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画面反転!?【Gimmick Platformer!】
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nhide variable [time v]\nhide variable [☁ world record v]\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen flag clicked\nwait until <(Stage) = [11]>\nshow variable [☁ world record v]\nshow variable [time v]\nif <(☁ World record) > (time)> then\n set [☁ world record v] to (time)\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(Stage) = [11]>\n change [time v] by (1)\n wait (0.8) seconds\nend\n\n@プレーヤー\n\nwhen I start as a clone\nswitch costume to (右 v)\nset size to (50) %\n\nwhen flag clicked\nset [重力 v] to [1]\nset size to (100) %\nshow\nswitch costume to (右 v)\ngo to x: (-220) y: (-50)\nset [動けるか v] to [yes]\nset rotation style [left-right v]\npoint in direction (90)\nset [変数 v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <(動けるか) = [yes]> then\n if <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [xv v] by (1)\n switch costume to (右 v)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((重力) * (1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change x by ((XV) * (-1))\n change y by ((重力) * (-7))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n if <[0] < (XV)> then\n start sound [ワピチ v]\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n start sound [ワピチ v]\n end\n set [yv v] to ((重力) * (15))\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by ((重力) * (-1))\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> then\n set [yv v] to ((重力) * (15))\n start sound [ワピチ v]\n end\n end\n change y by ((重力) * (1))\n change [yv v] by ((重力) * (-1))\n change y by (YV)\n if <<touching (スプライト3 v)?> or <touching (地面 v)?>> then\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n if <touching (next当たり判定 v)?> then\n broadcast (NEXT v)\n set [xv v] to [0]\n hide\n wait (4) seconds\n show\n if <(重力) > [0]> then\n go to x: (-220) y: (-50)\n else\n go to x: (220) y: (-50)\n end\n end\n if <<touching (なんちゃってレーザー v)?> or <<touching (棘 v)?> or <touching (下当たり判定 v)?>>> then\n if <(重力) > [0]> then\n go to x: (-220) y: (-50)\n start sound [フウ v]\n else\n go to x: (220) y: (-50)\n start sound [フウ v]\n end\n end\n if <touching color (#00c2ff)?> then\n set [yv v] to [20]\n start sound [ワピチ v]\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xv v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n set [xv v] to ((XV) * (0.89))\n change x by (XV)\n end\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n position\nend\n\ndefine position\nset [プラフォ/x v] to (round (x position))\nset [プラフォ/y v] to (round (y position))\nset [プラフォ/向き v] to (direction)\nset [プラフォ/大きさ v] to (size)\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\nswitch costume to (dummy v)\nset size to (100) %\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@地面\n\nwhen flag clicked\nset [stage v] to [1]\nset [x v] to [0]\nswitch costume to (1 v)\nset [y v] to [0]\nset [向き v] to [90]\nset [大きさ v] to [100]\nforever\n 画面適用\nend\n\ndefine 画面適用\nswitch costume to (1 v)\nset [コスチューム v] to (costume [name v])\nswitch costume to (dummy v)\nset size to (1080000) %\nswitch costume to (position v)\ngo to x: (item (1) of [システム_画面 v]) y: (item (2) of [システム_画面 v])\npoint in direction (item (3) of [システム_画面 v])\nmove ((x) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn left (90) degrees\nmove ((y) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn right (90) degrees\nturn right (向き) degrees\nturn left (90) degrees\nif <((大きさ) * ((item (4) of [システム_画面 v]) / (100))) > [100]> then\n switch costume to (dummy v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nelse\n switch costume to (position v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nend\nswitch costume to (Stage)\n\nwhen I receive [next v]\nnext costume\nchange [stage v] by (1)\n\nset [stage v] to [8]\n\n@棘\n\ndefine 画面適用\nset [コスチューム v] to (costume [name v])\nswitch costume to (dummy v)\nset size to (1080000) %\nswitch costume to (position v)\ngo to x: (item (1) of [システム_画面 v]) y: (item (2) of [システム_画面 v])\npoint in direction (item (3) of [システム_画面 v])\nmove ((x) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn left (90) degrees\nmove ((y) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn right (90) degrees\nturn right (向き) degrees\nturn left (90) degrees\nif <((大きさ) * ((item (4) of [システム_画面 v]) / (100))) > [100]> then\n switch costume to (dummy v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nelse\n switch costume to (dummy v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nend\nswitch costume to (Stage)\n\nwhen flag clicked\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nset [向き v] to [90]\nset [大きさ v] to [100]\nforever\n 画面適用\nend\n\nwhen I receive [next v]\nnext costume\n\n@画面\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nforever\n (x position) (y position) (direction) (size)\nend\n\ndefine (x) (y) (z) (s)\nreplace item (1) of [システム_画面 v] with (x)\nreplace item (2) of [システム_画面 v] with (y)\nreplace item (3) of [システム_画面 v] with (z)\nreplace item (4) of [システム_画面 v] with (s)\n\nwhen flag clicked\nwait (0) seconds\nwait until <(Stage) = [3]>\nwait (1) seconds\nset [重力 v] to [-1]\nset [動けるか v] to [no]\nrepeat (30)\n turn right (-5) degrees\nend\nset [動けるか v] to [yes]\nwait until <(Stage) = [4]>\nset [重力 v] to [1]\npoint in direction (105)\nset size to (100) %\nwait until <(Stage) = [5]>\nset [重力 v] to [1]\npoint in direction (90)\nset size to (100) %\nwait until <(Stage) = [6]>\nset size to (100) %\nwait until <(Stage) = [8]>\nset size to (100) %\npoint in direction (100)\nwait until <(Stage) = [9]>\nset size to (100) %\nset [重力 v] to [-1]\npoint in direction (-90)\nwait until <(Stage) = [10]>\nset size to (100) %\npoint in direction (90)\nset [重力 v] to [1]\nwait until <(Stage) = [11]>\nset size to (100) %\nset [重力 v] to [1]\npoint in direction (45)\n\nset [重力 v] to [1]\npoint in direction (105)\n\npoint in direction (90)\n\n@下当たり判定\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n show\n 画面適用\nend\n\ndefine 画面適用\nswitch costume to (1 v)\nset [コスチューム v] to (costume [name v])\nswitch costume to (dummy v)\nset size to (1080000) %\nswitch costume to (position v)\ngo to x: (item (1) of [システム_画面 v]) y: (item (2) of [システム_画面 v])\npoint in direction (item (3) of [システム_画面 v])\nmove ((x) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn left (90) degrees\nmove ((y) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn right (90) degrees\nturn right (向き) degrees\nturn left (90) degrees\nif <((大きさ) * ((item (4) of [システム_画面 v]) / (100))) > [100]> then\n switch costume to (dummy v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nelse\n switch costume to (position v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nend\nswitch costume to (コスチューム)\n\n@スプライト1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n go to [back v] layer\n 画面適用\nend\n\ndefine 画面適用\nswitch costume to (1 v)\nset [コスチューム v] to (costume [name v])\nswitch costume to (dummy v)\nset size to (1080000) %\nswitch costume to (position v)\ngo to x: (item (1) of [システム_画面 v]) y: (item (2) of [システム_画面 v])\npoint in direction (item (3) of [システム_画面 v])\nmove ((x) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn left (90) degrees\nmove ((y) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn right (90) degrees\nturn right (向き) degrees\nturn left (90) degrees\nif <((大きさ) * ((item (4) of [システム_画面 v]) / (100))) > [100]> then\n switch costume to (dummy v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nelse\n switch costume to (position v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nend\nswitch costume to (コスチューム)\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nrepeat (5)\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nclear graphic effects\nhide\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (50)\ngo to [front v] layer\nshow\nstart sound [高速移動 v]\ngo to x: (600) y: (0)\nset [next v] to [0]\nrepeat (15)\n change x by (next)\n change [next v] by (-5)\nend\nrepeat (10)\n change x by (-2)\nend\nset [next v] to [0]\nrepeat (15)\n change x by (next)\n change [next v] by (-5)\nend\nhide\n\nwhen flag clicked\nforever\n\nwhen I start as a clone\ngo to x: (600) y: (0)\nset [next2 v] to [10]\nclear graphic effects\nshow\nrepeat (30)\n change x by (() - (next2))\n change [ghost v] effect by (3)\n change [next2 v] by (5)\nend\ndelete this clone\n\n@next当たり判定\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n 画面適用\n show\nend\n\ndefine 画面適用\nswitch costume to (1 v)\nset [コスチューム v] to (costume [name v])\nswitch costume to (dummy v)\nset size to (1080000) %\nswitch costume to (position v)\ngo to x: (item (1) of [システム_画面 v]) y: (item (2) of [システム_画面 v])\npoint in direction (item (3) of [システム_画面 v])\nmove ((x) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn left (90) degrees\nmove ((y) * ((item (4) of [システム_画面 v]) / (100))) steps\nturn right (90) degrees\nturn right (向き) degrees\nturn left (90) degrees\nif <((大きさ) * ((item (4) of [システム_画面 v]) / (100))) > [100]> then\n switch costume to (dummy v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nelse\n switch costume to (position v)\n set size to ((大きさ) * ((item (4) of [システム_画面 v]) / (100))) %\nend\nswitch costume to (コスチューム)\n\n@なんちゃってレーザー\n\nwhen flag clicked\nhide\nwait until <(Stage) = [10]>\nswitch costume to (コスチューム2 v)\nshow\nrepeat until <(Stage) = [11]>\n next costume\n start sound [気弾2 v]\n set [ghost v] effect to (50)\n repeat (5)\n change [ghost v] effect by (-10)\n end\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nhide\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n go to [front v] layer\n change [ghost v] effect by (10)\nend\n\n
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NEXTのラグを解消するためNEXTを改良\n 【 E n g l i s h 】 ↓日本語下\nThis game is a platformer that needs gimmicks\nis. Avoid needles and crawl through lasers,\nAim for the goal!\nAnd what's unique about this game is that it has screen movement! When the angle changes or the size changes,\nThe terrain is changeable and difficult!\nSo, move the hero well and aim for the goal!\n\n 【Credit】\n BGM by @-Xaf sound by 効果音ラボ\n English by Google\n\n\n 【 日 本 語 】\n 好評だったら第2弾作ります!\n 全10ステージなので少し少ないです。\n\nこのゲームは、ギミックが必要なプラットフォーマー\nです。針を避けたりレーザーを掻い潜り、\nゴールを目指しましょう!\nそしてこのゲーム特有なのは、画面移動があることです!角度が変わったり、大きさが変わったりと、\n地形が変わりやすく、難しいです!\nなので、うまく主人公を動かし、ゴールを目指そう!\n\n ★裏話★\nUndertale用に画面反転つけたけど、これ\n最近なんかあれしてるプラットフォーマー?\nにつければいいんじゃないか。と思って\n実践してみました。\n\n 【クレジット】\n 基本動き:自作 NEXT:自作\n 画面移動:自作 デザイン:自作\n BGM:@-Xaf-様 音:効果音ラボ様\n\n タグ?\n#game #games #all #platformer #プラットフォーマー\n\n_____________________
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Platformer -Drow
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@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [play v]\nswitch backdrop to (arrière-plan2 v)\n\nwhen flag clicked\nstart sound [-Drow v]\n\nwhen I receive [play v]\nstop all sounds\nplay sound [Dion Timmer - Lost Monstercat Release.mp3 v] until done\nstart sound [Dion Timmer - Lost Monstercat Release.mp3 v]\n\n@Particle\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (0) to (3))\nset [ghost v] effect to (pick random (20) to (100))\nset [brightness v] effect to (pick random (-3) to (3))\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change [ghost v] effect by ((pick random (-1) to (1)) * (2))\n change [brightness v] effect by ((pick random (-1) to (1)) * (2))\n change y by (((2) + (costume [number v])) * ((costume [number v]) * (-1)))\n if <(y position) < [-178]> then\n delete this clone\n end\nend\n\nchange [ghost v] effect by ((pick random (-1) to (1)) * (2))\n\nwhen I receive [play v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n wait (0.1) seconds\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@gg\n\nwhen [space 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 (player3 v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [..:.:.. v]\nnext costume\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 [haha* v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play 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 -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow 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 -drow 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 -drow 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 (..:.:.. 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 [play 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 [play v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nforever\n if <touching (bloob v)?> then\n broadcast (Bonce 1 v)\n broadcast (haha* v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (bounce v)?> then\n change [yv v] by (10)\n end\nend\n\n@Levels -drow\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [..:.:.. v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to [back v] layer\nend\n\n@bloob\n\nwhen I receive [..:.:.. v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume23 v)\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [7]> then\n broadcast (bloofdofkdofd v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nswitch costume to (The Level)\n\n\n\nif <(The Level) = [7]> then\n\nwhen I receive [bloofdofkdofd v]\nshow\nset [speed v] to [100]\nforever\n go to [back v] layer\n set y to (([sin v] of ((timer) * (Speed)) ) * (10))\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\n
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Platformer -Drow\n\nthx 75 likes :D WOOOW #1 explorer\nFirst project :) \n➤ 9 Levels\n➤Wasd , Arrow key and mobile\n
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Project X: a platformer
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@Stage\n\n@cat\n\nwhen flag clicked\nforever\n if <not <touching color (#000000)?>> then\n change y by (-10)\n end\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n change x by (5)\n switch costume to (cat with sword 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n change x by (-5)\n switch costume to (cat with sword v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <key (right arrow v) pressed?>> then\n change x by (8)\n switch costume to (cat with sword 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (r v) pressed?> and <key (left arrow v) pressed?>> then\n change x by (-8)\n switch costume to (cat with sword v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#fbff00)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [the portal v]\ngo to x: (-178) y: (-25)\n\nwhen flag clicked\nforever\n if <touching color (#ffa000)?> then\n change [lives v] by (-1)\n go to x: (-178) y: (-11)\n end\nend\n\nwhen flag clicked\nforever\n if <(Lives) = [0]> then\n hide\n switch backdrop to (the worst ending\(death\) v)\n end\nend\n\nwhen backdrop switches to [gunpoint v]\ngo to x: (-163) y: (-30)\n\nwhen flag clicked\nforever\n if <color (#7f7f7f) is touching (#ffab19)?> then\n change [lives v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n think [Hmm..., whats that on the floor?] for (2) seconds\n end\nend\n\nwhen backdrop switches to [the hint \(shortly before the robot factory\) v]\ngo to x: (-163) y: (-93)\npoint in direction (90)\n\nwhen backdrop switches to [ads v]\ngo to x: (-163) y: (-73)\npoint in direction (90)\nthink [now i can finally read the letter!] for (2) seconds\n\nwhen backdrop switches to [ellies letter v]\nhide\nhide variable [jetpack fuel v]\nhide variable [lives v]\n\nwhen backdrop switches to [the factory entrance v]\ngo to x: (-183) y: (-72)\nshow\nshow variable [jetpack fuel v]\nshow variable [lives v]\n\nwhen backdrop switches to [factory parcour p1 v]\ngo to x: (-241) y: (-34)\n\nwhen backdrop switches to [factory parcour lava pt2 v]\ngo to x: (-241) y: (-34)\n\nwhen flag clicked\nforever\n if <touching (the saw v)?> then\n go to x: (-183) y: (10)\n change [lives v] by (-1)\n end\nend\n\nwhen backdrop switches to [saw-mania v]\ngo to x: (-183) y: (10)\n\nwhen backdrop switches to [boss entry v]\ngo to x: (-183) y: (10)\n\nwhen backdrop switches to [bossfight arena easy v]\ngo to x: (-185) y: (-95)\n\nwhen backdrop switches to [bossfight arena easy v]\ngo to x: (-172) y: (-95)\n\nwhen I receive [hit 1 robot v]\ngo to x: (-172) y: (-95)\n\nwhen flag clicked\nforever\n if <(Jetpack fuel) < [1]> then\n switch backdrop to (troll ending v)\n hide\n hide variable [jetpack fuel v]\n hide variable [lives v]\n end\nend\n\nwhen backdrop switches to [thumbnail v]\nhide variable [lives v]\nhide variable [jetpack fuel v]\n\nwhen backdrop switches to [troll ending v]\nforever\n wait (5) seconds\n stop [all v]\nend\n\nwhen backdrop switches to [the worst ending\(death\) v]\nforever\n wait (5) seconds\n stop [all v]\nend\n\nwhen backdrop switches to [ending pt 1 v]\ngo to x: (-172) y: (-35)\n\nwhen backdrop switches to [the exit...to the airport v]\ngo to x: (-172) y: (-35)\n\nwhen backdrop switches to [airport v]\ngo to x: (-172) y: (-55)\nthink [yes! im out!] for (3) seconds\nwait (0.01) seconds\nthink [but where is ellie?] for (3) seconds\n\nwhen backdrop switches to [noooooo! v]\nhide\n\nwhen backdrop switches to [jetport v]\ngo to x: (-172) y: (-55)\nshow\nthink [perfect! a jet!] for (2) seconds\nwait (1) seconds\nthink [im coming ellie!] for (2) seconds\n\nwhen backdrop switches to [welcome to the doomlands v]\ngo to x: (-172) y: (-75)\nforever\n show\nend\n\nwhen backdrop switches to [doomlands airport v]\ngo to x: (-172) y: (-75)\nset size to (50) %\nthink [they landed here but i cant see them] for (2) seconds\nwait (0.0000000001) seconds\nthink [maybe they went to the city] for (2) seconds\n\nwhen flag clicked\nforever\n if <touching (bear-walking v)?> then\n set x to (0)\n end\nend\n\nwhen backdrop switches to [nuclear hazards! v]\ngo to x: (-172) y: (-85)\nset size to (65) %\nshow variable [radiation v]\nrepeat (100)\n change [radiation v] by (1)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(radiation) > [99]> then\n switch backdrop to (ending 3 radiation v)\n hide\n wait (7) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [nuclear hazards!]>> then\n repeat (100)\n change [radiation v] by (-1)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = <not <[nuclear hazards!] = <(radiation) < [5]>>>> then\n set [radiation v] to [0]\n end\nend\n\nwhen backdrop switches to [far far away from the city v]\ngo to x: (-172) y: (-85)\nset [radiation v] to [0]\nhide variable [radiation v]\n\nwhen backdrop switches to [crashed car v]\ngo to x: (-172) y: (-35)\nset size to (100) %\nthink [oh my god! what happened here??] for (2) seconds\nthink [i hope nobody got hurt!] for (2) seconds\n\nwhen backdrop switches to [crashed car v]\ngo to x: (-172) y: (-55)\n\nwhen backdrop switches to [ellies letter 2 v]\ngo to x: (-172) y: (-95)\nhide\n\nwhen backdrop switches to [motel v]\ngo to x: (-172) y: (-94)\nset size to (65) %\nshow\nsay [perfect a motel!] for (2) seconds\nforever\n if <touching color (#472f00)?> then\n switch backdrop to (the lobby v)\n end\nend\n\nwhen backdrop switches to [welcome to the doomlands v]\nhide\n\nforever\n\nwhen flag clicked\ngo to x: (-200) y: (-14)\nset size to (100) %\nshow\nswitch backdrop to (the drop v)\nswitch costume to (cat with sword 1 v)\nset [jetpack fuel v] to [75]\nshow variable [jetpack fuel v]\nset [lives v] to [3]\nshow variable [lives v]\nhide variable [radiation v]\nset [radiation v] to [0]\n\nwhen backdrop switches to [the drop v]\ngo to x: (-123) y: (-14)\nshow\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n change y by (29)\n change [jetpack fuel v] by (-0.5)\n end\nend\n\nwhen backdrop switches to [ellies letter 2 v]\nhide\n\nwhen backdrop switches to [motel v]\nshow\n\nwhen backdrop switches to [the lobby v]\ngo to x: (-161) y: (-80)\nset size to (100) %\nthink [No one is here] for (2) seconds\n\nwhen flag clicked\nforever\n if <touching color (#428bc3)?> then\n switch backdrop to (safcurry suite + v)\n end\nend\n\n@Mouse1\n\nwhen backdrop switches to [gunpoint v]\ngo to x: (43) y: (36)\nshow\nglide (4) secs to (cat v)\n\nwhen flag clicked\nhide\ngo to x: (214) y: (174)\n\nwhen flag clicked\nforever\n if <touching color (#fff800)?> then\n hide\n go to x: (214) y: (174)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [gunpoint]>> then\n hide\n end\nend\n\n@Arrow1\n\nwhen backdrop switches to [ellies letter v]\ngo to x: (135) y: (-131)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\ngo to x: (220) y: (167)\nhide\nforever\n if <not <(backdrop [name v]) = [Ellies letter]>> then\n go to x: (220) y: (167)\n hide\n end\nend\n\nwhen backdrop switches to [noooooo! v]\ngo to x: (135) y: (-131)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch backdrop to (next backdrop v)\n end\nend\n\n@the saw\n\nwhen backdrop switches to [saw-mania v]\ngo to [back v] layer\ngo to x: (-8) y: (-92)\nshow\nforever\n turn left (90) degrees\nend\n\nwhen flag clicked\ngo to x: (208) y: (147)\nhide\n\nwhen backdrop switches to [the worst ending\(death\) v]\nhide\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [saw-mania]>> then\n hide\n end\nend\n\nrepeat (10)\n glide (3) secs to x: (160) y: (-92)\n wait (2) seconds\n glide (3) secs to x: (0) y: (-92)\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\n@Bear-walking\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\nhide\n\nwhen backdrop switches to [bossfight arena easy v]\nswitch costume to (bear-walk-a v)\ngo to x: (99) y: (-84)\nshow\nset size to (70) %\n\nwhen backdrop switches to [the exit...to the airport v]\nhide\n\n@Retro Robot\n\nwhen flag clicked\ngo to x: (140) y: (-52)\nhide\n\nwhen backdrop switches to [bossfight arena hard v]\nforever\n if then\n broadcast (hit 1 robot v)\n end\nend\n\nshow\n\n@fuel\n\nwhen flag clicked\ngo to x: (-4) y: (-24)\nhide\n\nwhen backdrop switches to [gunpoint v]\nshow\ngo to x: (-4) y: (-24)\n\nwhen backdrop switches to [boss entry v]\nshow\ngo to x: (-4) y: (-24)\n\nwhen flag clicked\nforever\n if <touching (cat v)?> then\n hide\n set [jetpack fuel v] to [75]\n end\nend\n\n@Arrow2\n\nwhen backdrop switches to [noooooo! v]\ngo to x: (135) y: (-131)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n switch backdrop to (jetport v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [noooooo!]>> then\n hide\n go to x: (168) y: (174)\n end\nend\n\n@spirit levante wreck\n\nwhen flag clicked\nhide\n\n@Arrow3\n\nwhen flag clicked\ngo to x: (209) y: (-200)\nhide\n\nwhen backdrop switches to [ellies letter 2 v]\ngo to x: (212) y: (-155)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n wait (1) seconds\n switch backdrop to (motel v)\n end\nend\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [ellies letter 2]>> then\n hide\n go to x: (209) y: (-200)\n end\nend\n\n@saw-floor\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [saw-mania v]\ngo to x: (36) y: (28)\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <not <(backdrop [name v]) = [saw-mania]>> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [bossfight arena easy v]\ngo to x: (238) y: (-23)\nshow\n\n
