]\n set y to (0)\n set [id v] to [Black]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [id v] to [Restart?]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-35)\n set [id v] to [Yes R]\n set [x v] to [-100]\n create clone of (_myself_ v)\n set [id v] to [No]\n set [x v] to [100]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click window? v] to [True]\nend\n\nwhen I receive [quit? v]\nif <(ID) = [Main]> then\n clear graphic effects\n go to [front v] layer\n set [can i click window? v] to [False]\n set y to (0)\n set [id v] to [Black]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [id v] to [Quit?]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-35)\n set [id v] to [Yes Q]\n set [x v] to [-100]\n create clone of (_myself_ v)\n set [id v] to [No]\n set [x v] to [100]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click window? v] to [True]\nend\n\n@Extras Game RulesCat\n\nwhen I receive [main menu v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (x) y: (y position)\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nif <(ID) = [Window]> then\n switch costume to (join [Window ] (Minigame#))\nelse\n if <(ID) = [Game Over]> then\n switch costume to (game over v)\n else\n if <(ID) = [Start]> then\n switch costume to (start v)\n else\n if <(ID) = [Retry]> then\n switch costume to (retry v)\n else\n if <(ID) = [Quit]> then\n switch costume to (quit v)\n else\n if <(ID) = [Back]> then\n switch costume to (back v)\n else\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n if <not <<(ID) = [Window]> or <(ID) = [Game Over]>>> then\n if <(Can I click Window?) = [True]> then\n broadcast (Hover SFX v)\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nset size to (100) %\nset [current size v] to [100]\nset [brightness v] to [0]\nset [size v] to [0]\nsay []\nset [vel 2 v] to [0]\nif <not <<(ID) = [Window]> or <(ID) = [Game Over]>>> then\n forever\n if <(Less animations?) = [True]> then\n if <(Can I click Window?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [brightness v] to [-30]\n set [current size v] to [90]\n else\n set [brightness v] to [30]\n set [current size v] to [110]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n else\n set [brightness v] to [0]\n set [current size v] to [100]\n end\n set [size v] to ((size) * (0.65))\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n else\n if <(Can I click Window?) = [True]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n set [vel 2 v] to [0]\n change [brightness v] by (((-30) - (Brightness)) / (3))\n change [size v] by (((90) - (Current size)) / (3))\n else\n change [vel 2 v] by (15)\n change [brightness v] by (((30) - (Brightness)) / (3))\n change [size v] by ((((([sin v] of (vel 2) ) * (3)) + (110)) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n else\n set [vel 2 v] to [0]\n change [brightness v] by (((0) - (Brightness)) / (3))\n change [size v] by (((100) - (Current size)) / (3))\n end\n set [size v] to ((size) * (0.65))\n change [current size v] by (size)\n set size to (Current size) %\n set [brightness v] effect to (Brightness)\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nset [size v] to [0]\nset [sin v] to [0]\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <touching (mouse-pointer v)?> then\n if <(Can I click Window?) = [True]> then\n if <not <<(ID) = [Window]> or <(ID) = [Game Over]>>> then\n set [brightness v] to [50]\n change [size v] by (20)\n if <<(ID) = [Start]> or <(ID) = [Retry]>> then\n set [can i click window? v] to [False]\n broadcast (Select SFX v)\n broadcast (Begin Game v)\n end\n if <<(ID) = [Back]> or <(ID) = [Quit]>> then\n set [can i click window? v] to [False]\n broadcast (Back SFX v)\n broadcast (Back to Extras Menu v)\n end\n end\n end\nend\n\nwhen I receive [begin game v]\nif <not <(ID) = [Main]>> then\n if <(ID) = [Game Over]> then\n broadcast (Hide Final Score v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n if <<(ID) = [Start]> or <(ID) = [Retry]>> then\n broadcast (Extras Game Start v)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [id v] to [Main]\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [fade out v]\nhide\ndelete this clone\n\nwhen I start as a clone\nset volume to (Sound Volume) %\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [extras game v]\nif <(ID) = [Main]> then\n clear graphic effects\n set [pause? v] to [False]\n set [can i click window? v] to [False]\n set y to (0)\n set [id v] to [Window]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-105)\n set [id v] to [Start]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-140)\n set [id v] to [Back]\n set [x v] to [-201]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click window? v] to [True]\n go to [front v] layer\nend\n\nwhen I receive [game over v]\nif <(ID) = [Main]> then\n repeat (10)\n clear graphic effects\n set [pause? v] to [False]\n set [can i click window? v] to [False]\n set y to (0)\n set [id v] to [Game Over]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-45)\n set [id v] to [Retry]\n set [x v] to [0]\n create clone of (_myself_ v)\n set y to (-115)\n set [id v] to [Quit]\n set [x v] to [0]\n create clone of (_myself_ v)\n set [id v] to [Main]\n set [can i click window? v] to [True]\n go to [front v] layer\nend\n\n@Lives\n\nwhen I receive [extras game start v]\nset [lives v] to [3]\nif <(Minigame#) = [1]> then\n show\n go to x: (110) y: (140)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [extras game start v]\nset [lives v] to [3]\nforever\n switch costume to (join [heart ] (Lives))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [hit v]\nrepeat (5)\n go to x: (pick random (106) to (114)) y: (pick random (136) to (144))\nend\ngo to x: (110) y: (140)\n\nwhen I receive [heal v]\nset [brightness v] effect to (100)\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nset [brightness v] effect to (0)\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Scene Manager\n\nwhen I receive [start game v]\nset volume to (Sound Volume) %\nstart sound [START v]\nbroadcast (Fade in v) and wait\nbroadcast (Main Menu v)\n\nwhen I receive [back to title v]\nbroadcast (Fade in v) and wait\nbroadcast (Start v)\n\nwhen I receive [enter level! v]\nbroadcast (Fade in \(No animation\) v) and wait\nset [selected level v] to (Level#)\nbroadcast (Load Level v)\n\nwhen I receive [back to level select v]\nbroadcast (Fade in v) and wait\nbroadcast (Main Menu v)\n\nwhen I receive [enter a level v]\nset volume to (Sound Volume) %\nstart sound [START v]\n\nwhen I receive [to level results v]\nbroadcast (Fade in v) and wait\nbroadcast (Level Results v)\n\nwhen I receive [next level v]\nset volume to (Sound Volume) %\nstart sound [START v]\nbroadcast (Fade in v) and wait\nchange [level# v] by (1)\nset [selected level v] to (Level#)\nbroadcast (Load Level v)\n\ndefine Cleck if all Clear\nset [i v] to [1]\nset [all clear? v] to [1]\nrepeat (length of [cleared levels v])\n if <(item (i) of [cleared levels v]) = [0]> then\n set [all clear? v] to [0]\n stop [this script v]\n end\n change [i v] by (1)\nend\n\nwhen I receive [return to level select after level clear v]\nCleck if all Clear\nbroadcast (Fade in v) and wait\nif <<(All Clear?) = [1]> and <(All Cleared?) = [0]>> then\n set [all cleared? v] to [1]\n broadcast (Thanks for playing v)\nelse\n broadcast (Main Menu v)\nend\n\nwhen I receive [to extras menu v]\nset volume to (Sound Volume) %\nstart sound [START v]\nbroadcast (Fade in v) and wait\nbroadcast (Extras Menu v)\n\nwhen I receive [start extras game v]\nset volume to (Sound Volume) %\nstart sound [START v]\nbroadcast (Fade in v) and wait\nbroadcast (Extras Game v)\n\nwhen I receive [back to extras menu v]\nbroadcast (Fade in v) and wait\nbroadcast (Extras Menu v)\n\n@Fade\n\nwhen flag clicked\nhide\n\nwhen I receive [fade in v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\npoint in direction (90)\nset size to (100) %\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (-4)\nend\nrepeat (40)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\nbroadcast (Fade out v)\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nwait (0) seconds\nrepeat (25)\n go to [front v] layer\n change [ghost v] effect by (4)\nend\nhide\n\nwhen I receive [fade in \(no animation\) v]\nstop [other scripts in sprite v]\nshow\ngo to x: (0) y: (0)\nset [brightness v] effect to (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\npoint in direction (90)\nset size to (100) %\nrepeat (40)\n set [ghost v] effect to (0)\n go to [front v] layer\nend\nbroadcast (Fade out v)\n\n@Clear!\n\nwhen flag clicked\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nif <(item (Level#) of [cleared levels v]) = [0]> then\n replace item (Level#) of [cleared levels v] with [1]\nend\nset [pause? v] to [Fause]\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (80)\nset size to (100) %\nset volume to (Music Volume) %\nstart sound [Course Clear v]\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nwait (2.5) seconds\nrepeat (10)\n set size to (1000) %\n change x by (((1) - (x position)) / (-1))\n change [ghost v] effect by (10)\n set size to (100) %\nend\nhide\nwait (0.5) seconds\nbroadcast (To Level Results v)\n\n@Text engine\n\ndefine Set Page Left (x1) Top (y1) Right (x2) Bottom (y2)\nset [page l v] to (x1)\nset [page t v] to (y1)\nset [page r v] to (x2)\nset [page b v] to (y2)\n\ndefine Alignment (align)\nif <(align) = [c]> then\n set [xx v] to ((((Page L) + (Page R)) - (width)) / (2))\nelse\n if <(align) = [r]> then\n set [xx v] to ((Page R) - (width))\n else\n set [xx v] to (Page L)\n end\nend\n\ndefine Find txt wrap index (text)\nset [width v] to [0]\nset [safe i v] to []\nforever\n change [warp i v] by (1)\n set [c v] to (letter (warp i) of (text))\n if <(c) = []> then\n stop [this script v]\n end\n if <(c) = [ ]> then\n set [safe i v] to (warp i)\n set [safe width v] to (width)\n end\n switch costume to (a v)\n switch costume to (join [a] (c))\n change [width v] by ((item (costume [number v]) of [_width v]) * ((size) / (100)))\n if <(width) > (page width)> then\n if <(safe i) > []> then\n set [warp i v] to (safe i)\n set [width v] to (safe width)\n else\n change [width v] by ((0) - ((item (costume [number v]) of [_width v]) * ((size) / (100))))\n change [warp i v] by (-1)\n end\n stop [this script v]\n end\nend\n\ndefine Write letter feed (text)\nrepeat until <(id) > (warp i)>\n switch costume to (a v)\n switch costume to (join [a] (letter (id) of (text)))\n set x to ((xx) + ((item (costume [number v]) of [_offsetx v]) * ((size) / (100))))\n if <not <<(letter (id) of (text)) = [ ]> or <(letter (id) of (text)) = []>>> then\n create clone of (_myself_ v)\n end\n change [xx v] by ((item (costume [number v]) of [_width v]) * ((size) / (100)))\n change [id v] by (1)\nend\n\ndefine Print (text) At: X (x) Y: (y) With size: (size) Brightness: (brightness) Ghost: (ghost) Align (align)\nif <(id) = [-1]> then\n hide\n clear graphic effects\n switch costume to (a v)\n set size to (size) %\n go to x: (x) y: (y)\n set [ghost v] effect to (ghost)\n set [brightness v] effect to (brightness)\n if <(align) = [c]> then\n Find Width (text)\n set [xx v] to ((x) - ((width) / (2)))\n else\n if <(align) = [r]> then\n Find Width (text)\n set [xx v] to ((x) - (width))\n else\n set [xx v] to (x)\n end\n end\n set [id v] to [0]\n repeat (length of (text))\n change [id v] by (1)\n switch costume to (a v)\n switch costume to (join [a] (letter (id) of (text)))\n set x to ((xx) + ((item (costume [number v]) of [_offsetx v]) * ((size) / (100))))\n if <not <(letter (id) of (text)) = [ ]>> then\n create clone of (_myself_ v)\n end\n change [xx v] by ((item (costume [number v]) of [_width v]) * ((size) / (100)))\n end\n set [id v] to [-1]\nend\n\ndefine Calculate Size Gap: (gap)\nset [line height v] to (((size) / (100)) * (24))\ndelete all of [_width v]\ndelete all of [_offsetx v]\nswitch costume to (round (0))\nrepeat (costume [number v])\n next costume\n set y to (0)\n if <(length of (costume [name v])) = [2]> then\n set x to (-9999)\n repeat until <not <touching (_edge_ v)?>>\n change x by (1)\n end\n change x by (240)\n set [xx v] to (x position)\n set x to (9999)\n repeat until <not <touching (_edge_ v)?>>\n change x by (-1)\n end\n add (xx) to [_offsetx v]\n set [i v] to (((xx) + (240)) - (x position))\n add ((i) + ((gap) * ((size) / (100)))) to [_width v]\n else\n add [] to [_offsetx v]\n add [] to [_width v]\n end\nend\n\ndefine Print page (text) With size: (size) Brightness: (brightness) Ghost: (ghost) Align (align)\nif <(id) = [-1]> then\n hide\n clear graphic effects\n switch costume to (a v)\n set size to (size) %\n set [ghost v] effect to (ghost)\n set [brightness v] effect to (brightness)\n set [page width v] to ((Page R) - (Page L))\n set [warp i v] to [0]\n set [id v] to [1]\n repeat until <(id) > (length of (text))>\n Find txt wrap index (text)\n Alignment (align)\n Write letter feed (text)\n change y by ((0) - (Line Height))\n end\n set [id v] to [-1]\nend\n\nwhen flag clicked\nset [id v] to [-1]\nswitch costume to (aa v)\nset size to (100) %\nhide\nCalculate Size Gap: []\n\nwhen I receive [clear fonts v]\nhide\ndelete this clone\n\nwhen I start as a clone\nshow\n\ndefine Find Width (text)\nif <(id) = [-1]> then\n set [id v] to [0]\n set [width v] to [0]\n repeat (length of (text))\n change [id v] by (1)\n switch costume to (a v)\n switch costume to (join [a] (letter (id) of (text)))\n change [width v] by ((item (costume [number v]) of [_width v]) * ((size) / (100)))\n end\n set [id v] to [-1]\nend\n\nwhen I receive [level results v]\nif <(id) = [-1]> then\n go to [back v] layer\n broadcast (Clear fonts v)\n Print (join [Time taken: ] (Time)) At: X [0] Y: [96] With size: [125] Brightness: [0] Ghost: [0] Align [c]\n Print (join [Deaths: ] (Deaths)) At: X [0] Y: [64] With size: [125] Brightness: [0] Ghost: [0] Align [c]\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [extras game start v]\nif <(id) = [-1]> then\n go to [front v] layer\n set [ghost v] to [100]\n repeat (10)\n change [ghost v] by (-10)\n broadcast (Clear fonts v)\n Print (Score) At: X [-225] Y: [140] With size: [160] Brightness: [-75] Ghost: (ghost) Align [l]\n end\nend\n\nwhen I receive [update score v]\nif <(id) = [-1]> then\n stop [other scripts in sprite v]\n broadcast (Clear fonts v)\n Print (Score) At: X [-225] Y: [140] With size: [160] Brightness: [-75] Ghost: [0] Align [l]\nend\n\nwhen I receive [game over v]\nif <(id) = [-1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] by (10)\n broadcast (Clear fonts v)\n Print (Score) At: X [-225] Y: [140] With size: [160] Brightness: [-75] Ghost: (ghost) Align [l]\n end\n go to [front v] layer\n broadcast (Clear fonts v)\n set [ghost v] to [100]\n repeat (10)\n change [ghost v] by (-10)\n broadcast (Clear fonts v)\n Print (Score) At: X [0] Y: [25] With size: [175] Brightness: [0] Ghost: (ghost) Align [c]\n end\nend\n\nwhen I receive [hide final score v]\nif <(id) = [-1]> then\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] by (10)\n broadcast (Clear fonts v)\n Print (Score) At: X [0] Y: [25] With size: [175] Brightness: [0] Ghost: (ghost) Align [c]\n end\n broadcast (Clear fonts v)\nend\n\n@Sun\n\nwhen I receive [start v]\nset [pause? v] to [False]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (209) y: (161)\nset size to (100) %\nset [size v] to [0]\nforever\n if <(Pause?) = [False]> then\n change [size v] by (3)\n set size to ((([sin v] of (size) ) * (4)) + (100)) %\n go to [back v] layer\n end\nend\n\nwhen I receive [load level v]\nif <(Level#) = [1]> then\n create clone of (_myself_ v)\nend\n\n@Ground on Title\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [start v]\nset size to (100) %\nshow\ngo to x: (0) y: (0)\nswitch costume to (ground v)\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Player\n\nwhen flag clicked\nsay []\nhide\n\nwhen I receive [load level v]\nset [pause? v] to [False]\nset [deaths v] to [0]\nset [frame v] to [1]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\nset [can jump? v] to [0]\nset [crouch key? v] to [0]\nset size to (100) %\npoint in direction (90)\nset y to (-54)\nshow\nset [ghost v] effect to (0)\nset [is crouch? v] to [0]\nforever\n if <(Pause?) = [False]> then\n set [can jump? v] to [0]\n set rotation style [don't rotate v]\n switch costume to (hitbox check v)\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [115]> or <(Sitck Direction) < [-115]>>>> then\n switch costume to (hitbox check - crouch v)\n end\n if <<(y position) < [-169]> or <touching (spikes v)?>> then\n set rotation style [left-right v]\n change [deaths v] by (1)\n broadcast (Oops v)\n switch costume to (player - 4 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-54)\n wait (0.4) seconds\n end\n if <touching color (#ffc233)?> then\n broadcast (Big Boing v)\n set [yvel v] to [20]\n end\n switch costume to (hitbox up v)\n if <<<(Crouch Key?) = [1]> and <touching (level v)?>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [115]> or <(Sitck Direction) < [-115]>>>>> then\n set [crouch key? v] to [1]\n if <touching (level v)?> then\n set [is crouch? v] to [1]\n end\n switch costume to (hitbox - crouch v)\n else\n set [crouch key? v] to [0]\n set [is crouch? v] to [0]\n switch costume to (hitbox v)\n end\n change [ghost v] effect by (-10)\n if <touching (water v)?> then\n set [accel. speed v] to [0.6]\n set [gravity v] to [-0.75]\n else\n set [accel. speed v] to [1]\n set [gravity v] to [-1.25]\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(Stick Power) > [0.2]> and <(Sitck Direction) > [0]>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by (Accel. speed)\n point in direction (90)\n end\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(Stick Power) > [0.2]> and <(Sitck Direction) < [0]>>> then\n if <not <touching (level v)?>> then\n change [xvel v] by ((Accel. speed) * (-1))\n point in direction (-90)\n end\n end\n set [xvel v] to ((Xvel) * (0.9))\n switch costume to (hitbox up v)\n if <<<(Crouch Key?) = [1]> and <touching (level v)?>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [115]> or <(Sitck Direction) < [-115]>>>>> then\n switch costume to (hitbox right - crouch v)\n else\n switch costume to (hitbox right v)\n end\n set [bump? v] to [0]\n if <touching (level v)?> then\n if <(Bump?) = [0]> then\n if <not <(Xvel) < [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n end\n switch costume to (hitbox up v)\n if <<<(Crouch Key?) = [1]> and <touching (level v)?>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [115]> or <(Sitck Direction) < [-115]>>>>> then\n switch costume to (hitbox left - crouch v)\n else\n switch costume to (hitbox left v)\n end\n if <touching (level v)?> then\n if <(Bump?) = [0]> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n end\n if <(x position) < [-213]> then\n if <not <(Xvel) > [0]>> then\n set [bump? v] to [1]\n set [xvel v] to ((Xvel) * (-1.1))\n end\n end\n if <(X) > [9590]> then\n stop [other scripts in sprite v]\n broadcast (Win v)\n set rotation style [left-right v]\n switch costume to (player - 1 v)\n repeat (10)\n switch costume to (player - 1 v)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\n switch costume to (hitbox up v)\n if <<<(Crouch Key?) = [1]> and <touching (level v)?>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [115]> or <(Sitck Direction) < [-115]>>>>> then\n switch costume to (hitbox - crouch v)\n else\n switch costume to (hitbox v)\n end\n change [x v] 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 y by (-5)\n end\n end\n end\n end\n end\n end\n change [yvel v] by (Gravity)\n change y by (Yvel)\n if <touching (level v)?> then\n if <<(y position) < [-169]> or <touching (spikes v)?>> then\n set rotation style [left-right v]\n change [deaths v] by (1)\n broadcast (Oops v)\n switch costume to (player - 4 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [x v] to (Spawn point)\n set [xvel v] to [0]\n set [yvel v] to [0]\n set y to (-54)\n wait (0.4) seconds\n end\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-5)\n if <<touching (level v)?> or <<touching (water v)?> and <(Yvel) < [0]>>> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [-65]> and <(Sitck Direction) < [65]>>>> then\n if <(Is crouch?) = [0]> then\n broadcast (Jump v)\n if <touching (water v)?> then\n set [yvel v] to [12]\n else\n set [yvel v] to [15]\n end\n end\n end\n set [can jump? v] to [1]\n end\n change y by (5)\n set rotation style [left-right v]\n switch costume to (hitbox up v)\n if <<<(Crouch Key?) = [1]> and <touching (level v)?