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use the arrows to move and if you hold r then you can run. Ps. In some maps you can press space and you will unlock some more lore or something else\n\ninfo: if you want to know the lore do NOT run through the levels exept you are a speedrunner.\n\nthe bear boss is still a work in progress so just jump over him and get to the next level\n\nlike and fav for a follow\n\n\nonly remix if you want to do bigger changes than just the sprite\n\nfact about future updates: i am going to add a menu (did it), a story spin-off and later even a space "dlc"\n\nif you want to advertise ask on my profile!\n\nDONT ADD ME TO A STUDIO SO YOU CAN ADVERTISE!!!!!!!!!!!!!!!!!!!!!\n\nif you liked it pls like and favourite\n\ncan we get this game to 10k views?\n\nUpdate vlog:\nRelease version: movability and 1 ending\nonly 1 ending now.\n\nV. 1.1: sword to attack, new enemy: mouse\nV. 1.2: new maps, interactions, some more story\nV. 1.3: updated starting maps, new way to lose lives(saws)\nV. 1.4: more levels the first boss arena (easy) the easy boss, \nV. 1.5: easy boss fixed\nV. 1.6: fuel, new ending and the first finish\n(deleted now)\nV. 1.7: finished the robot factory, start of the doomlands chapter\nV. 1.8: new ending, new variable to reach the ending (radiation) Easter eggs\nV. 1.9: more about ellies backstory (her ex?)\nmore levels\n\n
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Desert Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [play v]\nswitch backdrop to (arrière-plan2 v)\n\nwhen flag clicked\nstart sound [-Drow v]\n\nwhen I receive [play v]\nstop all sounds\nplay sound [Vexento-Pollen.mp3 v] until done\nstart sound [Vexento-Pollen.mp3 v]\n\n@Particle\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (0) to (3))\nset [ghost v] effect to (pick random (20) to (100))\nset [brightness v] effect to (pick random (-3) to (3))\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change [ghost v] effect by ((pick random (-1) to (1)) * (2))\n change [brightness v] effect by ((pick random (-1) to (1)) * (2))\n change y by (((2) + (costume [number v])) * ((costume [number v]) * (-1)))\n if <(y position) < [-178]> then\n delete this clone\n end\nend\n\nchange [ghost v] effect by ((pick random (-1) to (1)) * (2))\n\nwhen I receive [play v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n wait (0.1) seconds\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@gg\n\nwhen I receive [..:.:.. v]\nnext costume\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen [space 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 (player -drow v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\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 [haha* v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play 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 -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow 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 -drow 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 -drow 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 (..:.:.. 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 [play 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 [play v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nforever\n if <touching (bloob v)?> then\n broadcast (Bonce 1 v)\n broadcast (haha* v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (bounce v)?> then\n change [yv v] by (10)\n end\nend\n\n@Levels -drow\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [..:.:.. v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to [back v] layer\nend\n\n@bloob\n\nwhen I receive [..:.:.. v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume23 v)\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [7]> then\n broadcast (bloofdofkdofd v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\n\nswitch costume to (The Level)\n\n\n\nif <(The Level) = [7]> then\n\nwhen I receive [bloofdofkdofd v]\nshow\nset [speed v] to [100]\nforever\n go to [back v] layer\n set y to (([sin v] of ((timer) * (Speed)) ) * (10))\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\n
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Desert Platformer by -Drow\n\n➤ 9 Levels\n➤Wasd , Arrow key and mobile
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◆NEW ◆ Night #game #all #platformer
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@Stage\n\nwhen flag clicked\nhide variable [time v]\n\nwhen flag clicked\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [スタート v]\nshow variable [time v]\nset [time v] to [0]\nwait (0.5) seconds\nforever\n play sound [Nebula v] until done\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\ngo to [front v] layer\nstart sound [超高速ダッシュ v]\nshow\ngo to x: (465) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nwait (0.6) seconds\nglide (0.2) secs to x: (-465) y: (0)\nhide\n\n@すてーじ\n\nwhen I receive [スタート v]\ngo to x: (-20) y: (-11)\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@プ・ラットフォーマーくん\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (みぎ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (みぎ v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (ひだり v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (1)\n if <touching (すてーじ v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.9)\n change y by (Y)\n if <touching (すてーじ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (すてーじ v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (棘 v)?> then\n 初期設定プログラム\n end\n if <<(y position) < [-180]> and <(ステージ) = [17]>> then\n broadcast (隠し発見!! v)\n 初期設定プログラム\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [18]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [w v]\nbroadcast (スタート v)\nshow\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@棘\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [7]> then\n turn left (2) degrees\n end\n if <(ステージ) = [8]> then\n point in direction (90)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\nset [a v] to (pick random (30) to (100))\nset size to (a) %\nset [ghost v] effect to ((100) - ((a) / (5)))\nshow\ngo to x: (pick random (240) to (-240)) y: (-180)\nrepeat until <[170] < (y position)>\n if <(変なエフェクト) = [1]> then\n if <not <mouse down?>> then\n change y by ((a) / (15))\n end\n else\n change y by ((a) / (15))\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(変なエフェクト) = [1]> then\n if <mouse down?> then\n change x by (((mouse x) - (x position)) / (20))\n change y by (((mouse y) - (y position)) / (20))\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
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《-ᴘʟᴀᴛғᴏʀᴍᴇʀ-》\nᴘʀᴇss ᴛʜᴇ ғʟᴀɢ ᴛᴡɪᴄᴇ./旗は、2回押してください。\n〔日本語は下〕\n【ᴇɴɢʟɪsʜ/英語】\nʜᴇʟʟᴏ.\nɪᴛ's @kksm-y.\nɪ sᴘᴇɴᴛ ᴀ ʟᴏᴛ ᴏғ ᴛɪᴍᴇ ᴏɴ ᴛʜɪs ᴘɪᴇᴄᴇ.\nᴇɴᴊᴏʏ ᴛʜᴇ ᴘʟᴀᴛғᴏʀᴍᴇʀ! ︎\n【ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ】\nᴍᴏʙɪʟᴇ ᴄᴏᴍᴘᴀᴛɪʙʟᴇ ᴠᴇʀsɪᴏɴ.\nᴘʟᴇᴀsᴇ ᴜsᴇ ʏᴏᴜʀ ᴄᴏᴍᴘᴜᴛᴇʀ.\nᴛʜᴇ ᴛᴏᴘ ʟᴇғᴛ ɪs ᴛɪᴍᴇ.\nᴘʟᴇᴀsᴇ ᴅᴏ ʏᴏᴜʀ ʙᴇsᴛ ᴜɴᴛɪʟ ᴛʜᴇ ᴇɴᴅ.\n【ᴊᴀᴘᴀɴᴇsᴇ/日本語】\nこんにちは。\n@kksm-yです。\nこの作品に沢山の時間をかけました。\nプラットフォーマーを楽しんで!\n【遊び方】\nモバイル対応です。\nパソコンの人は、矢印キーを使ってください。\n左上のはタイムです。\nゴールを目指して頑張ってください。
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platformer
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@Stage\n\nwhen I receive [開始 v]\nswitch backdrop to (1 v)\nset [ステージ v] to [1]\nforever\n play sound [conti v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (2 v)\nhide variable [タイム v]\nhide variable [☁ 最短記録 v]\nset [タイム v] to [0]\n\nwhen I receive [開始 v]\nforever\n if <not <(ステージ) = [8]>> then\n wait (1) seconds\n change [タイム v] by (1)\n else\n show variable [タイム v]\n show variable [☁ 最短記録 v]\n if <(タイム) < (☁ 最短記録)> then\n set [☁ 最短記録 v] to (タイム)\n end\n set [タイム v] to (タイム)\n stop [this script v]\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\ndefine 補正\nrepeat (5)\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 x by ((0) - (X))\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)>>>> then\n if <(X) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\nend\n\ndefine 初期化\nshow\nset size to (20) %\nset rotation style [left-right v]\ngo to x: (-210) y: (150)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [開始 v]\n初期化\nforever\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 (1.5)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n set [x v] to ((X) * (0.8))\n change x by (X)\n 補正\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Jump v]\n change [y v] by (15)\n end\n end\n if <<<not <(ステージ) = [8]>> and <(x position) > [200]>> or <<<touching (障害物 v)?> or <(y position) < [-175]>> or <touching (回転 v)?>>> then\n if <<not <(ステージ) = [8]>> and <(x position) > [200]>> then\n change [ステージ v] by (1)\n end\n start sound [Pew v]\n 初期化\n end\nend\n\n@ステージ\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nshow\nset size to (100) %\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nshow\nset size to (100) %\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\n@隠し道\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nset size to (100) %\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [6]> then\n show\n if <touching (プレイヤー v)?> then\n repeat until <not <touching (プレイヤー v)?>>\n set [ghost v] effect to (50)\n end\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\n@回転\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nset size to (100) %\ngo to x: (0) y: (20)\nforever\n if <(ステージ) = [7]> then\n show\n turn left (5) degrees\n else\n hide\n end\nend\n\n@intro\n\nwhen I start as a clone\nshow\nif <(ID) = [1]> then\n point in direction (0)\n set size to (100) %\n go to x: (800) y: (0)\n set [動き v] to [8]\n forever\n switch costume to (costume1 v)\n change size by (((275) - (size)) / (8))\n switch costume to (長方形(横) v)\n turn right (((90) - (direction)) / (動き)) degrees\n change [動き v] by (0.25)\n end\nelse\n if <(ID) = [2]> then\n point in direction (180)\n set size to (100) %\n go to x: (800) y: (0)\n set [動き v] to [8]\n forever\n switch costume to (costume1 v)\n change size by (((275) - (size)) / (8))\n switch costume to (長方形(横) v)\n turn right (((90) - (direction)) / (動き)) degrees\n change [動き v] by (0.25)\n end\n else\n if <(ID) = [3]> then\n point in direction (0)\n go to x: (0) y: (0)\n set [動き v] to [10]\n forever\n switch costume to (costume1 v)\n change size by (((17000) - (size)) / (10))\n switch costume to (costume2 v)\n end\n else\n if <(ID) = [4]> then\n point in direction (0)\n go to x: (0) y: (-250)\n set [動き v] to [8]\n forever\n switch costume to (costume1 v)\n change size by (((10000) - (size)) / (動き))\n switch costume to (円 v)\n change [動き v] by (0.25)\n end\n else\n if <(ID) = [5]> then\n point in direction (0)\n go to x: (0) y: (250)\n set [動き v] to [8]\n 明るさ: [-100] 幽霊: [50]\n forever\n switch costume to (costume1 v)\n change size by (((10000) - (size)) / (動き))\n switch costume to (円 v)\n change [動き v] by (0.25)\n end\n else\n if <(ID) = [6]> then\n set [動き v] to [8]\n switch costume to (正方形 v)\n forever\n point in direction (90)\n change y by (((0) - (y position)) / (動き))\n change [動き v] by (0.25)\n end\n else\n if <(ID) = [7]> then\n switch costume to (円 v)\n go to x: (0) y: (0)\n forever\n change [動き v] by (30)\n switch costume to (costume1 v)\n change size by (動き)\n switch costume to (円 v)\n end\n else\n if <(ID) = [8]> then\n set y to (180)\n switch costume to (長方形(縦) v)\n 滑らか\n else\n if <(ID) = [9]> then\n go to x: (0) y: (800)\n switch costume to (-ni v)\n 滑らか\n else\n if <(ID) = [10]> then\n go to x: (0) y: (-800)\n switch costume to (hon- v)\n 滑らか\n else\n if <(ID) = [11]> then\n go to x: (0) y: (0)\n switch costume to (日章旗 v)\n set size to (0) %\n forever\n set [動き v] to (((動き) * (0.5)) + (((120) - (size)) / (10)))\n change size by (動き)\n end\n else\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine カーテン(下)\nswitch costume to (長方形(横) v)\nset [id v] to [1]\nカーテン共通点\n\ndefine カーテン(上)\nswitch costume to (長方形(横) v)\nset [id v] to [2]\nカーテン共通点\n\ndefine 棒\nswitch costume to (costume2 v)\nset [id v] to [3]\nカーテン共通点\n\ndefine ●\nclear graphic effects\nset [id v] to [5]\nクローン 待つ長さ: [0]\nset [id v] to [4]\nクローン 待つ長さ: [0]\n\ndefine 死確\nclear graphic effects\nset x to (-210)\nrepeat (8)\n set [id v] to [8]\n クローン 待つ長さ: [0]\n change x by (60)\nend\n\nwhen I start as a clone\nforever\n if <[8] < (timer)> then\n delete this clone\n end\nend\n\nwhen flag clicked\nreset timer\ngo to [front v] layer\nstart sound [Tobu - Colors v]\nclear graphic effects\nrepeat (20)\n change [brightness v] effect by (5)\n set [id v] to [7]\n クローン 待つ長さ: [0.05]\nend\nカーテン(上)\nwait (0) seconds\nカーテン(下)\nwait (0.25) seconds\n死確\nset [id v] to [9]\nクローン 待つ長さ: [0.5]\nset [id v] to [10]\nクローン 待つ長さ: [0.8]\n明るさ: [50] 幽霊: [-100]\nset [id v] to [7]\nクローン 待つ長さ: [0.1]\nclear graphic effects\nset [id v] to [7]\nクローン 待つ長さ: [0.1]\n明るさ: [100] 幽霊: [0]\nset [id v] to [7]\nクローン 待つ長さ: [0.6]\nclear graphic effects\nset [id v] to [11]\nクローン 待つ長さ: [0.35]\n●\nwait (2) seconds\nbroadcast (開始 v)\n\ndefine 滑らか\nset size to (100) %\nforever\n set [動き v] to (((動き) * (0.5)) + (((0) - (y position)) / (10)))\n change y by (動き)\nend\n\ndefine カーテン共通点\n明るさ: [-100] 幽霊: [50]\nクローン 待つ長さ: [0.1]\nclear graphic effects\nクローン 待つ長さ: [0.1]\n明るさ: [100] 幽霊: [0]\nクローン 待つ長さ: [0]\n\ndefine クローン 待つ長さ: (秒)\ncreate clone of (_myself_ v)\nwait (秒) seconds\n\ndefine 明るさ: (明るさ) 幽霊: (幽霊)\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (幽霊)\n\n@サムネ\n\nwhen flag clicked\nhide\n\n@黒\n\nwhen flag clicked\nforever\n change [ターボ禁止 v] by (1)\nend\n\nwhen flag clicked\nhide\nforever\n set [ターボ禁止 v] to [0]\n wait (0.001) seconds\n if <(ターボ禁止) > [3]> then\n show\n switch costume to (ターボ v)\n stop [all v]\n end\nend\n\n
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日本語は下にあります。\n\nIt is operated using the arrow keys, wsad keys, and mouse cursor to deliver it to the gobo while avoiding obstacles.\n\n矢印キー、wsadキー、マウスカーソルで操作し、障害物を避けながらゴボに届けます。
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【超拡散希望】cat LONG platformer!!\LONGプラットフォーマー
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@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (トゲ v)?> then\n 初期設定プログラム\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [\[intro\]end v]\nwait (2) seconds\nbroadcast (スタート v)\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [30]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [30]> then\n show variable [time v]\n else\n hide variable [time v]\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\n@地面\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\nwhen I receive [隠し発見!! v]\nforever\n switch costume to (31 v)\nend\n\n@ばね\n\nwhen I receive [スタート v]\nhide\nforever\n if <(ステージ) = [13]> then\n 動き\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\ndefine 動き\nshow\nif <touching (プレイヤー v)?> then\n switch costume to (2 v)\n set [y v] to [22]\nelse\n switch costume to (1 v)\nend\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [12]> then\n turn left (2) degrees\n end\n if <(ステージ) = [13]> then\n point in direction (90)\n end\nend\n\nwhen I receive [隠し発見!! v]\nforever\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.4) secs to x: (0) y: (0)\nwait (0.4) seconds\nglide (0.4) secs to x: (-465) y: (0)\nhide\n\n@スプライト2\n\n@スプライト3\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@☆と♡要求\n\nwhen flag clicked\nhide\nforever\n wait (5) seconds\n set [id v] to [マウス]\n create clone of (_myself_ v)\n set [id v] to [コスチューム]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [コスチューム]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム1 v)\n go to x: (144) y: (100000)\n glide (1) secs to x: (144) y: (132)\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム3 v)\n glide (0.9) secs to x: (144) y: (210)\n delete this clone\nend\nif <(ID) = [マウス]> then\n go to [front v] layer\n switch costume to (マウス v)\n go to x: (144) y: (1000000)\n 滑らか: [126] [105] [7]\n 滑らか: [196] [116] [7]\n 滑らか: [220] [180] [5]\n delete this clone\nend\n\ndefine 滑らか: (x) (y) (スピード)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (スピード))\n change y by (((y) - (y position)) / (スピード))\nend\n\n@ハート星探知機\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n go to x: (60) y: (208)\n glide (0.8) secs to x: (60) y: (120)\n wait (0.8) seconds\n glide (0.8) secs to x: (60) y: (208)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nshow variable [秒数 v]\nreset timer\nset [秒数 v] to [0]\nforever\n wait (1) seconds\n change [秒数 v] by (1)\n if <(ステージ) = [29]> then\n stop [this script v]\n end\nend\n\nhide variable [秒数 v]\n\n
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消されたので再共有\n新作共有 https://scratch.mit.edu/projects/813533069\nコメント見てみて\n 拡散した人名前書きます!\n星とハートを押すと… 日本語下\n=========================\n 【超拡散希望】cat LONG platformer!!\n=========================\n 初投稿なのでテイクオですすみません…\n制作時間 3時間\n頑張って作ったので☆と♡をお願いします!\nステージ数 30\nIt's my first post, so I'm taking it. I'm sorry...\nProduction time 3 hours\nI did my best to make it, so please give me ☆ and ♡!\nNumber of stages 30\n"Operation"\nPC arrow key\nMobile finger ()\n「操作」\n拡散してくれた優しい人!!\n@necotao様\n@nachiwodomi様\n@KARAAGEMEN12345様\n@hiziki17様\n@Degasya様\n@shuwashuwaso-dakun様\n@wtnb1211様\n@syunsukeeeeeeeee様\n@YRH08201003様\nPC 矢印キー\nモバイル 指()\n[クレジット]\nプログラム @takuno様\nちょこっと自分なりに進む速さを変えました\nTEXT COOLTEXT様\n scratch様\n背景 @asagiri-reina 様\nhttps://scratch.mit.edu/projects/517348825\n星とハート @mototyanman 様\nhttps://scratch.mit.edu/projects/715340325\n音楽 @-xaf- 様\nhttps://scratch.mit.edu/projects/344855161\n[タグ]\n#LONG\n#long\n#fun\n#FUN\n#CAT\n#cat\n#all\n#ALL\n#platformer\n#PLATFORMER\n#GAME\n#gamu\n#_YUPT\n
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PLAINS! PLATFORMER
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@Stage\n\n@Player\n\nwhen I receive [play v]\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (fondo1 v)\ngo to x: (-207) y: (-86)\nset [xvel v] to [0]\nset [yvel v] to [0]\nforever\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 color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> then\n change y by (1)\n if <<touching color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> then\n change y by (1)\n if <<touching color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> then\n change y by (1)\n if <<touching color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> then\n change y by (1)\n if <<touching color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> then\n change y by (1)\n if <<touching color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> 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 color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> 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 color (#23ff00)?> or <<touching color (#159c00)?> or <touching color (#e4c441)?>>> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n hide variable [xv v]\n if <(x position) = [243]> then\n switch backdrop to (next backdrop v)\n go to x: (-207) y: (-86)\n change [level v] by (1)\n end\n if <<touching color (#f93232)?> or <touching color (#ff0000)?>> then\n go to x: (-207) y: (-86)\n end\nend\n\nwhen flag clicked\nset [timer v] to [0]\nrepeat until <(level) = [11]>\n change [timer v] by (0.01)\nend\n\nwhen flag clicked\nforever\n if <<(level) = [11]> and <(☁ HIGHSCORE) > (timer)>> then\n show variable [☁ highscore v]\n set [☁ highscore v] to ((username) + (timer))\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@THUMBNAIL!\n\nwhen flag clicked\nforever\n hide\nend\n\n
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Use arrow keys or tap or use A,D,W to move and try to beat the game by setting the high score! 11 levels! Love and fave for more levels!\nALL LEVELS ARE POSSIBLE!\n#41 on #games on trending THANK YOU SO MUCH!
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BIG Platformer #all #game #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [開始 v]\nswitch backdrop to (背景2 v)\n\n@プラ君\n\ndefine fast\nrepeat (6)\n if <<touching (ステージ v)?> or <<touching (動く道 v)?> or <touching (右にひゅん v)?>>> then\n change y by (1)\n end\nend\n\ndefine xcoll\nrepeat until <not <<touching (ステージ v)?> or <<touching (動く道 v)?> or <touching (右にひゅん 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 (ステージ v)?> or <<touching (動く道 v)?> or <touching (右にひゅん v)?>>>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\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 I receive [開始 v]\nshow\npoint in direction (90)\nset size to (100) %\ngo to x: (-200) y: (1)\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 (ステージ v)?> or <<touching (動く道 v)?> or <touching (右にひゅん v)?>>> then\n fast\n if <<touching (ステージ v)?> or <<touching (動く道 v)?> or <touching (右にひゅん v)?>>> then\n change y by (-6)\n xcoll\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Zoop v]\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 (ステージ v)?> or <<touching (動く道 v)?> or <touching (右にひゅん v)?>>> then\n ycoll\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Jump v]\n set [y v] to [15]\n else\n set [y v] to [0]\n end\n end\n if <(x position) > [239]> then\n set [x v] to [0]\n set [y v] to [0]\n wait (2.5) seconds\n end\nend\n\nwhen I receive [開始 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (1)\n start sound [y2mate v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (ヤバい針 v)?> then\n go to x: (-200) y: (1)\n start sound [y2mate v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (手裏剣 v)?> then\n go to x: (-200) y: (1)\n start sound [y2mate v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [開始 v]\nforever\n if <(x position) > [239]> then\n go to x: (-200) y: (1)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nhide\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (ステージ1 v)\n\nwhen I receive [level v]\nnext costume\n\nwhen I receive [開始 v]\nshow\n\n@針\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [level v]\ngo to [back v] layer\nnext costume\n\nwhen I receive [開始 v]\nshow\n\n@動く道\n\nwhen flag clicked\ngo to x: (-71) y: (28)\nhide\n\nwhen flag clicked\nset [hahaha v] to [0]\nforever\n if <([costume # v] of [ステージ v]) = [7]> then\n show\n go to x: (-71) y: (28)\n repeat (40)\n change x by (hahaha)\n change [hahaha v] by (0.3)\n end\n set [hahaha v] to [0]\n repeat (40)\n change x by ((hahaha) * (-1))\n change [hahaha v] by (0.3)\n end\n set [hahaha v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [8]> then\n hide\n end\nend\n\n@右にひゅん\n\nwhen flag clicked\ngo to x: (-71) y: (28)\nhide\n\nwhen flag clicked\nset [hahaha v] to [0]\nforever\n if <([costume # v] of [ステージ v]) = [8]> then\n show\n go to x: (-71) y: (-58)\n repeat (40)\n change y by (5)\n end\n repeat (30)\n change [hahaha v] by (0.5)\n change x by (hahaha)\n end\n set [hahaha v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [9]> then\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@音楽\n\nwhen I receive [開始 v]\nforever\n play sound [Unlimited v] until done\nend\n\n@★♥\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nset [星b v] to [No]\nforever\n set [星a v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [星b v] to [Yes]\n wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nset [ハートb v] to [No]\nforever\n set [ハートa v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n wait (0.5) seconds\n set [ハートb v] to [Yes]\n wait (0.6) seconds\n broadcast (メッセージ1 v)\n end\nend\n\n@ありがとう\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@秒数\n\nwhen I start as a clone\nforever\n if <[22] < (length of (秒))> then\n hide\n show variable [秒 v]\n else\n show\n switch costume to (letter (数字番号) of (秒))\n hide variable [秒 v]\n end\nend\n\ndefine 配置\ngo to x: (-190) y: (135)\nhide\nset [数字番号 v] to [0]\nrepeat (22)\n change [数字番号 v] by (1)\n change x by (20)\n create clone of (_myself_ v)\nend\nswitch costume to (+ v)\nshow\ngo to x: (-225) y: (135)\n\nwhen I receive [開始 v]\nset [秒 v] to [0]\nrepeat until <([costume # v] of [ステージ v]) = [18]>\n wait (1) seconds\n change [秒 v] by (1)\nend\n\nwhen I receive [開始 v]\n配置\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (level v)\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen I receive [開始 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [18]> then\n hide\n end\nend\n\n@★♥でskip\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [開始 v]\nshow\n\nwhen flag clicked\nforever\n if <([costume # v] of [ステージ v]) = [18]> then\n hide\n end\nend\n\n@ばね\n\ndefine 動き\nshow\nif <touching (プラ君 v)?> then\n switch costume to (2 v)\n set [y v] to [22]\n play sound [Whiz v] until done\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [14]> then\n 動き\n end\n if <([costume # v] of [ステージ v]) = [15]> then\n hide\n end\nend\n\n@イントロ\n\nwhen I start as a clone\nhide\nif <(4: x) = [1]> then\n set [4: x v] to [0]\n repeat until <[3.6] < (timer)>\n change [4: x v] by (((4: y) - (4: x)) / (5))\n set pen size to (4: x)\n go to x: (240) y: (180)\n pen down\n go to x: (-240) y: (-180)\n pen up\n end\n repeat until <(4: x) < [10]>\n set pen size to (4: x)\n change [4: x v] by ((((4: y) + (1)) - (4: x)) / (-5))\n go to x: (240) y: (180)\n pen down\n go to x: (-240) y: (-180)\n pen up\n end\n delete this clone\nend\nif <(4: x) = [2]> then\n show\n go to x: (0) y: (0)\n point in direction (0)\n set size to (0) %\n repeat until <[3.6] < (timer)>\n turn right (((90) - (direction)) / (20)) degrees\n change size by (((100) - (size)) / (20))\n end\n set [4: y v] to ((direction) + (-1))\n repeat until <(size) < [10]>\n change size by (((100) - (size)) / (-6))\n turn right (((4: y) - (direction)) / (-5.5)) degrees\n end\n delete this clone\nend\nif <(4: x) = [3]> then\n go to x: (0) y: (0)\n set pen size to (3000)\n set [4: x v] to [0]\n repeat (10)\n erase all\n set pen color to (#292929)\n set pen (transparency v) to (4: x)\n change [4: x v] by (10)\n pen down\n pen up\n end\n erase all\n delete this clone\nend\n\nwhen flag clicked\nreset timer\nstart sound [Laszlo - Here We Are \[NCS Release\] - from YouTube v]\nhide\nerase all\nset [4: y v] to [575]\nset [4: x v] to [1]\nset pen color to (#313131)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [4: y v] to [420]\nset pen color to (#1300a9)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [4: y v] to [270]\nset pen color to (#5f5f5f)\ncreate clone of (_myself_ v)\nwait until <[0.8] < (timer)>\nset [4: x v] to [2]\ncreate clone of (_myself_ v)\nwait until <[5.6] < (timer)>\nset [4: x v] to [3]\ncreate clone of (_myself_ v)\nbroadcast (開始 v)\n\n@月\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\ngo to [back v] layer\nshow\nset [sin v] to [0]\nset size to (100) %\nforever\n change [sin v] by (1)\n set size to ((([sin v] of ((sin) * (10)) ) * (10)) + (130)) %\nend\n\n@ばね2\n\ndefine 動き\nshow\nif <touching (プラ君 v)?> then\n switch costume to (2 v)\n set [y v] to [22]\n play sound [Whiz v] until done\nelse\n switch costume to (1 v)\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [15]> then\n 動き\n end\n if <([costume # v] of [ステージ v]) = [16]> then\n hide\n end\nend\n\n@しゅぽん\n\ndefine 動き\nshow\nif <touching (プラ君 v)?> then\n set [x v] to [33]\n play sound [Whiz v] until done\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [15]> then\n 動き\n end\n if <([costume # v] of [ステージ v]) = [16]> then\n hide\n end\nend\n\n@しゅぽん2\n\ndefine 動き\nshow\nif <touching (プラ君 v)?> then\n set [x v] to [33]\n play sound [Whiz v] until done\nend\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [15]> then\n 動き\n end\n if <([costume # v] of [ステージ v]) = [16]> then\n hide\n end\nend\n\n@ヤバい針\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [ステージ v]) = [16]> then\n 針が落ちてきたんだがwww\n end\n if <([costume # v] of [ステージ v]) = [17]> then\n hide\n end\nend\n\ndefine 針が落ちてきたんだがwww\nshow\ngo to x: (80) y: (183)\nglide (1.5) secs to x: (80) y: (32)\n\n@コイン数\n\nwhen I start as a clone\nforever\n if <[22] < (length of (コイン))> then\n hide\n show variable [コイン v]\n else\n show\n switch costume to (letter (数字番号) of (コイン))\n hide variable [コイン v]\n end\nend\n\ndefine 配置\ngo to x: (-190) y: (100)\nhide\nset [数字番号 v] to [0]\nrepeat (22)\n change [数字番号 v] by (1)\n change x by (20)\n create clone of (_myself_ v)\nend\nswitch costume to (+ v)\nshow\ngo to x: (-225) y: (135)\n\nwhen I receive [開始 v]\nset [コイン v] to [0]\n\nwhen I receive [開始 v]\n配置\n\n@Next\n\nwhen I receive [level v]\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [move v] to [OK]\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@手裏剣\n\nwhen flag clicked\nhide\n\nwhen I receive [level v]\nwait (0.5) seconds\nif <([costume # v] of [ステージ v]) = [17]> then\n wait (2.5) seconds\n repeat until <([costume # v] of [ステージ v]) = [18]>\n create clone of (_myself_ v)\n wait (pick random (0.5) to (2)) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-100) to (200)) y: (240)\nrepeat until <touching (ステージ v)?>\n change y by (-10)\n turn right (pick random (1) to (360)) degrees\nend\nhide\ndelete this clone\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nforever\n switch costume to (コスチューム1 v)\n show\n go to x: (-180) y: (-190)\n glide (1) secs to x: (-180) y: (-150)\n repeat (2)\n next costume\n wait (0.5) seconds\n end\n next costume\n glide (1) secs to x: (-180) y: (-190)\n hide\n wait (7) seconds\nend\n\n@コイン\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nforever\n next costume\n wait (0.03) seconds\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (プラ君 v)?> then\n start sound [Coin v]\n change [コイン v] by (1)\n hide\n end\nend\n\nwhen I receive [開始 v]\nset size to (150) %\nhide\nif <([costume # v] of [ステージ v]) = [1]> then\n go to x: (-7) y: (-43)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [2]> then\n go to x: (10) y: (157)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [3]> then\n go to x: (-40) y: (175)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [4]> then\n go to x: (10) y: (-40)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [5]> then\n go to x: (-20) y: (40)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [6]> then\n go to x: (-20) y: (80)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [7]> then\n go to x: (-20) y: (80)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [8]> then\n go to x: (-195) y: (130)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [9]> then\n go to x: (100) y: (50)\n show\nend\n\nwhen I receive [level v]\nhide\nwait (2.8) seconds\nif <([costume # v] of [ステージ v]) = [10]> then\n go to x: (100) y: (50)\n show\nend\n\n
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『日本語下↓』\nwelcome to my game! \n【How to operate】\nOperating with the arrow keys or tap. You can also use the w, a, and d keys. If you think this work is even a little better, please follow me! Please spread the word about this work‼ I can speak a little English. Let's talk a lot! I want to be your friend!\n\n 十字キーで操作します。wとaとdのキーでも操作できます。モバイル対応です。この作品が少しでもいいなと思ったらフォローお願いします!拡散よろしくお願いします!スク友になりたい人はアカウントのコメント欄で言ってね‼
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Platformer
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Circle\n\nwhen flag clicked\nshow\ngo to x: (-168) y: (24)\nforever\n change [color v] effect by (0.3)\n change [y v] by (-0.5)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching (cursor v)?>> then\n change y by (-6)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [Jump v]\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n start sound [Jump v]\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n start sound [Tom Drum v]\n go to x: (-138) y: (-42)\n end\n if <touching color (#ff00b9)?> then\n start sound [Jump v]\n set [y v] to [15]\n end\n if <touching color (#aafffb)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [3]\n else\n set [y v] to [-2]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [253]> then\n go to x: (-183) y: (40)\n broadcast (Next level v)\n end\nend\n\nwhen this sprite clicked\nask [] and wait\nif <(answer) = [Code 123]> then\nend\n\n@cursor\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to (mouse-pointer v)\n if <key (space v) pressed?> then\n wait until <not <key (space v) pressed?>>\n next costume\n end\nend\n\n
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Love + favourite = follower\n\nremix = follower and a love and fave on 1 of your projects\n\nNice comment = nice comment back\n\nFollow me = a follower and a love and fave on 1 of your projects\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWow! I never expected someone to scroll THIS far!\nI want you to put the words 'I love to read' in the comment section so I know how much people actually read that far.\n
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ABSTRACT platformer || a realistic scrolling platformer
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@Stage\n\ndefine Next Level\nbroadcast (Reset v)\nset [level v] to ((LEVEL) + (1))\nbroadcast (Setup v)\n\ndefine Reset\nbroadcast (Reset v)\nbroadcast (Setup v)\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Player\n\ndefine Change Player Y By (sy)\nchange [player: y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [player: y v] by (-1)\n else\n change [player: y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Change Player X By (sx)\nchange [player: x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [player: y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [player: y v] by (-12)\n if <key (up arrow v) pressed?> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [0]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [player: x v] by (-1)\n else\n change [player: x v] by (1)\n end\n Position\n end\nend\n\ndefine Tick\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n change [sx v] by (-2.2)\n point in direction (-90)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n point in direction (90)\n change [sx v] by (2.2)\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player X By (round (sx))\nend\nif <<<key (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 Player Y By (sy)\nTest - Die\nchange [scroll x v] by (round (((Player: x) - (SCROLL X)) / (10)))\nset [add v] to (join (COLLECTED) (join [ ] (join [/] (join [ ] (COLLECTED MAX)))))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((Player: y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(Player: y) < [-180]> then\n set [exit v] to [Die]\nend\nif <touching (trampolines v)?> then\n set [sy v] to [35]\nend\n\ndefine Game On\nset [player: x v] to (Spawn X)\nset [player: y v] to (Spawn Y)\nset [scroll x v] to (Spawn X)\nset [scroll y v] to (Spawn Y)\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [sx v] to [0]\npoint in direction (90)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\ndefine Test - Die\nif <touching (obstacles v)?> then\n set [exit v] to [Die]\nend\n\ndefine Game - Win\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nbroadcast (New Start v)\nchange [level v] by (1)\nwait (1) seconds\n\ndefine Game - Die\nhide\nbroadcast (die v)\nset [exit v] to []\nrepeat (1)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\n create clone of (sprite3 v)\nend\nclear graphic effects\nhide\nwait (0.25) seconds\n\ndefine Position\ngo to x: ((Player: x) - (SCROLL X)) y: ((Player: y) - (SCROLL Y))\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nset [spawn y v] to [0]\nset [spawn x v] to [0]\n\nwhen flag clicked\nswitch costume to (playergrey_roll v)\nset [level v] to [1]\n\nset rotation style [left-right v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (20)\n\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nhide\nwait (0.05) seconds\nshow\nwait (0.05) seconds\n\nwhen I receive [fini v]\nstop [this script v]\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 platforme 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\n\nhide\n\nswitch costume to (level 2 platforme 1 v)\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\ngo [forward v] (2) layers\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\nwhen flag clicked\nforever\n\nbroadcast (Setup v)\n\n@Obstacles\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Danger: x) - (SCROLL X)) ((Danger: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [danger: x v] to [0]\nset [danger: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 pic de platforme 1 et maintenant \( que g tres mal ecrit \) je vais mettre plein de charactere pour que sa fasse un super super super super long costume v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\n\nhide\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\n go to [back v] layer\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [danger: x v] by (x)\nchange [danger: y v] by (y)\ngo to [back v] layer\nnext costume\n\ngo to [front v] layer\n\nwhen I receive [fini v]\nstop [this script v]\n\n@Exit Portal\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Exit Portal: x) - (SCROLL X)) ((Exit Portal: y) - (SCROLL Y))\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\n switch costume to (open portal v)\n if <touching (player v)?> then\n set [exit v] to [Win]\n set [spawn x v] to [0]\n set [spawn y v] to [0]\n end\nelse\n switch costume to (closed portal v)\nend\n\nwhen I receive [setup v]\nhide\nset [exit portal: x v] to [0]\nset [exit portal: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone At x: [2080] y: [-30]\nend\nif <(LEVEL) = [2]> then\n Clone At x: [3150] y: [-90]\nend\n\nset [collected v] to [0]\n\ndefine Position (x) (y)\ngo [backward v] (99) layers\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\nset [exit portal: x v] to (x)\nset [exit portal: y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (exit open v)\n\n\n\nwhen I receive [tick v]\nif <<(COLLECTED) = (COLLECTED MAX)> or <(COLLECTED MAX) < (COLLECTED)>> then\n if <<touching (player v)?> and <(LEVEL) = [2]>> then\n broadcast (FINI v)\n stop [this script v]\n end\nend\n\nwhen I receive [fini v]\nstop [this script v]\n\n@Collectables\n\nwhen I receive [tick v]\nPosition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [collecte/collecte max v] to (join (COLLECTED) (join [/] (COLLECTED MAX)))\nif <(type) = [clone]> then\n if <touching (player v)?> then\n change [collected v] by (1)\n if <(COLLECTED) = (COLLECTED MAX)> then\n broadcast (Open Portal v)\n end\n delete this clone\n end\nend\n\nwhen I receive [setup v]\nset [type v] to [OG]\nhide\nset [collected max v] to [0]\nset [collected v] to [0]\nswitch costume to (coin v)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [0]\n Clone at x: [357] y: [10]\n Clone at x: [435] y: [10]\n Clone at x: [640] y: [10]\n Clone at x: [765] y: [10]\n Clone at x: [885] y: [40]\n Clone at x: [1000] y: [100]\n Clone at x: [1300] y: [100]\n Clone at x: [1300] y: [50]\n Clone at x: [1300] y: [0]\n Clone at x: [1300] y: [-50]\n Clone at x: [1625] y: [150]\n Clone at x: [1660] y: [150]\n Clone at x: [1700] y: [150]\n Clone at x: [1940] y: [-35]\nend\nif <(LEVEL) = [2]> then\n Clone at x: [694] y: [65]\n Clone at x: [505] y: [170]\n Clone at x: [653] y: [193]\n Clone at x: [815] y: [-30]\n Clone at x: [1155] y: [-30]\n Clone at x: [1445] y: [270]\n Clone at x: [1665] y: [150]\n Clone at x: [1875] y: [110]\n Clone at x: [2300] y: [-90]\n Clone at x: [2350] y: [-90]\n Clone at x: [2400] y: [-90]\n Clone at x: [2450] y: [-90]\n Clone at x: [2500] y: [-90]\n Clone at x: [2550] y: [-90]\n Clone at x: [2600] y: [-90]\n Clone at x: [2650] y: [-90]\n Clone at x: [2700] y: [-90]\n Clone at x: [2750] y: [-90]\n Clone at x: [2800] y: [-90]\n Clone at x: [2850] y: [-90]\n Clone at x: [2900] y: [-90]\n Clone at x: [2950] y: [-90]\n Clone at x: [3000] y: [-90]\n Clone at x: [3050] y: [-90]\n Clone at x: [3100] y: [-90]\nend\n\ndefine Position (x) (y)\nif <(type) = [clone]> then\n go to x: (x) y: (y)\n if <<(x) = (x position)> and <(y) = (y position)>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset size to (100) %\nset [x v] to (x)\nset [y v] to (y)\nchange [collected max v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [type v] to [clone]\n\nwhen flag clicked\nset [aus v] to [0]\n\nwhen I receive [fini v]\nstop [this script v]\n\nwhen I receive [fini v]\nstop [this script v]\n\n@Sprite1\n\n@Platforms decore \n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPosition ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (1 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\nif <(LEVEL) = [2]> then\n switch costume to (level 2 platforme 1 v)\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\n Clone At x: [480] y: [0]\nend\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n go [backward v] (1) layers\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone At x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (new start v)\n\nwhen I receive [fini v]\nstop [this script v]\n\n@Sprite2\n\nwhen I receive [fini v]\nstop [this script v]\n\n@Sprite3\n\nwhen I start as a clone\ngo to (player v)\nset size to (pick random (20) to (50)) %\nswitch costume to (2 v)\nshow\nrepeat (10)\n point in direction (pick random (-180) to (180))\n set [x v] to ((pick random (1) to (10)) * ([cos v] of (direction) ))\n set [y v] to ((pick random (-25) to (25)) * ([sin v] of (direction) ))\n repeat until <touching (_edge_ v)?>\n change [y v] by (-1)\n change x by (x)\n change y by (y)\n end\n delete this clone\nend\nhide\n\nwhen I receive [fini v]\nstop [this script v]\n\nwhen flag clicked\nforever\n hide\nend\n\n@Sprite4\n\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nshow variable [collecte/collecte max v]\ngo to [front v] layer\ngo to x: (-600) y: (0)\nforever\n go to [front v] layer\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I receive [fini v]\nshow\nhide variable [collecte/collecte max v]\nrepeat until <(x position) = [0]>\n change x by ((0) - ((x position) / (5)))\nend\n\nwhen [timer v] > (0.1)\nshow\nhide variable [collecte/collecte max v]\nrepeat until <(x position) = [0]>\n change x by ((0) - ((x position) / (5)))\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\n
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ALL READ FOR GOOD GAME \nTOUT LIRE POUR UN BON JEU \nMobil support\n#1in tendance OMG thank you !!!!!!! \n__________________・ENGLISH ・___________________\n\n※ Collecte all gems for open the flag \n※ Don’t touch spikes or poison\n※ Enjoy your game =D \n\n__________________・FRANCAIS ・__________________\n\n※ Collecte toutes les gemmes pour débloquer le drapeau\n※ Ne touche pas les piques ou les poisons \n※ Amuses toi bien =D\n\nIf you like my game love and fave \nSi tu as aimé mon jeu lache un coeur et une etoile \n\nDebility_Keops loved ;)