>> or <<<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<(Stick Power) > [0.2]> and <<(Sitck Direction) > [115]> or <(Sitck Direction) < [-115]>>>> and <(Yvel) < [2]>>> then\n switch costume to (player - crouch v)\n else\n switch costume to (join [Player - ] (frame))\n end\n end\nend\n\nwhen I receive [load level v]\nshow\nset [spawn point v] to [0]\nset [scroll x v] to [0]\nset [x v] to [0]\nforever\n if <(Pause?) = [False]> then\n set size to (1000) %\n if <<(X) < [0]> or <(X) = [0]>> then\n change [scroll x v] by (((0) - (scroll x)) / (3))\n else\n if <<(X) > [9120]> or <(X) = [9120]>> then\n change [scroll x v] by (((9120) - (scroll x)) / (3))\n else\n change [scroll x v] by (((X) - (scroll x)) / (3))\n end\n end\n if <<(X) > [2400]> and <(Spawn point) = [0]>> then\n set [spawn point v] to [2400]\n end\n if <<(X) > [4800]> and <(Spawn point) = [2400]>> then\n set [spawn point v] to [4800]\n end\n if <<(X) > [7200]> and <(Spawn point) = [4800]>> then\n set [spawn point v] to [7200]\n end\n set x to (((X) - (scroll x)) - (184))\n set size to (100) %\n end\nend\n\nwhen I receive [load level v]\nforever\n if <(Pause?) = [False]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n if <(Pause?) = [False]> then\n set [pause? v] to [True]\n broadcast (Pause v)\n end\n end\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [load level v]\nset [frame v] to [1]\nset [next v] to [15]\nforever\n if <<(Can Jump?) = [1]> or <(Yvel) < [2]>> then\n if <(round ([abs v] of (Xvel) )) = [0]> then\n if <<(next) < [0]> or <(next) = [0]>> then\n set [next v] to [15]\n end\n set [frame v] to [1]\n else\n if <<(next) < [0]> or <(next) = [0]>> then\n set [next v] to [15]\n if <(frame) = [1]> then\n set [frame v] to [2]\n else\n set [frame v] to [1]\n end\n end\n end\n else\n if <<(next) < [0]> or <(next) = [0]>> then\n set [next v] to [15]\n end\n set [frame v] to [3]\n end\n change [next v] by (([abs v] of (Xvel) ) * (-1))\nend\n\nwhen I receive [start v]\nset size to (100) %\nclear graphic effects\nshow\npoint in direction (90)\ngo to x: (-173) y: (-54)\nswitch costume to (player - 1 v)\nforever\n switch costume to (player - 1 v)\n wait (0.15) seconds\n switch costume to (player - 2 v)\n wait (0.15) seconds\nend\n\n@Level\n\nwhen I receive [tick v]\nset size to (400) %\ngo to x: (((scroll x) * (-1)) + (ox)) y: (0)\nshow\nset y to (0)\nif <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n hide\nend\nset size to (100) %\nswitch costume to (join (join (join [L] (Level#)) [-]) (ID))\n\nwhen flag clicked\nset [id v] to [0]\nhide\n\ndefine Clone all\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n change [id v] by (1)\n change [ox v] by (480)\n set size to (100) %\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\nwhen I receive [load level v]\nif <(ID) = [0]> then\n set [scroll x v] to [0]\n Clone all\n forever\n broadcast (tick v)\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Parallax\n\nwhen I receive [tick v]\nif <<(Level#) = [1]> or <<(Level#) = [3]> or <(Level#) = [4]>>> then\n switch costume to (join [Level ] (Level#))\n set [brightness v] effect to (0)\n if <(Level#) = [1]> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (40)\n end\n set size to (400) %\n go to x: (((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) y: (0)\n show\n set y to (0)\n if <<(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) < [-800]> or <(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) > [800]>> then\n hide\n end\n set size to (100) %\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [load level v]\nif <<(Level#) = [1]> or <<(Level#) = [3]> or <(Level#) = [4]>>> then\n show\n go to [back v] layer\n go to [back v] layer\n set [ox v] to [0]\n create clone of (_myself_ v)\n set [ox v] to [480]\n go to [back v] layer\n go to [back v] layer\nend\n\nwhen I receive [start v]\nset [level# v] to [1]\nshow\nset [scroll x v] to [0]\ngo to [back v] layer\ngo to [back v] layer\nset [ox v] to [0]\ncreate clone of (_myself_ v)\nset [ox v] to [480]\ngo to [back v] layer\ngo to [back v] layer\nforever\n change [scroll x v] by (2)\n if <<(scroll x) > [960]> or <(scroll x) = [960]>> then\n set [scroll x v] to [0]\n end\n broadcast (tick3 v)\nend\n\nwhen I receive [tick3 v]\nswitch costume to (level 1 v)\nset [brightness v] effect to (0)\nif <(Level#) = [1]> then\n set [ghost v] effect to (0)\nelse\n set [ghost v] effect to (40)\nend\nset size to (400) %\ngo to x: (((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) y: (0)\nshow\nset y to (0)\nif <<(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) < [-800]> or <(((((scroll x) * (-0.5)) mod (480)) + (ox)) - (480)) > [800]>> then\n hide\nend\nset size to (100) %\n\n@Water\n\nwhen I receive [tick2 v]\nif <(Level#) = [2]> then\n set size to (400) %\n go to x: (((scroll x) * (-1)) + (ox)) y: (0)\n show\n set y to (0)\n if <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n hide\n end\n set size to (100) %\n switch costume to (join (join (join [L] (Level#)) [-]) (ID))\nend\n\nwhen flag clicked\nhide\nset [id v] to [0]\n\ndefine Clone all of them\nif <(Level#) = [2]> then\n set [id v] to [0]\n set [ox v] to [0]\n repeat (19)\n change [id v] by (1)\n change [ox v] by (480)\n set size to (100) %\n create clone of (_myself_ v)\n end\n set [id v] to [0]\n set [ox v] to [0]\nend\n\nwhen I receive [load level v]\nif <(ID) = [0]> then\n set [scroll x v] to [0]\n Clone all of them\n forever\n broadcast (tick2 v)\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\nset [id v] to [0]\ndelete this clone\n\n@Spikes\n\nwhen I receive [tick2 v]\nif <not <(Level#) = [3]>> then\n set size to (400) %\n go to x: (((scroll x) * (-1)) + (ox)) y: (0)\n show\n set y to (0)\n if <<(((scroll x) * (-1)) + (ox)) < [-500]> or <(((scroll x) * (-1)) + (ox)) > [500]>> then\n hide\n end\n set size to (100) %\n switch costume to (join (join (join [L] (Level#)) [-]) (ID))\nend\n\nwhen flag clicked\nhide\nset [id v] to [0]\n\ndefine Clone all of them\nset [id v] to [0]\nset [ox v] to [0]\nrepeat (19)\n change [id v] by (1)\n change [ox v] by (480)\n set size to (100) %\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nset [ox v] to [0]\n\nwhen I receive [load level v]\nif <(ID) = [0]> then\n set [scroll x v] to [0]\n if <not <(Level#) = [3]>> then\n Clone all of them\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\nset [id v] to [0]\ndelete this clone\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [ghost v] effect to (100)\n set [stick power v] to [0]\n go to (myself)\n wait until <mouse down?>\n if <not <<(Pause?) = [False]> and <(In Pause Button?) = [0]>>> then\n wait until <not <mouse down?>>\n else\n repeat until <<not <mouse down?>> or <not <(Pause?) = [False]>>>\n set [ghost v] effect to (25)\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [sitck 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 end\n end\nend\n\nwhen I receive [load level v]\nset [myself v] to [Control Stick]\nset [max stick v] to [52]\ngo to [front v] layer\nshow\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\nforever\n set [ghost v] effect to (100)\n wait until <mouse down?>\n if <not <<(Pause?) = [False]> and <(In Pause Button?) = [0]>>> then\n wait until <not <mouse down?>>\n else\n set [ghost v] effect to (60)\n go to (mouse-pointer v)\n end\n wait until <<not <mouse down?>> or <not <(Pause?) = [False]>>>\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [back to level select v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Minigame Player\n\nwhen I receive [extras game start v]\nset [score v] to [0]\nset [vel v] to [0]\nset [jumps v] to [0]\nset [touching? v] to [False]\npoint in direction (90)\nif <(Minigame#) = [1]> then\n go to x: (mouse x) y: (-54)\nelse\n go to x: (-173) y: (-54)\nend\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nset rotation style [left-right v]\nforever\n change [ghost v] effect by (-10)\n Game (Minigame#)\nend\n\nwhen flag clicked\nsay []\nhide\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\nhide\nsay []\n\ndefine Game (#)\nif <(Pause?) = [False]> then\n if <(#) = [1]> then\n switch costume to (hitbox v)\n set [touching? v] to <touching (minigame objects v)?>\n switch costume to (player - 1 v)\n point towards (mouse-pointer v)\n change x by (((mouse x) - (x position)) / (6))\n end\n if <(#) = [2]> then\n switch costume to (hitbox v)\n set [touching? v] to <touching (minigame objects v)?>\n switch costume to (player - 1 v)\n change [vel v] by (-1.3)\n change y by (vel)\n if <(y position) < [-54]> then\n set [jumps v] to [0]\n set [vel v] to [0]\n set y to (-54)\n end\n if <not <<<mouse down?> and <(In Pause Button?) = [0]>> or <key (space v) pressed?>>> then\n set [jumps v] to [7]\n end\n if <<<<mouse down?> and <(In Pause Button?) = [0]>> or <key (space v) pressed?>> and <(jumps) < [6]>> then\n if <(jumps) = [0]> then\n broadcast (Jump v)\n end\n change [jumps v] by (1)\n set [vel v] to [11]\n change y by (vel)\n end\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [extras game start v]\nforever\n if <(Pause?) = [False]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n if <(Pause?) = [False]> then\n set [pause? v] to [True]\n broadcast (Pause v)\n end\n end\n end\nend\n\n@Minigame Objects\n\nwhen I start as a clone\nshow\nclear graphic effects\npoint in direction (90)\nif <(Minigame#) = [2]> then\n set [direction v] to (((pick random (0) to (1)) * (2)) - (1))\n set [random v] to ((pick random (-10.0) to (-6.0)) * ((1) + ((1) - (Spawn rate))))\n set size to (1000) %\n go to x: (250) y: (pick random (-40) to (-20))\n set size to (100) %\n forever\n if <(Pause?) = [False]> then\n if <(x position) < [-252]> then\n change [score v] by (1)\n broadcast (Update Score v)\n if <not <<(Spawn rate) < [0.5]> or <(Spawn rate) = [0.5]>>> then\n change [spawn rate v] by (-0.0025)\n end\n hide\n delete this clone\n else\n set size to (1000) %\n turn right ((random) * (direction)) degrees\n change x by (random)\n set size to (100) %\n if <<touching (minigame player v)?> and <(Touching?) = [true]>> then\n broadcast (Oops v)\n broadcast (Game Over v)\n end\n end\n end\n end\nelse\n if <(Minigame#) = [1]> then\n set [direction v] to (((pick random (0) to (1)) * (2)) - (1))\n set [random v] to (pick random (-15.5) to (-5.0))\n set size to (1000) %\n go to x: (pick random (-240) to (240)) y: (350)\n set size to (100) %\n forever\n if <(Pause?) = [False]> then\n if <(y position) < [-55]> then\n repeat (4)\n change [ghost v] effect by (25)\n wait until <(Pause?) = [False]>\n end\n hide\n delete this clone\n else\n turn right ((random) * (direction)) degrees\n change y by (random)\n if <<touching (minigame player v)?> and <(Touching?) = [true]>> then\n if <(costume [number v]) = [1]> then\n broadcast (Pop v)\n change [score v] by (1)\n broadcast (Update Score v)\n if <not <<(Spawn rate) < [0.5]> or <(Spawn rate) = [0.5]>>> then\n change [spawn rate v] by (-0.0025)\n end\n else\n if <(costume [number v]) = [3]> then\n if <not <(Lives) = [3]>> then\n change [lives v] by (1)\n end\n broadcast (Heal v)\n broadcast (Collect v)\n else\n broadcast (Crunch v)\n change [lives v] by (-1)\n broadcast (Hit v)\n if <(Lives) = [0]> then\n broadcast (Oops v)\n broadcast (Game Over v)\n end\n end\n end\n repeat (4)\n change [ghost v] effect by (25)\n change size by (-10)\n wait until <(Pause?) = [False]>\n end\n hide\n delete this clone\n end\n end\n end\n end\n else\n delete this clone\n end\nend\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [extras game start v]\nif <(Minigame#) = [1]> then\n set [spawn rate v] to [1]\n go to [back v] layer\n forever\n repeat (round ((pick random (0.2) to (0.9)) * (30)))\n wait until <(Pause?) = [False]>\n end\n create clone of (_myself_ v)\n end\nend\nif <(Minigame#) = [2]> then\n set [spawn rate v] to [1]\n go to [back v] layer\n forever\n repeat ((round ((pick random (1.25) to (3.0)) * (30))) / ((1) + ((1) - (Spawn rate))))\n wait until <(Pause?) = [False]>\n end\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nif <(Minigame#) = [2]> then\n switch costume to (basketball v)\nelse\n if <(Minigame#) = [1]> then\n if <<(pick random (1) to ((round ((8) * ((2) + ((Spawn rate) * (-1))))) * (2))) = [1]> and <(Lives) < [3]>> then\n switch costume to (golden apple v)\n point in direction (90)\n else\n if <(pick random (1) to (round ((5) * (Spawn rate)))) = [1]> then\n switch costume to (rotten apple v)\n else\n switch costume to (apple v)\n end\n end\n else\n delete this clone\n end\nend\n\nwhen I receive [fade out v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Love/Fav detector\n\nwhen I start as a clone\nif <(Clone) = [Love]> then\n show\n switch costume to (love v)\n go to x: (0) y: (0)\n set [loved? v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n set [loved? v] to [1]\n delete this clone\n end\n end\nelse\n if <(Clone) = [Fav]> then\n show\n switch costume to (fav v)\n go to x: (0) y: (0)\n set [faved? v] to [0]\n forever\n if <touching (mouse-pointer v)?> then\n set [faved? v] to [1]\n delete this clone\n end\n end\n else\n if <(Clone) = [Thanks]> then\n show\n go to x: (-110) y: (1000)\n switch costume to (pick random (1) to (4))\n start sound [Thank you! ^w^ v]\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (25)\n change y by (((156) - (y position)) / (5))\n change [ghost v] effect by (-4)\n go to [front v] layer\n end\n repeat (90)\n set y to (156)\n go to [front v] layer\n end\n repeat (10)\n go to [front v] layer\n change y by (((155) - (y position)) / (-1.8))\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n else\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\nset [loved? v] to [0]\nset [faved? v] to [0]\nset [clone v] to [Love]\ncreate clone of (_myself_ v)\nset [clone v] to [Fav]\ncreate clone of (_myself_ v)\nwait until <<(Loved?) = [1]> and <(Faved?) = [1]>>\nwait (1) seconds\nset [clone v] to [Thanks]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nif <<(Loved?) = [1]> and <(Faved?) = [1]>> then\n if <(Clone) = [Thanks]> then\n stop [other scripts in sprite v]\n repeat (10)\n go to [front v] layer\n change y by (((155) - (y position)) / (-1.8))\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\n@Sound Effects\n\nwhen I receive [change v]\nset volume to (Sound Volume) %\nstart sound [Change v]\n\nwhen I receive [select sfx v]\nset volume to (Sound Volume) %\nstart sound [Select v]\n\nwhen I receive [hover sfx v]\nset volume to (Sound Volume) %\nstart sound [Hover v]\n\nwhen I receive [back sfx v]\nset volume to (Sound Volume) %\nstart sound [Back v]\n\nwhen I receive [pause v]\nset volume to (Sound Volume) %\nstart sound [Pause v]\n\nwhen I receive [boing v]\nset volume to (Sound Volume) %\nstart sound [Boing v]\n\nwhen I receive [big boing v]\nset volume to (Sound Volume) %\nstart sound [Big Boing v]\n\nwhen I receive [oops v]\nset volume to (Sound Volume) %\nstart sound [Oops v]\n\nwhen I receive [jump v]\nset volume to (Sound Volume) %\nstart sound [Jump v]\n\nwhen I receive [pop v]\nset volume to (Sound Volume) %\nstart sound [Pop v]\n\nwhen I receive [collect v]\nset volume to (Sound Volume) %\nstart sound [Collect v]\n\nwhen I receive [crunch v]\nset volume to (Sound Volume) %\nstart sound [Crunch v]\n\n
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Sloth Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (a v)\nforever\n switch costume to (The Level)\nend\n\n@sloth\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (jaguar v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@jaguar\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [bensound-voulezvousdanser v] until done\nend\n\n
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━━━━━━━━━ »» ʰ ᵉ ˡ ˡ ᵒ «« ━━━━━━━━━\n\n✎ | ⁿᵉʷ ᵖʳᵒʲᵉᶜᵗ | ❝Sloth Platformer❞\n‒‒‒‒‒‒‒‒‒‒‒‒‒‒\n✂ | ᵃ ᵇ ᵒ ᵘ ᵗ |\nhi! welcome to my sloth platformer! :D I made this using a platformer engine. if I get to 25+ ♡'s and ☆'s I'll make a part 2\n\npart 2!!!\nhttps://scratch.mit.edu/projects/801689715/\n\n‒‒‒‒‒‒‒‒‒‒‒‒‒‒\n✈ | ⁿ ᵃ ᵛ ᶦ ᵍ ᵃ ᵗ ᶦ ᵒ ⁿ |\nw a s d or ←↑↓→to move. you can wall jump and crouch (s or ↓) avoid the jaguar and the spikes!\n‒‒‒‒‒‒‒‒‒‒‒‒‒‒\n☎ | ᶜ ʳ ᵉ ᵈ ᶦ ᵗ ˢ |\n❒ thumbnail by me\n❒ music from bensound.com\n❒ code by @--AwesomeCode--\n❒ description inspired by @wiIdflowers\n\n━━━━━━━━━ »» ᵇ ʸ ᵉ «« ━━━━━━━━━
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Platformer for pj's ( piyj's) contest
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@Stage\n\nwhen flag clicked\nclear sound effects\nforever\n play sound [lofi-study-112191 \(1\) v] until done\nend\n\n@Player\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1.5]\nset [scene v] to [1]\n\nwhen I receive [run v]\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [thump soft v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <touching (spikes v)?>> then\n start sound [Wood Tap v]\n change [health v] by (-1)\n reset\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.85))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [run v]\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\nshow\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (run v)\nbroadcast (Next Level v)\n\n@Blank\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n switch costume to (Scene)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (eliminate skip v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (blue v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (red v)\n\n@Detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Particles\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n change x by (5)\n change y by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [eliminate skip v]\nshow\n\nwhen flag clicked\nforever\n set size to (pick random (120) to (70)) %\n go to x: (pick random (-233) to (40)) y: (pick random (-165) to (-90))\n create clone of (_myself_ v)\nend\n\n@Health Bar\n\nwhen flag clicked\ngo [backward v] (213) layers\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\ngo to [back v] layer\nwait (8) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [eliminate skip v]\nhide\n\n@Thumbnail2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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This is a sequel to the first one I made for chipm0ks contest but there is a twits its for piyj's contest \njust like last time use arrow keys to move \nthere are 14 levels \nif you have not played the first one go check it out https://scratch.mit.edu/projects/800267587
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Rotate A Platformer #trending#all#games
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@Stage\n\n@Circle\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nforever\n change [y vel v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [d vel v] by (-0.2)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [d vel v] by (0.2)\n end\n set [d vel v] to ((d vel) * (0.8))\n turn right (d vel) degrees\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (-1)\n if <touching (cube v)?> then\n change y by (4)\n turn right ((d vel) * (-1)) degrees\n set [d vel v] to [0]\n end\n end\n end\n end\n end\n change y by (y vel)\n if <touching (cube 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 (cube v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n start sound [Jump v]\n set [y vel v] to [-12]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [restart v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\n\nwhen I receive [next level v]\npoint in direction (90)\ngo to x: (-10) y: (-500)\nset [d vel v] to [0]\nset [y vel v] to [0]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nforever\n play sound [Journey v] until done\nend\n\n@TN\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@Cube\n\nwhen flag clicked\nset size to (30) %\nswitch costume to (fantasia1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [respawn v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nswitch costume to (fantasia1 v)\nforever\n change y by (-5)\n if <<touching color (#ff8181)?> or <<touching color (#676767)?> or <touching color (#ff0000)?>>> then\n broadcast (Restart v)\n end\n change y by (5)\nend\n\nwhen flag clicked\nif <touching color (#00ff9c)?> then\n broadcast (you won v)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <<touching color (#000000)?> or <touching color (#000000)?>> then\n broadcast (Next Level v)\n end\nend\n\nwhen I receive [:\( v]\nswitch costume to (fantasia4 v)\n\nwhen I receive [ninja v]\nswitch costume to (fantasia5 v)\n\nwhen I receive [sl v]\nswitch costume to (fantasia3 v)\n\nwhen I receive [reddy mc red head v]\nswitch costume to (fantasia2 v)\n\nwhen I receive [minion v]\nswitch costume to (fantasia6 v)\n\nwhen I receive [normal v]\nswitch costume to (fantasia1 v)\n\n
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Arrow keys to move sorry i will work on wasd for next project :( \nEnglish is not my main langauge okay
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Platformer Run
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@Stage\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [スコア v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [メッセージ2 v]\nwait (0.3) seconds\nshow variable [スコア v]\nset [スコア v] to [0]\nrepeat (100)\n wait (0.45) seconds\n change [スコア v] by (1)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (-54) y: (17)\nshow\n\n@スプライト3\n\nwhen flag clicked\nset volume to (0) %\n\nwhen I receive [メッセージ2 v]\nset volume to (100) %\nwait (1.5) seconds\nplay sound [intro2 v] until done\nplay sound [_CPU-Mood_ by Demonicity v] until done\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (0) y: (400)\nshow\nwait (2) seconds\nglide (2.5) secs to x: (0) y: (-400)\ngo to x: (0) y: (400)\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (-54) y: (-67)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nrepeat (4)\n change [ghost v] effect by (25)\nend\nstart sound [Collect v]\nbroadcast (メッセージ1 v)\nhide\n\n@Ball\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (メッセージ2 v)\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (-15) y: (380)\nshow\nwait (3.3) seconds\nglide (3) secs to x: (-18) y: (-380)\ngo to x: (-15) y: (380)\n\n@スプライト8\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (-30) y: (600)\nwait (5.3) seconds\nshow\nglide (4) secs to x: (-30) y: (-600)\ngo to x: (-30) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト9\n\n@本体\n\nwhen I receive [メッセージ2 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 [forward v] (5) layers\nshow\n\n say (username)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching color (#00ffff)?> 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 [18]\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 (1.2)\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 (-1.2)\n point in direction (-90)\n end\n set [変数2 v] to ((変数2) / (1.1))\n if <touching color (#00fffe)?> 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 [12]\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 <[3] < (ターボ)> then\n forever\n go to x: (-170) y: (-125)\n end\n end\n if <touching color (#a5a5a5)?> then\n start sound [Pew v]\n wait (0.15) seconds\n stop all sounds\n to by contenew\n broadcast (メッセージ2 v)\n wait (3) seconds\n broadcast (いく v)\n end\n if <<touching color (#ff0000)?> or <touching color (#ff9898)?>> then\n broadcast (プッシュ v)\n end\nend\n\nwhen flag clicked\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\ndefine to by contenew\ngo to [front v] layer\nswitch costume to (sprite3 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof 2 v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (sprite1 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\n\nwhen I receive [タヒ v]\nto by contenew\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (36) y: (28)\ngo [forward v] (1) layers\nshow\n\n@スプライト10\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-18) y: (600)\nshow\nwait (9.8) seconds\nglide (4) secs to x: (-18) y: (-600)\ngo to x: (-18) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト11\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (0) y: (600)\nshow\nwait (7.8) seconds\nglide (4) secs to x: (0) y: (-600)\ngo to x: (0) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト16\n\nwhen flag clicked\ngo to x: (0) y: (200)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (0) y: (200)\ngo to [front v] layer\nshow\nrepeat (30)\n change y by (((130) - (y position)) / (8))\nend\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\nrepeat (30)\n change y by (((200) - (y position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nwait (3) seconds\nhide\n\n@スプライト12\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-18) y: (600)\nshow\nwait (11.6) seconds\nglide (4) secs to x: (-18) y: (-600)\ngo to x: (-18) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト13\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (-30) y: (600)\nshow\nwait (13.6) seconds\nglide (4) secs to x: (-30) y: (-600)\ngo to x: (-30) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (0) y: (600)\nshow\nwait (15) seconds\nglide (4) secs to x: (0) y: (-600)\ngo to x: (0) y: (600)\nbroadcast (次 v)\n\n@スプライト15\n\nwhen flag clicked\ngo to x: (300) y: (0)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (300) y: (0)\nwait (16.4) seconds\ngo to [front v] layer\nshow\nrepeat (30)\n change x by (((200) - (x position)) / (8))\nend\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\nend\nrepeat (30)\n change x by (((300) - (x position)) / (8))\nend\nhide\n\n@バグ解消\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (229) y: (-20)\ngo to [front v] layer\nshow\n\n@スプライト6\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (-45)\nwait (18.5) seconds\nshow\nglide (4) secs to x: (-600) y: (-45)\ngo to x: (600) y: (-45)\n\nwhen flag clicked\nhide\n\n@スプライト17\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (-45)\nwait (20.7) seconds\nshow\nglide (4) secs to x: (-600) y: (-45)\ngo to x: (600) y: (-45)\n\n@スプライト18\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (17)\nwait (22.7) seconds\nshow\nglide (4.5) secs to x: (-600) y: (17)\ngo to x: (600) y: (17)\n\nwhen flag clicked\nhide\n\n@スプライト19\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (670) y: (0)\nwait (25) seconds\nshow\nglide (4.8) secs to x: (-670) y: (0)\ngo to x: (670) y: (0)\n\nwhen flag clicked\nhide\n\n@スプライト20\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (6)\nwait (27.5) seconds\nshow\nglide (4.5) secs to x: (-600) y: (6)\ngo to x: (600) y: (6)\n\nwhen flag clicked\nhide\n\n@スプライト21\n\nwhen flag clicked\ngo to x: (300) y: (0)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (-300) y: (0)\nwait (32) seconds\ngo to [front v] layer\nshow\nrepeat (30)\n change x by (((-200) - (x position)) / (8))\nend\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\nend\nrepeat (30)\n change x by (((-300) - (x position)) / (8))\nend\nhide\n\n@スプライト22\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (-46)\nwait (33.8) seconds\nshow\nglide (4) secs to x: (700) y: (-46)\ngo to x: (-700) y: (-46)\n\nwhen flag clicked\nhide\n\n@バグ解消2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (-255) y: (-20)\ngo to [front v] layer\nshow\n\n@スプライト23\n\nwhen I receive [メッセージ2 v]\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nwait (36) seconds\nshow\nglide (4) secs to x: (700) y: (-112)\ngo to x: (-700) y: (-112)\n\nwhen flag clicked\ngo to x: (-700) y: (-112)\nhide\n\nwhen I receive [プッシュ v]\nswitch costume to (コスチューム3 v)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\nbroadcast (OK v)\nstart sound [Collect v]\n\n@スプライト24\n\nwhen I receive [メッセージ2 v]\ngo to x: (-700) y: (29)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nwait (40) seconds\nshow\nglide (4) secs to x: (700) y: (29)\ngo to x: (-700) y: (29)\n\nwhen flag clicked\ngo to x: (-600) y: (29)\nhide\n\nwhen I receive [ok v]\nswitch costume to (コスチューム3 v)\n\n@スプライト25\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (-46)\nwait (41.3) seconds\nshow\nglide (4) secs to x: (700) y: (-46)\ngo to x: (-700) y: (-46)\n\nwhen flag clicked\nhide\n\n@スプライト26\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (-46)\nwait (42.9) seconds\nshow\nglide (4) secs to x: (700) y: (-46)\ngo to x: (-700) y: (-46)\n\nwhen flag clicked\nhide\n\n@スプライト27\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (20)\nwait (44.9) seconds\nshow\nglide (4) secs to x: (700) y: (20)\ngo to x: (-700) y: (20)\n\nwhen flag clicked\nhide\n\n@スプライト28\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-550) y: (20)\nwait (48) seconds\nshow\nstart sound [Win v]\nglide (2) secs to x: (0) y: (20)\nwait (1) seconds\nglide (2) secs to x: (550) y: (20)\nhide\n\n@スプライト29\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\nwait (52) seconds\ngo to [front v] layer\nshow\n\n