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【Online】Minecraft platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen I receive [start v]\nforever\n switch backdrop to (背景2 v)\nend\n\nwhen flag clicked\nswitch backdrop to (背景4 v)\n\n@Stage\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\nwhen I receive [start v]\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (480)) [0] [6]\n配置 ((1920) + (960)) [0] [7]\n配置 (((1920) + (960)) + (500)) [0] [8]\n配置 (((1920) + (960)) + (1000)) [0] [9]\n配置 (((1920) + (1150)) + (1400)) [0] [10]\n配置 [5000] [0] [11]\n配置 [5700] [0] [12]\n配置 [6400] [0] [13]\n配置 [6900] [100] [14]\n配置 [7400] [100] [15]\n配置 [7900] [270] [16]\n配置 [8400] [270] [17]\n\nwhen flag clicked\nforever\n set [☁ p3 v] to [0]\nend\n\n@Stage2\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\nswitch costume to (3)\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <(3) = [13]> then\n if <(scroll x) < [3000]> then\n hide\n else\n show\n end\n else\n show\n end\n switch costume to (3)\nend\n\nwhen I receive [start v]\nset [死亡状況 v] to [0]\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (480)) [0] [6]\n配置 ((1920) + (960)) [0] [7]\n配置 ((1920) + (1500)) [0] [8]\n配置 ((1920) + (2000)) [0] [9]\n配置 ((1920) + (2500)) [0] [10]\n配置 [5000] [0] [11]\n配置 [5700] [0] [12]\n配置 [6400] [0] [13]\n配置 [7100] [0] [14]\n配置 [7800] [0] [15]\n配置 [7900] [100] [16]\n配置 [8400] [100] [17]\n\nwhen I receive [アウト v]\nif <<touching (prayer v)?> and <not <(scroll y) < [-100]>>> then\n if <<<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> or <<<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> or <<(costume [number v]) = [14]> or <(costume [number v]) = [18]>>>> then\n set [死亡状況 v] to [1]\n end\n if <(costume [number v]) = [6]> then\n set [死亡状況 v] to [2]\n end\n if <<(costume [number v]) = [8]> or <(costume [number v]) = [10]>> then\n set [死亡状況 v] to [3]\n end\n wait (0.3) seconds\n set [死亡状況 v] to [0]\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n@すみません。ペンにするのめんどくなった\n\nwhen I start as a clone\nif <(Owari) = [0]> then\n show\n go to [front v] layer\n set size to (50) %\nelse\n set size to (50) %\n show\n go to [front v] layer\n wait (0.01) seconds\n delete this clone\nend\n\ndefine time\nrepeat (length of (time))\n switch costume to (letter (今の数) of (time))\n create clone of (_myself_ v)\n change x by (17)\n change [今の数 v] by (1)\nend\n\nwhen I receive [start v]\nhide\nforever\n go to x: (-210) y: (135)\n set [今の数 v] to [1]\n time\n switch costume to (タイム v)\n set size to (100) %\n go to x: (-160) y: (150)\n show\nend\n\nwhen [timer v] > (time)\nhide\n\nwhen I receive [k v]\nset [owari v] to [0]\n\nwhen flag clicked\nforever\n set [owari v] to (timer)\nend\n\nwhen [timer v] > (Owari)\n\nswitch costume to (タイム v)\nset size to (100) %\ngo to x: (-160) y: (150)\nshow\ntime\n\n@Stage3\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to ((コスチューム) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\n if <<<(costume [number v]) = [10]> or <(costume [number v]) = [11]>> or <<(costume [number v]) = [5]> or <(costume [number v]) = [8]>>> then\n clear graphic effects\n go to [front v] layer\n set [ghost v] effect to (30)\n set [brightness v] effect to (-20)\n end\nend\n\nwhen I receive [start v]\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 [2420] [0] [6]\n配置 [2920] [0] [7]\n配置 [3420] [0] [8]\n配置 [3920] [0] [9]\n配置 [4420] [0] [10]\n配置 [4800] [0] [11]\n\n配置 [7400] [100] [13]\n配置 [7900] [270] [14]\n配置 [8400] [270] [15]\n\n@prayer\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n say (username)\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (stage v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[8550] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[8550] < (scroll x)> then\n set [scroll x v] to [8550]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [-199]>>))\n set y to (round (y position))\nend\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (stage v)?>>>\n change [? v] by (1)\n change x by ((-0.08) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((0.08) * ((x) / ([abs v] of (x) )))\n end\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\nelse\n set [x v] to [0]\nend\n\ndefine 床\nrepeat until <not <touching (stage v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nswitch costume to (join [コスチューム2] (言語))\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (join [コスチューム2] (skin))\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 (join [コスチューム3] (skin))\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> 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 (join [コスチューム4] (skin))\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 (join [コスチューム5] (skin))\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(scroll y) < [-199]> or <touching (stage2 v)?>> then\n broadcast (アウト v)\n wait (0.01) seconds\n 亜\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\n if <[4] < ((timer) - (サーバー))> then\n wait (0.01) seconds\n set [死亡状況 v] to [9]\n wait (0.3) seconds\n set [死亡状況 v] to [0]\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen [timer v] > (time)\nhide\n\ndefine 亜\nif <<(scroll y) < [-199]> and <not <touching (stage3 v)?>>> then\n set [死亡状況 v] to [4]\n wait (0.3) seconds\n set [死亡状況 v] to [0]\nend\n\nwhen flag clicked\nforever\n set [サーバー v] to (timer)\n repeat (20)\n wait (0.1) seconds\n end\nend\n\nwhen I receive [start v]\nreset timer\n\n@ログだね\n\nwhen I start as a clone\nstart sound [Suction Cup v]\nタイマー (timer)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine 名前 (ログ名) (ユーザー名)\ninsert (ログ名) at (1) of [ログ v] \ninsert (ユーザー名) at (1) of [ログ ユーザー名 v] \n定義1\nbroadcast (ログよろしく v)\n\nwhen I receive [start v]\nhide\nset [真の表示 v] to [1]\ndelete all of [ログ v]\ndelete all of [ログ ユーザー名 v]\nset [playerつー v] to [0]\nforever\n set [purely a- v] to [1]\n repeat until <<(item (purely a-) of [p1〜10 v]) = [0]> or <(purely a-) = [10]>>\n change [purely a- v] by (1)\n end\n change [purely a- v] by (-1)\n 検証2 (purely a-)\nend\n\ndefine 検証2 (数)\nrepeat (数)\n if <<not <(letter (52) of (item (purely a-) of [p1〜10 v])) = [0]>> and <(scroll x) < [8450]>> then\n ログ (letter (52) of (item (purely a-) of [p1〜10 v])) (item (purely a-) of [user v])\n end\n change [purely a- v] by (-1)\nend\n\ndefine ログ (ログ名) (ユーザー名)\nif <(ログ名) = [1]> then\n 名前 [は溶岩遊泳を試みた] (ユーザー名)\nend\nif <(ログ名) = [2]> then\n wait (0.02) seconds\n if <(!) = [1]> then\n 名前 [はこんがりと焼けた] (ユーザー名)\n end\nend\nif <(ログ名) = [3]> then\n 名前 [はサボテンの棘が刺さった] (ユーザー名)\nend\nif <(ログ名) = [4]> then\n 名前 [は奈落の底へ落ちた] (ユーザー名)\nend\nif <(ログ名) = [5]> then\n 名前 [はゾンビに倒された] (ユーザー名)\nend\nif <(ログ名) = [6]> then\n 名前 [は爆発に巻き込まれたような気がする] (ユーザー名)\nend\nif <(ログ名) = [7]> then\n 名前 [はスケルトンに射抜かれた] (ユーザー名)\nend\nif <(ログ名) = [8]> then\n 名前 [はエンダーマンに倒された] (ユーザー名)\nend\nif <(ログ名) = [9]> then\n 名前 [は時空の乱れに飛び込んだ] (ユーザー名)\nend\nwait (1) seconds\n\ndefine 定義1\ngo to x: (-90) y: (-155)\nset [今の数 v] to [1]\nbroadcast (を v)\ngo to x: (-120) y: (-155)\nswitch costume to (背景 v)\ncreate clone of (_myself_ v)\ngo to x: (-215) y: (-155)\nrepeat (length of (item (1) of [ログ ユーザー名 v]))\n switch costume to (letter (今の数) of (item (1) of [ログ ユーザー名 v]))\n create clone of (_myself_ v)\n set y to (-155)\n change x by (8)\n change [今の数 v] by (1)\nend\nchange x by (59)\nset y to (-155)\nswitch costume to (join (item (1) of [ログ v]) (言語))\ncreate clone of (_myself_ v)\n\nwhen I receive [を v]\nrepeat (3)\n change y by (10)\nend\n\ndefine タイマー (number or text)\nrepeat until <[5.9] < ((timer) - (number or text))>\n if <(真の表示) = [1]> then\n show\n else\n hide\n end\n if <(costume [name v]) = [背景]> then\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\n else\n if << (costume [name v]) contains [j]?> or < (costume [name v]) contains [e]?>> then\n set size to (75) %\n else\n set size to (60) %\n end\n go to [front v] layer\n end\nend\n\n@Stage6\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n go to [back v] layer\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1600] [70] [1]\n配置 [3500] [-5] [1]\n配置 [7000] [150] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@prayer2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll x)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll y))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (item (prayer2) of [user 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@online\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((チャット表示) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([ceiling v] of ([x position v] of [prayer v]) ))) (((scroll y) + ([ceiling v] of ([y position v] of [prayer v]) )) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((死亡状況) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [user v] to [0]\nset [user2 v] to []\nrepeat (length of (username))\n change [user v] by (1)\n switch costume to (letter (user) of (username))\n set [user2 v] to (join (user2) (costume [number v]))\nend\nrepeat ((40) - (length of (user2)))\n set [user2 v] to (join (user2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen I receive [start v]\nbroadcast (オンライン v)\n\n@ボタン\n\nwhen I receive [start v]\nswitch costume to (あり v)\npoint in direction (90)\nshow\ngo to x: (190) y: (-150)\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nstart sound [Coin v]\nif <(真の表示) = [0]> then\n switch costume to (あり v)\n set [真の表示 v] to [1]\nelse\n switch costume to (なし v)\n set [真の表示 v] to [0]\nend\n\nwhen flag clicked\nhide\n\n@雲\n\nwhen I receive [start v]\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (10) to (15)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\nshow\ngo to x: (530) y: (pick random (75) to (0))\nrepeat until <(x position) < [-450]>\n go to [back v] layer\n change x by (-1)\nend\ndelete this clone\n\n@開始\n\nwhen flag clicked\nset size to (100) %\nset [スタート v] to [0]\nhide\nset [skin v] to [s]\nset [真の表示 v] to [0]\nwait (0.5) seconds\nset [言語 v] to [e]\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [ラバー]> then\n repeat until <(スタート) = [1]>\n go to [front v] layer\n go [backward v] (2) layers\n if <(言語) = [e]> then\n go to x: (-40) y: (-25)\n else\n go to x: (70) y: (-25)\n end\n end\n delete this clone\nelse\n if <(costume [name v]) = [ラバー2]> then\n repeat until <(スタート) = [1]>\n go to [front v] layer\n go [backward v] (2) layers\n if <(skin) = [s]> then\n go to x: (-38) y: (-58)\n else\n go to x: (71) y: (-58)\n end\n end\n delete this clone\n else\n if <(costume [number v]) = [1]> then\n end\nend\n\nwhen this sprite clicked\nif <<(costume [name v]) = [j]> or <(costume [name v]) = [e]>> then\n set [言語 v] to (costume [name v])\nend\nif <<(costume [name v]) = [s]> or <(costume [name v]) = [a]>> then\n set [skin v] to (costume [name v])\nend\n\nwhen I receive [選択画面 v]\nset size to (100) %\ngo to x: (0) y: (-40)\nswitch costume to (マクマク v)\ncreate clone of (_myself_ v)\ngo to x: (-40) y: (-25)\nswitch costume to (e v)\ncreate clone of (_myself_ v)\ngo to x: (70) y: (-25)\nswitch costume to (j v)\ncreate clone of (_myself_ v)\nswitch costume to (ラバー v)\ncreate clone of (_myself_ v)\nswitch costume to (s v)\nset size to (90) %\ngo to x: (-40) y: (-60)\ncreate clone of (_myself_ v)\nswitch costume to (a v)\ngo to x: (60) y: (-60)\ncreate clone of (_myself_ v)\ngo to x: (59) y: (-60)\nswitch costume to (ラバー2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [start v]\ndelete this clone\n\n@スタートボタン\n\nwhen flag clicked\nhide\nset [スタート v] to [0]\ngo to x: (0) y: (-60)\nswitch costume to (スタート v)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-120)\nswitch costume to (クレジット v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <not <(costume [number v]) = [3]>> then\n if <(costume [name v]) = [はじめる]> then\n forever\n go to [front v] layer\n end\n else\n set size to (50) %\n repeat until <(size) = [100]>\n change size by (((100) - (size)) / (9))\n end\n repeat until <(スタート) = [1]>\n if <(真の表示) = [1]> then\n hide\n else\n show\n end\n end\n delete this clone\n end\nelse\n go to [front v] layer\n go to x: (0) y: (0)\n wait until <<not <touching (mouse-pointer v)?>> and <mouse down?>>\n set [真の表示 v] to [0]\n delete this clone\nend\n\nwhen this sprite clicked\nif <(size) = [100]> then\n if <(costume [number v]) = [1]> then\n broadcast (選択画面 v)\n delete this clone\n end\n if <(costume [number v]) = [2]> then\n set [真の表示 v] to [1]\n うい\n switch costume to (クレジット v)\n end\n if <(costume [name v]) = [はじめる]> then\n broadcast (START v)\n delete this clone\n end\nend\n\nwhen I receive [選択画面 v]\ndelete this clone\n\ndefine うい\nswitch costume to (クレジット表記しようねw v)\ncreate clone of (_myself_ v)\n\nwhen I receive [選択画面 v]\nwait (0.00001) seconds\ngo to x: (0) y: (-100)\nswitch costume to (はじめる v)\ncreate clone of (_myself_ v)\n\n@Stage4\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n set rotation style [left-right v]\n switch costume to (コスチューム1 v)\n go to x: (((1) + (+X)) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = (((1) + (+X)) - (scroll x))> and <<(OK?) = [0]> and <(y position) = ((2) - (scroll y))>>> then\n show\n else\n if <[0] < (OK?)> then\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3))\n if <[0] < (monster X)> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [monster x v] to [0]\nforever\n repeat (+)\n change [monster x v] by (1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [monster x v] by (-1)\n set [monster x v] to ((monster X) * (0.85))\n change [+x v] by (monster X)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (prayer v)?> then\n if <(y) < [0]> then\n set [y v] to [18]\n set [monster coin x v] to ((1) + (+X))\n set [monster coin y v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n どう\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I receive [start v]\nhide\n配置 [500] [15] [1] [35]\n配置 [975] [300] [1] [25]\n配置 [3550] [-10] [2] [40]\n配置 [4444] [115] [3] [30]\n配置 [4630] [90] [4] [40]\n配置 [6500] [140] [2] [20]\n配置 [6700] [140] [1] [30]\n配置 [7300] [140] [3] [30]\n配置 [8000] [195] [4] [20]\n\ndefine どう\nif <not <(costume [number v]) = [1]>> then\n if <(costume [number v]) = [2]> then\n set [死亡状況 v] to [5]\n end\n if <(costume [number v]) = [3]> then\n set [死亡状況 v] to [6]\n end\n if <(costume [number v]) = [4]> then\n set [死亡状況 v] to [7]\n end\n if <(costume [number v]) = [5]> then\n set [死亡状況 v] to [8]\n end\n wait (0.2) seconds\n set [死亡状況 v] to [0]\nend\n\n@Stage7\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [8750] [245] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n broadcast (K v)\n stop [all v]\n end\nend\n\n
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◆ https://scratch.mit.edu/projects/822811830/\n↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑\n新作!!!!!!\n\n▶︎量産の極みです! \n\n\n\n【English】\n▶︎ Press the flag to get started!\n▼Tap or use the arrow keys or WASD keys.\n\n▶︎Press the bottom right button to clear the log.\n\n▼Online platformer!\nThis work was commissioned by a rear friend.\n\n▼Log function ‼︎\n▼Chat function has been eliminated.\n\n▼Commands will be added later!\n\n\n▼Studio\nhttps://scratch.mit.edu/studios/32852947\n\n▼Next project\nTutorial production started\n\n☆ and ❤️ best regards!\nThanks for 500 followers!\n\n\n\n【日本語】\n▶︎旗を押してスタートだよ!\n▼タップ又は矢印キー又はWASDキーで操作します。\n▶︎右下のボタンを押すと、ログが消えます。\n\n▼オンラインプラットフォーマー!!\nリア友からの依頼作品です。\n\n▼ログ機能‼︎\n▼チャット機能は廃止しています。\n\n▼後程、コマンドも追加します\n\n\n▼スタジオ\nhttps://scratch.mit.edu/studios/32852947\n\n▼次回作\nチュートリアル製作開始\n\n▶︎概要\n3月17日 午後5時50分ごろ 共有\n3月18日 午前7時30分ごろ 傾向1P\n同日 午前11時40分ごろ バグ修正\n\n☆と❤️よろしくね\nフォロワー500人ありがとう\n
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004 Minecraft platformer #Games
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@Stage\n\nwhen flag clicked\nstart sound [å¤é£ã®ããã v]\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [タイム v] to (timer)\nend\n\nwhen [timer v] > (タイム)\nshow\nbroadcast (終わり v)\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\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 (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (ステージブロック v)?> then\n change y by (1)\n if <touching (ステージブロック v)?> then\n change y by (1)\n if <touching (ステージブロック v)?> then\n change y by (1)\n if <touching (ステージブロック v)?> then\n change y by (1)\n if <touching (ステージブロック v)?> then\n change y by (1)\n if <touching (ステージブロック v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (ステージブロック v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (ステージブロック v)?> then\n 床\n end\n change [スクロールx v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(スクロールx) < [0]> or <[4500] < (スクロールx)>>>))\n if <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\n end\n if <[4500] < (スクロールx)> then\n set [スクロールx v] to [4500]\n end\n change [スクロールy v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(スクロールy) < [0]>>))\n if <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((スクロールy) - (YY)) ) < [3]> and <([abs v] of ((スクロールx) - (XX)) ) < [3]>>\n change [スクロールx v] by (round (((XX) - (スクロールx)) / (5)))\n change [スクロールy v] by (round (((YY) - (スクロールy)) / (5)))\nend\nset [エメラルド v] to [0]\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 (ステージブロック v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (ステージブロック v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [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 (スティーブ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 (スティーブ1 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 (スティーブ1 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (スティーブ1 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 (スティーブ1 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 (スティーブ1 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [0 v] to [0]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (トゲブロック v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n if <[0] < (0)> then\n set [エメラルド v] to ((0) + (0))\n else\n set [エメラルド v] to [0]\n end\n if <[0] < (0.0)> then\n set [ダイヤモンド v] to ((0) + (0.0))\n else\n set [ダイヤモンド v] to [0]\n end\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [timer v] > (タイム)\nhide\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n set [time v] to [0]\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n set [time v] to [0]\n end\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [time v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(time) = [15]> then\n stop [all v]\n end\nend\n\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen flag clicked\nset [y v] to [0]\n\nwhen flag clicked\nset [0 v] to [0]\nset [0.0 v] to [0]\n\n@オンラインブロック\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 flag clicked\nbroadcast (オンライン v)\n\n@中間スポット\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1450] [260] [1]\n配置 [3050] [120] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n start sound [通過音 v]\n set [0 v] to (エメラルド)\n set [0.0 v] to (ダイヤモンド)\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@ゴール旗\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [4100] [240] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n set [! v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n stop [all v]\n end\nend\n\n@トゲブロック\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\n@ステージブロック\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n\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 (コスチューム5 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@アイテムブロック\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 switch costume to (コスチューム1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <<(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\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\nset [monster coin? v] to [0]\n配置 [130] [15] [1]\n配置 [180] [15] [1]\n配置 [340] [-25] [1]\n配置 [390] [-25] [1]\n配置 [630] [-25] [1]\n配置 [680] [-25] [1]\n配置 [730] [-25] [1]\n配置 [1200] [80] [1]\n配置 [2050] [60] [1]\n配置 [2200] [60] [1]\n配置 [2450] [45] [1]\n配置 [2600] [85] [1]\n配置 [3150] [50] [1]\n配置 [3400] [65] [1]\n配置 [3470] [65] [1]\n配置 [3600] [90] [1]\n配置 [3650] [90] [1]\n配置 [3700] [90] [1]\n配置 [3750] [90] [1]\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー 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 if <(costume [number v]) = [2]> then\n change [エメラルド v] by (1)\n end\n if <(costume [number v]) = [3]> then\n change [ダイヤモンド v] by (1)\n end\n end\nend\n\nwhen flag clicked\nset [コイン v] to [0]\n\nwhen I receive [monster coin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin? v] to [1]\n 配置 (モンコx) ((モンコy) + (10)) [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!) = [1]> and <(OK?) = [1]>>\n wait until <(!) = [0]>\n delete this clone\nend\n\nwhen I start as a clone\nset [3 v] to (pick random (1) to (2))\n\n@チャット\n\nwhen flag clicked\nset [チャット表示 v] to [0]\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [チャット v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-1) y: (143)\n set [ghost v] effect to (30)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [11]>> then\n set [チャット v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n if <(チャット表示) = [1]> then\n show\n else\n hide\n end\n end\nend\n\n@敵プレイヤー\n\ndefine 配置 (x) (y) (コスチューム) (動かす距離)\nset [+ v] to (動かす距離)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n point in direction ((90) + (モンスターx))\n go to x: (((1) + (+X)) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = (((1) + (+X)) - (スクロールx))> and <<(OK?) = [0]> and <(y position) = ((2) - (スクロールy))>>> then\n show\n else\n if <[0] < (OK?)> then\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((0) + (3))\n if <[0] < (モンスターx)> then\n switch costume to ((3) + (1))\n else\n switch costume to ((3) + (2))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [モンスターx v] to [0]\nforever\n repeat (+)\n change [モンスターx v] by (1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (OK?)>\n end\n repeat (+)\n change [モンスターx v] by (-1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (OK?)>\n end\nend\n\nwhen I start as a clone\nset [ok? v] to [0]\nforever\n if <touching (プレーヤー v)?> then\n if <(y) < [0]> then\n set [y v] to [18]\n set [モンコx v] to ((1) + (+X))\n set [モンコy v] to (2)\n broadcast (monster coin v)\n set [ok? v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [monster v]\nset [ok? v] to [0]\n\nwhen I receive [start v]\nhide\n配置 [850] [-35] [1] [40]\n配置 [3250] [150] [1] [20]\n配置 [3750] [100] [1] [10]\n\nwhen I receive [monster v]\nif <[0] < (0)> then\n set [エメラルド v] to ((0) + (0))\nelse\n set [エメラルド v] to [0]\nend\nif <[0] < (0.0)> then\n set [ダイヤモンド v] to ((0) + (0.0))\nelse\n set [ダイヤモンド v] to [0]\nend\n\n@プレーヤー2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールx)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールy))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n
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002 Scroll platformer‼︎ #1