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新作\nplatformer run\n画面左タップ・・・左移動\n画面右タップ・・・右移動\n画面左上タップ・・・左ジャンプ\n画面右上タップ・・・右ジャンプ\n\n
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Math a platformer 数学プラットフォーマー|| #Games #All #Trending
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@Stage\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?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.5)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (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 (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\nend\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?>> or <<mouse down?> and <(mouse y) > (y position)>>>> 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 <touching (enemy v)?> then\n Reset\nend\n\ndefine Reset\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-180) 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 <<mouse down?> and <(mouse x) < (x position)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>>> then\n switch costume to (player 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 (player right v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player left v)\n end\nend\n\n@Ground Hitbox\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@Ground art\n\nwhen flag clicked\ngo to x: (0) y: (0)\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@Enemy\n\nwhen flag clicked\nforever\n if <<<<<(The Level) = [1]> or <(The Level) = [2]>> or <(The Level) = [3]>> or <<(The Level) = [4]> or <(The Level) = [5]>>> or <<<(The Level) = [6]> or <(The Level) = [7]>> or <<(The Level) = [8]> or <<(The Level) = [9]> or <(The Level) = [10]>>>>> then\n show\n go to x: (-100) y: (-50)\n switch costume to (enemy3 v)\n glide (2) secs to x: (206) y: (-50)\n switch costume to (enemy v)\n wait (1) seconds\n switch costume to (enemy2 v)\n glide (2) secs to x: (-100) y: (-50)\n switch costume to (enemy v)\n wait (1) seconds\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]> or <(The Level) = [2]>> or <(The Level) = [3]>> or <<(The Level) = [4]> or <(The Level) = [5]>>> or <<<(The Level) = [6]> or <(The Level) = [7]>> or <<(The Level) = [8]> or <<(The Level) = [9]> or <(The Level) = [10]>>>>> then\n switch costume to ( v)\n repeat until <(Collect) = [1]>\n show\n go to x: (200) y: ((-20) + (-))\n if <touching (player v)?> 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 show\n go to x: (180) y: ((0) + (-))\n if <touching (player v)?> 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\nwhen flag clicked\nforever\n set [- v] to (([sin v] of (((timer) * (2)) * (50)) ) * (4))\nend\n\nset [collect v] to [0]\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@ \n\nwhen flag clicked\nforever\n play sound [Julius Dreisig & Zeus X Crona - Invisible \[NCS Release\] v] until done\nend\n\n@Sun\n\nwhen flag clicked\nshow\nforever\n set size to ((100) + (([sin v] of (((timer) * (2)) * (50)) ) * (8))) %\nend\n\nwhen flag clicked\nwait until <(The Level) = [11]>\nhide\n\n@Wall\n\nwhen flag clicked\nshow\n\nwhen I receive [open wall v]\nhide\n\nwhen I receive [show wall v]\nshow\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to x: (0) y: ((50) + (([sin v] of (((timer) * (2)) * (100)) ) * (4)))\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (50)) ) * (4)))\nend\n\nwhen flag clicked\nshow\nwait until <(The Level) = [1]>\nforever\n if <(The Level) = [1]> then\n switch costume to (1 v)\n broadcast (show math v)\n if <(answer) = ((8) * ((10) * (9)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen I receive [show math v]\nshow\n\nwhen I receive [hide math v]\nhide\n\nwhen flag clicked\nwait until <(The Level) = [2]>\nforever\n if <(The Level) = [2]> then\n switch costume to (2 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((7) * ((2) * (5)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [3]>\nforever\n if <(The Level) = [3]> then\n switch costume to (3 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((10) * ((4) * (8)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [4]>\nforever\n if <(The Level) = [4]> then\n switch costume to (4 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((9) * ((9) * (10)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [5]>\nforever\n if <(The Level) = [5]> then\n switch costume to (5 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((11) * ((9) * (10)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [6]>\nforever\n if <(The Level) = [6]> then\n switch costume to (6 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((8) * ((2) * (5)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [7]>\nforever\n if <(The Level) = [7]> then\n switch costume to (7 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((2) * ((2) * (1)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [8]>\nforever\n if <(The Level) = [8]> then\n switch costume to (8 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((10) * ((20) * (5)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [9]>\nforever\n if <(The Level) = [9]> then\n switch costume to (9 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((3) * ((10) * (1)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [10]>\nforever\n if <(The Level) = [10]> then\n switch costume to (10 v)\n broadcast (show math v)\n broadcast (show wall v)\n if <(answer) = ((2) * ((7) * (3)))> then\n broadcast (Open Wall v)\n broadcast (hide math v)\n stop [this script v]\n else\n broadcast (show math v)\n ask [] and wait\n end\n end\nend\n\nwhen flag clicked\nwait until <(The Level) = [11]>\nforever\n if <(The Level) = [11]> then\n broadcast (Open Wall v)\n end\nend\n\n
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!!!!!Click green flag 2 times to start the game!!!!!!\n ✦ Math ✦\n\n\n Follow this guy then look at your profile for a surprise\n @Prodannau \n\n\n\n\nNote :\nThis is a math game with platformer ._. \nIdk what to make so i make this, a math game... but i added platformer\n\n\n⭐⭐⭐Controls⭐⭐⭐\n➥ Mobile / W A D / Arrows\n\n\n⭐⭐⭐How to play⭐⭐⭐\n➥ Answer the maths!\n➥ Collect the ore\n➥ Do not touch enemy\n➥ Go to edge to go to the next level\n\n\n⭐⭐⭐Credits⭐⭐⭐\n➥ @--AwesomeCode-- For The Player Engine\n➥ @INorth For The Biggest Inspiration Of The Art\n➥ @TimMcCool For love and fav detector\n➥ @x_PlatformMaker_x For love and fav reminder\n➥ @EntoChicky For the mobile friendly icon\n\n\n✦Rules\n➥ If you want advertise, you must follow me at @Prodannau or i will delete your comments or report you\n\n\nJapanese :\n\n!!!!!緑の旗を 2 回クリックしてゲームを開始します!!!!!\n✦ 数学 ✦\n\n\n この男をフォローしてから、プロフィールを見てサプライズを見つけてください\n @プロダナウ\n\n\n\n\nノート :\nこれはプラットフォーマーを使った数学ゲームです._.\n何を作ればいいのかわからないので、これを数学ゲームにします...しかし、プラットフォーマーを追加しました\n\n\n⭐⭐⭐コントロール⭐⭐⭐\n➥ モバイル / WAD / アローズ\n\n\n⭐⭐⭐遊び方⭐⭐⭐\n➥ 数学に答えてください!\n➥ 鉱石を集める\n➥ 敵に触れないでください\n➥ エッジに移動して次のレベルに進む\n\n⭐⭐⭐クレジット⭐⭐⭐\n➥ @--AwesomeCode-- プレーヤー エンジン用\n➥ アートの最大のインスピレーションのための@INorth\n➥ @TimMcCool 愛とお気に入りの検出器用\n➥ @x_PlatformMaker_x 愛とお気に入りのリマインダー\n➥ @EntoChicky モバイルフレンドリーなアイコンのために\n\n\nTags \n#Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun \n #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun \n\n\n
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Platformer
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@Stage\n\nwhen I receive [3 v]\nswitch backdrop to (тло2 v)\n\nwhen flag clicked\nswitch backdrop to (тло1 v)\n\n@Спрайт1\n\nwhen flag clicked\nset [моя змінна v] to [0]\nshow\ngo to x: (-200) y: (-97)\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n change x by (8)\nend\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n change x by (-8)\nend\n\nwhen [up arrow v] key pressed\nrepeat until <not <key (up arrow v) pressed?>>\n repeat (15)\n change y by (8)\n end\n repeat (15)\n change y by (-8)\n end\nend\n\nwhen I receive [1 v]\ngo to x: (-200) y: (-97)\nstop [other scripts in sprite v]\n\nwhen I receive [2 v]\ngo to x: (-200) y: (-97)\nstop [other scripts in sprite v]\n\nwhen I receive [3 v]\nhide\n\nwhen [w v] key pressed\nrepeat until <not <key (w v) pressed?>>\n repeat (15)\n change y by (8)\n end\n repeat (15)\n change y by (-8)\n end\nend\n\nwhen [d v] key pressed\nrepeat until <not <key (d v) pressed?>>\n change x by (8)\nend\n\nwhen [a v] key pressed\nrepeat until <not <key (a v) pressed?>>\n change x by (-8)\nend\n\n@Спрайт2\n\nwhen flag clicked\nshow\n\nwhen I receive [3 v]\nhide\n\n@Спрайт3\n\nwhen flag clicked\nshow\nforever\n if <touching (спрайт1 v)?> then\n broadcast (1 v)\n end\nend\n\nwhen I receive [3 v]\nhide\n\n@Спрайт4\n\nwhen flag clicked\nshow\nswitch costume to (образ1 v)\nforever\n if <touching (спрайт1 v)?> then\n broadcast (2 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (3 v)\n end\nend\n\nwhen I receive [1 v]\nnext costume\n\nwhen I receive [3 v]\nhide\n\n@Спрайт5\n\nwhen flag clicked\nhide\n\n@Спрайт6\n\nwhen flag clicked\ngo to x: (-200) y: (-97)\nforever\n go to (спрайт1 v)\nend\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nwait (0.5) seconds\ndelete this clone\n\nwhen I start as a clone\nset size to (100) %\nforever\n change [ghost v] effect by (8)\n change size by (-3)\nend\n\nwhen I receive [3 v]\nhide\n\n
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Part 2 https://scratch.mit.edu/projects/808760423/
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hedgehog platformer! ハリネズミプラットフォーマー!
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@Stage\n\nwhen I receive [メッセージ1 v]\nstop all sounds\nclear graphic effects\nswitch backdrop to (背景2 v)\n\n play sound [Water v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nplay sound [ロウワー \(1\) v] until done\n\nwhen I receive [メッセージ1 v]\nforever\n if <<(ステージ) = [8]> or <<(ステージ) = [9]> or <<(ステージ) = [10]> or <<(ステージ) = [11]> or <(ステージ) = [12]>>>>> then\n switch backdrop to (背景1 v)\n else\n switch backdrop to (背景2 v)\n end\nend\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [メッセージ1 v]\nshow\n\n@スプライト1\n\ndefine 初期位置\nset [y v] to [0]\nset size to (50) %\nif <(ステージ) = [15]> then\n go to x: (-216) y: (0)\nelse\n go to x: (-216) y: (-50)\nend\nset [x v] to [0]\nset rotation style [all around v]\npoint in direction (90)\nshow\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nset [x2 v] to (x position)\nset [y2 v] to (y position)\ngo to x: (x2) y: (y2)\nrepeat (10)\n change [ghost v] effect by (7)\n wait (0.0001) seconds\n change size by (-7)\nend\ndelete this clone\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(ステージ) = [18]> then\n play sound [Win v] until done\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (hedgehog-d v)\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (hedgehog-d v)\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n create clone of (_myself_ v)\n wait (0.01) seconds\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen I receive [メッセージ1 v]\n初期位置\nset size to (50) %\nset [ステージ v] to [1]\nforever\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x v] by (1.75)\n change [角度 v] by (15)\n end\n if <<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> then\n change [x v] by (-1.75)\n change [角度 v] by (-15)\n end\n set [x v] to ((x) * (0.8))\n set [角度 v] to ((x) * (0.8))\n change x by (x)\n turn right (角度) degrees\n switch costume to (hedgehog-d v)\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 (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Coin 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 (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n start sound [Jump v]\n set [y v] to [0]\n change [y v] by (14)\n end\n change y by (1)\n if <<touching (とげ、マグマ v)?> or <(y position) < [-175]>> then\n wait (0.05) seconds\n start sound [Oops v]\n 初期位置\n end\n if <not <(ステージ) = [18]>> then\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n wait (0.05) seconds\n 初期位置\n end\n end\n if <touching (じゃんぷ v)?> then\n set [y v] to [0]\n start sound [Jump v]\n change [y v] by (24)\n end\nend\n\nwhen I receive [メッセージ1 v]\nshow variable [time v]\nshow variable [☁ world record v]\nrepeat until <(ステージ) = [18]>\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [メッセージ1 v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen flag clicked\nforever\n if <(ステージ) = [18]> then\n if <(TIME) < (☁ World Record)> then\n set [☁ world record v] to (TIME)\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n set [x3 v] to (x position)\n set [y3 v] to (y position)\nend\n\n@とげ、マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n switch costume to (ステージ)\nend\n\n@スプライト2\n\n@スプライト4\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset size to (110) %\n\nwhen flag clicked\nforever\n repeat (6)\n change size by (5)\n wait (0.1) seconds\n end\n repeat (6)\n change size by (-5)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [メッセージ1 v]\nforever\n if <<(ステージ) = [8]> or <<(ステージ) = [9]> or <<(ステージ) = [10]> or <<(ステージ) = [11]> or <(ステージ) = [12]>>>>> then\n hide\n else\n show\n end\nend\n\n@Tree1\n\nwhen I receive [メッセージ1 v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\n@素材\n\ndefine 震\nset [c v] to [0]\npoint in direction (-90)\nrepeat (46)\n set [c v] to (((c) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (c) degrees\nend\n\ndefine y (y)\nrepeat until <(round (y position)) = (y)>\n change y by (((y) - (y position)) / (3))\nend\n\ndefine x (x)\nrepeat until <(round (x position)) = (x)>\n change x by (((2) - (x position)) / (2))\nend\n\ndefine 大’’’’’ (大’’’’’)\nrepeat until <(round (size)) = (大’’’’’)>\n switch costume to (コスチューム2 v)\n change size by (((大’’’’’) - (size)) / (5))\n switch costume to (コスチューム3 v)\nend\n\nwhen flag clicked\nset size to (100) %\nhide\nif <[イントロ v] contains (username)?> then\n broadcast (メッセージ1 v)\nelse\n wait (0.01) seconds\n set [a v] to [0]\n create clone of (_myself_ v)\n set [a v] to [1]\n create clone of (_myself_ v)\n set [a v] to [2]\n create clone of (_myself_ v)\n set [a v] to [3]\n create clone of (_myself_ v)\n set [a v] to [4]\n create clone of (_myself_ v)\n set [a v] to [5]\n create clone of (_myself_ v)\n set [a v] to [6]\n create clone of (_myself_ v)\n set [a v] to [7]\n create clone of (_myself_ v)\n set [a v] to [8]\n create clone of (_myself_ v)\n set [a v] to [9]\n create clone of (_myself_ v)\n set [a v] to [10]\n create clone of (_myself_ v)\n set [a v] to [11]\n create clone of (_myself_ v)\n set [a v] to [12]\n create clone of (_myself_ v)\n set [a v] to [13]\n create clone of (_myself_ v)\n set [a v] to [14]\n create clone of (_myself_ v)\n set [a v] to [15]\n create clone of (_myself_ v)\n set [a v] to [16]\n create clone of (_myself_ v)\n set [a v] to [17]\n create clone of (_myself_ v)\n set [a v] to [18]\n create clone of (_myself_ v)\n set [a v] to [19]\n create clone of (_myself_ v)\n set [a v] to [20]\n create clone of (_myself_ v)\n set [a v] to [21]\n create clone of (_myself_ v)\n set [a v] to [22]\n create clone of (_myself_ v)\n set [a v] to [23]\n create clone of (_myself_ v)\n set [a v] to [24]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(a) = [1]> then\n switch costume to (コスチューム1 v)\n go to x: (-130) y: (110)\n set size to (4) %\n show\n 大’ [250]\nend\nwait (0.1) seconds\nif <(a) = [2]> then\n switch costume to (コスチューム1 v)\n go to x: (130) y: (-110)\n set size to (4) %\n show\n 大’ [250]\nend\nwait (0.1) seconds\nif <(a) = [3]> then\n go to x: (0) y: (0)\n switch costume to (新アイコン v)\n set size to (4) %\n show\n 大’’ [250]\nend\nwait (1) seconds\nif <(a) = [4]> then\n go to x: (0) y: (345)\n switch costume to (コスチューム13 v)\n clear graphic effects\n set [ghost v] effect to (10)\n show\n -y [0]\n wait (0.7) seconds\n hide\nend\nwait (0.1) seconds\nif <(a) = [5]> then\n go to x: (0) y: (345)\n switch costume to (コスチューム14 v)\n set [ghost v] effect to (10)\n show\n -y [0]\n wait (0.6) seconds\n hide\nend\nwait (0.1) seconds\nif <(a) = [6]> then\n go to x: (0) y: (345)\n switch costume to (コスチューム15 v)\n set [ghost v] effect to (10)\n show\n -y [0]\n wait (0.5) seconds\n hide\nend\nwait (0.2) seconds\nwait (0.1) seconds\nif <(a) = [8]> then\n wait (1.5) seconds\n go to x: (0) y: (30)\n switch costume to (コスチューム7 v)\n set [ghost v] effect to (50)\n show\n -y [-255]\n wait (0.25) seconds\n -y [255]\n hide\n delete this clone\nend\nif <(a) = [9]> then\n wait (1.5) seconds\n go to x: (0) y: (-30)\n switch costume to (コスチューム8 v)\n set [ghost v] effect to (50)\n show\n -y [255]\n wait (0.25) seconds\n -y [-255]\n hide\n delete this clone\nend\nwait (1.5) seconds\nif <(a) = [10]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム9 v)\n set size to (13) %\n show\n set [ghost v] effect to (20)\n 大’’’’ [2500]\n wait (0.01) seconds\n 大’’’’ [1700]\n 大’’’’ [2500]\n wait (2) seconds\n 大’’’’ [1700]\n 大’’’’ [2500]\n delete this clone\nend\nif <(a) = [11]> then\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to (コスチューム10 v)\n set size to (100) %\n show\n set [ghost v] effect to (50)\n repeat (125)\n turn right (2) degrees\n wait (0.01) seconds\n end\n delete this clone\nend\nwait (1.5) seconds\nif <(a) = [12]> then\n go to x: (0) y: (-258)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (コスチューム11 v)\n set size to (100) %\n show\n set [ghost v] effect to (0)\n -y [257]\n wait (0.5) seconds\n -y [-257]\n hide\nend\nif <(a) = [13]> then\n go to x: (0) y: (255)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (コスチューム12 v)\n set size to (100) %\n show\n set [ghost v] effect to (0)\n -y [-255]\n wait (0.5) seconds\n -y [255]\n hide\nend\nwait (2.) seconds\nif <(a) = [18]> then\n go to x: (0) y: (201)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (コスチューム16 v)\n set size to (100) %\n set [ghost v] effect to (30)\n show\n -y [0]\n wait (0.5) seconds\n -y [201]\n hide\nend\nif <(a) = [19]> then\n go to x: (0) y: (-201)\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (コスチューム17 v)\n set size to (100) %\n show\n set [ghost v] effect to (30)\n -y [0]\n wait (1.) seconds\n -y [-215]\n hide\nend\nwait (0.7) seconds\nif <(a) = [15]> then\n go to x: (0) y: (0)\n switch costume to (コスチューム3 v)\n set size to (13) %\n go to [back v] layer\n show\n set [ghost v] effect to (30)\n 大’’’’’ [3000]\n set size to (13) %\n set [ghost v] effect to (50)\n 大’’’’’ [3000]\n set size to (13) %\n set [ghost v] effect to (65)\n 大’’’’’ [3000]\nend\nwait (3.5) seconds\nif <(a) = [16]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (コスチューム4 v)\n set size to (10) %\n show\n 終 [1250]\nend\ndelete this clone\n\ndefine 大’ (大’)\nrepeat until <(round (size)) = (大’)>\n switch costume to (コスチューム2 v)\n change size by (((大’) - (size)) / (5))\n switch costume to (コスチューム1 v)\nend\n\ndefine 回\npoint in direction (90)\nturn right (1) degrees\nrepeat (30)\n turn right ([abs v] of (((90) - (direction)) / (2)) ) degrees\nend\n\ndefine 大’’ (大’’)\nrepeat until <(round (size)) = (大’’)>\n switch costume to (コスチューム2 v)\n change size by (((大’’) - (size)) / (5))\n switch costume to (新アイコン v)\nend\n\n震\nhide\n\ndefine 大’’’ (大’’’)\nrepeat until <(round (size)) = (大’’’)>\n switch costume to (コスチューム2 v)\n change size by (((大’’’) - (size)) / (5))\n switch costume to (コスチューム6 v)\nend\n\ndefine 大’’’’ (大’’’’)\nrepeat until <(round (size)) = (大’’’’)>\n switch costume to (コスチューム2 v)\n change size by (((大’’’’) - (size)) / (5))\n switch costume to (コスチューム9 v)\nend\n\ndefine a (a)\nrepeat until <(round (size)) = (a)>\n switch costume to (コスチューム2 v)\n change size by (((a) - (size)) / (5))\n switch costume to (コスチューム6 v)\nend\n\nwhen I start as a clone\nif <(a) = [1]> then\n set [ghost v] effect to (50)\n forever\n turn right (1) degrees\n wait (0.01) seconds\n end\nend\nif <(a) = [2]> then\n set [ghost v] effect to (50)\n forever\n turn right (1) degrees\n wait (0.01) seconds\n end\nend\nif <(a) = [3]> then\n wait (3.35) seconds\n 震\n 震\n wait (0.25) seconds\n 震\n wait (0.25) seconds\n 回\n 回\n wait (0.1) seconds\n 震\nend\n\n大’’’ [100]\n\nwhen I start as a clone\nwait (8.5) seconds\nif <(a) = [1]> then\n y [210]\n y [10]\n y [110]\nend\nif <(a) = [2]> then\n y [-10]\n y [-210]\n y [-110]\nend\nif <(a) = [3]> then\n y [100]\n y [-100]\n y [0]\nend\nif <(a) = [10]> then\n wait (0.01) seconds\n y [-30]\n wait (0.01) seconds\n y [30]\n wait (0.1) seconds\n y [0]\nend\nif <(a) = [11]> then\n y [100]\n y [-100]\n y [0]\nend\n\ndefine -y (-y)\nrepeat until <(round (y position)) = (-y)>\n change y by (((-y) - (y position)) / (7))\nend\n\ndefine 終 (終)\nrepeat until <(round (size)) = (終)>\n switch costume to (コスチューム2 v)\n change size by (((終) - (size)) / (6))\n switch costume to (コスチューム4 v)\nend\n\nwait (0.5) seconds\n-y [258]\n\nwhen flag clicked\nwait (13) seconds\nadd (username) to [イントロ v]\nbroadcast (メッセージ1 v)\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nstop [other scripts in sprite v]\n\ndelete all of [イントロ v]\n\n@スプライト3\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n go to [front v] layer\n stop [all v]\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nshow\n\n
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English\nThanks for playing this game!\n\n↑→←key and space key or tap\n\ndon't hit the thorn.\n\ndon't fall…!\n日本語\nこのゲームをプレイしてくれてありがとぉ~!\n\n↑→←キースペースキー(ジャンプ)かタップ\n\n棘に当たっちゃダメ!\n\n落ちてもダメ!
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マリオプラットフォーマー Mario platformer
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@Stage\n\nwhen flag clicked\nwait (12) seconds\nbroadcast (\[Intro\] over v)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\n@マリオ\n\nwhen flag clicked\ndelete all of [状態 v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (Next Level v)\n\ndefine reset\nset [xベル v] to [0]\nset [yベル v] to [0]\ngo to x: (-216) y: (0)\nstart sound [High Whoosh v]\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [状態 v] to [7]\nset [重力 v] to [10]\nset [ジャンプ力 v] to [15]\nset [速度 v] to [1]\nset [ステージ/a stage v] to [1]\n\nwhen I receive [\[intro\] over v]\nforever\n Show Health (状態) of [7] offset y [-40]\n if <(状態) < [1]> then\n start sound [Wood Tap v]\n broadcast (__Screen Wipe v)\n if <<[0] < (ステージ/A stage)> and <[8] > (ステージ/A stage)>> then\n set [ステージ/a stage v] to [1]\n set [状態 v] to [7]\n else\n if <[7] = (ステージ/A stage)> then\n set [ステージ/a stage v] to [7]\n set [状態 v] to [7]\n end\n if <[8] = (ステージ/A stage)> then\n set [ステージ/a stage v] to [8]\n set [状態 v] to [7]\n end\n end\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <touching (ゴール v)?> then\n change [ステージ/a stage v] by (1)\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n end\n if <touching (管理所 v)?> then\n broadcast (die v)\n start sound [Wood Tap v]\n change [状態 v] by (-1)\n hide\n wait (1) seconds\n show\n reset\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yベル v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xベル v] by ((速度) - ((速度) * (2)))\n set [方向 v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xベル v] by (速度)\n set [方向 v] to [90]\nend\nset [xベル v] to ((xベル) * (0.9))\nchange x by (xベル)\n\ndefine walljumping/sensing\nif <<touching (地面 v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xベル) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xベル) > ((重力) + ((重力) - ((重力) * (2))))> then\n set [xベル v] to (round ((重力) - ((重力) * (2))))\n else\n set [xベル v] to (round (重力))\n end\n set [yベル v] to ((重力) + ((重力) - ((重力) / (2))))\n else\n set [xベル v] to ((重力) + ((重力) - ((重力) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yベル v] by ((((重力) + ((重力) - ((重力) * (2)))) + (1)) * (-1))\nchange y by (yベル)\nif <<touching (地面 v)?> or <touching (movin platformer v)?>> then\n change y by ((yベル) - ((yベル) * (2)))\n set [yベル v] to ((重力) + ((重力) - ((重力) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<<touching (地面 v)?> or <touching (movin platformer v)?>> or <touching (地面エレベーター v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yベル v] to (ジャンプ力)\nend\nchange y by (1)\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (方向)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [状態 v]\nadd ((y position) + (y)) to [状態 v]\nadd ((health) / (max)) to [状態 v]\ncreate clone of (hpバー v)\n\nwhen flag clicked\nswitch costume to (マリオ v)\nhide\n\ndefine wall sensing bug\nif <<touching (地面 v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\nwhen I receive [\[intro\] over v]\nif <(username) = [hero-1011]> then\n forever\n set [状態 v] to [7]\n wait (1) seconds\n end\nend\n\nwhen I receive [\[intro\] over v]\nforever\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> or <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (チビ_歩く1 v)\n wait (0) seconds\n switch costume to (チビ_歩く2 v)\n wait (0) seconds\n end\n if <<not <<[0.1] < (yベル)> or <(yベル) < [-0.1]>>> and <<<<not <key (left arrow v) pressed?>> or <not <key (a v) pressed?>>> or <not <mouse down?>>> and <<<not <key (right arrow v) pressed?>> or <not <key (d v) pressed?>>> or <not <mouse down?>>>>> then\n switch costume to (マリオ v)\n end\n if <<[0.1] < (yベル)> or <(yベル) < [-0.1]>> then\n switch costume to (チビ_ジャンプ v)\n end\nend\n\n@地面\n\nwhen I receive [\[intro\] over v]\nshow\nset [ステージ/a stage v] to [1]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n switch costume to (ステージ/A stage)\nend\n\nwhen flag clicked\nhide variable [タイム/a thyme v]\nhide\n\n@管理所\n\nwhen I receive [\[intro\] over v]\nshow\nset [ステージ/a stage v] to [1]\n\nwhen flag clicked\nhide variable [タイム/a thyme v]\nhide variable [ステージ/a stage v]\nhide\n\nwhen I receive [\[intro\] over v]\nhide variable [ステージ/a stage v]\nhide variable [タイム/a thyme v]\nhide variable [タイム予備 v]\nset [タイム/a thyme v] to [0]\nreset timer\nforever\n set [タイム/a thyme v] to (timer)\n if <(ステージ/A stage) = [8]> then\n if <(タイム/A thyme) < (☁ 最速タイム!____________________________________The fastest time!)> then\n if <not <(username) = [hero-1011]>> then\n set [☁ 最速タイム!____________________________________the fastest time! v] to (タイム/A thyme)\n end\n end\n show variable [タイム/a thyme v]\n show variable [☁ 最速タイム!____________________________________the fastest time! v]\n stop [this script v]\n end\nend\n\nwhen I receive [\[intro\] over v]\nset [タイム予備 v] to [0]\nreset timer\nforever\n set [タイム予備 v] to (timer)\nend\n\nset [タイム/a thyme v] to [0]\nset [タイム予備 v] to [0]\n\nwhen [timer v] > (タイム予備)\nhide variable [☁ 最速タイム!____________________________________the fastest time! v]\nhide variable [ステージ/a stage v]\nhide variable [タイム/a thyme v]\nhide variable [タイム予備 v]\n\nset [ステージ/a stage v] to [8]\n\nwhen flag clicked\nforever\n if <(ステージ/A stage) = [8]> then\n show variable [☁ 最速タイム!____________________________________the fastest time! v]\n else\n hide variable [☁ 最速タイム!____________________________________the fastest time! v]\n end\nend\n\nset [ステージ/a stage v] to [9]\n\nwhen flag clicked\nforever\n if <(ステージ/A stage) = [9]> then\n show variable [☁ 隠しゴールを見つけた人___________________the person who found a hidden goal v]\n else\n hide variable [☁ 隠しゴールを見つけた人___________________the person who found a hidden goal v]\n end\nend\n\nwhen I receive [\[intro\] over v]\nhide variable [ステージ/a stage v]\nhide variable [タイム/a thyme v]\nhide variable [タイム予備 v]\nset [タイム/a thyme v] to [0]\nwait until <(ステージ/A stage) = [9]>\nforever\n if <not <(username) = [hero-1011]>> then\n change [☁ 隠しゴールを見つけた人___________________the person who found a hidden goal v] by (1)\n end\n hide variable [タイム/a thyme v]\n show variable [☁ 隠しゴールを見つけた人___________________the person who found a hidden goal v]\n stop [this script v]\nend\n\n@HPバー\n\nwhen flag clicked\nhide\ndelete all of [状態 v]\n\nwhen I start as a clone\nset x to (item (1) of [状態 v])\nset y to (item (2) of [状態 v])\nswitch costume to ((10) * (item (3) of [状態 v]))\ndelete (1) of [状態 v]\ndelete (1) of [状態 v]\ndelete (1) of [状態 v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [状態 v]\nadd ((y position) + (y)) to [状態 v]\nadd ((health) / (max)) to [状態 v]\ncreate clone of (hpバー v)\n\nwhen I start as a clone\nforever\n if <(次へ) = [die]> then\n go to [front v] layer\n hide\n wait (0) seconds\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@モバイル対応\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [\[intro\] over v]\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@ゴール\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n if <(ステージ/A stage) = [12]> then\n repeat until <(ステージ/A stage) = [13]>\n set drag mode [draggable v]\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n go to x: (mouse x) y: (mouse y)\n end\n end\n else\n set drag mode [not draggable v]\n end\nend\n\nwhen flag clicked\nwait until <(ステージ/A stage) = [13]>\nhide\nstop [other scripts in sprite v]\n\n@隠し地面\n\nwhen I receive [\[intro\] over v]\nforever\n go to [front v] layer\n hide\n show variable [ステージ/a stage v]\n if <(ステージ/A stage) = [3]> then\n show\n if <touching (マリオ v)?> then\n set [ghost v] effect to (40)\n wait until <([x position v] of [マリオ v]) = [-216]>\n else\n set [ghost v] effect to (0)\n end\n end\nend\n\nwhen flag clicked\nhide variable [ステージ/a stage v]\nhide\n\n@モバイル対応 \n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [モバイル対応 v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [モバイル対応 v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [モバイル対応 v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [モバイル対応 v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (モバイル対応 v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\n@hero-1011\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (h v)\nset size to (100) %\nswitch costume to (囲い v)\nstart sound [Far Out - Strangers v]\nwait (3.6) seconds\nbroadcast (1 v)\nwait (2) seconds\nshow\nswitch costume to (h v)\ngo to x: (500) y: (0)\nrepeat (20)\n set x to ((x position) * (0.8))\nend\nset [\( ̄▽ ̄\) v] to [0]\npoint in direction (90)\nrepeat (20)\n change [\( ̄▽ ̄\) v] by (1)\n turn right (\( ̄▽ ̄\)) degrees\nend\nrepeat (15)\n change [\( ̄▽ ̄\) v] by (-1.25)\n turn right (\( ̄▽ ̄\)) degrees\nend\nrepeat (20)\n set x to ((x position) * (0.8))\nend\nset [\( ̄▽ ̄\) v] to [0]\nrepeat (25)\n change [\( ̄▽ ̄\) v] by (-1)\n change x by (\( ̄▽ ̄\))\nend\nhide\n\nwhen I start as a clone\nwait (11.5) seconds\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (囲い v)\nwait (3.6) seconds\nrepeat (3)\n point in direction (90)\n set [私の変数 v] to [0]\n set size to (100) %\n repeat (2)\n change size by (-10)\n end\n repeat (10)\n change [私の変数 v] by (0.5)\n change size by (私の変数)\n end\n wait (0.15) seconds\n point in direction (90)\n set [私の変数 v] to [0]\n set size to (100) %\n repeat (2)\n change size by (-10)\n end\n repeat (10)\n change [私の変数 v] by (0.5)\n change size by (私の変数)\n end\n point in direction (90)\n set [私の変数 v] to [0]\n set size to (100) %\n repeat (2)\n change size by (-10)\n end\n repeat (10)\n change [私の変数 v] by (0.5)\n change size by (私の変数)\n end\n wait (0.65) seconds\n point in direction (90)\n set [私の変数 v] to [0]\n set size to (100) %\n repeat (2)\n change size by (-10)\n end\n repeat (10)\n change [私の変数 v] by (0.5)\n change size by (私の変数)\n end\n point in direction (90)\n set [私の変数 v] to [0]\n set size to (100) %\n repeat (2)\n change size by (-10)\n end\n repeat (10)\n change [私の変数 v] by (0.5)\n change size by (私の変数)\n end\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@花火\n\ndefine set X: (x) Y: (y) 向き (向き) 色 (色) 明るさ (明るさ) パターン (パターン)\nset [x v] to (x)\nset [y v] to (y)\nset [向き v] to (向き)\nset [色 v] to (色)\nset [明るさ v] to (明るさ)\nset [パターン v] to (パターン)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(パターン) = [花火]> then\n clear graphic effects\n show\n set size to (100) %\n point in direction (向き)\n go to x: (花火_X) y: (花火_Y)\n switch costume to (fw//fw_3 v)\n go to [front v] layer\n set [brightness v] effect to (明るさ)\n set [ghost v] effect to (100)\n set size to (50) %\n show\n set [花火みたいなやつのスピード v] to [25]\n repeat (10)\n move (花火みたいなやつのスピード) steps\n set [花火みたいなやつのスピード v] to ((花火みたいなやつのスピード) * (0.8))\n change [ghost v] effect by (-50)\n end\n repeat (7)\n move (花火みたいなやつのスピード) steps\n set [花火みたいなやつのスピード v] to ((花火みたいなやつのスピード) * (0.8))\n next costume\n end\n repeat (7)\n move (花火みたいなやつのスピード) steps\n set [花火みたいなやつのスピード v] to ((花火みたいなやつのスピード) * (0.8))\n next costume\n change [ghost v] effect by (15)\n end\n delete this clone\nend\n\ndefine 花火 X: (x) y: (y)\nset [花火_x v] to (x)\nset [花火_y v] to (y)\nset X: (花火_X) Y: (花火_Y) 向き [0] 色 [] 明るさ [100] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [36] 色 [] 明るさ [] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [72] 色 [] 明るさ [100] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [108] 色 [] 明るさ [] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [144] 色 [] 明るさ [100] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [180] 色 [] 明るさ [] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [216] 色 [] 明るさ [100] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [252] 色 [] 明るさ [] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [288] 色 [] 明るさ [100] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [324] 色 [] 明るさ [] パターン [花火]\nset X: (花火_X) Y: (花火_Y) 向き [360] 色 [] 明るさ [100] パターン [花火]\n\nwhen I receive [1 v]\n花火 X: [50] y: [100]\n花火 X: [50] y: [-100]\n花火 X: [-50] y: [100]\n花火 X: [-50] y: [-100]\n\nwhen I receive [2 v]\n花火 X: [0] y: [0]\n花火 X: [150] y: [100]\n花火 X: [150] y: [-100]\n花火 X: [-150] y: [100]\n花火 X: [-150] y: [-100]\n\nwhen I receive [3 v]\n花火 X: [-150] y: [100]\n花火 X: [-150] y: [-100]\nwait (0.1) seconds\n花火 X: [-75] y: [100]\n花火 X: [-75] y: [-100]\nwait (0.1) seconds\n花火 X: [0] y: [100]\n花火 X: [0] y: [-100]\nwait (0.1) seconds\n花火 X: [75] y: [100]\n花火 X: [75] y: [-100]\nwait (0.1) seconds\n花火 X: [150] y: [100]\n花火 X: [150] y: [-100]\nwait (0.1) seconds\n花火 X: [150] y: [100]\n花火 X: [150] y: [-100]\nwait (0.1) seconds\n花火 X: [75] y: [100]\n花火 X: [75] y: [-100]\nwait (0.1) seconds\n花火 X: [0] y: [100]\n花火 X: [0] y: [-100]\nwait (0.1) seconds\n花火 X: [-75] y: [100]\n花火 X: [-75] y: [-100]\nwait (0.1) seconds\n花火 X: [-150] y: [100]\n花火 X: [-150] y: [-100]\n\n@丸\n\ndefine set X: (x) Y: (y) 向き (向き) 色 (色) 明るさ (明るさ) パターン (パターン)\nset [x v] to (x)\nset [y v] to (y)\nset [向き v] to (向き)\nset [色 v] to (色)\nset [明るさ v] to (明るさ)\nset [パターン v] to (パターン)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(パターン) = [丸]> then\n go to x: (X) y: (Y)\n switch costume to (丸 v)\n set [brightness v] effect to (明るさ)\n set [color v] effect to (色)\n show\n set size to (0) %\nend\nset [fisheye v] effect to (250)\ngo to [front v] layer\nrepeat (12)\n change size by (((200) - (size)) / (5))\n change [fisheye v] effect by ((7500) / ((200) - (size)))\nend\nrepeat (10)\n change size by (((200) - (size)) / (5))\n change [fisheye v] effect by ((7500) / ((200) - (size)))\nend\ndelete this clone\n\nwhen I receive [1 v]\nwait (1) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [200] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-200] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.5) seconds\nset X: [0] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [0] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [200] Y: [0] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-200] Y: [0] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (1.5) seconds\nset X: [0] Y: [0] 向き [] 色 [] 明るさ [100] パターン [丸]\nbroadcast (2 v)\n\nwhen I receive [3 v]\nwait (1) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-200] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [100] Y: [75] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-100] Y: [75] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [0] Y: [0] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [-100] Y: [-75] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [100] Y: [-75] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [200] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [200] Y: [-150] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [-100] Y: [-75] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [100] Y: [-75] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [0] Y: [0] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [100] Y: [75] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-100] Y: [75] 向き [] 色 [] 明るさ [100] パターン [丸]\nwait (0.1) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\nset X: [-200] Y: [150] 向き [] 色 [] 明るさ [100] パターン [丸]\n\n@ダイヤ\n\ndefine set X: (x) Y: (y) 向き (向き) 色 (色) 明るさ (明るさ) パターン (パターン)\nset [x v] to (x)\nset [y v] to (y)\nset [向き v] to (向き)\nset [色 v] to (色)\nset [明るさ v] to (明るさ)\nset [パターン v] to (パターン)\npoint in direction (向き)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(パターン) = [ダイヤ]> then\n go to [back v] layer\n go to x: (X) y: (Y)\n clear graphic effects\n show\n set size to () %\n switch costume to (ダイヤ v)\n repeat (14)\n change size by (((100) - (size)) / (3))\n end\n repeat (14)\n switch costume to (大きさ変更 v)\n change size by (((300) - (size)) / (3))\n switch costume to (ダイヤ v)\n end\n repeat (19)\n switch costume to (大きさ変更 v)\n change size by (((500) - (size)) / (3))\n switch costume to (ダイヤ v)\n end\n hide\n delete this clone\nend\n\nwhen I receive [1 v]\nset X: [200] Y: [200] 向き [0] 色 [] 明るさ [50] パターン [ダイヤ]\nset X: [200] Y: [-200] 向き [0] 色 [] 明るさ [50] パターン [ダイヤ]\nset X: [-200] Y: [200] 向き [90] 色 [] 明るさ [50] パターン [ダイヤ]\nset X: [-200] Y: [-200] 向き [] 色 [] 明るさ [50] パターン [ダイヤ]\n\nwhen I receive [3 v]\nset X: [250] Y: [] 向き [] 色 [] 明るさ [] パターン [ダイヤ]\nset X: [-250] Y: [] 向き [] 色 [] 明るさ [] パターン [ダイヤ]\n\n@ダイヤ \n\ndefine set X: (x) Y: (y) 向き (向き) 色 (色) 明るさ (明るさ) パターン (パターン)\nset [x v] to (x)\nset [y v] to (y)\nset [向き v] to (向き)\nset [色 v] to (色)\nset [明るさ v] to (明るさ)\nset [パターン v] to (パターン)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(パターン) = [ダイヤ2]> then\n go to [back v] layer\n go to x: (X) y: (Y)\n clear graphic effects\n show\n set size to () %\n switch costume to (ダイヤモンド v)\n repeat (14)\n change size by (((100) - (size)) / (3))\n end\n repeat (13)\n switch costume to (大きさ変更 v)\n change size by (((300) - (size)) / (3))\n switch costume to (ダイヤモンド v)\n end\n repeat (14)\n switch costume to (大きさ変更 v)\n change size by (((500) - (size)) / (3))\n switch costume to (ダイヤモンド v)\n end\n hide\n delete this clone\nend\n\nwhen I receive [1 v]\nset X: [200] Y: [-200] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [200] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (2) seconds\nset X: [150] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-150] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [0] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [0] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\n\nwhen I receive [2 v]\nset X: [0] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\n\nwhen I receive [2 v]\nset X: [200] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [0] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [0] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.5) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.5) seconds\nwait (0.1) seconds\nset X: [-200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [-100] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [100] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [0] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [0] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [100] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-100] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nbroadcast (3 v)\nset X: [0] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [0] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [200] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.5) seconds\nset X: [0] Y: [0] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nwait (0.2) seconds\nset X: [200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nwait (0.2) seconds\nset X: [200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\nset X: [-200] Y: [-150] 向き [] 色 [] 明るさ [] パターン [ダイヤ2]\n\n
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[ーーEnglish is belowーーI'm sorry…]\nーー日本語ーー\nマリオのプラットフォーマーです!!\nゴールの時に、♡と☆を押して隠しステージに行け!!\nたまにバグってしまいますが,ご了承ください。\n但し,致命的なバグなら直ちに修正いたします。\nコメ欄にてお早めにお知らせください。↓原作が消えた…\n原作の@--XPlatformerBoy--さんに感謝致します!!\n✦✦✦使い方✦✦✦\n矢印キーを使ってマリオを動かします。\nモバイルにも対応!!\n✦✦✦クレジット✦✦✦\n@gan_man→\n https://scratch.mit.edu/projects/735564241\n@SAKURA793→\n https://scratch.mit.edu/projects/802080772\n✦✦✦バグ修正&報告✦✦✦\n2023/02/12 19:00頃 マリオプラフォ公開!!\n2023/02/20 フォロ好きに載った!\nーーEnglishーー\nIt's Mario's platformer!!\nWhen you reach the goal, \npress ♡ and ☆ to go to the hidden stage!!\nPlease note that it sometimes becomes a bug.\nHowever, if it is a fatal bug, we will fix it immediately.\nPlease let us know as soon as possible in the Comment section. ↓The original has disappeared...\nThank you to the original @--XPlatformerBoy--!!\n✦✦✦How to use✦✦✦\nUse the arrow keys to move the mario.\n It also supports mobile!\n✦✦✦Credit✦✦✦\n@gan_man→\n https://scratch.mit.edu/projects/735564241\n@SAKURA793→\n https://scratch.mit.edu/projects/802080772
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Pusheen platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (1) seconds\nswitch backdrop to (backdrop2 v)\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Odesong v] until done\nend\n\ndefine Check Touching Solid\nif <touching (levle v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick- player v]\nControls up and Down\nControls - left and Right\nMove - in steps (([abs v] of (Speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls up and Down\nif <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (Jump force)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - left and Right\nif <key (left arrow v) pressed?> then\n switch costume to (pusheen2 v)\n change [speed x v] by ((0) - (ACCELLERATION))\nend\nif <key (right arrow v) pressed?> then\n switch costume to (pusheen1 v)\n change [speed x v] by (ACCELLERATION)\nend\nset [speed x v] to ((Speed x) * (RESISTACE))\n\ndefine reset and begin levle\nset [level v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [89]\ngo to x: (-150) y: (55)\nbroadcast (Change Scene v)\nbroadcast (game loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick- Player v)\n broadcast (Tick - last v)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffed00)?> then\n go to x: (-214) y: (4)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n switch costume to (screenshot_20230116_093513 v)\nend\n\nwhen flag clicked\nset [gravity v] to [-1.5]\nset [jump force v] to [17]\nset [accelleration v] to [2]\nset [resistace v] to [0.8]\nreset and begin levle\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n change [level v] by (1)\n broadcast (Change Scene v)\n set x to (-235)\nend\n\nwhen flag clicked\nswitch costume to (pusheen1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n hide\n else\n show\n end\nend\n\n@Levle\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nnext costume\nswitch costume to (join [Scene] (Level))\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nswitch costume to (scene1 v)\n\n@Sprite5\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite10\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Sprite7\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n show\n else\n hide\n end\nend\n\n@Sprite14\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Sprite15\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n show\n else\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Sprite17\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Sprite18\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Sprite12\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n show\n else\n hide\n end\nend\n\n@Sprite20\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n show\n else\n hide\n end\nend\n\n@Sprite9\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n show\n else\n hide\n end\nend\n\n@Sprite19\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Sprite21\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n show\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\n