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@Stage\n\nwhen flag clicked\nforever\n play sound [BGM #1 v] until done\nend\n\n@スプライト1\n\n@ルイージプラフォくん\n\nwhen flag clicked\nset size to (50) %\ngo to [back v] layer\ngo [forward v] (1) layers\npoint in direction (1)\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to [0]\nset [視点x v] to [0]\nset [復活x v] to [0]\nset [復活y v] to [0]\ngo to x: (0) y: (0)\nset rotation style [left-right v]\nforever\n 動き\nend\n\ndefine 動き\nif <(動き) = [0]> then\n if <<<(mouse x) > [0]> and <mouse down?>> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> then\n point in direction (1)\n change [x v] by (1)\n end\n if <<<[0] > (mouse x)> and <mouse down?>> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>> then\n point in direction (-1)\n change [x v] by (-1)\n end\n set [加速速度 v] to [0.9]\n set [x v] to ((x) * (加速速度))\n change x by (x)\n repeat (15)\n if <touching (地面 v)?> then\n change y by (1)\n end\n end\n if <touching (地面 v)?> then\n 壁\n end\n set [重力 v] to [-1]\n change [y v] by (重力)\n change y by (y)\n if <touching (地面 v)?> then\n 床\n end\n change y by (重力)\n if <touching (地面 v)?> then\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n end\n end\n change y by (() - (重力))\n if <<touching (障害物 v)?> or <(視点y) < [-300]>> then\n broadcast (もう一回 v)\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n end\nend\n\ndefine 床\nrepeat until <not <touching (地面 v)?>>\n change y by ((((0) - (y)) / ([abs v] of (y) )) * ([abs v] of (重力) ))\nend\nset [y v] to [0]\n\ndefine 壁\nchange y by (-15)\nrepeat until <not <touching (地面 v)?>>\n change x by (([floor v] of (((0) - (x)) / ([abs v] of (x) )) ) * ([abs v] of (加速速度) ))\nend\nif <<<mouse down?> and <[0] < (mouse y)>> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [15]\n set [x v] to ((((0) - (x)) / ([abs v] of (x) )) * (7))\nelse\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[0] < (x)> then\n change [視点x v] by ([ceiling v] of ((x position) / (10)) )\n else\n change [視点x v] by ([floor v] of ((x position) / (10)) )\n end\n change [視点y v] by ([floor v] of ((y position) / (5)) )\n set [視点y v] to ((視点y) + (5))\n if <[0] < (x)> then\n change x by ([floor v] of (((0) - (x position)) / (10)) )\n else\n change x by ([ceiling v] of (((0) - (x position)) / (10)) )\n end\n change y by ([ceiling v] of (((0) - (y position)) / (5)) )\n set y to ((y position) - (5))\nend\n\nwhen I receive [もう一回 v]\npoint in direction (1)\nset size to (50) %\nclear graphic effects\nset [y v] to [0]\nset [x v] to [0]\nset [視点y v] to (復活y)\nset [視点x v] to (復活x)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\n\nwhen flag clicked\nset rotation style [left-right v]\nset [死亡 v] to [10]\n\nwhen flag clicked\nshow\nclear graphic effects\n\n@地面\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消さないでね! v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nswitch costume to (コスチューム)\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\n\nwhen flag clicked\ndelete all of [地面x v]\ndelete all of [地面y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム2 v)\n配置 [0] [0] [1]\n配置 [600] [0] [2]\n配置 [1200] [0] [3]\n配置 [1800] [0] [4]\n配置 [2400] [188.9] [5]\n配置 [3010] [600] [6]\n配置 [3600] [600] [7]\n配置 [4200] [0] [8]\n配置 [4800] [0] [9]\n配置 [5400] [0] [10]\nhide\n\nwhen I start as a clone\n動き (item (a) of [地面x v]) (item (a) of [地面y v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [地面x v]\nadd (y) to [地面y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@障害物\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消さないでね! v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen flag clicked\ndelete all of [障害物x v]\ndelete all of [障害物y v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [600] [-25] [1]\n配置 [1200] [-25] [2]\n配置 [1800] [-25] [3]\n配置 [3000] [577] [4]\n配置 [4200] [-30] [5]\nhide\n\nwhen I start as a clone\n動き (item (a) of [障害物x v]) (item (a) of [障害物y v]) (item (a) of [コスチューム v])\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [障害物x v]\nadd (y) to [障害物y v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\n@クリボー\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消さないでね! v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nset rotation style [left-right v]\nif <<([abs v] of ((item (a) of [モンスターy v]) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of (((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <([ceiling v] of (([cos v] of (((timer) - (0.1)) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) ) < ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )> then\n point in direction (1)\nelse\n point in direction (-1)\nend\nswitch costume to (コスチューム)\nif <<touching (ルイージプラフォくん v)?> and <not <(y) < [0]>>> then\n if <(item (a) of [表示 v]) = [1]> then\n broadcast (もう一回 v)\n end\nend\nif <(item (a) of [表示 v]) = [0]> then\n hide\nend\n\nwhen flag clicked\ndelete all of [モンスター移動範囲 v]\ndelete all of [モンスターx v]\ndelete all of [モンスターy v]\ndelete all of [コスチューム v]\ndelete all of [表示 v]\nswitch costume to (コスチューム1 v)\n配置 [2400] [145] [1] [200]\n配置 [4200] [-40] [1] [100]\nhide\n\nwhen I start as a clone\nhide\nif <(item (a) of [表示 v]) = [1]> then\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム) (移動範囲)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [モンスターx v]\nadd (y) to [モンスターy v]\nadd (移動範囲) to [モンスター移動範囲 v]\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd [1] to [表示 v]\n\nwhen I receive [もう一回 v]\n\nモンスター復活\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\n 動き ((item (a) of [モンスターx v]) - ([ceiling v] of (([cos v] of ((timer) * ((100) * ((100) / (item (a) of [モンスター移動範囲 v])))) ) * (item (a) of [モンスター移動範囲 v])) )) (item (a) of [モンスターy v]) (item (a) of [コスチューム v])\n if <<touching (ルイージプラフォくん v)?> and <[0] > (y)>> then\n replace item (a) of [表示 v] with [0]\n set [y v] to [15]\n set [踏んだよコインよろしく! v] to ((視点x) + (x position))\n set [踏んだよコインよろしく!2 v] to ((視点y) + (y position))\n broadcast (コインへ v)\n end\n hide\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine モンスター復活\ndelete all of [表示 v]\nrepeat (length of [コスチューム v])\n add [1] to [表示 v]\nend\n\n@チェックポイント\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消さないでね! v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nif <(item (a) of [到達 v]) = [1]> then\n switch costume to (コスチューム)\nelse\n switch costume to ((コスチューム) + (-1))\nend\n\nwhen flag clicked\ngo to [back v] layer\ndelete all of [チェックポイントx v]\ndelete all of [チェックポイントy v]\ndelete all of [コスチューム v]\ndelete all of [到達 v]\nswitch costume to (コスチューム1 v)\n配置 [2400] [167] [1]\nhide\n\n配置 [2400] [0] [1]\n\nwhen I start as a clone\nforever\n 動き (item (a) of [チェックポイントx v]) (item (a) of [チェックポイントy v]) (item (a) of [コスチューム v])\nend\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to (コスチューム)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nrepeat (2)\n add (x) to [チェックポイントx v]\n add (y) to [チェックポイントy v]\n add [0] to [到達 v]\nend\nadd ((コスチューム) + (1)) to [コスチューム v]\nadd ((コスチューム) + (2)) to [コスチューム v]\n\nwhen I start as a clone\nforever\n if <touching (ルイージプラフォくん v)?> then\n if <(item (a) of [到達 v]) = [0]> then\n start sound [Collect v]\n set [復活x v] to (item (a) of [チェックポイントx v])\n set [復活y v] to (item (a) of [チェックポイントy v])\n replace item (a) of [到達 v] with [1]\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\ndefine ブロック名\nset [a v] to [0]\nrepeat ((length of [コスチューム v]) / (2))\n change [a v] by (2)\n create clone of (_myself_ v)\nend\n\n@ゴール\n\ndefine 動き (x) (y) (コスチューム)\nswitch costume to (消さないでね!ー v)\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nif <<([abs v] of ((y) - (視点y)) ) > ([abs v] of (y position) )> or <([abs v] of ((x) - (視点x)) ) > ([abs v] of (x position) )>> then\n hide\nelse\n show\nend\nswitch costume to (コスチューム)\n\nwhen I start as a clone\n動き (item (a) of [ゴールx v]) (item (a) of [ゴールy v]) (item (a) of [コスチューム v])\nbroadcast (a v)\n\ndefine 配置 (x) (y) (コスチューム)\nswitch costume to ((コスチューム) + (1))\ngo to x: ((x) - (視点x)) y: ((y) - (視点y))\nadd (x) to [ゴールx v]\nadd (y) to [ゴールy v]\nadd ((コスチューム) + (1)) to [コスチューム v]\n\ndefine ブロック名\nset [a v] to [0]\nrepeat (length of [コスチューム v])\n change [a v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [a v]\nwait (0) seconds\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (ルイージプラフォくん v)?> then\n set [動き v] to [1]\n next costume\n end\nend\n\nwhen flag clicked\ndelete all of [ゴールx v]\ndelete all of [ゴールy v]\ndelete all of [コスチューム v]\nswitch costume to (コスチューム1 v)\n配置 [4700] [10] [1]\nhide\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\nset [動き v] to [0]\nforever\n if <(動き) = [1]> then\n broadcast (クリア v)\n stop [this script v]\n end\nend\n\n@最終形態\n\nwhen flag clicked\nhide\n\nwhen I receive [クリア v]\nshow\ngo to x: (-592) y: (0)\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (5))\nend\nstop [all v]\n\n@サムネイル\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nshow\n\n
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Element Platformer (100 levels)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (hide v)\nwait (20) seconds\nswitch backdrop to (level1 v)\n\nwhen I receive [next level v]\nwait (1000000000000000000000000000000000000000000000000000000000000000000) seconds\nnext backdrop\n\nwhen flag clicked\nset [timer v] to [0]\nhide variable [timer v]\n\n@Bob\n\nwhen I receive [next level v]\nset size to (100) %\ngo to x: (-173) y: (-151)\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <<touching color (#00ff6b)?> or <<touching color (#00e66b)?> or <<touching color (#00e658)?> or <touching color (#00ff77)?>>>> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n broadcast (Next Level v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spike v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0.63]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n change [timer v] by (0.1)\n wait (0.15) seconds\n change [timer v] by (0.1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#3f57b5)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [5]\n else\n if <<key (down arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [-5]\n else\n set [y v] to [-1]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00d6ff)?> then\n set [y v] to [17]\n start sound [jump v]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#ff0000)?> or <touching color (#e60000)?>> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (big 1 v)?> then\n change size by (50)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching (small 1 v)?> then\n set size to (70) %\n end\nend\n\nwhen flag clicked\nhide variable [total deaths v]\nhide variable [level v]\nwait (24) seconds\nshow variable [level v]\n\nwhen flag clicked\nforever\n if <touching (speed boost 1 v)?> then\n set [x v] to [-15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (small 1 v)?> then\n set size to (70) %\n end\nend\n\nwhen flag clicked\nwait (20) seconds\nforever\n play sound [riverflowinyou v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (speed boost right v)?> then\n set [x v] to [15]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (keys v)?> then\n broadcast (Open keys v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher2 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher2 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher3 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher4 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher6 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher7 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher5 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher9 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher8 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen backdrop switches to [level 50 v]\nshow variable [timer v]\nshow variable [total deaths v]\n\nwhen backdrop switches to [level 51 v]\nhide variable [timer v]\nhide variable [total deaths v]\n\nwhen flag clicked\nforever\n if <touching (button v)?> then\n broadcast (push v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff54)?> then\n set [y v] to [25]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (smasher10 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (-164) y: (-166)\nwait (24) seconds\nset size to (100) %\nset [total deaths v] to [0]\nset [level v] to [1]\nhide variable [x v]\nhide variable [total deaths v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nshow\nswitch backdrop to (backdrop1 v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.7)\n switch costume to (right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.7)\n switch costume to (left v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [4]\n end\n set [y v] to [9]\n else\n set [y v] to [0]\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 color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <touching (smasher11 v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nwhen backdrop switches to [level 60 v]\nforever\n if <<(x position) > [237]> or <(x position) = [237]>> then\n broadcast (Next Level v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-173) y: (-151)\n broadcast (restart v)\n wait (1) seconds\n end\nend\n\nwhen I receive [restart v]\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.1) seconds\nend\nrepeat (5)\n change [ghost v] effect by (-20)\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n set [y v] to [1]\n set [x v] to [0]\n repeat (10)\n set [x v] to [0]\n set [y v] to [1]\n change [ghost v] effect by (10)\n set [y v] to [1]\n set [x v] to [0]\n end\n set [y v] to [1]\n set [x v] to [0]\n go to x: (-173) y: (-151)\n set [ghost v] effect to (0)\n change [total deaths v] by (1)\n end\nend\n\nif <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [jump v]\n if <(X) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [4]\n end\n set [y v] to [9]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\nend\nchange y by (1)\n\nif <(X) > [0]> then\n set [x v] to [-5]\nelse\n set [x v] to [4]\nend\nset [y v] to [9]\nchange [y v] by (-1)\nchange y by (Y)\nif <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\nend\nchange y by (1)\n\n@enemy\n\nwhen flag clicked\ngo to x: (107) y: (5)\nset [x \(enemy\) v] to [0]\nswitch costume to (enemy left v)\nhide\n\nwhen backdrop switches to [level 61 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n change x by (x \(enemy\))\n if <touching color (#b8ffff)?> then\n set [x \(enemy\) v] to [-1]\n switch costume to (enemy left v)\n else\n set [x \(enemy\) v] to [1]\n switch costume to (enemy right v)\n end\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change x by ((X) * (-1))\n change y by (-4)\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching color (#000000)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching color (#000000)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [12]\n start sound [jump v]\n end\n end\n change y by (1)\nend\n\n@Spike\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (costume1 v)\nhide\nwait (5) seconds\nshow\n\nwhen I receive [next level v]\nnext costume\n\n@smasher5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 34 v]\nhide\n\nwhen backdrop switches to [level 39 v]\nhide\n\nwhen backdrop switches to [level 43 v]\nshow\ngo to x: (-20) y: (-8)\nswitch costume to (costume1 v)\nforever\n turn left (1) degrees\n wait (0.01) seconds\n turn left (1) degrees\nend\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen backdrop switches to [level 44 v]\nhide\n\n@smasher3\n\nwhen backdrop switches to [level 38 v]\ngo to x: (-144) y: (23)\nswitch costume to (costume1 v)\nshow\nforever\n turn right (2) degrees\n wait (0.0000000000000001) seconds\n turn right (2) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 34 v]\nhide\n\nwhen backdrop switches to [level 39 v]\nhide\n\nwhen backdrop switches to [level 40 v]\nshow\ngo to x: (-64) y: (5)\nswitch costume to (multi v)\nforever\n turn right (0.5) degrees\n wait (1) seconds\n turn right (0.5) degrees\nend\n\nwhen backdrop switches to [level 41 v]\nhide\n\n@smasher2\n\nwhen backdrop switches to [level 19 v]\npoint in direction (30)\nswitch costume to (costume1 v)\nshow\nforever\n turn right (0.7) degrees\n wait (0.0000000000000001) seconds\n turn right (0.7) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 20 v]\nhide\n\n@smasher4\n\nwhen backdrop switches to [level 40 v]\nshow\ngo to x: (-227) y: (40)\nforever\n turn right (2) degrees\n wait (0.0000000000000001) seconds\n turn right (2) degrees\nend\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen flag clicked\nhide\n\n@smasher6\n\nwhen backdrop switches to [level 46 v]\nshow\ngo to x: (-47) y: (28)\nforever\n turn right (3) degrees\n wait (0.0000000000000001) seconds\n turn right (3) degrees\nend\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 47 v]\nhide\n\n@smasher7\n\nwhen backdrop switches to [level 47 v]\nshow\ngo to x: (44) y: (16)\nforever\n turn right (3) degrees\n wait (0.0000000000000001) seconds\n turn right (3) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 48 v]\nhide\n\n@smasher\n\nwhen backdrop switches to [level 32 v]\nswitch costume to (costume1 v)\nshow\nforever\n turn right (2) degrees\n wait (0.0000000000000001) seconds\n turn right (2) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 33 v]\nswitch costume to (costume2 v)\nshow\nforever\n turn left (4) degrees\n wait (0.0000000000000001) seconds\n turn left (4) degrees\nend\n\nwhen backdrop switches to [level 34 v]\nhide\n\n@smasher8\n\nwhen backdrop switches to [level 49 v]\nshow\ngo to x: (-9) y: (21)\nforever\n turn right (3) degrees\n wait (0.0000000000000001) seconds\n turn right (3) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 47 v]\nhide\n\nwhen backdrop switches to [level 50 v]\nhide\n\n@smasher9\n\nwhen backdrop switches to [level 49 v]\nshow\ngo to x: (-241) y: (16)\nforever\n turn right (3) degrees\n wait (0.0000000000000001) seconds\n turn right (3) degrees\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 47 v]\nhide\n\nwhen backdrop switches to [level 50 v]\nhide\n\n@smasher10\n\nwhen backdrop switches to [level 53 v]\nshow\ngo to x: (-227) y: (40)\nforever\n turn left (3) degrees\n wait (0.00000000001) seconds\n turn left (3) degrees\nend\n\nwhen backdrop switches to [level 54 v]\nhide\n\nwhen flag clicked\nhide\n\n@Big 1\n\nwhen backdrop switches to [level8 v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <touching (bob v)?> then\n wait (0.05) seconds\n hide\n end\nend\n\nwhen backdrop switches to [level9 v]\nhide\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level12 v]\nshow\n\nwhen backdrop switches to [level 13 v]\nhide\n\nwhen backdrop switches to [level 40 v]\nshow\n\nwhen backdrop switches to [level 41 v]\nhide\n\n@Small 1\n\nwhen backdrop switches to [level 14 v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n if <touching (bob v)?> then\n wait (0.00000000000000000000000001) seconds\n hide\n end\nend\n\nwhen backdrop switches to [level 15 v]\nhide\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 20 v]\nshow\n\nwhen backdrop switches to [level 21 v]\nhide\n\nwhen backdrop switches to [level 36 v]\nshow\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 37 v]\nhide\n\nwhen backdrop switches to [level 47 v]\nshow\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 48 v]\nshow\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [level 50 v]\nshow\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [level 48 v]\nhide\n\nwhen backdrop switches to [level 51 v]\nhide\n\nwhen backdrop switches to [level 56 v]\nshow\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [level 57 v]\nhide\n\n@Speed Boost 1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level10 v]\nswitch costume to (costume9 v)\nshow\n\nwhen backdrop switches to [level11 v]\nhide\n\nwhen backdrop switches to [level 38 v]\nshow\nswitch costume to (costume2 v)\n\nwhen backdrop switches to [level 39 v]\nhide\n\nwhen backdrop switches to [level 40 v]\nshow\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen backdrop switches to [level 48 v]\nshow\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 49 v]\nhide\n\nwhen backdrop switches to [level 55 v]\nshow\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [level 56 v]\nhide\n\n@Speed boost right\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 17 v]\nswitch costume to (costume1 v)\nshow\n\nwhen backdrop switches to [level 18 v]\nhide\n\nwhen backdrop switches to [level 38 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [level 39 v]\nhide\n\nwhen backdrop switches to [level 43 v]\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [level 45 v]\nshow\nswitch costume to (costume4 v)\n\nwhen backdrop switches to [level 47 v]\nshow\nswitch costume to (costume5 v)\n\nwhen backdrop switches to [level 48 v]\nshow\nswitch costume to (costume6 v)\n\nwhen backdrop switches to [level 46 v]\nhide\n\nwhen backdrop switches to [level 49 v]\nhide\n\nwhen backdrop switches to [level 58 v]\nshow\nswitch costume to (costume7 v)\n\nwhen backdrop switches to [level 59 v]\nhide\n\n@Moving Platform S3\n\nwhen backdrop switches to [level 45 v]\ngo to [back v] layer\nshow\nforever\n switch costume to (moving platform v)\n glide (2) secs to x: (-40) y: (232)\n wait (1.5) seconds\n switch costume to (moving platform2 v)\n glide (2) secs to x: (-100) y: (232)\nend\n\nwhen flag clicked\nhide\ngo to x: (-100) y: (232)\n\nwhen backdrop switches to [level 47 v]\nhide\n\n@Moving Platform D3\n\nwhen backdrop switches to [level 43 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (3) secs to x: (271) y: (300)\n switch costume to (moving platform2 v)\n wait (2) seconds\n glide (3) secs to x: (271) y: (16)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (271) y: (15)\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen backdrop switches to [level 44 v]\nhide\n\n@Moving Platform S\n\nwhen backdrop switches to [level11 v]\nshow\nforever\n glide (3) secs to x: (10) y: (63)\n switch costume to (moving platform v)\n wait (2) seconds\n glide (3) secs to x: (200) y: (63)\n switch costume to (moving platform2 v)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (10) y: (63)\n\nwhen backdrop switches to [level12 v]\nhide\n\n@Moving Platform D\n\nwhen backdrop switches to [level 13 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (3) secs to x: (220) y: (281)\n switch costume to (moving platform2 v)\n wait (2) seconds\n glide (3) secs to x: (52) y: (40)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (52) y: (40)\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 41 v]\nhide\n\n@Moving Platform S2\n\nwhen backdrop switches to [level 31 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (1.5) secs to x: (91) y: (111)\n wait (1.5) seconds\n switch costume to (moving platform2 v)\n glide (1.5) secs to x: (21) y: (111)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (21) y: (111)\n\nwhen backdrop switches to [level 32 v]\nhide\n\n@Moving Platform S4\n\nwhen backdrop switches to [level 46 v]\nshow\nforever\n switch costume to (moving platform2 v)\n glide (1.5) secs to x: (220) y: (111)\n wait (1.5) seconds\n switch costume to (moving platform v)\n glide (1.5) secs to x: (294) y: (111)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (218) y: (111)\n\nwhen backdrop switches to [level 32 v]\nhide\n\nwhen backdrop switches to [level 47 v]\nhide\n\n@Moving Platform S5\n\nwhen backdrop