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**•̩̩͙✩•̩̩͙*˚ ˚*•̩̩͙✩•̩̩͙*˚* \n૮₍ •⤙•˶ˋ°•*⁀➷ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ\nฅ^•ﻌ•^ฅ\nɪɴsᴛʀᴜᴄᴛɪᴏɴs \nᴅᴏɴ'ᴛ ᴛᴏᴜᴄʜ ᴛʜᴇ sᴘɪᴋᴇs. /ᐠ. 。.ᐟ\ \nᴄʟɪᴄᴋ ᴛʜᴇ ɢʀᴇᴇɴ ғʟᴀɢ 2 ᵗᵒ 4 ᴛɪᴍᴇs ⁼⁽^. .^⁾⁼\nUse the arrow key to move left, right and up! ฅ^•ﻌ•^ฅ \nᴴᵃᵛᵉ ᶠᵘⁿ!૮₍˶ •. • ⑅₎ა\n꒦꒷︶︶꒦꒷︶︶꒦꒷ ꒦꒷︶︶꒦꒷︶︶꒦꒷ ꒦꒷︶︶꒦꒷︶︶꒦\nᴾˡᵉᵃˢᵉ ♡ & ★ ᵃⁿᵈ ᶠᵉᵉˡ ᶠʳᵉᵉ ᵗᵒ ꩜.\n●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○●○\n♡91 ★92 ꩜4\n╰▸Last updated 24/4/2024 \nPlease ♡ & ★ and feel free to ꩜.\nEnjoy \n#Pusheen Platformer \nʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ-̫͡-ʕ•̫͡•ʔ*̫͡*ʔ-̫͡-ʔʕ•̫͡•ʕ*̫͡*ʕ•͓͡•ʔ\n꒦꒷︶︶꒦꒷︶︶꒦꒷ ꒦꒷︶︶꒦꒷︶︶꒦꒷ ꒦꒷︶︶꒦꒷︶︶꒦
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Table Platformer
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@Stage\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n if <(The Level) = [8]> then\n hide\n else\n show\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@THUMBNAIL\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nforever\n if <(The Level) = [8]> then\n switch costume to (costume2 v)\n stop [all v]\n end\nend\n\n
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Story- Your a table trying to get back to your “room” \n⚠️This is not a easy platformer ⚠️\n\nsorry not mobile\n\nfeb 22 it is on the front page at 1:40\n\ncheck this out https://scratch.mit.edu/projects/816068379/
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Sunshine - a Platformer - #games #all #trending #music #art
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@Stage\n\nwhen flag clicked\nswitch backdrop to (background v)\nforever\nend\n\nplay sound [bensound-ukulele v] until done\n\n@Player\n\nwhen I start as a clone\nswitch costume to (player2 v)\nrepeat (10)\n change [ghost v] effect by (5)\n change size by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nReset player\nforever\n Controls - Left / Right\n Gravity\n Bug fixer / Next Level\n Danger / Trampoline\nend\n\ndefine Reset player\ngo to x: (-201) y: (-59)\npoint in direction (90)\nswitch costume to (player v)\nset size to (60) %\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [speed x v] to [0.9]\nset [x pos v] to (x position)\nset [y pos v] to (y position)\n\ndefine Controls - Left / Right\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x pos)>>> then\n change [x v] by (1)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x pos)>>> then\n change [x v] by (-1)\nend\nset [x v] to ((x) * (speed x))\nchange x by (x)\n\ndefine Gravity\nif <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change y by (1)\n if <touching (platforms v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n Wall Jump\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (y)\nif <touching (platforms v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y pos)>>> then\n Controls - Up\n end\nend\n\ndefine Wall Jump\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y pos)>>> 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]\nelse\n set [x v] to [0]\nend\n\ndefine Controls - Up\nset [y v] to [16]\n\ndefine Bug fixer / Next Level\nif <<(x position) > [-230]> and <(y position) < [-179]>> then\n go to x: (-201) y: (-59)\n set [x v] to [0]\n set [y v] to [0]\nend\nif <(x position) > [239]> then\n go to x: (-201) y: (-59)\n change [level v] by (1)\n Reset player\n broadcast (Next Level! v)\nend\n\ndefine Danger / Trampoline\nif <touching (danger v)?> then\n Player - Dead\nend\nif <touching (trampoline v)?> then\n set [y v] to [18]\nend\n\nControls - Up\n\ndefine Player - Dead\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\ngo to x: (-201) y: (-59)\nset [x v] to [0]\nset [y v] to [0]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\n@Platforms\n\nwhen flag clicked\nSetup\n\ndefine Setup\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (level 1 v)\nset [ghost v] effect to (0)\nset size to (60) %\nshow\n\nwhen I receive [next level! v]\nNext Level\n\ndefine Next Level\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [6]> then\n broadcast (H v)\n end\nend\n\n@ \n\nwhen flag clicked\nSetup\n\ndefine Setup\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (level 1 v)\nset [ghost v] effect to (0)\ngo to [back v] layer\nset size to (60) %\nshow\n\nwhen I receive [next level! v]\nNext Level\n\ndefine Next Level\nnext costume\n\n@Danger\n\nwhen flag clicked\nSetup\n\ndefine Setup\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (level 1 v)\nset [ghost v] effect to (0)\nset size to (60) %\nshow\n\nwhen I receive [next level! v]\nNext Level\n\ndefine Next Level\nnext costume\n\n@Trampoline\n\nwhen flag clicked\nSetup\n\ndefine Setup\ngo to x: (0) y: (0)\npoint in direction (90)\nswitch costume to (level 1 v)\nset [ghost v] effect to (0)\nset size to (60) %\nshow\n\nwhen I receive [next level! v]\nNext Level\n\ndefine Next Level\nnext costume\n\n@Clouds\n\nwhen I start as a clone\nset [ghost v] effect to (pick random (5) to (15))\nswitch costume to (cloud v)\nset size to (pick random (40) to (100)) %\ngo [backward v] (10000000) layers\nshow\ngo to x: (-290) y: (pick random (120) to (70))\nrepeat (250)\n change x by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\ngo [backward v] (10000000) layers\nforever\n repeat (pick random (10) to (20))\n create clone of (_myself_ v)\n wait (pick random (2) to (5)) seconds\n end\n wait (pick random (2) to (3)) seconds\nend\n\n@Sun\n\nwhen flag clicked\ngo to x: (227) y: (164)\nshow\nforever\n turn right (1) degrees\nend\n\nwhen I receive [h v]\nhide\nif <(costume [number v]) = [7]> then\n show\nend\n\n@Stuff maybe need?\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\n\n@Illusions\n\nwhen I receive [levelübergang v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nset [level v] to [1]\nforever\n go to x: (0) y: (0)\nend\n\nwhen I receive [intro finish v]\n\nwhen I receive [next level! v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\ngo to [back v] layer\ngo [forward v] (3) layers\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n
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———————Sunshine——————————————\nHi Welcome To sunshine - Platformer\nWASD Or arrow Keys To move\n:D Have Fun Follow ❤️ & ⭐️ for more\n\nI Have a job for you\nShare This to 1000 Studios and I’ll do a giveaway
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Green Slimes A Platformer #trending #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [Undertale OST_ 025 - Dating Start! v] until done\n play sound [dodging be like v] until done\n play sound [Wii Shop Channel v] until done\nend\n\n@speed\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nforever\n if <(LEVEL) = [1]> then\n hide\n end\n if <(LEVEL) = [2]> then\n hide\n end\n if <(LEVEL) = [3]> then\n hide\n end\n if <(LEVEL) = [4]> then\n hide\n end\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 hide\n end\n if <(LEVEL) = [9]> then\n show\n end\n if <(LEVEL) = [10]> then\n hide\n end\n if <(LEVEL) = [11]> then\n hide\n end\n if <(LEVEL) = [12]> then\n hide\n end\n if <(LEVEL) = [13]> then\n show\n end\n if <(LEVEL) = [14]> then\n hide\n end\n if <(LEVEL) = [15]> then\n hide\n end\n if <(LEVEL) = [16]> then\n hide\n end\nend\n\n@Green\n\nwhen I receive [start v]\nforever\n if <touching (trampoline v)?> then\n set [yvelocity v] to [20]\n end\n if <touching (speed v)?> then\n set [xvelocity v] to [20]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (trial v)\nset [ghost v] effect to (20)\nif <(size) = [55]> then\n repeat (9)\n change [pixelate v] effect by (100)\n change size by (-4)\n change [ghost v] effect by (7)\n end\n delete this clone\nend\n\nwhen I receive [start v]\nshow\nset size to (55) %\ngo to [front v] layer\ngo [forward v] (9999999999999999) layers\ngo to x: (-210) y: (-10)\npoint in direction (90)\nset [level v] to [1]\nset [xvelocity v] to [0]\nset [yvelocity v] to [0]\nset [x v] to [0]\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n set rotation style [left-right v]\n set [x v] to [-2.2]\n change [xvelocity v] by (X)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n set [x v] to [2.2]\n change [xvelocity v] by (X)\n end\n set [xvelocity v] to ((xVelocity) * (.8))\n change x by (xVelocity)\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 ((xVelocity) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yvelocity v] to [11]\n if <(xVelocity) > [0]> then\n set [xvelocity v] to [-5]\n else\n set [xvelocity v] to [5]\n end\n else\n set [xvelocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvelocity v] by (-1)\n change y by (yVelocity)\n if <touching (ground v)?> then\n change y by ((yVelocity) * (-1))\n set [yvelocity v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> then\n set [yvelocity v] to [14]\n end\n end\n change y by (1)\n if <<(x position) > [239]> or <(x position) = [239]>> then\n change [level v] by (1)\n broadcast (LEVEL v)\n go to x: (-200) y: (-90)\n end\n if <touching (spikes v)?> then\n start sound [oof v]\n repeat (4)\n change [ghost v] effect by (20)\n end\n go to x: (-200) y: (-90)\n clear graphic effects\n show\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-90)\n\n@instructions button\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (2) y: (-25)\nset size to (100) %\ngo to [front v] layer\nforever\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3.1))\n set [fisheye v] effect to (0)\n set [fisheye v] effect to (-30)\n set [fisheye v] effect to (50)\n else\n change size by (((100) - (size)) / (3.1))\n clear graphic effects\n end\nend\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen this sprite clicked\nplay sound [mixkit-hard-click-1118 \(1\) v] until done\nbroadcast (INSTRUCTIONS v)\nhide\n\nset [fisheye v] effect to (0)\nset [fisheye v] effect to (-30)\nset [fisheye v] effect to (50)\n\n@Notification\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nhide\ngo [backward v] (1) layers\nforever\n wait (pick random (20) to (40)) seconds\n go to x: (5) y: (16)\n show\n go [forward v] (999) layers\n repeat (8)\n change y by (-5.5)\n end\n repeat (4)\n change y by (0.85)\n end\n repeat (4)\n change y by (-0.85)\n end\n wait (2.54) seconds\n repeat (8)\n change y by (5.5)\n end\n hide\nend\n\n@trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <touching (green v)?> then\n start sound [Big Boing v]\n start sound [Low Boing v]\n repeat (5)\n wait (0.1) seconds\n next costume\n end\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(LEVEL) = [1]> then\n hide\n end\n if <(LEVEL) = [2]> then\n hide\n end\n if <(LEVEL) = [3]> then\n hide\n end\n if <(LEVEL) = [4]> then\n go to x: (-30) y: (-69)\n show\n end\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: (-86) y: (-70.5)\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 hide\n end\n if <(LEVEL) = [12]> then\n go to x: (-117) y: (-68)\n show\n end\n if <(LEVEL) = [13]> then\n hide\n end\n if <(LEVEL) = [14]> then\n go to x: (106) y: (-69)\n show\n end\n if <(LEVEL) = [15]> then\n go to x: (187) y: (-70)\n show\n end\n if <(LEVEL) = [16]> then\n hide\n end\nend\n\n@Words\n\nwhen I receive [level v]\nswitch costume to (LEVEL)\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nshow\nforever\n if <(costume [number v]) > [2]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@text\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(LEVEL) = [16]> then\n show\n else\n hide\n end\nend\n\n@Spikes\n\nwhen I receive [level v]\nswitch costume to (LEVEL)\n\nwhen I receive [start v]\ngo [backward v] (999) layers\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\n@play button\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (60)\nset size to (100) %\ngo to [front v] layer\nforever\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (3.1))\n set [brightness v] effect to (92)\n set [fisheye v] effect to (-30)\n set [fisheye v] effect to (50)\n else\n change size by (((100) - (size)) / (3.1))\n clear graphic effects\n end\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nplay sound [mixkit-hard-click-1118 \(1\) v] until done\nbroadcast (START v)\nhide\n\n@ground\n\nwhen I receive [level v]\nswitch costume to (LEVEL)\n\nwhen I receive [start v]\ngo [backward v] (999) layers\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\n@menu screen\n\nwhen flag clicked\nshow\n\nwhen I receive [start v]\nforever\n hide\nend\n\nwhen I receive [instructions v]\nhide\n\nwhen I receive [back v]\nshow\n\n@TN\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [forward v] (3248924623784724923747429379482) layers\nforever\n change [ghost v] effect by (40)\n go to [front v] layer\n show\nend\n\n
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not at trending no more :(\n----------------------------------------\nʜᴇʏʏʏ ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴍʏ 0.2.60ᴋ ɢᴀᴍᴇ \n----------------------------------------\nArrow Keys \nup arrow to Jump\nThank you everyone for 260 followers :D
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platformer for roffc007 contest
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@Stage\n\n@Blank\n\n@Player\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [1.5]\nset [scene v] to [1]\n\nwhen I receive [run v]\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [thump soft v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <touching (spikes v)?>> then\n start sound [Wood Tap v]\n change [health v] by (-1)\n reset\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.85))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [run v]\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nforever\n switch costume to ([costume name v] of [thanks v])\nend\n\nwhen I receive [reset v]\nreset\n\nwhen flag clicked\nshow\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (run v)\nbroadcast (Next Level v)\n\n@Ground\n\nwhen flag clicked\nshow\nforever\n switch costume to (Scene)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (eliminate skip v)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (Scene)\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (blue v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (red v)\n\n@Detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Clouds\n\nwhen I start as a clone\nforever\n switch costume to (pick random (1) to (2))\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 (20))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (220)\n change x by (2)\n end\n hide\n wait (pick random (1) to (5)) 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 (110)\n change x by (-4)\n end\n hide\n wait (pick random (1) to (5)) seconds\n end\nend\n\nwhen I receive [message1 v]\nrepeat (5)\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\n@Health Bar\n\nwhen flag clicked\ngo [backward v] (213) layers\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\ngo to [back v] layer\nwait (8) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [eliminate skip v]\nhide\n\n@Thumbnail2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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don't be mean to me I'm just trying to make friends :)\nso I am going to keep comments on this time and pls don't give hate just good vibes :)
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Neon - A Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n if <key (t v) pressed?> then\n forever\n delete this clone\n end\n end\nend\n\ndefine Fade over (frames) frames\nrepeat (frames)\n set [ghost v] effect to ((100) / (frames))\nend\n\nwhen flag clicked\nset [color v] effect to (10)\nset size to (50) %\nswitch backdrop to (backdrop13 v)\nshow\nwait (1) seconds\nswitch backdrop to (backdrop2 v)\ngo to x: (-154) y: (96)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y vel)>\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<<touching color (#00ff15)?> or <touching color (#c600ff)?>> or <touching color (#3c3c3c)?>>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n walk [-5]\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n walk [5]\n end\n if <<<key (up arrow v) pressed?> and <(In air?) < [8]>> or <<key (w v) pressed?> and <(In air?) < [8]>>> then\n set [y vel v] to [14]\n end\n if <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n go to x: (-154) y: (92)\n end\n if <<<(x position) = [281]> or <(x position) > [281]>> and <not <hiding>>> then\n go to x: (-154) y: (92)\n next backdrop\n end\n if <(y position) = [-176]> then\n go to x: (-154) y: (92)\n end\n if <touching color (#ff00f9)?> then\n repeat until <not <touching color (#ff00f9)?>>\n change [y vel v] by (30)\n end\n end\nend\n\ndefine handle ground <moving up>\nrepeat until <not <<<touching color (#00ff15)?> or <touching color (#c600ff)?>> or <touching color (#3c3c3c)?>>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\nwhen flag clicked\nFade over [25] frames\n\nwhen I start as a clone\nrepeat (10)\n set [ghost v] effect to (0)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-154) y: (-100)\nforever\n if <key (space v) pressed?> then\n change [color v] effect by (10)\n end\n if <key (c v) pressed?> then\n repeat until <key (space v) pressed?>\n change [color v] effect by (10)\n end\n end\nend\n\nwhen flag clicked\nset volume to (45) %\n\nwhen backdrop switches to [stripes v]\nforever\n hide\nend\n\nwhen flag clicked\nrepeat until <(backdrop [name v]) = [Stripes]>\n play sound [Dance Energetic2 v] until done\nend\nbroadcast (done v)\n\nwhen backdrop switches to [stripes v]\nstop all sounds\nset volume to (0) %\nwait (0.1) seconds\nset volume to (30) %\n\ndefine Player <hiding>\nhide\n\nwhen I receive [next v]\ngo to x: (-168) y: (48)\n\n@Heart2\n\nwhen backdrop switches to [stripes v]\ngo to x: (-29) y: (-73)\nshow\n\nwhen flag clicked\nhide\n\n@Star2\n\nwhen flag clicked\nhide\npoint in direction (84)\ngo to x: (23) y: (-76)\n\nwhen backdrop switches to [stripes v]\nshow\n\n@vibes\n\nwhen flag clicked\nset size to (120) %\npoint in direction (90)\nhide\ngo to x: (-20) y: (208)\nwait (1) seconds\n\nwhen backdrop switches to [stripes v]\nshow\nglide (1) secs to x: (-20) y: (122)\nwait (1) seconds\nforever\n change size by (10)\n wait (1) seconds\n change size by (-10)\n wait (1) seconds\nend\n\nwhen I receive [done v]\nset volume to (30) %\nforever\n play sound [Dance Celebrate v] until done\nend\n\n@Follow_Me__3_-removebg-preview\n\nwhen flag clicked\nhide\nset size to (90) %\ngo to x: (0) y: (-140)\n\nwhen backdrop switches to [stripes v]\nshow\n\n@dd\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [stripes v]\nshow\nset size to (16) %\nset volume to (30) %\ngo to x: (195) y: (56)\nswitch costume to (costume1 v)\nwait (2) seconds\nforever\n wait (1) seconds\n glide (1) secs to x: (83) y: (-145)\n switch costume to (dd v)\n wait (1) seconds\n switch costume to (dd2 v)\n play sound [recording1 v] until done\n wait (1) seconds\n switch costume to (costume1 v)\n glide (1) secs to x: (195) y: (56)\n wait (1) seconds\n glide (1) secs to x: (25) y: (-97)\n switch costume to (dd v)\n wait (1) seconds\n switch costume to (dd2 v)\n play sound [recording1 v] until done\n wait (1) seconds\n switch costume to (costume1 v)\n glide (1) secs to x: (195) y: (56)\n wait (1) seconds\n glide (1) secs to x: (-25) y: (-101)\n switch costume to (dd v)\n wait (1) seconds\n switch costume to (dd2 v)\n play sound [recording1 v] until done\n wait (1) seconds\n switch costume to (costume1 v)\n glide (1) secs to x: (195) y: (56)\n wait (1) seconds\nend\n\n@lindche792\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [stripes v]\nshow\nset size to (45) %\npoint in direction (90)\nhide\ngo to x: (-174) y: (166)\nshow\nglide (1) secs to x: (-174) y: (94)\nwait (1) seconds\nforever\n change size by (10)\n wait (1) seconds\n change size by (-10)\n wait (1) seconds\nend\n\n@saw\n\nwhen flag clicked\nset rotation style [left-right v]\nswitch costume to (saw v)\nset size to (55) %\nhide\n\nwhen backdrop switches to [backdrop21 v]\ngo to x: (-161) y: (-121)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nforever\n Move - Left or right \nend\n\nwhen backdrop switches to [backdrop5 v]\ndelete this clone\n\ndefine Move - Down\nchange [ground lift v] by (-1)\nchange y by (speed y)\nrepeat until <not <touching color (#00ff15)?>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left or right \nmove (6) steps\nif < or <touching (_edge_ v)?>> then\n move (-6) steps\n turn right (180) degrees\nend\n\n@Sprite1\n\nwhen this sprite clicked\nif <([x position v] of [player v]) = [-198]> then\n next backdrop\nelse\n broadcast (next v)\n next backdrop\nend\n\nwhen backdrop switches to [stripes v]\nhide\n\nwhen flag clicked\nshow\n\n
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Avoid Lava, saws, and spikes. Purple is bouncy. Click the Skip button to skip the level if it is too hard for u. (If you want to turn rainbow, press c. If you don't want to turn rainbow, press space. If you want to change your color, press space. If you don't want the trail because it makes you dizzy, press t.) Press the down arrow key to sneak. Check out my other cool platformer here: https://scratch.mit.edu/projects/809508278 This is my very first game entry, I am excited to share it. (Whenever you can't find this game, it means I have unshared it and am upgrading it.) There are some glitches, but if you press r (for reload) it usually goes back to normal. Pls heart and star and follow! Thank you! More levels coming soon. (By the way, all levels are 100% possible. May be a little hard, though. If I can do it you can do it.) Can you beat my record of 10 defeats? >:) Bet you can't. :) If you think there is any way I can improve it, please tell me. I might not be able to do it, though.
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Feel Special A Platformer - #all #games #music #stories
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@Stage\n\nwhen flag clicked\nforever\n play sound [twice feel special v] until done\n wait (1) seconds\nend\n\nwhen I receive [party v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (aesthetic sky v)\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (stars v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (star pool v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [finish]> then\n broadcast (Party v)\n end\nend\n\nwhen flag clicked\nswitch costume to (a v)\n\n@Stars\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Star Pool\n\nwhen flag clicked\nforever\n set y to (Star Pool)\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n set [star pool v] to [0]\n repeat (10)\n change [star pool v] by (1)\n end\n repeat (20)\n change [star pool v] by (-1)\n end\n repeat (10)\n change [star pool v] by (1)\n end\nend\n\n@tn\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\n
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STOP SAYING I COPIED CODE WHEN I LEARNT THE CODE IN CODING CLASS :(\n\nOMG TOP LOVED! (14 march 2023)\nOMG TOP REMIXED! (18 march 2023)\n\nYO WHAT 26551 VIEWS!? (20 march 2023)\nAND 800+ loves and faves! (20 march 2023)\n(btw this is my first time being popular after 6 years of pain on scratch...)\n\nTOP 10 trending games (8 march 2023)\nTOP 5 trending stories (8 march 2023)\nTOP 10 trending music (8 march 2023)\n\n⭐Feel Special A Platformer⭐\n\nMade by:@leeamn\n⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐\nDescription:\nThis is a platformer with the music Feel Special by TWICE! Enjoy!^^\n⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐
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||diary|| a platformer |0,2| reshared
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@Stage\n\nwhen flag clicked\nforever\n play sound [33 - Ditty v] until done\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\n\n@levels\n\nwhen flag clicked\ngo to x: (30) y: (28)\ngo to [front v] layer\nswitch costume to (level 1 v)\nshow\n\nwhen I receive [glisser v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [vraiment remonter v]\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen I receive [perdu v]\nif <(y position) = [128]> then\n if <(costume [name v]) = [level 5]> then\n show\n else\n broadcast (remonter quand perdu v)\n glide (1) secs to x: (30) y: (28)\n end\nend\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [remonter 2 v]\nglide (1) secs to x: (30) y: (28)\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [glisser 2 v]\nglide (1) secs to x: (30) y: (128)\n\nwhen I receive [next level v]\nif <touching (line v)?> then\n next costume\nend\n\nif <<(level) = [3]> or <<(level) = [8]> or <(level) = [10]>>> then\n glide (1) secs to x: (30) y: (28)\nend\nif <(level) = [5]> then\n show\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (show spike v)\n else\n if <(costume [number v]) = [8]> then\n broadcast (show spike l8 v)\n else\n broadcast (hide spike v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (show lava v)\n else\n broadcast (hide lava v)\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nshow variable [time v]\n\nwhen I receive [skip v]\nnext costume\nbroadcast (player back v)\n\n@player\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change y by (-1)\n if <<touching (levels v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n set [y v] to [12]\n change y by (12)\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching (levels v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nset size to (30) %\ngo to [back v] layer\nset [x v] to [0]\ngo to x: (-190) y: (-30)\nswitch costume to (droite v)\nshow\nforever\n if <<touching (levels v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n change y by (1)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (droite v)\n set [x v] to [8]\n end\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 [-8]\n switch costume to (gauche v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (levels v)?> or <<touching (truc v)?> or <<touching (feuilles v)?> or <touching (poteau v)?>>>> then\n change x by ((x) * (-1))\n set [x v] to [0]\n end\nend\n\nwhen I receive [next level v]\nif <(level) = [5]> then\n go to x: (-190) y: (70)\nelse\n go to x: (-190) y: (-30)\nend\n\nwhen I receive [perdu v]\nif <(level) = [5]> then\n go to x: (-190) y: (70)\n broadcast (hého v)\nelse\n go to x: (-190) y: (-30)\nend\n\nwhen I receive [perdu \(eau\) v]\ngo to x: (-190) y: (-30)\n\nwhen I receive [glisser v]\nif <(level) = [3]> then\n glide (0.1) secs to x: (-30) y: (-30)\n glide (1) secs to x: (-30) y: (-122)\nend\nif <(level) = [5]> then\n if <(x position) > [-100]> then\n go to x: (153) y: (70)\n glide (1) secs to x: (153) y: (-128)\n end\n if <not <(x position) > [-100]>> then\n go to x: (-190) y: (-30)\n glide (1) secs to x: (-190) y: (70)\n end\nend\nif <(level) = [8]> then\n go to x: (120) y: (-34)\n glide (1) secs to x: (120) y: (-131)\nend\nif <(level) = [10]> then\n go to x: (-103) y: (-34)\n glide (1) secs to x: (-103) y: (-79)\nend\n\nwhen I receive [remonter v]\nbroadcast (vraiment remonter v)\nif <(level) = [3]> then\n go to x: (-30) y: (-122)\n glide (1) secs to x: (-30) y: (-30)\nend\nif <(level) = [5]> then\n go to x: (153) y: (-128)\n glide (1) secs to x: (153) y: (70)\nend\nif <(level) = [8]> then\n go to x: (120) y: (-131)\n glide (1) secs to x: (120) y: (-34)\nend\nif <(level) = [10]> then\n go to x: (-103) y: (-79)\n glide (1) secs to x: (-103) y: (-34)\nend\n\nwhen I receive [remonter quand perdu v]\ngo to x: (-190) y: (70)\nglide (1) secs to x: (-190) y: (-30)\n\nwhen I receive [bouton appuyé v]\nif <(level) = [8]> then\n if <(y position) = [-133]> then\n broadcast (bouton appuyé 2 v)\n end\n if <(y position) = [-32]> then\n broadcast (bouton appuyé 1 v)\n end\nend\n\nwhen I receive [glisser 2 v]\ngo to x: (102) y: (-34)\nglide (1) secs to x: (102) y: (-79)\n\nwhen I receive [remonter 2 v]\ngo to x: (102) y: (-79)\nglide (1) secs to x: (102) y: (-34)\n\nwhen I start as a clone\nswitch costume to (ombre v)\nrepeat (50)\n change size by (-2.5)\n switch costume to (ombre v)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen flag clicked\nwait until <(level) = [11]>\nforever\n if <(y position) > [110]> then\n go to x: (140) y: (-30)\n end\nend\n\nwhen I receive [poteau v]\nforever\n if <<(x position) < [-120]> and <(y position) = [-78]>> then\n go to x: (-110) y: (-79)\n end\nend\n\nwhen I receive [flèche droite v]\nif <<touching (levels v)?> or <<touching (truc v)?> or <touching (feuilles v)?>>> then\n change y by (1)\nend\nset [x v] to [4]\nswitch costume to (droite v)\nset [x v] to ((x) * (0.9))\nchange x by (x)\n\nif <<touching (levels v)?> or <<touching (truc v)?> or <<touching (feuilles v)?> or <touching (poteau v)?>>>> then\n change x by ((x) * (-1))\n set [x v] to [0]\nend\n\nwhen I receive [vérifier v]\nif <(level) = [10]> then\n if <(x position) < [0]> then\n broadcast (bouton appuyé 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#2600ff)?> then\n go to x: (-190) y: (-7)\n end\nend\n\nwhen I receive [start over v]\ngo to x: (-184) y: (-151)\n\nwhen I receive [player back v]\ngo to x: (-215) y: (-150)\n\nwhen I receive [player back v]\ngo to x: (-161) y: (-151)\n\n@line\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (33) y: (9)\nshow\nforever\n if <touching (player v)?> then\n broadcast (next level v)\n end\nend\n\n@restart\n\nwhen this sprite clicked\nbroadcast (start over v)\n\nwhen flag clicked\nshow\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen I receive [hide spike v]\nhide\n\nwhen I receive [show spike v]\nswitch costume to (costume1 v)\nforever\n go to x: (30) y: (28)\n show\n if <touching (player v)?> then\n broadcast (player back v)\n end\nend\n\nwhen I receive [show spike l8 v]\nforever\n show\n switch costume to (costume2 v)\n if <touching (player v)?> then\n broadcast (player back v)\n end\nend\n\n@lava\n\nwhen flag clicked\nhide\n\nwhen I receive [hide lava v]\ngo to x: (-999) y: (-999)\nhide\n\nwhen I receive [show lava v]\nswitch costume to (costume1 v)\nforever\n go to x: (30) y: (28)\n show\n if <touching (player v)?> then\n broadcast (player back v)\n end\nend\n\n@skip\n\nwhen this sprite clicked\nbroadcast (skip v)\n\nwhen flag clicked\nshow\n\n
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||diary|| a platformer by @-mrme- reshared\n---------------------------------------------------------------------------\nWARNING the lava level may be broken WARNING\n----------------------------------------------------------------------------\nnote: this is not supposed to be a hard platformer just a creative one :)\n\nnote: if you add this to 15 studios and then comment ''fan club'' you will be invited to my fan club :D (but don't be one of those people who just comment ''fan club'' without adding this project to 15 studios)\n----------------------------------------------------------------------------\nuse arrow keys or WASD to move\n----------------------------------------------------------------------------\nfront page on music :O\n----------------------------------------------------------------------------\n200 loves for part 2 \n----------------------------------------------------------------------------\nawesome scratch in scratch load and save projects!!\nhttps://scratch.mit.edu/projects/809944289/\n----------------------------------------------------------------------------\n update log\n0,0 shared project\n0,1 added a timer for speedrunners\n0,2 added a skip button
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ジャンプできない Can't jump Platformer #games #all
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@スプライト1\n\nwhen flag clicked\npoint in direction (90)\nset size to (100) %\ngo to x: (-200) y: (163)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (コスチューム1 v)\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (1)\n switch costume to (コスチューム1 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 change [x v] by (-1)\n switch costume to (コスチューム2 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n fast\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n change y by (-6)\n xcoll\n end\n \n set [y v] to [12]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n ycoll\n \n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\nend\n\ndefine fast\nrepeat (6)\n if <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>>>\n if <(x) > [0]> then\n change x by (-2)\n else\n change x by (2)\n end\nend\n\ndefine ycoll\nrepeat until <not <<touching (スプライト2 v)?> or <touching (動く歩道じゃ v)?>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (163)\n end\nend\n\nwhen flag clicked\nforever\n if <[-180] > (y position)> then\n go to x: (-200) y: (163)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [カエルの勇者_3 \(1\) v] until done\nend\n\nwhen flag clicked\nshow variable [time v]\nshow variable [☁ world record v]\nset [time v] to [0]\nrepeat until <([costume # v] of [スプライト2 v]) = [14]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(time) < (☁ WORLD Record)> then\n set [☁ world record v] to (time)\nend\n\nwhen flag clicked\nforever\n change [color v] effect by (1)\nend\n\nwhen [up arrow v] key pressed\ngo to x: (-200) y: (163)\n\nwhen flag clicked\nforever\n if <<<key (1 v) pressed?> and <key (2 v) pressed?>> and <<key (3 v) pressed?> and <key (4 v) pressed?>>> then\n broadcast (level v)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (ステージ1 v)\n\nwhen I receive [level v]\nnext costume\n\n@針\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\nwhen I receive [level v]\ngo to [back v] layer\nnext costume\n\n@スプライト9\n\nwhen flag clicked\nhide\nset x to (230)\n\nwhen I receive [level v]\ngo to [front v] layer\nset x to (230)\nshow\nbroadcast (aiu v)\nwait (0.75) seconds\nhide\n\nwhen I receive [aiu v]\nrepeat (10)\n change x by (-20)\nend\n\n@動く歩道じゃ\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [スプライト2 v]) = [13]> then\n show\n turn right (1) degrees\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [スプライト2 v]) = [14]> then\n hide\n end\nend\n\n
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Can't jump Platformer.\n新感覚?ジャンプできないプラットフォーマです。\n良ければ♡☆フォロー拡散してくれたらうれしいです。\nMinecraft Platformer↓\nhttps://scratch.mit.edu/projects/807305159/\n
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Online platformer[オンラインプラットフォーマー]
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [BGM v] until done\nend\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 (xの動き)\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 (() - (xの動き))\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (ステージ v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (ステージ 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 <[7000] < (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 <[7000] < (スクロールx)> then\n set [スクロールx v] to [7000]\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 (ステージ 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 ((-15) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (ステージ 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 [ニュッ2 v]\n set [y v] to (yの動き)\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nset size to (42) %\nshow\nset [! v] to [0]\nset [スクロールx v] to [0]\nset [スクロールy v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (コスチューム6 v)\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム4 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム5 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<<(y position) < [-180]> or <touching (はり v)?>> or <touching (はり2 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\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 set size to (42) %\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\n@はり\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1400] [300] [4]\n配置 [2300] [400] [5]\n配置 ((1920) + (500)) [300] [6]\n配置 (((1920) + (500)) + (500)) [300] [7]\n配置 (((1920) + (500)) + (1500)) [300] [8]\n配置 (((1920) + (500)) + (2000)) [300] [9]\n配置 (((1920) + (500)) + (2500)) [300] [10]\n配置 (((1920) + (500)) + (3000)) [300] [11]\n配置 (((1920) + (500)) + (3500)) [300] [12]\n配置 (((1920) + (500)) + (4000)) [300] [13]\n配置 (((1920) + (500)) + (4500)) [300] [14]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\n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@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? 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 (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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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? 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 (!) ([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 [〜 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 I receive [start v]\nbroadcast (オンライン v)\n\nwhen flag clicked\n\n@コイン\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <<(OK?) = [0]> and <(y position) = ((2) - (スクロールy))>>> then\n show\n else\n hide\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen I receive [start v]\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [コイン v] by (1)\n end\nend\n\nwhen flag clicked\nset [コイン v] to [0]\n\nwhen I receive [monster coin v]\nwait (0.5) seconds\nif <(costume [number v]) = [1]> then\n set [monster coin? v] to [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\nwhen flag clicked\nset [コインでty v] to [0]\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\nset [monster coin? v] to [0]\n配置 [150] [-1] [1]\n配置 [519] [-70] [1]\n配置 [590] [-70] [1]\n配置 [790] [50] [1]\n配置 [1209] [420] [1]\n配置 [1683] [420] [1]\n配置 [1760] [420] [1]\n配置 [2590] [420] [1]\n配置 [2660] [420] [1]\n配置 [3700] [390] [1]\n配置 [3780] [410] [1]\n配置 [5130] [400] [1]\n配置 [5720] [530] [1]\n配置 [6260] [400] [1]\n配置 [6330] [400] [1]\n\nswitch costume to ((1) + (3))\n\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nforever\n next costume\n wait (0.03) seconds\n if <touching (プレーヤー v)?> then\n start sound [coin001 v]\n change [コインの数 v] by (1)\n broadcast (いえい v)\n delete this clone\n end\nend\n\n配置 (モンコx) ((モンコy) + (10)) [1]\n\nwhen flag clicked\nset [コインの数 v] to [0]\n\ngo to [back v] layer\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 go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n set [! v] to [1]\n switch costume to (コスチューム2 v)\n change [3 v] by (1)\n wait (1) seconds\n broadcast (finish v)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide\n配置 [7130] [540] [1]\n\n@スプライト1\n\n@サムネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [finish v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change volume by (-10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\nwhen I receive [ban! v]\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change volume by (-10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n@地面2\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [150] [3]\n配置 [1440] [350] [4]\n配置 [2000] [350] [5]\n配置 [3700] [350] [6]\n配置 [3900] [350] [7]\n配置 [6438] [350] [8]\n配置 [7050] [350] [9]\n\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@チャット\n\nwhen flag clicked\nset [ghost v] effect to (30)\nset [チャット表示 v] to [0]\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [チャット v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-170) y: (150)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (t v) pressed?>> then\n start sound [Muted Conga v]\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [24]>> then\n set [チャット v] to (answer)\n broadcast (チャット v)\n else\n show variable [ホイ国 v]\n set [ホイ国 v] to [そのチャットは存在しません。]\n wait (3) seconds\n hide variable [ホイ国 v]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n if <(チャット表示) = [1]> then\n go to [front v] layer\n show\n else\n hide\n end\n end\nend\n\nset [ghost v] effect to (0)\n\n@ステージ\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [-0.8] [2]\n配置 [960] [0] [3]\n配置 [1400] [300] [4]\n配置 [1900] [300] [5]\n配置 [2600] [300] [6]\n配置 ((2600) + (450)) [300] [7]\n配置 (((2600) + (450)) + (500)) [300] [8]\n配置 (((2600) + (450)) + (1000)) [300] [9]\n配置 (((2600) + (450)) + (1500)) [300] [10]\n配置 (((2600) + (450)) + (2000)) [300] [11]\n配置 (((2600) + (450)) + (2500)) [300] [12]\n配置 (((2600) + (450)) + (3000)) [300] [13]\n配置 (((2600) + (450)) + (3500)) [300] [14]\n配置 (((2600) + (450)) + (4000)) [300] [15]\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\n@はた22\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 show\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n if <touching (プレーヤー v)?> then\n start sound [きらーん2 v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n forever\n switch costume to (コスチューム2 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n wait (0.05) seconds\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide\n配置 [1900] [423] [1]\n配置 [4500] [334] [1]\n配置 [6000] [334] [1]\n\n@時間表記\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <(letter (1) of (時間)) = [-]> then\n switch costume to (コスチューム10 v)\n end\n switch costume to (letter (i) of (時間))\n if <(letter (i) of (時間)) = [.]> then\n switch costume to (コスチューム12 v)\n end\n if <(letter (i) of (時間)) = [e]> then\n switch costume to (コスチューム13 v)\n end\n if <(letter (i) of (時間)) = [+]> then\n switch costume to (コスチューム14 v)\n end\n if <(letter (i) of (時間)) = [G]> then\n switch costume to (コスチューム15 v)\n end\n if <(length of (時間)) < (i)> then\n hide\n else\n show\n end\n go to [front v] layer\nend\n\nwhen I receive [start v]\nset size to (150) %\nset [時間 v] to [0]\nhide\nset [i v] to [0]\ngo to x: (150) y: (150)\nrepeat (37)\n change [i v] by (1)\n create clone of (_myself_ v)\n change x by (((size) / (100)) * (12))\nend\n\nwhen I receive [start v]\nforever\n wait (1) seconds\n change [時間 v] by (1)\nend\n\n@コイン表記\n\nwhen flag clicked\nset [コインの数 v] to [0]\nhide\nforever\n switch costume to ((コインの数) + (1))\nend\n\nwhen I receive [start v]\nswitch costume to (コスチューム16 v)\nshow\ngo to [front v] layer\n\ngo to x: (-45) y: (150)\n\n@スプライト4\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\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)\ngo to x: (0) y: (240)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nswitch costume to (コスチューム5 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nstart sound [ホーム v]\nset [ui v] to [ 1]\nshow\nforever\n if <(ui) = [0]> then\n delete this clone\n end\n if <(costume [number v]) = [2]> then\n change [動き v] by (7)\n change y by ([sin v] of (動き) )\n end\n if <(costume [number v]) = [3]> then\n change y by ([cos v] of (動き) )\n end\n if <(costume [number v]) = [4]> then\n set [動き2 v] to [-30]\n repeat until <(y position) < [-80]>\n change [動き2 v] by (1.93)\n change y by (動き2)\n end\n forever\n change y by ([cos v] of (動き) )\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n start sound [選択 v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n stop all sounds\n broadcast (START v)\n set [ui v] to [0]\n delete this clone\n end\n end\n end\nend\n\nstop [this script v]\n\nset y to (0)\n\nwhen flag clicked\nset [説明表示 v] to [0]\n\n@スプライト6\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [start v]\nset [banまで v] to [0]\nforever\n if <<key (any v) pressed?> or <mouse down?>> then\n set [banまで v] to [0]\n else\n wait (1) seconds\n change [banまで v] by (1)\n end\n if <(BANまで) = [120]> then\n broadcast (BAN! v)\n end\nend\n\n@はり2\n\nwhen flag clicked\nhide\n配置 [6237] [300] [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 turn right (-5) degrees\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\n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配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1400] [300] [4]\n配置 [2300] [400] [5]\n配置 ((1920) + (500)) [300] [6]\n配置 (((1920) + (500)) + (500)) [300] [7]\n配置 (((1920) + (500)) + (1500)) [300] [8]\n配置 (((1920) + (500)) + (2000)) [300] [9]\n配置 (((1920) + (500)) + (2500)) [300] [10]\n配置 (((1920) + (500)) + (3000)) [300] [11]\n配置 (((1920) + (500)) + (3500)) [300] [12]\n配置 (((1920) + (500)) + (4000)) [300] [13]\n配置 (((1920) + (500)) + (4500)) [300] [14]\n\n@スプライト2\n\nwhen I receive [start v]\nshow\n\nwhen I receive [ban! v]\nhide\n\nwhen I receive [finish v]\nhide\n\nwhen I start as a clone\nset [y増加 v] to [0]\nset [x増加 v] to [0]\nset [ghost v] effect to (0)\nforever\n show\n if <(costume [number v]) = [2]> then\n go to x: (155) y: (-50)\n if <(y増加) = [1]> then\n switch costume to (コスチューム5 v)\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(y増加) = [0]>> and <<[10] < (コインの数)> or <(コインの数) = [10]>>> then\n start sound [ポップ2 v]\n set [y増加 v] to [1]\n set [yの動き v] to [24]\n set [shop表示 v] to [0]\n change [コインの数 v] by (-10)\n broadcast (hu v)\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(y増加) = [0]>> and <(コインの数) < [10]>> then\n broadcast (まずい v)\n end\n end\n if <(costume [number v]) = [3]> then\n go to x: (155) y: (-90)\n if <(x増加) = [1]> then\n switch costume to (コスチューム5 v)\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(x増加) = [0]>> and <<[5] < (コインの数)> or <(コインの数) = [5]>>> then\n start sound [ポップ2 v]\n set [x増加 v] to [1]\n set [xの動き v] to [2.5]\n set [shop表示 v] to [0]\n change [コインの数 v] by (-5)\n broadcast (hahu v)\n end\n if <<<<touching (mouse-pointer v)?> and <mouse down?>> and <(x増加) = [0]>> and <(コインの数) < [5]>> then\n broadcast (まずい v)\n end\n end\n if <(costume [number v]) = [4]> then\n go to x: (155) y: (-130)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [shop表示 v] to [0]\n end\n end\n if <(shop表示) = [0]> then\n delete this clone\n end\nend\n\nwhen I receive [start v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (-180) y: (-141)\nhide\nset [ghost v] effect to (50)\nforever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [shop表示 v] to [1]\n hide\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム4 v)\n create clone of (_myself_ v)\n end\n if <(shop表示) = [0]> then\n switch costume to (コスチューム1 v)\n show\n end\nend\n\nstart sound [ポップ v]\n\nwhen flag clicked\nset [yの動き v] to [21]\nset [xの動き v] to [2]\nhide\n\nwhen I receive [まずい v]\nshow variable [ホイ国 v]\nset [ホイ国 v] to [ not enough coins//コインが足りない]\nwait (2) seconds\nhide variable [ホイ国 v]\nset [ホイ国 v] to []\n\nwhen flag clicked\nhide variable [ホイ国 v]\n\nset [yの動き v] to [0]\n\nwhen I receive [hu v]\nforever\n set [y増加 v] to [1]\nend\n\nwhen I receive [hahu v]\nforever\n set [x増加 v] to [1]\nend\n\n@スプライト3\n\nwhen flag clicked\nset [shop表示 v] to [0]\nhide\nforever\n set [ghost v] effect to (30)\n if <(shop表示) = [1]> then\n show\n else\n hide\n end\nend\n\n
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@hayatiburusuのフォローよろしく!\n❤️と⭐お願い!\nサーバー2//server2\nhttps://scratch.mit.edu/projects/810891272\nーーー日本語は下ーーーーMethod of operationーーーー\nBasic operation is wasd keys or arrow keys.\nIt is also mobile compatible.\nDon't be left alone with this game. Leave it for 2 minutes and it will kick you out.\nThis game is online. let's get along.\nーーーEnglish is aboveーーーー操作方法ーーーーーーー\n基本操作はwasdキーまたは矢印キーです。\nモバイルにも対応しています。\nこのゲームで放置しないでください。2分間放置すると追い出されます。\nこのゲームはオンラインです。仲良くしましょう。\nーーーーーーーーーーーーーーーーーーーーーーーーー\nチャットの種類今までの中で一番多いと思うたぶん\n傾向2pありがとう!\nーーーーーーーーーーーーーーーーーーーーーーーーー
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Starry Night Hike a Platformer #Games #Platformer #Art #Fun #Trending
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@Stage\n\nwhen flag clicked\nforever\n if <<(The Level) = [9]> or <<(The Level) = [10]> or <(The Level) = [11]>>> then\n switch backdrop to (backdrop2 v)\n end\n wait until <not <<(The Level) = [9]> or <<(The Level) = [10]> or <(The Level) = [11]>>>>\n switch backdrop to (backdrop3 v)\nend\n\n@player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (first level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (player2 v)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player v)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (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 switch costume to (player3 v)\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (c v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (1 v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n switch costume to (1 v)\n set [y velocity v] to [14]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes and lava v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-132) y: (-96)\n\nwhen I receive [first level v]\nbroadcast (Reset v)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\nwhen I start as a clone\nset size to (pick random (60) to (100)) %\nshow\ngo to [back v] layer\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (2))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (100))\n repeat until <(x position) < [-250]>\n change x by (-1)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-400) y: (pick random (180) to (150))\n repeat until <(x position) > [250]>\n change x by (1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\n@Player Trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\nwhen I receive [scroll v]\n\nwhen flag clicked\nhide\ndelete this clone\n\n@Spikes and Lava\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n glide (1) secs to x: (-6) y: (-85)\n glide (1) secs to x: (-5) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n glide (1) secs to x: (-6) y: (-85)\n glide (1) secs to x: (-5) y: (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n glide (1) secs to x: (-6) y: (-85)\n glide (1) secs to x: (-5) y: (-90)\n end\nend\n\n@Intructions\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Next\n\nwhen I receive [next level v]\nswitch costume to (costume2 v)\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-16)\nwait (1) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\nwhen I receive [first level v]\nswitch costume to (costume1 v)\ngo to [front v] layer\nset x to (500)\nshow\nrepeat (6)\n change x by (-80)\nend\nchange x by (-16)\nwait (1) seconds\nrepeat (5)\n change x by (-80)\nend\nhide\n\n@backround art\n\ngo to [back v] layer\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@glow\n\nwhen flag clicked\nhide\nforever\n if <(The Level) = [9]> then\n show\n forever\n go to (player v)\n end\n end\nend\n\nwait until <not <(The Level) = [9]>>\n\nwhen flag clicked\nforever\n if <([costume # v] of [ground v]) = [12]> then\n hide\n end\nend\n\n@heart and star\n\nwhen flag clicked\nforever\n hide\n wait (20) seconds\n show\n wait (5) seconds\nend\n\n@sound\n\nwhen flag clicked\nswitch costume to (button1 v)\nforever\n if <(costume [number v]) = [1]> then\n play sound [midnight-123895 v] until done\n end\nend\n\nshow\n\nwhen this sprite clicked\nswitch costume to (button2 v)\nstop all sounds\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n switch costume to (button1 v)\n end\nend\n\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\nend\n\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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⫷Instructions⫸----------------------------------------------------\nArrow keys to move or WASD to move, C or down arrow key to crouch\n-------------------------------------------------------------------------\nThank you for 1008 views, 116 hearts, and 85 stars! THIS IS CRAZY THANK YOU SO MUCH!!!