switches to [level 46 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (1.5) secs to x: (292) y: (191)\n wait (1.5) seconds\n switch costume to (moving platform2 v)\n glide (1.5) secs to x: (222) y: (191)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (222) y: (191)\n\nwhen backdrop switches to [level 32 v]\nhide\n\nwhen backdrop switches to [level 47 v]\nhide\n\n@Moving Platform S6\n\nwhen backdrop switches to [level 46 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (1.5) secs to x: (292) y: (256)\n wait (1.5) seconds\n switch costume to (moving platform2 v)\n glide (1.5) secs to x: (222) y: (256)\n wait (1.5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (222) y: (256)\n\nwhen backdrop switches to [level 32 v]\nhide\n\nwhen backdrop switches to [level 47 v]\nhide\n\n@Moving Platform D5\n\nwhen backdrop switches to [level 49 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (3) secs to x: (-21) y: (282)\n switch costume to (moving platform2 v)\n wait (2) seconds\n glide (3) secs to x: (-21) y: (20)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-21) y: (20)\n\nwhen backdrop switches to [level 50 v]\nhide\n\n@Moving Platform D6\n\nwhen backdrop switches to [level 50 v]\npoint in direction (90)\nshow\nforever\n switch costume to (moving platform v)\n glide (3) secs to x: (34) y: (168)\n switch costume to (moving platform2 v)\n wait (2) seconds\n glide (3) secs to x: (34) y: (18)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (34) y: (18)\n\nwhen backdrop switches to [thumbnail v]\nhide\n\nwhen backdrop switches to [level 51 v]\nhide\n\n@Moving Platform D2\n\nwhen backdrop switches to [level 48 v]\nshow\nforever\n glide (0.5) secs to x: (-87) y: (4)\n wait (1) seconds\n glide (0.5) secs to x: (-87) y: (15)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-87) y: (15)\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen backdrop switches to [level 49 v]\nhide\n\n@Moving Platform D4\n\nwhen backdrop switches to [level 48 v]\nshow\nforever\n glide (0.5) secs to x: (-112) y: (138)\n wait (0.5) seconds\n glide (0.5) secs to x: (-112) y: (116)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-112) y: (116)\n\nwhen backdrop switches to [level 14 v]\nhide\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen backdrop switches to [level 49 v]\nhide\n\n@Moving Platform D7\n\nwhen backdrop switches to [level 53 v]\nshow\nforever\n switch costume to (moving platform v)\n glide (4) secs to x: (-56) y: (255)\n switch costume to (moving platform2 v)\n wait (2) seconds\n glide (4) secs to x: (-56) y: (-1)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-56) y: (17)\n\nwhen backdrop switches to [level 54 v]\nhide\n\n@Moving Platform D8\n\nwhen backdrop switches to [level 53 v]\nshow\nforever\n switch costume to (moving platform2 v)\n glide (3) secs to x: (67) y: (16)\n switch costume to (moving platform v)\n wait (2) seconds\n glide (3) secs to x: (67) y: (254)\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (67) y: (254)\n\nwhen backdrop switches to [level 54 v]\nhide\n\n@skip\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen this sprite clicked\nbroadcast (Next Level v)\nchange [timer v] by (60)\n\nwhen backdrop switches to [level 61 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nclear graphic effects\nhide\nwait (24) seconds\nshow\nrepeat (10)\n wait (0.1) seconds\n change [ghost v] effect by (-10)\nend\n\n@Elements\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\nwait (20) seconds\nshow\nwait (5) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\n\nwhen backdrop switches to [level 20 v]\nset [ghost v] effect to (-100)\nswitch costume to (costume2 v)\nshow\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\nchange [ghost v] effect by (10)\nwait (0.1) seconds\n\nwhen backdrop switches to [level 41 v]\nset [ghost v] effect to (-100)\nswitch costume to (costume3 v)\nshow\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\n\nwhen backdrop switches to [level 60 v]\nset [ghost v] effect to (-100)\nswitch costume to (costume4 v)\nshow\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\nchange [ghost v] effect by (10)\nwait (0.2) seconds\n\n@Lasers\n\nwhen backdrop switches to [level 17 v]\nshow\nforever\n wait (2) seconds\n hide\n wait (2) seconds\n show\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 18 v]\nforever\n hide\nend\n\n@Lasers2\n\nwhen backdrop switches to [level 44 v]\nshow\nforever\n wait (5) seconds\n hide\n wait (5) seconds\n show\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 45 v]\nforever\n hide\nend\n\n@Lasers3\n\nwhen backdrop switches to [level 45 v]\nshow\nforever\n wait (2) seconds\n switch costume to (costume1 v)\n wait (2) seconds\n switch costume to (costume2 v)\nend\n\nwhen backdrop switches to [level 46 v]\nforever\n forever\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@Lasers4\n\nwhen backdrop switches to [level 50 v]\nshow\nforever\n wait (2) seconds\n switch costume to (costume1 v)\n wait (4) seconds\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 51 v]\nforever\n hide\nend\n\n@Lasers5\n\nwhen backdrop switches to [level 50 v]\ngo to x: (64) y: (73)\nshow\nforever\n wait (2) seconds\n switch costume to (costume1 v)\n wait (4) seconds\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 51 v]\nforever\n hide\nend\n\n@Lasers6\n\nwhen backdrop switches to [level 57 v]\ngo to x: (64) y: (73)\ngo to [front v] layer\nshow\nforever\n wait (2) seconds\n switch costume to (costume1 v)\n wait (4) seconds\n switch costume to (costume2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 58 v]\nforever\n hide\nend\n\n@keys\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 31 v]\nswitch costume to (key v)\nshow\nforever\n if <touching (bob v)?> then\n hide\n broadcast (Open keys v)\n end\nend\n\nwhen backdrop switches to [level 32 v]\nhide\n\nwhen backdrop switches to [level 35 v]\nshow\nswitch costume to (key2 v)\nforever\n if <touching (bob v)?> then\n hide\n end\nend\n\nwhen backdrop switches to [level 36 v]\nshow\nswitch costume to (key3 v)\n\nwhen backdrop switches to [level 37 v]\nhide\n\nwhen backdrop switches to [level 38 v]\nshow\nswitch costume to (key4 v)\n\nwhen backdrop switches to [level 39 v]\nhide\n\nwhen backdrop switches to [level 40 v]\nshow\nswitch costume to (key5 v)\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen backdrop switches to [level 45 v]\nshow\nswitch costume to (key6 v)\n\nwhen backdrop switches to [level 46 v]\nshow\nswitch costume to (key7 v)\n\nwhen backdrop switches to [level 47 v]\nhide\n\nwhen backdrop switches to [level 49 v]\nshow\nswitch costume to (key4 v)\n\nwhen backdrop switches to [level 50 v]\nhide\n\nwhen backdrop switches to [level 56 v]\nshow\nswitch costume to (key8 v)\n\nwhen backdrop switches to [level 57 v]\nhide\n\n@Lock\n\nwhen I receive [open keys v]\nhide\n\nwhen backdrop switches to [level 31 v]\nswitch costume to (lock v)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 32 v]\nhide\n\nwhen backdrop switches to [level 35 v]\nswitch costume to (small lock v)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 36 v]\nshow\nswitch costume to (lock2 v)\n\nwhen backdrop switches to [level 37 v]\nhide\n\nwhen backdrop switches to [level 38 v]\nshow\nswitch costume to (lock3 v)\n\nwhen backdrop switches to [level 39 v]\nhide\n\nwhen backdrop switches to [level 40 v]\nswitch costume to (lock4 v)\nshow\n\nwhen backdrop switches to [level 41 v]\nhide\n\nwhen backdrop switches to [level 45 v]\nswitch costume to (lock6 v)\nshow\n\nwhen backdrop switches to [level 46 v]\nswitch costume to (lock5 v)\nshow\n\nwhen backdrop switches to [level 47 v]\nhide\n\nwhen backdrop switches to [level 49 v]\nswitch costume to (lock8 v)\nshow\n\nwhen backdrop switches to [level 50 v]\nhide\n\nwhen backdrop switches to [level 56 v]\nswitch costume to (lock7 v)\nshow\n\nwhen backdrop switches to [level 57 v]\nhide\n\n@falling lava\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 45 v]\ngo to [front v] layer\nshow\nforever\n next costume\n wait (0.05) seconds\n next costume\nend\n\nwhen backdrop switches to [level 46 v]\nforever\n hide\nend\n\n@Bubbles (1)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 20 v]\nswitch costume to (bubbles \(1\) v)\nforever\n set [ghost v] effect to (75)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (-240) to (240)) y: (-171)\nset size to (pick random (50) to (125)) %\nrepeat until <<(y position) = [175]> or <(y position) > [175]>>\n change y by (pick random (5) to (7))\n change x by (pick random (-1) to (1))\nend\ndelete this clone\n\nwhen backdrop switches to [level 41 v]\nswitch costume to (bubbles \(1\)2 v)\n\n@Level\n\nwhen I receive [next level v]\nclear graphic effects\nnext costume\nstamp shadow\n\nwhen flag clicked\nhide\nwait (20) seconds\nshow\n\nwhen flag clicked\nswitch costume to (title v)\nwait (20) seconds\nswitch costume to (level 1 v)\n\ndefine stamp shadow\nerase all\nset [ghost v] effect to (90)\nset [brightness v] effect to (-100)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen backdrop switches to [level1 v]\nshow\nerase all\nstamp shadow\n\nwhen backdrop switches to [hide v]\nerase all\n\nwhen flag clicked\nforever\n go to x: (51) y: (31)\nend\n\n@moving laser2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 49 v]\nshow\nforever\n if <touching (_edge_ v)?> then\n go to x: (160) y: (-67)\n else\n change x by (-3)\n end\nend\n\nwhen backdrop switches to [level 50 v]\nhide\n\n@moving laser\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 42 v]\nshow\nforever\n if <touching (_edge_ v)?> then\n go to x: (400) y: (-82)\n else\n change x by (-3)\n end\nend\n\nwhen backdrop switches to [level 43 v]\nhide\n\n@button\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [level 51 v]\ngo to x: (-7) y: (27)\nrepeat (1)\n show\n go to [back v] layer\n if <touching (bob v)?> then\n broadcast (push v)\n end\nend\n\nwhen I receive [push v]\nswitch costume to (costume2 v)\nwait (10) seconds\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 52 v]\nhide\n\nwhen backdrop switches to [level 53 v]\ngo to x: (-7) y: (27)\nrepeat (1)\n show\n go to [back v] layer\n if <touching (bob v)?> then\n broadcast (push 2 v)\n end\nend\n\nwhen backdrop switches to [level 54 v]\nhide\n\nwhen backdrop switches to [level 56 v]\ngo to x: (-29) y: (209)\nrepeat (1)\n show\n go to [back v] layer\n if <touching (bob v)?> then\n broadcast (push 3 v)\n end\nend\n\nwhen backdrop switches to [level 57 v]\nhide\n\n@dissapearing level1\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (36) y: (28)\nhide\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\nwhen I receive [push v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [level 52 v]\nforever\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen backdrop switches to [level 53 v]\nswitch costume to (hide v)\n\n@dissapearing level2\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-88) y: (34)\nhide\ngo to [back v] layer\nchange [ghost v] effect by (100)\n\nwhen I receive [push v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [level 51 v]\nswitch costume to (hide v)\n\nwhen backdrop switches to [level 53 v]\nswitch costume to (costume1 v)\n\nwhen backdrop switches to [level 54 v]\nswitch costume to (hide v)\n\n@dissapearing level3\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (-88) y: (34)\nhide\ngo to [front v] layer\nchange [ghost v] effect by (100)\n\nwhen I receive [push v]\nswitch costume to (show v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (10) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen backdrop switches to [level 57 v]\nswitch costume to (hide v)\n\n@numbers\n\nwhen flag clicked\nhide\n\nwhen I receive [push v]\nchange [ghost v] effect by (-100)\nshow\nswitch costume to (numbers10 v)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers9 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers8 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers7 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers6 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers5 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers4 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers3 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers2 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers1 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\nswitch costume to (numbers0 v)\nset [ghost v] effect to (0)\nwait (0.6) seconds\nrepeat (5)\n change [ghost v] effect by (20)\n wait (0.03) seconds\nend\n\nwhen backdrop switches to [level 52 v]\ngo to x: (36) y: (28)\nhide\n\nwhen backdrop switches to [level 53 v]\ngo to [back v] layer\nswitch costume to (numbers0 v)\ngo to x: (-7) y: (22)\nshow\n\nwhen backdrop switches to [level 54 v]\nhide\n\ngo to x: (-7) y: (22)\n\nwhen backdrop switches to [level 56 v]\ngo to [back v] layer\nswitch costume to (numbers0 v)\ngo to x: (-28) y: (207)\nshow\n\nwhen backdrop switches to [level 57 v]\nhide\n\nwhen backdrop switches to [level 51 v]\ngo to [back v] layer\nswitch costume to (numbers0 v)\ngo to x: (-8) y: (26)\nshow\n\n@hidden\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level 56 v]\ngo to [front v] layer\nshow\nforever\n if <touching (bob v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen backdrop switches to [level 57 v]\nhide\n\n@story\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (27) y: (0)\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nwait (2) seconds\nrepeat (5)\n repeat (20)\n change [brightness v] effect by (-5)\n end\n wait (3) seconds\n set [brightness v] effect to (100)\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n broadcast (start game v)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [forward v] (1) layers\nend\n\nwhen flag clicked\nshow\nset rotation style [don't rotate v]\nset [ghost v] effect to (100)\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [ghost v] effect to (10)\nshow\nswitch costume to (pick random (1) to (4))\ngo to x: (-500) y: (pick random (100) to (130))\nglide (pick random (3) to (6)) secs to x: (350) y: (y position)\ndelete this clone\n\nwhen backdrop switches to [level 60 v]\nforever\n create clone of (_myself_ v)\n wait (2) seconds\nend\n\n@restart\n\nwhen flag clicked\nchange [ghost v] effect by (100)\n\nwhen I receive [restart v]\nchange [ghost v] effect by (-20)\nwait (0.10) seconds\nchange [ghost v] effect by (-20)\nwait (0.10) seconds\nchange [ghost v] effect by (-20)\nwait (0.10) seconds\nchange [ghost v] effect by (-20)\nwait (0.10) seconds\nchange [ghost v] effect by (-20)\nwait (0.10) seconds\nchange [ghost v] effect by (20)\nwait (0.10) seconds\nchange [ghost v] effect by (20)\nwait (0.10) seconds\nchange [ghost v] effect by (20)\nwait (0.10) seconds\nchange [ghost v] effect by (20)\nwait (0.10) seconds\nchange [ghost v] effect by (20)\n\n@enemy left/right\n\nwhen flag clicked\nswitch costume to (right v)\ngo to [back v] layer\nhide\n\nwhen backdrop switches to [level 61 v]\nshow\nforever\n wait (5) seconds\n next costume\nend\n\n
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100% Verified\nI recommend you to use a good quality computer or you will glitch through the moving platforms\n Please don't put hurtful comments\nUse the arrow keys to get to the end of the levels.\nEach 20 levels is a new element\nif you skip it will add 60 seconds to your finished result\nUnder construction! \n60 stages done\n1.1 Ten Stages Added\n1.2 Spikes added and Level indicator (Thank you to (@SMS447236)\n1.3 More smoother graphics\nJanuary, 25\n50 views!\n1.4 3 levels added!\n(cave setting and ores)\nLevel 40-43\n1.5 Eyes move the direction it is moving.\n1.6 Jump pads added\n1.7 Bugs fixed\n1.8 Size Changer\n1.9 Water\n2.0 Changed to a sprite/Trail\n2.1 New Jumping code/wall slide and wall jump\n2.2 Moving platforms\n2.3 Bug Fixes\n2.4 keys and locks\n2.5 more levels!\n2.6 a spinner (saw)\nMarch 16, 2024\n800 views!\n2.7 Flying Lasers\nMarch 18, 2024\n1000 views!\nThank You so much!\n2.8 Buttons\n2.9 hidden wall\n3.0 clouds\n\n\n
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A random slime platformer
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@Stage\n\n@Slime\n\nwhen flag clicked\nswitch costume to (platformer a v)\ngo to x: (-235) y: (-129)\nswitch backdrop to (backdrop2 v)\nset [lives v] to [3]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-109)\n end\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (platformer a v)\n if <key (space v) pressed?> then\n change [xv v] by (1)\n else\n change [xv v] by (0.5)\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (platformer a3 v)\n if <key (space v) pressed?> then\n change [xv v] by (-1)\n else\n change [xv v] by (-0.5)\n end\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#000000)?> then\n broadcast (next level v)\n go to x: (-312) y: (150)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#00ff55)?> or <touching color (#00ff45)?>> then\n set [yv v] to [16]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n go to x: (-183) y: (-109)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen backdrop switches to [backdrop24 v]\nhide\n\nwhen flag clicked\nshow\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [backdrop22 v]\nchange [shoot v] by (1)\nif <touching color (#fcff00)?> then\n change [lives v] by (1)\nend\n\nwhen [down arrow v] key pressed\nforever\n switch costume to (platformer a2 v)\n if <not <key (down arrow v) pressed?>> then\n switch costume to (platformer a v)\n end\nend\n\nwhen flag clicked\nshow\nforever\n if <([backdrop # v] of [_stage_ v]) = [10]> then\n hide\n end\nend\n\nwhen I receive [game over v]\n\n
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Instructions are in game\n\nAvertising allowed, pls don't flood tho\n \nPlease consider hearting and starring
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Snow platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [play v]\nswitch backdrop to (arrière-plan2 v)\n\nwhen flag clicked\nstart sound [-Drow v]\n\nwhen I receive [play v]\nstop all sounds\nplay sound [stormy-Guy v] until done\nstart sound [stormy-Guy v]\n\n@Particle\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (0) to (3))\nset [ghost v] effect to (pick random (20) to (100))\nset [brightness v] effect to (pick random (-3) to (3))\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change [ghost v] effect by ((pick random (-1) to (1)) * (2))\n change [brightness v] effect by ((pick random (-1) to (1)) * (2))\n change y by (((2) + (costume [number v])) * ((costume [number v]) * (-1)))\n if <(y position) < [-178]> then\n delete this clone\n end\nend\n\nchange [ghost v] effect by ((pick random (-1) to (1)) * (2))\n\nwhen I receive [play v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n wait (0.1) seconds\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (play v)\n\nwhen I receive [play v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nshow\n\n@gg\n\nwhen I receive [..:.:.. v]\nnext costume\nset [yv v] to [0]\nset [xv v] to [0]\ngo to x: (-200) y: (0)\nset [ghost v] effect to (0)\n\nwhen [space 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 (player -drow v)\nrepeat (20)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\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 [haha* v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nwhen I receive [play 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 -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow v)?> then\n change y by (1)\n if <touching (levels -drow 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 -drow 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 -drow 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 (..:.:.. 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 [play 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 [play v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I receive [play v]\nforever\n if <touching (bloob v)?> then\n broadcast (Bonce 1 v)\n broadcast (haha* v)\n end\nend\n\nwhen I receive [play v]\nforever\n if <touching (bounce v)?> then\n change [yv v] by (10)\n end\nend\n\n@Levels -drow\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [..:.:.. v]\nnext costume\n\nwhen flag clicked\nswitch costume to (10 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nforever\n go to [front v] layer\nend\n\n@bloob\n\nwhen I receive [..:.:.. v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\nswitch costume to (costume23 v)\n\nwhen I receive [fin v]\nforever\n hide\nend\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [7]> then\n broadcast (bloofdofkdofd v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nwhen I receive [play v]\nforever\n if <(costume [number v]) = [8]> then\n broadcast (arreter bloodbloid v)\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nhide\n\n@snow\n\nwhen flag clicked\nset [tick v] to [0]\nset [fade v] to [0.7]\nforever\n create clone of (_myself_ v)\n wait (fade) seconds\n change [tick v] by (4)\n if <[0] < (fade)> then\n change [fade v] by (-0.1)\n end\nend\n\nwhen I start as a clone\nswitch costume to (big v)\nset size to (pick random (30) to (130)) %\nswitch costume to (snow v)\nset [me v] to (pick random (30) to (-30))\nset [ghost v] effect to (pick random (0) to (70))\ngo to x: (pick random (-170) to (90)) y: (135)\npoint in direction (pick random (170) to (150))\nrepeat until <<[140] < (x position)> or <(y position) < [-100]>>\n move ((0.5) + ((size) * (0.01))) steps\n turn right ((1) * ([sin v] of ((2) * ((tick) + (me))) )) degrees\nend\ndelete this clone\n\n@Sprite14\n\nwhen I receive [bloofdofkdofd v]\nforever\n point in direction ((90) + (([sin v] of ((timer) * (300)) ) * (100)))\nend\n\ngo to [front v] layer\n\nwhen I receive [bloofdofkdofd v]\nshow\ngo to x: (-135) y: (-92)\nset size to (100) %\n\ngo [forward v] (1000) layers\n\nwhen I receive [bloofdofkdofd v]\nwait (0.2) seconds\ngo to [back v] layer\nwait (1) seconds\ngo to [back v] layer\n\nwhen flag clicked\nhide\nforever\n set drag mode [not draggable v]\nend\n\nif <(Level) = [3]> then\n\nwhen I receive [arreter bloodbloid v]\nhide\n\n
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Snow Platformer by -Drow\n\n➤ 11 Levels\n➤Wasd , Arrow key and mobile
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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@shop\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 (30)\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@地面3\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)) / (15)) y: (0)\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\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1//server1\nhttps://scratch.mit.edu/projects/806197687\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1p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\n障害物がなくても10秒以内は不可能です。\n洞窟エリア激ムズだよ他の人と一緒に支え合ってクリアしよう!