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Adventure | a mobile platformer || #Mobile #Games #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [Hello v] until done\nend\n\nwhen flag clicked\nswitch costume to (backdrop1 v)\nforever\n if <(LEVEL #) > [17]> then\n switch costume to (backdrop2 v)\n else\n switch costume to (backdrop1 v)\n end\nend\n\n@empty\n\n@player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (moving platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-7)\nend\ndelete this clone\n\nwhen flag clicked\npoint in direction (90)\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nset [level # v] to [1]\nset [resistance v] to [0.8]\nset [acceleration v] to [2]\nset [jump force v] to [15]\nset [gravity v] to [-1.5]\nset [speed y v] to [0]\nset [falling v] to [99]\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\ngo to x: (-150) y: (50)\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <(STICK Y) > [0.5]>>> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <(STICK X) < [-0.5]>>> then\n change [speed x v] by ((0) - (ACCELERATION))\n switch costume to (left v)\n if <(LEVEL #) > [17]> then\n switch costume to (left2 v)\n change [speed x v] by ((0) - (ACCELERATION))\n end\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <(STICK X) > [0.5]>>> then\n change [speed x v] by (ACCELERATION)\n switch costume to (right v)\n if <(LEVEL #) > [17]> then\n switch costume to (right2 v)\n change [speed x v] by (ACCELERATION)\n end\n end\n set [speed x v] to ((speed x) * (RESISTANCE))\n change [speed y v] by (GRAVITY)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Level # ((LEVEL #) + (1)) go to x: [-235]\nend\n\ndefine Begin Level # (level #) go to x: (x)\nset [level # v] to (level #)\nset x to (x)\nbroadcast (Change Scene v)\nwait (0) seconds\nFix Collisions in Directions [0]\n\ndefine Fix Collisions in Directions (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [dead v]\nstart sound [die v]\nrepeat (10)\n change [ghost v] effect by (20)\n change y by (10)\nend\npoint in direction (90)\ngo to x: (-150) y: (50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>>> then\n play sound [Low Whoosh v] until done\n wait (0.2) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(STICK POWER) > [50]> then\n point in direction (STICK DIRECTION)\n move ((2) * (STICK POWER)) steps\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-140]> then\n start sound [die v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (10)\n end\n point in direction (90)\n go to x: (-150) y: (50)\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (re v)\n end\nend\n\nwhen I receive [re v]\ngo to x: (-150) y: (50)\nset [ghost v] effect to (0)\n\nturn right (15) degrees\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (right v)\n\n@level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [level] (LEVEL #))\n\n@row of spikes\n\nwhen flag clicked\nforever\n if <touching color (#656565)?> then\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL #) = [3]> then\n set size to (100) %\n go to x: (25) y: (-142)\n show\n switch costume to (costume1 v)\n point in direction (90)\n else\n if <(LEVEL #) = [5]> then\n set size to (60) %\n go to x: (4) y: (-33)\n show\n switch costume to (costume1 v)\n point in direction (76)\n else\n if <(LEVEL #) = [9]> then\n set size to (70) %\n go to x: (-117) y: (-63)\n show\n switch costume to (costume1 v)\n point in direction (90)\n else\n set size to (1) %\n switch costume to (costume1 v)\n go to x: (-107) y: (-148)\n hide\n end\n end\n end\nend\n\n@spike\n\nwhen flag clicked\nforever\n if <touching color (#656565)?> then\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL #) = [2]> then\n point in direction (90)\n set size to (100) %\n go to x: (49) y: (-63)\n show\n switch costume to (duo v)\n else\n if <(LEVEL #) = [7]> then\n point in direction (90)\n set size to (100) %\n go to x: (162) y: (9)\n show\n switch costume to (duo v)\n else\n if <(LEVEL #) = [8]> then\n go to x: (-101) y: (101)\n point in direction (-90)\n set size to (80) %\n show\n switch costume to (single v)\n else\n if <(LEVEL #) = [12]> then\n go to x: (8) y: (101)\n point in direction (-90)\n set size to (80) %\n show\n switch costume to (single v)\n repeat until <not <(LEVEL #) = [12]>>\n glide (0.3) secs to x: (-8) y: (-101)\n wait (1) seconds\n start sound [Low Squeak v]\n glide (0.3) secs to x: (8) y: (101)\n wait (1) seconds\n end\n else\n if <(LEVEL #) = [15]> then\n go to x: (8) y: (-50)\n point in direction (90)\n set size to (80) %\n show\n switch costume to (duo v)\n else\n set size to (1) %\n switch costume to (single v)\n go to x: (-107) y: (-148)\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nrepeat until <(LEVEL #) = [15]>\n if <(LEVEL #) = [13]> then\n hide\n end\nend\n\n@moon/sun\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n go to x: (-8) y: (0)\n else\n go to x: (167) y: (150)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(LEVEL #) > [19]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@poison\n\nwhen flag clicked\nforever\n if <touching color (#656565)?> then\n broadcast (dead v)\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL #) = [9]> then\n go to x: (71) y: (-45)\n set size to (100) %\n show\n else\n go to x: (15) y: (-163)\n hide\n set size to (1) %\n end\nend\n\nif <(LEVEL #) = [18]> then\n go to x: (108) y: (-70)\n set size to (100) %\n show\nend\n\nwhen flag clicked\nforever\n wait (.2) seconds\n next costume\nend\n\n@Control Stick\n\nwhen I start as a clone\nswitch costume to (stick v)\nset [brightness v] effect to (50)\nset [ghost v] effect to (25)\nforever\n go to [front v] layer\n go [forward v] (450) layers\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to [front v] layer\n go [forward v] (450) layers\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\nif <(Game) = [yes]> then\n\nhide\n\nhide\n\nwhen flag clicked\nswitch costume to (base v)\nshow\ngo to [front v] layer\ngo [forward v] (200) layers\nset [myself v] to [Control Stick]\nset size to (80) %\nset [max stick v] to ((size) / (4))\ngo to x: (170) y: (-130)\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\ngo to [front v] layer\n\nshow\n\n@cover1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\nset size to (30) %\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (player v)\nturn right (pick random (0) to (360)) degrees\nrepeat (15)\n move (5) steps\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(LEVEL #) > [17]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\n@clouds\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (-236) y: (41)\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (1) to (2.5)) seconds\nend\n\nwhen I start as a clone\nshow\nset y to (pick random (152) to (0))\nset [ghost v] effect to (pick random (25) to (50))\nswitch costume to (pick random (1) to (4))\nrepeat until <(x position) > [251]>\n change x by (5)\nend\ndelete this clone\n\n@moving platform\n\nwhen flag clicked\nforever\n if <(LEVEL #) = [13]> then\n set size to (100) %\n show\n go to x: (-123) y: (-131)\n repeat until <not <(LEVEL #) = [13]>>\n glide (1) secs to x: (-123) y: (-131)\n wait (0.5) seconds\n glide (1) secs to x: (30) y: (-131)\n wait (0.5) seconds\n end\n else\n hide\n set size to (1) %\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\n@void\n\nwhen flag clicked\nforever\n if <(y position) < [-140]> then\n broadcast (dead v)\n end\nend\n\n@stars\n\nwhen flag clicked\nhide\nset size to (100) %\ngo to [back v] layer\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to (random position v)\nturn right (pick random (0) to (360)) degrees\nrepeat (10)\n point in direction (pick random (0) to ())\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n\n\nwhen I start as a clone\nforever\n if <(LEVEL #) > [19]> then\n hide\n broadcast (HIDE STARS CUTIES v)\n end\nend\n\n@Sprite2\n\nwhen this sprite clicked\nbroadcast (re v)\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\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 (10) 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 [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@2nd costume\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(LEVEL #) = [18]> then\n show\n else\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\n if <(LEVEL #) = [18]> then\n show\n broadcast (show v)\n else\n hide\n end\nend\n\nwhen I receive [show v]\nset [ghost v] effect to (20)\nforever\n go to (2nd costume v)\n turn right (1) degrees\nend\n\n
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\nIf the are any bugs mention in the comments\ndouble click green flag to show joystick for mobile users :)\n==CONTROLS =============================\n- jump [up arrow] or [w]\n- left [left arrow] or [a]\n-right [right arrow] or [d]\n-or joy stick for mobile users\n-'r' for restart or press restart\n===INSTRUCTIONS=========================play the game like any other platformer...\nlike and fav for better features
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Minecraft Platformer {ROOMS OF DOOM UPDATE} #Games
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@Stage\n\nwhen flag clicked\nset [scene # v] to [0]\nswitch backdrop to (menu v)\n\nwhen I receive [start game v]\nset [scene # v] to [1]\nswitch backdrop to (main v)\n\nwhen flag clicked\nforever\n if <(Scene #) = [0]> then\n switch backdrop to (menu v)\n end\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [10]> or <(Scene #) > [10]>> then\n set [brightness v] effect to (-15)\n switch backdrop to (dungeon room v)\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [10]> or <(Scene #) > [10]>>> then\n switch backdrop to (main v)\n set [brightness v] effect to (0)\nend\n\nwhen I receive [ending v]\nswitch backdrop to (ending 1 v)\nbroadcast (Hide All v)\nclear graphic effects\nforever\n play sound [Pigstep v] until done\nend\n\nwhen I receive [ending 2 v]\nswitch backdrop to (ending 2 v)\nbroadcast (Hide All v)\nclear graphic effects\nforever\n play sound [Pigstep v] until done\nend\n\nwhen I receive [ending 3 v]\nswitch backdrop to (ending 3 v)\nbroadcast (Hide All v)\nclear graphic effects\nforever\n play sound [Pigstep v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\nset [emeralds v] to [0]\nset [gravity v] to [-1.5]\nset [jump force v] to [13]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nReset and Begin Level\n\ndefine Move-in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n set x to (Last Value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n Check Touching Solid\n if <(Touching) > [0]> then\n set y to (Last Value)\n if <(Speed Y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [tick-player v]\nControls-Up/Down\nControls-Left/Right\nMove-in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\n\ndefine Controls-Up/Down\nif <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n if <(Falling) < [3]> then\n set [speed y v] to (Jump Force)\n end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls-Left/Right\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n change [speed x v] by ((0) - (Acceleration))\nend\nif <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n change [speed x v] by (Acceleration)\nend\nset [speed x v] to ((Speed X) * (Resistance))\n\ndefine Check Touching Solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\ngo to x: (-140) y: (-76)\nbroadcast (Change Scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick-Player v)\n broadcast (Tick-Last v)\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [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\n\ndefine Begin Scene # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collisions in Direction [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collisions in Direction (direc)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (direc)\nrepeat (80)\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\nFix Collisions in Direction []\n\nwhen I receive [start game v]\nshow\ngo to x: (-159) y: (-110)\npoint in direction (90)\n\nwhen I receive [touching lava v]\nstart sound [Take Damage v]\nforever\n if <touching (lava v)?> then\n go to x: (-195) y: (123)\n end\nend\n\nwhen I receive [change scene v]\ngo to [front v] layer\n\nwhen [e v] key pressed\nif <touching (diamond sword v)?> then\n broadcast (Diamond Sword v)\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [10]> then\n set [jump force v] to [17]\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [10]>> then\n set [jump force v] to [13]\nend\n\nwhen [e v] key pressed\nif <touching (key v)?> then\n add [Key] to [the inventory v]\n broadcast (KEy v)\nend\n\nwhen I receive [start game v]\ndelete all of [the inventory v]\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game loop v]\nforever\n if <(direction) = [90]> then\n broadcast (Attack Right v)\n end\nend\n\nwhen I receive [game loop v]\nforever\n if <(direction) = [-90]> then\n broadcast (Attack Left v)\n end\nend\n\nwhen flag clicked\nforever\n broadcast (Game Loop v)\nend\n\nwhen [e v] key pressed\nswitch costume to (interact/attack v)\nwait (1) seconds\nswitch costume to (steve v)\n\nwhen I receive [change scene v]\nswitch costume to (steve v)\n\nwhen I receive [start game v]\nswitch costume to (steve v)\n\nwhen I receive [rewind v]\nif <(Scene #) = [1]> then\n go to x: (-159) y: (-115)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [2]> then\n go to x: (-194) y: (-116)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [3]> then\n go to x: (-205) y: (122)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [4]> then\n go to x: (-193) y: (-75)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [5]> then\n go to x: (-193) y: (121)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [6]> then\n go to x: (-209) y: (-116)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [7]> then\n go to x: (-214) y: (-39)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [8]> then\n go to x: (-201) y: (116)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [9]> then\n go to x: (-197) y: (117)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [10]> then\n go to x: (-178) y: (-116)\nend\n\nforever\n if <mouse down?> then\n point towards (mouse-pointer v)\n end\nend\n\nwhen [x v] key pressed\nif <(Scene #) > [1]> then\n switch costume to (interact/attack v)\n wait (0.2) seconds\n switch costume to (steve v)\n wait (0.1) seconds\nend\n\nwhen I receive [take damage v]\nstart sound [Take Damage v]\nchange [hp v] by (-1)\nmove (-60) steps\nchange y by (50)\n\nwhen I receive [start game v]\nshow\nset [emeralds v] to [0]\nset [jump force v] to [13]\nset [acceleration v] to [1.5]\nwait (0.01) seconds\nset [hp v] to [5]\n\nwhen I receive [rewind v]\nif <(Scene #) = [11]> then\n go to x: (-221) y: (-39)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [12]> then\n go to x: (-220) y: (-36)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [13]> then\n go to x: (-212) y: (70)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [14]> then\n go to x: (-210) y: (-36)\nend\n\nwhen I receive [rewind v]\nif <(Scene #) = [15]> then\n go to x: (-212) y: (70)\nend\n\n@Villager\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [change scene v]\nif <<(Scene #) = [16]> or <(Scene #) = [17]>> then\n show\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [17]> and <<(Emeralds) > [5]> or <(Emeralds) = [5]>>> then\n say [Thank you for saving me! I'll sell you this Mending Book for 5 emeralds!] for (3) seconds\n ask [Would you like to buy my Mending Book for 5 emeralds. \(Yes or No\)] and wait\n broadcast (Ask v)\nend\n\nwhen I receive [ask v]\nif <(answer) = [Yes]> then\n change [emeralds v] by (-5)\n broadcast (MENDING BOOK! v)\n wait (3) seconds\n broadcast (Ending v)\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [16]> or <(Scene #) = [17]>>> then\n hide\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [16]> then\n show\n say [Do you have the Key to my cell?] for (3) seconds\n ask [Do you have the key? \(Yes or No\)] and wait\n broadcast (Ask for Key v)\nend\n\nwhen I receive [ask for key v]\nif <(answer) = [No]> then\n broadcast (Jump Potion v)\n say [Here, take this!] for (2) seconds\n set [jump force v] to [20]\nend\n\nwhen I receive [ask for key v]\nif <<(answer) = [Yes]> and <[the inventory v] contains [Key]?>> then\n set [scene # v] to [17]\n broadcast (Change Scene v)\nend\n\nwhen I receive [ask for key v]\nif <<(answer) = [Yes]> and <not <[the inventory v] contains [Key]?>>> then\n broadcast (Jump Potion v)\n say [No you don't, here, take this!] for (3) seconds\n set [jump force v] to [20]\nend\n\nwhen I receive [ask v]\nif <(answer) = [No]> then\n say [That's fine. If you'd like to buy it at a different time that works too! Anyways thank you for saving me. Let's head back to the village and celebrate what a hero you are.] for (6) seconds\n broadcast (Ending 2 v)\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change scene v]\nif <<(Scene #) = [17]> and <(Emeralds) < [5]>> then\n say [Thank you for saving me! If you had 5 emeralds I would have sold you this Mending Book. Anyways, let's head back to the Village!] for (7) seconds\n broadcast (Ending 3 v)\nend\n\n@Zombie Boss\n\nwhen flag clicked\nhide\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [change scene v]\nif <<(Scene #) = [2]> or <<(Scene #) = [4]> or <<(Scene #) = [5]> or <<(Scene #) = [7]> or <(Scene #) = [9]>>>>> then\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [9]> then\n go to x: (132) y: (-113)\nend\nforever\n point towards (player v)\nend\n\nwhen I start as a clone\nforever\n if <<(direction) > [0]> or <(direction) = [180]>> then\n change x by (1)\n end\nend\n\nwhen I start as a clone\nforever\n if <<(direction) < [0]> or <(direction) = [0]>> then\n change x by (-1)\n end\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [2]> or <<(Scene #) = [4]> or <<(Scene #) = [5]> or <<(Scene #) = [7]> or <(Scene #) = [9]>>>>>> then\n hide\n repeat (3)\n delete this clone\n end\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [7]> then\n go to x: (132) y: (-113)\nend\nforever\n point towards (player v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [2]> then\n go to x: (-74) y: (-113)\nend\nforever\n point towards (player v)\nend\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [4]> then\n go to x: (-74) y: (-113)\nend\nforever\n point towards (player v)\nend\n\nwhen I receive [change scene v]\ndelete this clone\n\nwhen I start as a clone\nset rotation style [left-right v]\nshow\nif <(Scene #) = [5]> then\n go to x: (-110) y: (-113)\nend\nforever\n point towards (player v)\nend\n\nwhen I start as a clone\nforever\n if <touching (diamond sword attack v)?> then\n start sound [Damage v]\n change [dubloons v] by (5)\n broadcast (+5 Dubloons v)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Take Damage v)\n wait (4) seconds\n end\nend\n\n@Merchant Villager\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [7]> then\n switch costume to (normal v)\n show\n say [Hey, would you like to check out what I have in stock?] for (5) seconds\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [7]>> then\n hide\nend\n\nwhen [e v] key pressed\nif <touching (player v)?> then\n broadcast (Shop v)\nend\n\nwhen backdrop switches to [main v]\nforever\n if <touching (player v)?> then\n switch costume to (highlighted v)\n end\nend\n\nwhen backdrop switches to [main v]\nforever\n if <not <touching (player v)?>> then\n switch costume to (normal v)\n end\nend\n\n@Spike\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nstart sound [Open Shop v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [shop v]\nforever\n if <key (p v) pressed?> then\n hide\n broadcast (Close Shop v)\n play sound [Close Shop v] until done\n end\nend\n\n@+1 HP\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (135) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (125) %\n end\nend\n\nwhen this sprite clicked\nif <<<(Dubloons) > [10]> or <(Dubloons) = [10]>> and <(HP) < [6]>> then\n change [dubloons v] by (-10)\n change [hp v] by (1)\n play sound [Gain v] until done\nend\n\nwhen I receive [close shop v]\nhide\n\nwhen this sprite clicked\nif <(HP) = [6]> then\n say [You have the maximum amount of hearts!] for (3) seconds\nend\n\n@+10 Arrows\n\nwhen flag clicked\nhide\nset [arrows v] to [0]\n\nwhen I receive [start game v]\nhide\nset [arrows v] to [0]\n\nwhen I receive [shop v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (135) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (125) %\n end\nend\n\nwhen this sprite clicked\nif <<(Dubloons) > [20]> or <(Dubloons) = [20]>> then\n play sound [pop v] until done\n change [arrows v] by (10)\nend\n\nwhen I receive [close shop v]\nhide\n\n@Swiftness Potion Shop\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nshow\nwait (0.01) seconds\ngo to [front v] layer\nforever\n if <touching (mouse-pointer v)?> then\n set size to (135) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (125) %\n end\nend\n\nwhen this sprite clicked\nif <<(Dubloons) > [40]> or <(Dubloons) = [40]>> then\n change [dubloons v] by (-40)\n play sound [Potion Drink v] until done\n set [acceleration v] to [2.5]\nend\n\nwhen I receive [close shop v]\nhide\n\n@Dubloon Amount\n\nwhen flag clicked\nhide\n\nwhen I receive [close shop v]\nhide\nhide variable [dubloons v]\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [shop v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\nshow variable [dubloons v]\n\n@Upside Down Spike\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Diamond Sword Attack\n\nwhen flag clicked\nhide\n\nwhen I receive [attack left v]\nswitch costume to (left v)\ngo to (player v)\nchange x by (-41)\nchange y by (-5)\n\nwhen I receive [attack right v]\nswitch costume to (right v)\ngo to (player v)\nchange x by (41)\nchange y by (-5)\n\nwhen I receive [game loop v]\nforever\n wait until <not <key (x v) pressed?>>\n wait until <key (x v) pressed?>\n show\n start sound [Attack sound v]\n wait (0.2) seconds\n hide\n wait (0.1) seconds\nend\n\nwhen I receive [hide all v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Bow\n\nwhen I receive [attack left v]\nswitch costume to (left v)\ngo to (player v)\nchange x by (-20)\n\nwhen I receive [attack right v]\nswitch costume to (right v)\ngo to (player v)\nchange x by (20)\n\nwhen flag clicked\nhide\n\nwhen I receive [game loop v]\nforever\n wait until <not <<key (s v) pressed?> or <key (down arrow v) pressed?>>>\n wait until <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n broadcast (Fire Arrow v)\n show\n start sound [Bow v]\n wait (0.2) seconds\n hide\n wait (0.1) seconds\nend\n\nwhen I receive [hide all v]\nforever\n hide\n stop [other scripts in sprite v]\nend\n\n@Arrow\n\nwhen I receive [attack left v]\nswitch costume to (left v)\ngo to (bow v)\nchange x by (-35)\n\nwhen I receive [attack right v]\nswitch costume to (right v)\ngo to (bow v)\nchange x by (3)\n\nwhen flag clicked\nhide\n\nwhen I receive [fire arrow v]\nshow\nhide\nforever\n move (1) steps\nend\n\nwhen I receive [game loop v]\nforever\n if <<touching (level v)?> or <touching (_edge_ v)?>> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\nhide\ngo to (bow v)\nstop [other scripts in sprite v]\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [start game v]\nswitch costume to (scene1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [hide all v]\nhide variable [scene # v]\nhide variable [emeralds v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [change scene v]\nif <(Scene #) = [17]> then\n switch costume to (scene17 v)\nend\n\n@Stone Brick\n\n@Grass\n\n@Arrows Amount\n\nwhen flag clicked\nhide\nhide variable [arrows v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [hide all v]\nhide\n\nwhen I receive [start game v]\nshow\nshow variable [arrows v]\n\nwhen I receive [hide all v]\nhide variable [arrows v]\nhide\n\n@Emeralds\n\nwhen flag clicked\nhide\nhide variable [emeralds v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [start game v]\nshow\nshow variable [emeralds v]\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Rewind\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (Rewind v)\nplay sound [rewind v] until done\n\nwhen I receive [change scene v]\nif <<(Scene #) = [16]> or <(Scene #) = [17]>> then\n hide\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) > [0]> and <(Scene #) < [16]>> then\n show\nend\n\nwhen I receive [start game v]\nforever\n if <<<key (r v) pressed?> and <(Scene #) > [0]>> and <(Scene #) < [16]>> then\n broadcast (Rewind v)\n play sound [rewind v] until done\n end\nend\n\n@Emerald\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <<(Scene #) = [3]> and <(Emeralds) < [2]>> then\n go to x: (-59) y: (16)\n switch costume to (green v)\n show\nend\n\nwhen I receive [change scene v]\nforever\n if <touching (player v)?> then\n change [emeralds v] by (1)\n wait (0.001) seconds\n hide\n play sound [Minecraft Pop v] until done\n end\nend\n\nwhen I receive [change scene v]\nif <not <<(Scene #) = [3]> or <<(Scene #) = [5]> or <<(Scene #) = [8]> or <(Scene #) = [9]>>>>> then\n hide\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [8]> and <(Emeralds) < [4]>> then\n show\n switch costume to (red v)\n go to x: (-165) y: (-35)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (185) y: (-72)\nswitch costume to (purple v)\nforever\n if <touching (player v)?> then\n change [emeralds v] by (1)\n wait (0.001) seconds\n start sound [Minecraft Pop v]\n delete this clone\n end\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [5]> and <(Emeralds) < [3]>> then\n go to x: (2) y: (-73)\n switch costume to (blue v)\n show\nend\n\nwhen I receive [change scene v]\nif <<(Scene #) = [9]> and <(Emeralds) < [5]>> then\n show\n go to x: (182) y: (43)\n switch costume to (orange v)\nend\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nhide\n\n@Timer\n\nwhen flag clicked\nhide\nhide variable [scene # v]\n\nwhen I receive [start game v]\nshow\nshow variable [scene # v]\n\nwhen I receive [start game v]\nshow variable [timer v]\nrepeat until <<<(backdrop [number v]) = [7]> or <(backdrop [number v]) = [8]>> or <(backdrop [number v]) = [9]>>\n go to [front v] layer\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nset [timer v] to [0]\nhide variable [timer v]\n\n@Start\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set size to (110) %\n end\nend\n\n@Controls \n\nwhen this sprite clicked\ngo to [back v] layer\nbroadcast (Open Controls v)\nset size to (90) %\nwait (0.05) seconds\nset size to (100) %\n\nwhen flag clicked\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (115) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set size to (110) %\n end\nend\n\n@Controls Menu\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [start game v]\nhide\n\nwhen [p v] key pressed\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [open controls v]\nshow\nchange [ghost v] effect by (2)\n\n@Sarcophogus\n\nwhen flag clicked\nchange [brightness v] effect by (-10)\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) > [1]> then\n hide\nend\n\nwhen I receive [start game v]\nshow\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <<(Scene #) = [3]> or <(Scene #) = [8]>> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n change [hp v] by (-1)\n broadcast (Touching Lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <<(Scene #) = [3]> or <(Scene #) = [8]>>> then\n hide\n end\nend\n\n@HP\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nset [hp v] to [5]\nforever\n go to (player v)\n change x by ()\n change y by (35)\nend\n\nwhen flag clicked\nforever\n if <(HP) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = [3]> then\n switch costume to (3 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = [2]> then\n switch costume to (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = [1]> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) = [0]> then\n broadcast (Start Game v)\n end\nend\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(HP) = [6]> then\n switch costume to (6 v)\n end\nend\n\n@Diamond Sword\n\nwhen I receive [diamond sword v]\n\nswitch costume to (without sword v)\n\nwhen flag clicked\nswitch costume to (with sword v)\nhide\n\nwhen I receive [change scene v]\n\nif <(Scene #) = [5]> then\n show\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\n\nif <not <(Scene #) = [5]>> then\n hide\nend\n\n@Sign\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [9]> then\n go to [back v] layer\n show\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [9]>> then\n hide\nend\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Geographical Sign\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [1]>> then\n hide\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n show\n forever\n go to [back v] layer\n end\nend\n\nwhen I receive [start game v]\nshow\n\n@Gate\n\nwhen flag clicked\nhide\n\n@LVL #\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\n@Zombie HP\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [10]> then\n switch costume to (10 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [9]> then\n switch costume to (9 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [8]> then\n switch costume to (8 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [7]> then\n switch costume to (7 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [6]> then\n switch costume to (6 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [5]> then\n switch costume to (5 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [3]> then\n switch costume to (3 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [2]> then\n switch costume to (2 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(Zombie HP) = [1]> then\n switch costume to (1 v)\n end\nend\n\nwhen flag clicked\nhide\nset [zombie hp v] to [10]\n\n@Key\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n show\n forever\n go to [back v] layer\n end\nend\n\nwhen I receive [change scene v]\nif <not <(Scene #) = [1]>> then\n hide\nend\n\nwhen I receive [key v]\nrepeat until <(HP) = [0]>\n hide\nend\nstop [this script v]\n\nwhen I receive [start game v]\nwait (0.01) seconds\nshow\n\n@Pop-Up Notifaction\n\nwhen I receive [key v]\nshow\nswitch costume to (key v)\nplay sound [KEY v] until done\nwait (0.5) seconds\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [jump potion v]\nstart sound [JUMP POTION v]\nshow\nswitch costume to (jump potion v)\nwait (3) seconds\nhide\n\nwhen I receive [hide all v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [mending book! v]\nstart sound [Mending Book v]\nshow\nswitch costume to (mending book v)\nwait (3) seconds\nhide\n\n@Heart Icon\n\n@Favorite Icon\n\n@Swiftness Potion\n\n@+5 Dubloons\n\nwhen flag clicked\nhide\nhide variable [dubloons v]\n\nwhen I receive [+5 dubloons v]\nshow\nplay sound [Minecraft Dungeons v] until done\nwait (1) seconds\nhide\n\nwhen I receive [start game v]\nhide\nhide variable [dubloons v]\nset [dubloons v] to [0]\n\n@Thumbnail-Battle Update\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [change scene v]\nforever\n go to [front v] layer\nend\n\n
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*NEW UPDATE!!! The Rooms of Doom Update is here!*\n\nTry out my new game!\nHere it is! https://scratch.mit.edu/projects/824557011\n\nI am going to gradually add more to The Rooms of Doom Update!\n\nIf you get stuck inside of the level press the button in the top left to reset your location!\n\n*What I've Done*\nFixed Bugs\nAdded Rewind Button\nAdded Arrow Keys\nAdded the Sword\nAdded the Bow\nAdded Interact Animation\nReplaced Sounds\nChanged Controls Menu\nMOBS/Enemies\nMore Levels\n\n*What's to Come*\nMusic\nEven More Levels\nMore Story/Lore\nMobile Friendly\n\n*A Boss Fight will be added soon, I just don't know how to code one yet!*\n\nControls are in the game!!!!\n\nPlease consider liking and favoriting because this game took me a while to make.\n\nTry speedrunning this game! I put certain skips and tactics in the game on purpose. Share your time in the comments and check out some other games I've made.\n\nCredits to...\n-Ash Games because I used his tags for this project.\nGriffpatch because his tutorials were great!\nAnd Mojang for making Minecraft the game it is today.\n\nTags here (ignore)\n#projects #all #games #game #animations #art #music #stories #all #games #game #animations #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #1 #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #tutorials #scratch #trending #popular #projects #all #games #game #animations #art #music #stories #all #games #game #animations #art #music #stories #bigprojects #fungame #tutorials #scratch #trending #popular #projects #all \n\nShout-Out!\n\nShout-out to @coolpro56 \nCheck out his new game! https://scratch.mit.edu/projects/826726565\n\nIf you'd like to get a shoutout on your game, make sure to be followed to me
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cave Platformer
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@Stage\n\nwhen I receive [let's go v]\nforever\n if <(stage) = [2]> then\n set volume to (100) %\n repeat (50)\n change volume by (-2)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [let's go v]\nforever\n if <(stage) = [3]> then\n wait (2) seconds\n stop [other scripts in sprite v]\n wait (0) seconds\n stop all sounds\n set volume to (100) %\n forever\n play sound [cave v] until done\n end\n end\nend\n\nwhen I receive [let's go v]\nset volume to (100) %\nforever\n play sound [夏 v] until done\nend\n\nwhen I receive [let's go v]\nforever\n if <(stage) = [2]> then\n set volume to (100) %\n repeat (50)\n change volume by (-2)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [タピオカ食べたい(?) v]\nset volume to (100) %\nrepeat (50)\n change volume by (-2)\nend\nstop [this script v]\n\nwhen I receive [タピオカ食べたい(?) v]\nset volume to (100) %\nforever\n if <(stage) = [13]> then\n wait (2) seconds\n stop [other scripts in sprite v]\n wait (0) seconds\n stop all sounds\n set volume to (100) %\n forever\n play sound [夏 v] until done\n end\n end\nend\n\n@Player\n\nwhen I receive [let's go v]\nset [stage v] to [1]\npoint in direction (90)\nshow\n初期位置\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(mouse x) > [60]> 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) < [-60]> 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 <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X) * (-1))\n change y by (-5)\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 (-5)\n if <<touching (stage v)?> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [60]> and <mouse down?>>>> then\n switch costume to (立つ v)\n set [y v] to [13]\n start sound [ジャンプ2 v]\n end\n change y by (5)\n if <<<touching (障害物 v)?> or <touching (マグマ v)?>> or <<<(stage) = [9]> or <<(stage) = [11]> or <<(stage) = [12]> or <(stage) = [13]>>>> and <(y position) < [-163]>>> then\n wait (0.05) seconds\n start sound [Rip v]\n 初期位置\n end\n if <not <(stage) = [ゴールのステージの番号]>> then\n if <<<not <<(stage) = [9]> or <<(stage) = [11]> or <<(stage) = [12]> or <(stage) = [13]>>>>> and <(y position) < [-163]>> or <<<<<(stage) = [6]> or <(stage) = [7]>> and <(x position) < [-230]>> or <<<(stage) = [8]> or <<(stage) = [10]> or <<(stage) = [11]> or <(stage) = [12]>>>> and <[180] < (y position)>>> or <<<(stage) = [9]> or <(stage) = [13]>> and <(x position) > [230]>>>> then\n set [next v] to [1]\n broadcast (NEXT v)\n hide\n wait (1) seconds\n change [stage v] by (1)\n 初期位置\n show\n switch costume to (立つ2 v)\n wait until <(NEXT) = [0]>\n switch costume to (立つ v)\n end\n end\n if <touching (バネ強 v)?> then\n set [y v] to [23]\n start sound [Whiz v]\n end\n if <<touching (バネ弱 v)?> or <touching (バネ弱2 v)?>> then\n set [y v] to [15]\n start sound [Whiz v]\n end\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nshow\nrepeat (6)\n change size by (-4)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\ndefine 初期位置\nswitch costume to (立つ v)\nset size to (100) %\nif <<(stage) = [1]> or <<(stage) = [13]> or <(stage) = [14]>>> then\n go to x: (-200) y: (-30)\nend\nif <(stage) = [13]> then\n go to x: (-200) y: (-60)\nend\nif <<(stage) = [2]> or <(stage) = [3]>> then\n go to x: (0) y: (150)\nend\nif <<(stage) = [4]> or <(stage) = [6]>> then\n go to x: (160) y: (150)\nend\nif <(stage) = [5]> then\n go to x: (-185) y: (150)\nend\nif <<(stage) = [7]> or <(stage) = [8]>> then\n go to x: (200) y: (-30)\nend\nif <<(stage) = [9]> or <(stage) = [50]>> then\n go to x: (-180) y: (-20)\nend\nif <(stage) = [10]> then\n go to x: (-205) y: (70)\nend\nif <<(stage) = [11]> or <(stage) = [12]>> then\n go to x: (130) y: (-60)\nend\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 [autro v]\nstop [other scripts in sprite v]\nhide\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > [60]> and <mouse down?>>> then\n switch costume to (立つ v)\n start sound [壁キック 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 [10]\nelse\n set [x v] to [0]\nend\n\n@stage\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (stage)\nend\n\nwhen I receive [let's go v]\nwait (0) seconds\nforever\n if <(stage) = [12]> then\n broadcast (タピオカ食べたい(?) v)\n stop [this script v]\n end\nend\n\n@飾達\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\ngo to [back v] layer\nshow\nforever\n switch costume to (stage)\nend\n\n@NEXT\n\nwhen I receive [next v]\nstart sound [High Whoosh v]\nset [next v] to [1]\nset size to (100) %\nset [brightness v] effect to (-50)\nコスチューム [半透明1]\nclear graphic effects\nwait (0.05) seconds\nコスチューム [半透明1]\nwait (0.08) seconds\nコスチューム [1]\nwait (0.5) seconds\nコスチューム [半透明2]\nコスチューム [半透明3]\nwait (0.15) seconds\nコスチューム [2]\nコスチューム [3]\nコスチューム [NEXT]\nwait (2) seconds\nset [next v] to [0]\n\ndefine コスチューム (内容)\nswitch costume to (内容)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <(costume [name v]) = [1]> then\n go to x: (0) y: (0)\n set size to (100) %\n repeat (15)\n switch costume to ( v)\n change size by (((size) - (75)) * (0.8))\n switch costume to (1 v)\n end\n wait (1) seconds\n delete this clone\nend\nif < (costume [name v]) contains [2]?> then\n go to x: (0) y: (-300)\n repeat (45)\n set y to ((y position) / (1.25))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif < (costume [name v]) contains [3]?> then\n go to x: (0) y: (300)\n repeat (45)\n set y to ((y position) / (1.25))\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [name v]) = [NEXT]> then\n wait (1.4) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(costume [name v]) = [半透明1]> then\n go to x: (0) y: (0)\n set size to (100) %\n repeat (15)\n switch costume to ( v)\n change size by (((size) - (75)) * (0.8))\n switch costume to (半透明1 v)\n end\n wait (1) seconds\n delete this clone\nend\n\nwhen flag clicked\nset [next v] to [0]\nhide\n\nwhen I receive [next v]\ndelete this clone\n\n@samune\n\nwhen flag clicked\nwait (0.5) seconds\nbroadcast (Let's go v)\ngo to [front v] layer\nswitch costume to (サムネ(仮) v)\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@黒\n\nwhen I receive [let's go v]\nhide\nwait (0) seconds\ngo to [front v] layer\nforever\n if <[1] < (stage)> then\n show\n go to (player v)\n if <(stage) > [12]> then\n hide\n end\n end\nend\n\n@荷物\n\nwhen I receive [let's go v]\nwait (0) seconds\nshow\nswitch costume to (1 v)\nforever\n go to (player v)\n if <([direction v] of [player v]) = [90]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\n if <(NEXT) = [1]> then\n hide\n else\n show\n end\nend\n\n@荷物2\n\nwhen I receive [let's go v]\nwait (0) seconds\nswitch costume to (1 v)\nforever\n go to (player v)\n if <([direction v] of [player v]) = [90]> then\n switch costume to (1 v)\n else\n switch costume to (2 v)\n end\n if <(NEXT) = [1]> then\n hide\n else\n show\n end\nend\n\n@障害物\n\nwhen I receive [let's go v]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (stage)\nend\n\n@マグマ\n\nwhen flag clicked\nhide\n\nwhen I receive [let's go v]\nset [上下 v] to [0]\nforever\n change [上下 v] by (7)\n change y by ([sin v] of (上下) )\nend\n\nwhen I receive [let's go v]\nhide\ngo to x: (0) y: (-10)\nforever\n switch costume to (マグマ v)\n if <(stage) = [6]> then\n show\n else\n if <(stage) = [8]> then\n show\n else\n if <(stage) = [9]> then\n switch costume to (マグマ2 v)\n show\n else\n hide\n end\n end\n end\nend\n\nif <not <(stage) = [6]>> then\n hide\nend\n\n@バネ強\n\nwhen I receive [let's go v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (4)\n next costume\n wait (0) seconds\n end\n repeat (4)\n switch costume to ((costume [name v]) - (1))\n wait (0) seconds\n end\n end\nend\n\nwhen flag clicked\nset size to (110) %\nhide\n\nwhen I receive [let's go v]\nhide\nforever\n if <<(stage) = [10]> or <(stage) = [12]>> then\n show\n if <(stage) = [10]> then\n go to x: (180) y: (-87)\n end\n if <(stage) = [12]> then\n go to x: (-140) y: (-88)\n end\n else\n hide\n end\nend\n\n@バネ弱\n\nwhen I receive [let's go v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (4)\n next costume\n wait (0) seconds\n end\n repeat (4)\n switch costume to ((costume [name v]) - (1))\n wait (0) seconds\n end\n end\nend\n\nwhen flag clicked\nset size to (110) %\nhide\n\nwhen I receive [let's go v]\nhide\nforever\n if <(stage) = [11]> then\n show\n if <(stage) = [11]> then\n go to x: (-168) y: (-87)\n end\n else\n hide\n end\nend\n\n@バネ弱2\n\nwhen I receive [let's go v]\nforever\n if <touching (player v)?> then\n switch costume to (1 v)\n repeat (4)\n next costume\n wait (0) seconds\n end\n repeat (4)\n switch costume to ((costume [name v]) - (1))\n wait (0) seconds\n end\n end\nend\n\nwhen flag clicked\nset size to (110) %\nhide\n\nwhen I receive [let's go v]\nhide\nforever\n if <(stage) = [11]> then\n show\n if <(stage) = [11]> then\n go to x: (182) y: (47)\n end\n else\n hide\n end\nend\n\n@結果発表の主\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\nclear graphic effects\n\nwhen I receive [let's go v]\nwait (0) seconds\nforever\n if <(stage) = [14]> then\n broadcast (結果発表だドン!(?) v)\n stop [this script v]\n end\nend\n\nwhen I receive [let's go v]\nwait (0) seconds\nset [結果発表 v] to [0]\nforever\n wait (1) seconds\n change [結果発表 v] by (1)\nend\n\nwhen I receive [結果発表だドン!(?) v]\nwait (0) seconds\nstop [other scripts in sprite v]\nset size to (85) %\nif <(length of (結果発表)) = [2]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [3]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\n go to x: (5) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (2) of (結果発表)))\n go to x: (28) y: (0)\n create clone of (_myself_ v)\n switch costume to (join [数字] (letter (3) of (結果発表)))\n go to x: (51) y: (0)\n create clone of (_myself_ v)\nend\nif <(length of (結果発表)) = [4]> then\n switch costume to (join [数字] (letter (1) of (結果発表)))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [autro v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n
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日本語は下\nUsage\nMove with left and right arrow keys\nJump with the up arrow key\nThis time it's a platformer and you can't see the surroundings\n\n使い方\n左、右向き矢印キーで移動、\n上向き矢印キーでジャンプできます。\n今回のPlatformerは周囲が見えないです。
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Long Platformer!!
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@Stage\n\nwhen flag clicked\nforever\n play sound [keijokyoku v] until done\nend\n\n@prayer\n\ndefine 動作\nset rotation style [left-right v]\nset size to (80) %\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\nend\nif <touching (氷 v)?> then\n set [x v] to ((x) * (0.97))\nelse\n set [x v] to ((x) * (0.89))\nend\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 (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 (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n start sound [Pop v]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (1)\nend\nchange y by (-1)\nif <touching (ステージ v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [12]\n start sound [ニュッ v]\n end\nend\nchange y by (1)\nchange [y v] by (-1)\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\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<[0] > (mouse y)> and <mouse down?>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player1 v)\nend\nif <<touching color (#2a2da5)?> or <touching color (#d5ff45)?>> then\n set [y v] to [30]\nend\nif <<touching color (#252792)?> or <touching color (#ccf63e)?>> then\n set [y v] to [-30]\nend\nif <<[13] < (ステージ)> and <touching ( v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [2]\n else\n set [y v] to [-0.5]\n end\nend\ngo [backward v] (1) layers\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nclear graphic effects\nset [ステージ v] to [1]\nshow\nforever\n 動作\n if <<<[-175] > (y position)> and <not <(ステージ) = [u1]>>> or <touching (❌ v)?>> then\n if <not <(ステージ) = [15]>> then\n start sound [crashed oof v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n clear graphic effects\n go to x: (-200) y: (0)\n end\n end\n if <<[230] < (x position)> or <<(ステージ) = [15]> and <[-175] > (y position)>>> then\n go to x: (-200) y: (0)\n change [ステージ v] by (1)\n end\n if <<(ステージ) = [12]> and <[175] < (y position)>> then\n set [ステージ v] to [u1]\n set y to (-170)\n end\n if <<(ステージ) = [u1]> and <[-175] > (y position)>> then\n set [ステージ v] to [12]\n set y to (170)\n end\nend\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-7)\n go to [back v] layer\nend\ndelete this clone\n\n@ステージ\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <<[10] > (ステージ)> or <[17] < (ステージ)>> then\n switch backdrop to (山 v)\n else\n if <[9] < (ステージ)> then\n if <(ステージ) = [u1]> then\n switch backdrop to (山 v)\n else\n if <<[14] > (ステージ)> or <<[15] < (ステージ)> and <[18] > (ステージ)>>> then\n switch backdrop to (洞窟 v)\n else\n switch backdrop to (海 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<(costume [name v]) = [18-1]> and <[125] < ([x position v] of [prayer v])>> then\n start sound [門を開ける v]\n change [ステージ v] by (1)\n end\nend\n\n@❌\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n show\n point in direction (90)\n switch costume to (ステージ)\nend\n\n@ \n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n point in direction (90)\n if <(ステージ) = [11]> then\n switch costume to (11 v)\n show\n else\n if <(ステージ) = [12]> then\n switch costume to (12 v)\n show\n else\n if <<[13] < (ステージ)> and <<not <(ステージ) = [u1]>> and <[16] > (ステージ)>>> then\n switch costume to (14~ v)\n show\n else\n hide\n end\n end\n end\nend\n\n@s\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\n go to [front v] layer\n show\nend\n\n
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