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Minecraft Platformer V1.0 #games #all #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music2 v] until done\nend\n\n@Player (I made him!)\n\nwhen flag clicked\ngo to x: (-192) y: (43)\nset [pixelate v] effect to (40)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [y vel v] to [0]\nset rotation style [left-right v]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <(Y Vel) > [0]>\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#dbaf71)?>>\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\nforever\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 <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change x by (5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change x by (-5)\n end\n if <<(x position) = [-210]> or <(x position) < [-210]>> then\n set x to (-210)\n end\n if <<(x position) = [210]> or <[210] < (x position)>> then\n broadcast (Next Screen v)\n set x to (-200)\n end\n if <touching color (#ff0000)?> then\n start sound [Hurt v]\n set x to (-200)\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@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next screen v]\nnext costume\n\n@I banned you\n\nwhen flag clicked\nhide variable [your banned username v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [ Tymoigne1]> then\n show variable [your banned username v]\n set [your banned username v] to (username)\n show\n stop [all v]\n end\nend\n\n
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Yes, What you all want from me. Minecraft Platformer!\n\nControls:\n• Arrow Keys To Move\n• WASD To Move\n• Avoid The Spikes!\n• Complete The Game!\n• Have Fun\n• Oof, Almost Forgot! Follow Me For More!\n-------------------------------------------------\nMessage To The Viewers,\nYou have made my day once again, forcing me to make new game (LOL)! I work so hard on these and I really, Really hope you like it! Drop a message in the comments and I may respond! Just a note: I will only respond to in depth reviews most likely! I am not a big comment responder anyways!\n------------------------\nUpdate Blog:\nV1.0: WASD, Arrow Keys, Spikes and a lot more!\n---------------------------------------------------------\n#trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1
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MAGIC PLATFORMER
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@Stage\n\n@Player\n\nwhen flag clicked\nset [gravity v] to [-1]\nBegin and Reset 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\ndefine Check touching solid\nif <touching (level v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick- player v]\nControls - Up and Down\nControls - Left and Right\nmove in steps (([abs v] of (Speed Y) ) + ([abs v] of (Speed X) ))\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to [12]\n end\nend\nchange [speed y v] by (Gravity)\n\ndefine Controls - Left and Right\nset rotation style [left-right v]\nif <key (left arrow v) pressed?> then\n change [speed x v] by (-1.5)\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (1.5)\nend\nset [speed x v] to ((Speed X) * (0.8))\n\ndefine Begin and Reset Level\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\ngo to x: (-194) y: (46)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick- Player v)\nend\n\nwhen I receive [next level v]\nset x to (-220)\nset y to (-39)\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Next Level v)\n end\nend\n\n@Level\n\nwhen I receive [next level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (costume1 v)\n\nwhen I receive [learn mage hand v]\nswitch costume to (costume4 v)\n\nwhen I receive [pull lever v]\nswitch costume to (costume5 v)\n\nwhen I receive [tick- player v]\nreception\n\ndefine reception\nif <(receptor) = [3]> then\n switch costume to (costume9 v)\n set [receptor v] to [0]\nend\n\nwhen I receive [burn v]\nswitch costume to (costume13 v)\n\nwhen I receive [learn chain lightning v]\nswitch costume to (costume16 v)\n\nwhen I receive [learn cone of cold v]\nswitch costume to (costume19 v)\n\n@next level\n\n@spellbook\n\nwhen flag clicked\nshow list [spells known v]\ndelete all of [spells known v]\nset [ghost v] effect to (50)\n\nwhen I receive [tick- player v]\nselect\n\ndefine select\nif <touching (mouse-pointer v)?> then\n clear graphic effects\nelse\n set [ghost v] effect to (50)\nend\n\nwhen this sprite clicked\nhide list [spells known v]\nbroadcast (open v)\n\n@close\n\nwhen flag clicked\nhide\n\nwhen I receive [tick- player v]\nselect\n\ndefine select\nif <touching (mouse-pointer v)?> then\n clear graphic effects\nelse\n set [ghost v] effect to (50)\nend\n\nwhen this sprite clicked\nshow list [spells known v]\nhide\n\nwhen I receive [open v]\nshow\n\n@platform mh\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [tick- player v]\nlearn mage hand\n\ndefine learn mage hand\nif <(LEVEL) = [3]> then\n show\nelse\n hide\nend\n\nwhen [space v] key pressed\nif <touching (player v)?> then\n if <(LEVEL) = [3]> then\n add [Mage Hand] to [spells known v]\n broadcast (learn mage hand v)\n end\nend\n\n@mage hand\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [tick- player v]\nmove\ninteract\n\ndefine move\nif <key (w v) pressed?> then\n change y by (10)\nend\nif <key (s v) pressed?> then\n change y by (-10)\nend\nif <key (d v) pressed?> then\n change x by (10)\nend\nif <key (a v) pressed?> then\n change x by (-10)\nend\n\ndefine interact\nif <touching color (#bababa)?> then\n if <key (e v) pressed?> then\n broadcast (pull lever v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [learn mage hand v]\nshow\ngo to x: (0) y: (0)\n\n@receptor\n\nwhen flag clicked\ngo to x: (148) y: (138)\nhide\n\nwhen I receive [tick- player v]\nappear\n\ndefine appear\nif <(LEVEL) = [6]> then\n show\nelse\n hide\nend\n\n@receptor2\n\nwhen I receive [tick- player v]\nappear\n\ndefine appear\nif <(LEVEL) = [6]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (-98) y: (137)\nhide\n\n@receptor3\n\nwhen I receive [tick- player v]\nappear\n\ndefine appear\nif <(LEVEL) = [6]> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (20) y: (138)\nhide\n\n@platform mm\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [tick- player v]\nlearn mage hand\n\ndefine learn mage hand\nif <(LEVEL) = [6]> then\n show\nelse\n hide\nend\n\nwhen [space v] key pressed\nif <touching (player v)?> then\n if <(LEVEL) = [6]> then\n add [Magic Missiles] to [spells known v]\n broadcast (learn magic missiles v)\n end\nend\n\n@magic missile\n\nwhen I receive [learn magic missiles v]\ngo to (player v)\nshow\nglide (1) secs to (receptor v)\nchange [receptor v] by (1)\nhide\n\nwhen flag clicked\nset [receptor v] to [0]\nhide\n\n@magic missile2\n\nwhen I receive [learn magic missiles v]\ngo to (player v)\nshow\nglide (1) secs to (receptor2 v)\nchange [receptor v] by (1)\nhide\n\nwhen flag clicked\nhide\n\n@magic missile3\n\nwhen I receive [learn magic missiles v]\ngo to (player v)\nshow\nglide (1) secs to (receptor3 v)\nchange [receptor v] by (1)\nhide\n\nwhen flag clicked\nhide\n\n@platform fire\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [tick- player v]\nlearn mage hand\n\ndefine learn mage hand\nif <(LEVEL) = [9]> then\n show\nelse\n hide\nend\n\nwhen [space v] key pressed\nif <touching (player v)?> then\n if <(LEVEL) = [9]> then\n add [Fireball] to [spells known v]\n broadcast (learn fireball v)\n end\nend\n\n@fireball\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [learn fireball v]\ngo to (player v)\nshow\nglide (1) secs to x: (45) y: (-17)\nbroadcast (burn v)\nnext costume\nwait (0.5) seconds\nhide\n\n@platform thunder\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [tick- player v]\nlearn mage hand\n\ndefine learn mage hand\nif <(LEVEL) = [11]> then\n show\nelse\n hide\nend\n\nwhen [space v] key pressed\nif <touching (player v)?> then\n if <(LEVEL) = [11]> then\n add [Chain Lightning] to [spells known v]\n broadcast (learn chain lightning v)\n switch costume to (costume4 v)\n end\nend\n\n@lightning\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [learn chain lightning v]\nshow\nwait (1) seconds\nhide\n\n@platform thunder2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [tick- player v]\nlearn mage hand\n\ndefine learn mage hand\nif <(LEVEL) = [13]> then\n show\nelse\n hide\nend\n\nwhen [space v] key pressed\nif <touching (player v)?> then\n if <(LEVEL) = [13]> then\n add [Cone of Cold] to [spells known v]\n broadcast (learn cone of cold v)\n end\nend\n\n@cone\n\nwhen flag clicked\nhide\n\nwhen I receive [learn cone of cold v]\nshow\nwait (1) seconds\nhide\n\n@tb\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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Arrow keys to move.\nClick the spellbook icon to view your spells.\nPress space on the platforms to use the spells.\n\nI am currently working on the sequel\nPlease don't comment about glitches as I will not be fixing them for this project. I will fix bugs in the sequel though.
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☁ Blocky Adventures - A Multiplayer Scrolling Platformer ☁ #all #games #trending
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@Stage\n\nset [time: v] to (time:)\n\nwhen [m v] key pressed\nshow variable [mouse v]\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [,] ((mouse y) + (SCROLL Y))))\nwait (2) seconds\nhide variable [mouse v]\n\nwhen I receive [green flag v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [play game v]\nswitch backdrop to (backdrop2 v)\n\nwhen flag clicked\nforever\n if <(username) = [--Patrixx--]> then\n if <key (s v) pressed?> then\n show variable [_coins v]\n else\n hide variable [_coins v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [_coins v]\n\nwhen flag clicked\nrepeat (10)\n play sound [Treenan v] until done\nend\n\nwhen flag clicked\nset [time: v] to [0]\nset [win v] to [0]\n\nwhen flag clicked\nset [win v] to [0]\nset [time: v] to [0]\nforever\n if <(win) = [0]> then\n wait (1) seconds\n change [time: v] by (1)\n else\n stop [this script v]\n end\nend\n\n@Blank\n\n@Cloud\n\nwhen I receive [quick loop v]\nAdd Cloud Data\n\ndefine Add Cloud Data\ndelete all of [_cloud data v]\nadd (☁ P1) to [_cloud data v]\nadd (☁ P2) to [_cloud data v]\nadd (☁ P3) to [_cloud data v]\nadd (☁ P4) to [_cloud data v]\nadd (☁ P5) to [_cloud data v]\nadd (☁ P6) to [_cloud data v]\nadd (☁ P7) to [_cloud data v]\nadd (☁ P8) to [_cloud data v]\nadd (☁ P9) to [_cloud data v]\nadd (☁ P10) to [_cloud data v]\nBuild Username List\n\nwhen I receive [begin v]\nforever\n set [_data ^ v] to (join (join [.] (join (round (([x v] of [player v]) + (2000))) (round (([y v] of [player v]) + (2000))))) (_MyUsername))\n if <(_PlayerSlot) = [1]> then\n set [☁ p1 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [2]> then\n set [☁ p2 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [3]> then\n set [☁ p3 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [4]> then\n set [☁ p4 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [5]> then\n set [☁ p5 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [6]> then\n set [☁ p6 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [7]> then\n set [☁ p7 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [8]> then\n set [☁ p8 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [9]> then\n set [☁ p9 v] to (_Data ^)\n end\n if <(_PlayerSlot) = [10]> then\n set [☁ p10 v] to (_Data ^)\n end\n wait (0.1) seconds\nend\n\ndefine Build Username List\ndelete all of [_usernames v]\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n Letter [10] to (length of (item (_i) of [_cloud data v])) of (item (_i) of [_cloud data v])\n set [_anscc v] to [1]\n set [_temp v] to []\n repeat ((length of (_ans)) / (2))\n switch costume to (join (letter (_anscc) of (_ans)) (letter ((_anscc) + (1)) of (_ans)))\n set [_temp v] to (join (_temp) (costume [name v]))\n change [_anscc v] by (2)\n end\n if <(item (_i) of [_on/off v]) = [1]> then\n add (_temp) to [_usernames v]\n else\n add [] to [_usernames v]\n end\nend\n\ndefine Letter (1st) to (2nd) of (text)\nset [_ans v] to []\nset [_ansc v] to (1st)\nrepeat (((2nd) - (1st)) + (1))\n set [_ans v] to (join (_ans) (letter (_ansc) of (text)))\n change [_ansc v] by (1)\nend\n\ndefine Encode (username)\nset [_ansc v] to [1]\nset [_myusername v] to []\nrepeat (length of (username))\n switch costume to (letter (_ansc) of (username))\n set [_myusername v] to (join (_MyUsername) (costume [number v]))\n change [_ansc v] by (1)\nend\n\nwhen flag clicked\nset [usernames v] to [1]\nEncode (username)\nforever\n broadcast (Quick Loop v)\nend\n\nwhen I receive [begin v]\nforever\n wait until <key (n v) pressed?>\n if <(usernames) = [1]> then\n set [usernames v] to [0]\n else\n set [usernames v] to [1]\n end\n wait until <not <key (n v) pressed?>>\nend\n\nwhen I receive [begin v]\nforever\n set [kick? v] to (_Data ^)\n wait (30) seconds\n if <(kick?) = (_Data ^)> then\n broadcast (Inactive v) and wait\n stop [all v]\n end\nend\n\n@connect\n\nwhen flag clicked\nset size to (100) %\nset [__players v] to [1]\nJoining 1st\nswitch costume to (connecting v)\nshow\nset [ghost v] effect to (100)\ngo to x: (-50) y: (95)\nrepeat (25)\n change y by (((45) - (y position)) / (5))\n change [ghost v] effect by (-4)\nend\nwait (3) seconds\nJoining 2nd\nwait (1) seconds\nrepeat (10)\n change y by (((95) - (y position)) / (20))\n change [ghost v] effect by (10)\nend\n\ndefine Joining 1st\ndelete all of [_on/off v]\nrepeat (10)\n add [0] to [_on/off v]\nend\nset [_playerslot v] to [null]\ndelete all of [_joining v]\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n add (item (_i) of [_cloud data v]) to [_joining v]\nend\n\ndefine Joining 2nd\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n if <(item (_i) of [_cloud data v]) = (item (_i) of [_joining v])> then\n set [_playerslot v] to (_i)\n switch costume to (connected v)\n broadcast (Begin v)\n stop [this script v]\n end\nend\nset [_playerslot v] to [0]\nswitch costume to (full v)\n\ndefine Inactive 1st\ndelete all of [_joining v]\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n add (item (_i) of [_cloud data v]) to [_joining v]\nend\n\ndefine Inactive 2nd\nset [_i v] to [0]\nrepeat (10)\n change [_i v] by (1)\n if <(item (_i) of [_cloud data v]) = (item (_i) of [_joining v])> then\n replace item (_i) of [_on/off v] with [0]\n else\n replace item (_i) of [_on/off v] with [1]\n end\nend\nreplace item (_PlayerSlot) of [_on/off v] with [1]\nset [_i v] to [0]\nset [__players v] to [0]\nrepeat (10)\n if <(item (_i) of [_on/off v]) = [1]> then\n change [__players v] by (1)\n end\n change [_i v] by (1)\nend\nif <(item (1) of [_on/off v]) = [0]> then\n set [☁ p1 v] to []\nend\nif <(item (2) of [_on/off v]) = [0]> then\n set [☁ p2 v] to []\nend\nif <(item (3) of [_on/off v]) = [0]> then\n set [☁ p3 v] to []\nend\nif <(item (4) of [_on/off v]) = [0]> then\n set [☁ p4 v] to []\nend\nif <(item (5) of [_on/off v]) = [0]> then\n set [☁ p5 v] to []\nend\nif <(item (6) of [_on/off v]) = [0]> then\n set [☁ p6 v] to []\nend\nif <(item (7) of [_on/off v]) = [0]> then\n set [☁ p7 v] to []\nend\nif <(item (8) of [_on/off v]) = [0]> then\n set [☁ p8 v] to []\nend\nif <(item (9) of [_on/off v]) = [0]> then\n set [☁ p9 v] to []\nend\nif <(item (10) of [_on/off v]) = [0]> then\n set [☁ p10 v] to []\nend\n\nwhen I receive [begin v]\nreplace item (_PlayerSlot) of [_on/off v] with [1]\nforever\n Inactive 1st\n wait (6) seconds\n Inactive 2nd\nend\n\nwhen I receive [inactive v]\nset size to (100) %\ngo to x: (0) y: (0)\nswitch costume to (kicked v)\nshow\nstop all sounds\nclear graphic effects\ngo to [front v] layer\nwait (3) seconds\nstop [all v]\n\n@Player\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [play game v]\nset [checkpoint v] to [0]\nset [_jump height v] to [16]\nset [_walk speed v] to [2]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Die]> then\n Game - Die\n end\n if <(EXIT) = [Win]> then\n repeat (2)\n broadcast (Win v)\n hide\n end\n end\nend\n\ndefine Game On\npoint in direction (90)\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [50]\nelse\n set [x v] to (item (CHECKPOINT) of [cp x v])\n set [y v] to (item (CHECKPOINT) of [cp y v])\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [scroll x v] to (x)\nset [scroll y v] to (y)\nset [frame v] to [0]\nset size to (100) %\nshow\nset [ghost v] effect to (0)\nswitch costume to (hitbox v)\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nPosition\nrepeat until <not <touching (underneath v)?>>\n change [y v] by (1)\n set [in air v] to [0]\n Position\nend\nPosition\nrepeat until <not <touching (moving v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n Position\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\nPosition\nif <touching (moving v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (moving v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n Position\n repeat until <not <touching (moving v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nif <<key (up arrow v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>> 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]\nelse\n set [sx v] to [0]\nend\n\ndefine Game - Die\nrepeat (4)\n change [ghost v] effect by (25)\nend\nwait (0.25) seconds\nset [exit v] to []\n\ndefine Test - Collision\nif <touching (trampolines v)?> then\n start sound [Drum Boing v]\n set [sy v] to [34]\n broadcast (Bounce v)\nend\nif <<touching (danger v)?> or <<touching (saw v)?> or <touching (enemy v)?>>> then\n set [exit v] to [Die]\nend\nif <touching (star v)?> then\n stop all sounds\n start sound [mixkit-bonus-extra-in-a-video-game-2064 v]\n set [win v] to [1]\n set [exit v] to [Win]\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Tick\nset rotation style [left-right v]\nif <(_Shop) = [0]> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [sx v] by ((_Walk Speed) * (-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 change [sx v] by (_Walk Speed)\n end\n set [sx v] to ((sx) * (0.8))\n if <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <((mouse y) - (y position)) > [50]>>>> then\n change [y v] by (10)\n Position\n if <(in air) < [4]> then\n set [sy v] to (_Jump Height)\n end\n change [y v] by (-10)\n end\n if <(sy) > [-20]> then\n change [sy v] by (-2)\n end\n Change Player y by (sy)\n Position\n Test - Collision\n change [scroll x v] by (round (((x) - (SCROLL X)) / (5)))\n change [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\n if <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\n end\n if <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\n end\n Position\n if <(y) < [-175]> then\n set [exit v] to [Die]\n end\n switch costume to (hitbox v)\nend\n\ngo to (player v)\n\nwhen I receive [mv v]\nMv\n\ndefine Mv\nchange [y v] by (-2)\nPosition\nif <touching (moving v)?> then\n change [x v] by (item (1) of [moving v])\nend\nchange [y v] by (2)\nPosition\n\nwhen [timer v] > (0.000001)\nhide\n\nset [x v] to [2745]\nset [y v] to [-25]\nset [scroll x v] to [2745]\nset [scroll y v] to [-25]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nset [exit v] to [Win]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Other Players\n\nwhen I receive [begin v]\nCloning\n\ndefine Cloning\nset [_clone id v] to [0]\nrepeat (10)\n change [_clone id v] by (1)\n if <not <(_clone id) = (_PlayerSlot)>> then\n create clone of (_myself_ v)\n end\nend\nset [_clone id v] to [P]\nhide\n\nwhen I receive [quick loop v]\nif <not <(_clone id) = [P]>> then\n Decode (item (_clone id) of [_cloud data v])\nend\n\ndefine Decode (data)\nRead Values (data)\nPosition\n\ndefine Read Values (data)\nLetter [2] to [5] of (data)\nset [x v] to ((_ans) - (2000))\nLetter [6] to [9] of (data)\nset [y v] to ((_ans) - (2000))\nif <(usernames) = [1]> then\n say (item (_clone id) of [_usernames v])\nelse\n say []\nend\n\ndefine Position\nchange x by ((((x) - (SCROLL X)) - (x position)) / (3))\nchange y by ((((y) - (SCROLL Y)) - (y position)) / (3))\nset size to (100) %\nif <<<((x) - (SCROLL X)) < [-240]> or <((x) - (SCROLL X)) > [240]>> or <<((y) - (SCROLL Y)) > [180]> or <((y) - (SCROLL Y)) < [-180]>>> then\n hide\nelse\n if <(item (_clone id) of [_on/off v]) = [0]> then\n hide\n else\n show\n end\nend\n\ndefine Letter (1st) to (2nd) of (text)\nset [_ans v] to []\nset [_i v] to (1st)\nrepeat (((2nd) - (1st)) + (1))\n set [_ans v] to (join (_ans) (letter (_i) of (text)))\n change [_i v] by (1)\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [950] y: [0]\nClone at x: [1300] y: [0]\nClone at x: [1350] y: [200]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [1200] y: [0]\nClone at x: [480] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (spike v)\nClone at x: [950] y: [0]\nClone at x: [1300] y: [170]\nClone at x: [2000] y: [0]\nClone at x: [2000] y: [0]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@moving\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [prev x v] to (x)\nset [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (45)) ) * (150)))\nset [x diff v] to ((x) - (prev x))\nreplace item (clone) of [moving v] with (x diff)\nbroadcast (Mv v)\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\ndelete all of [moving v]\nswitch costume to (moving v)\nClone at x: [1600] y: [0]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nchange [clone v] by (1)\nadd [] to [moving v]\ncreate clone of (_myself_ v)\n\n@saw\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (65) %\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nturn right (10) degrees\nif <(special) = [1]> then\n set [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (170)) ) * (150)))\nend\n\nwhen I receive [setup v]\nhide\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (saw v)\nset [x v] to [-9999999999]\nClone at x: [5540] y: [50] special: [1]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) special: (special)\nset [ox v] to (x)\nset [x v] to (x)\nset [y v] to (y)\nset [special v] to (special)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Coins\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset size to (100) %\ngo to [back v] layer\nset [y v] to ((oy) + (([cos v] of ((days since 2000) * ((100000) * (150))) ) * (5)))\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Coin v]\n broadcast (coins v)\n change [_coins v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [_coins v] to [0]\nswitch costume to (collectable v)\nClone at x: [220] y: [-75]\nClone at x: [250] y: [-75]\nClone at x: [516] y: [15]\nClone at x: [760] y: [10]\nClone at x: [790] y: [10]\nClone at x: [820] y: [10]\nClone at x: [1100] y: [120]\nClone at x: [2350] y: [390]\nClone at x: [2380] y: [390]\nClone at x: [2565] y: [390]\nClone at x: [2595] y: [390]\nClone at x: [2955] y: [390]\nClone at x: [2995] y: [390]\nClone at x: [3035] y: [390]\nClone at x: [3075] y: [390]\nClone at x: [3115] y: [390]\nClone at x: [3155] y: [390]\nClone at x: [3195] y: [390]\nClone at x: [3235] y: [390]\nClone at x: [3275] y: [390]\nClone at x: [3446] y: [270]\nClone at x: [3446] y: [240]\nClone at x: [3446] y: [210]\nClone at x: [3630] y: [205]\nClone at x: [3660] y: [205]\nClone at x: [3690] y: [205]\nClone at x: [3720] y: [205]\nClone at x: [3750] y: [205]\nClone at x: [4160] y: [205]\nClone at x: [4190] y: [205]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [oy v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [2720] y: [390]\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@Trampolines\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (0 v)\nClone at x: [2213] y: [68]\nset [x v] to [-99999]\n\nClone at x: [2010] y: [380]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [bounce v]\nswitch costume to (-2 v)\n\n@Checkpoints\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <touching (player v)?> then\n if <not <(CHECKPOINT) = (clone)>> then\n start sound [Check Point v]\n set [checkpoint v] to (clone)\n end\n set [brightness v] effect to (10)\nend\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\ndelete all of [cp x v]\ndelete all of [cp y v]\nset size to (50) %\nswitch costume to (1 v)\nClone at x: [2078] y: [-30]\nClone at x: [3565] y: [202.5]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nchange [clone v] by (1)\nadd (x) to [cp x v]\nadd (y) to [cp y v]\ncreate clone of (_myself_ v)\n\n@TN\n\nwhen flag clicked\nshow\nforever\n reset timer\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nbroadcast (Play Game v)\n\n@Enemy\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nset [x v] to ((ox) + (([cos v] of (((days since 2000) * (100000)) * (30)) ) * (150)))\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nset [clone v] to [0]\nswitch costume to (costume1 v)\nClone at x: [3115] y: [378]\nset [x v] to [-9999999999]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\nset [ox v] to (x)\nchange [clone v] by (1)\ncreate clone of (_myself_ v)\n\n@Shop\n\nwhen flag clicked\nhide\ngo to x: (-133) y: (-36)\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nset [_shop v] to [0]\n\nwhen this sprite clicked\nhide\n\nwhen flag clicked\nforever\n if <(_Shop) = [0]> then\n hide\n end\nend\n\n@shop button\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (shop v)\ngo to x: (-198) y: (-156)\nset [_shop v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (4))\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n if <(_Shop) = [0]> then\n set [_shop v] to [1]\n else\n set [_shop v] to [0]\n end\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\nend\n\nwhen flag clicked\nforever\n if <(_Shop) = [1]> then\n broadcast (Shop v)\n hide\n else\n show\n end\nend\n\n@Star\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [7060]\nset [y v] to [380]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\n@WIN\n\nwait () seconds\n\nwhen flag clicked\nhide variable [time: v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [win v]\ngo to [front v] layer\nshow variable [time: v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nset [win v] to [1]\n\nset [win v] to [1]\n\n@text\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level 1 1 v)\nClone at x: [950] y: [0]\nClone at x: [1300] y: [0]\nClone at x: [300] y: [600]\nClone at x: [480] y: [0]\nClone at x: [480] y: [0]\nClone at x: [0] y: [0]\nClone at x: [0] y: [-360]\nClone at x: [-200] y: [290]\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nshow\n\nbroadcast (Reset v)\nbroadcast (Setup v)\n\n@Coineffect\n\ndefine Effect (c)\nswitch costume to (c)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [disappearing v] to [0]\nshow\nclear graphic effects\nset size to (0) %\ngo to [front v] layer\ngo [backward v] (3) layers\nforever\n change size by (((300) - (size)) / (20))\n change [disappearing v] by (((1000) - (Disappearing)) / (20))\n change [fisheye v] effect by (Disappearing)\n change [ghost v] effect by (10)\n go to (player v)\nend\n\nwhen I receive [coins v]\ngo to (player v)\nEffect [E1]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nwait (1) seconds\ndelete this clone\n\n@buy_button2\n\nwhen this sprite clicked\nif <<<[20] < (_Coins)> or <(_Coins) = [20]>> and <(already clicked2) = [0]>> then\n switch costume to (costume2 v)\n change [_coins v] by (-20)\n set [already clicked2 v] to [1]\n set [_walk speed v] to [4]\nend\n\nwhen flag clicked\nset [already clicked2 v] to [0]\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((103) - (size)) / (4))\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n clear graphic effects\n end\n if <(_Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\n@buy_button\n\nwhen flag clicked\nset [already clicked v] to [0]\nswitch costume to (costume1 v)\nforever\n if <touching (mouse-pointer v)?> then\n change size by (((103) - (size)) / (4))\n set [brightness v] effect to (10)\n end\n if <not <touching (mouse-pointer v)?>> then\n change size by (((100) - (size)) / (4))\n clear graphic effects\n end\n if <(_Shop) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nif <<<[10] < (_Coins)> or <(_Coins) = [10]>> and <(already clicked) = [0]>> then\n switch costume to (costume2 v)\n change [_coins v] by (-10)\n set [already clicked v] to [1]\n set [_jump height v] to [25]\nend\n\n@detector\n\nwhen flag clicked\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n broadcast (love/fav v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\n\nwhen I receive [begin v]\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\n@thanks\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [love/fav v]\nchange [ghost v] effect by (5)\nchange [_coins v] by (10)\nrepeat (30)\n change size by ((20) - ((size) * (0.2)))\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Coins-counter\n\nwhen I start as a clone\nshow\nforever\n Change Costume to (join [-] (letter (Score: Index) of (_Coins)))\n change size by ((0.2) * ((60) - (size)))\nend\n\ndefine Setup\nhide\nset x to (193)\nset y to (150)\nswitch costume to (-9 v)\nset size to (37) %\nset [score: index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [score: index v] by (1)\nend\n\ndefine Change Costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (60) %\nend\n\nwait (2) seconds\n\nwhen flag clicked\nshow\nset [_coins v] to [0]\nSetup\nforever\n wait (1) seconds\nend\n\n@Coin idk\n\n
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✧ Blocky Adventures ✧\n✧ A Multiplayer Scrolling Platformer ✧\n\n\n ✧ ✧ ✧ How To Play ✧ ✧ ✧\n ➜ Use Arrow Keys or WASD to move on PC.\n ➜ This game is Mobile Friendly!\n ➜ Collect the star to win the game\n ➜ Look out for Spikes!\n ➜ Collect coins and buy stuff from the shop\n ➜ Love and Fav for 10 free coins!\n\n ➜ There is an easter egg in the game, try to find it out! (You need to have jump boost activated to find the easter egg)\n\n ➜ Server 2: \n https://scratch.mit.edu/projects/812069580/ \n\n If the game is laggy, play here:\n https://turbowarp.org/812068611/fullscreen\n\n Don't forget to leave a ❤️ and ⭐️ if you enjoyed and \n maybe even a follow. I worked very hard on this \n game and would really appreciate it : )\n\n ✧✧✧ Credits ✧✧✧\n ➜ @griffpatch for the scrolling engine (heavily modified by me) \n ➜ @-Floww for the coin asset and animation\n ➜ @-Xaf- for the music.\n ➜ Thanks to @-PolyCode-, @RyFeC2021, @volt24 and @Err100 for beta testing the game.\n ➜ Rest by me @--Patrixx--\n \n ✧✧✧ Tags ✧✧✧\n #BlockyAdventures #Blocky #Adventures \n #Adventure #--Patrixx-- #Multiplayer #Scrolling \n #MobileFriendly #Mobile #Platformer \n #MultiplayerScrollingPlatformer #trending #games \n #all\n\n Follow me for more fun games!\n\n Changelog\n V1.0 - Initial Release 3/01/23\n V1.1 - Time removed and changed to variable \n 3/05/23\n V1.2 - stuff added 3/07/23
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Solar Eclipse || A Platformer
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop15 v)\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(The Level) = [14]>\n wait (.01) seconds\n change [time v] by (.1)\nend\n\nwhen flag clicked\nforever\n if <<(Time) < (☁ World Record)> and <(The Level) = [14]>> then\n set [☁ world record v] to (round (Time))\n stop [this script v]\n end\nend\n\nset [☁ world record v] to [60]\n\nset [☁ world record v] to [60]\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [time v]\nforever\n if <(backdrop [number v]) = [14]> then\n show variable [☁ world record v]\n show variable [time v]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@Screenshot 2023-03-08 2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nforever\n go to [front v] layer\n show list [copy & paste v]\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nhide\nset [the level v] to [1]\nshow\nwait until <(Start?) = [1]>\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I 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 (sprite1 v)?> then\n go to x: (-216) y: (40)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.001) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\n change [color v] effect by (10)\nend\ndelete this clone\n\nset [the level v] to [14]\n\nwhen flag clicked\nforever\n if <touching color (#ff00f6)?> then\n hide list [copy & paste v]\n end\nend\n\nwhen flag clicked\nshow list [copy & paste v]\nforever\n add (https://scratch.mit.edu/projects/818588350/) to [copy & paste v]\nend\n\nwhen flag clicked\nforever\n set [https://scratch.mit.edu/projects/818588350/ v] to [https://scratch.mit.edu/projects/818588350/]\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume15 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n forever\n broadcast (outro v)\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume15 v)\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@solar-eclipse-7814457-6267531\n\nwhen flag clicked\nset [coins v] to [0]\nswitch costume to (solar-eclipse-7814457-15 v)\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n hide\n change [coins v] by (1)\n end\nend\n\nwhen I receive [next level v]\nnext costume\nshow\n\nswitch costume to (solar-eclipse-7814457-7 v)\n\nwhen flag clicked\nforever\n if <(Coins) = [13]> then\n set [time v] to ((Time) - (5))\n stop [this script v]\n end\nend\n\n@particles\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to (random position v)\n set y to (-180)\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (110)) %\nset [ghost v] effect to (pick random (50) to (70))\npoint in direction (pick random (45) to (-45))\nrepeat until <<<(y position) > [177]> or <(x position) > [237]>> or <(x position) < [-237]>>\n move (10) steps\nend\ndelete this clone\n\n
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This was for a science project, and I had to make a model of a solar eclipse. I decided to branch out and make a platformer. Yes, it may be generic, but it took over 2 hours and over 150 blocks. :p I hope you enjoy it!\n=============================================\nIf you like it please tell me. :D\n=============================================\nA solar eclipse happens when the sun is directly in front of you and the moon rotates to align perfectly with the sun and the Earth, and only part of the Earth can see it.\n=============================================\nTry to collect the little eclipse symbols! If you collect all of them, your time will get subtracted by five.\n=============================================
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Simple PLATFORMER #game #platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景 v)\nforever\n play sound [13002 v] until done\nend\n\n@プラットフォーマー\n\ndefine やられた\nswitch costume to (1 v)\nset rotation style [all around v]\nset [player death v] to [1]\nstart sound [sword-clash1 v]\nset [y v v] to [15]\nrepeat until <(y position) < [-178]>\n go to [front v] layer\n turn right (15) degrees\n change y by (Y v)\n change [y v v] by (-1)\nend\nset [player death v] to [0]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (-230) y: (-70)\ngo [forward v] (3) layers\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nset size to (大きさ) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\nset [大きさ v] to [100]\nset [color v] effect to (0)\nhide variable [☁ world record v]\nhide variable [☁ your time v]\n\nwhen flag clicked\ngo [forward v] (3) layers\ngo to x: (-199) y: (-60)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen flag clicked\nset [状態 v] to [0]\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nreset timer\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\nforever\n if <(状態) = [0]> then\n if <touching (障害物 v)?> then\n やられた\n end\n end\n if <touching (アウト v)?> then\n やられた\n set [x v] to [0]\n set [y v] to [0]\n else\n if <[-166] > (y position)> then\n go to x: (-230) y: (-60)\n set [x v] to [0]\n set [y v] to [0]\n end\n end\n if <<<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> or <key (d v) pressed?>> 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 x) < [-1]> and <mouse down?>>> or <key (a v) pressed?>> 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 (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> and <touching (地面 v)?>> or <<mouse down?> and <<touching (地面 v)?> and <(mouse y) > [50]>>>> or <<key (w v) pressed?> and <touching (地面 v)?>>> then\n start sound [suck1 v]\n set [y v] to [15]\n create clone of (_myself_ v)\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 ((0) - (y))\n set [y v] to [0]\n if <<<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> or <key (s v) pressed?>> then\n broadcast (Crouch v)\n switch costume to (4 v)\n if <[-166] > (y position)> then\n go to x: (-230) y: (0)\n end\n else\n switch costume to (3 v)\n end\n end\n if <(Stage) = [100]> then\nend\n\nwhen I receive [small v]\nset [大きさ v] to [60]\nset size to (50) %\n\nwhen I receive [ゴール v]\nset [大きさ v] to [100]\nset size to (100) %\n\n@地面\n\nwhen flag clicked\nshow\nset [stage v] to [1]\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [next v]\nwait (0.5) seconds\nchange [stage v] by (1)\nif <(Stage) = [12]> then\n broadcast (ゴール v)\nend\nif <(Stage) = [11]> then\n broadcast (small v)\nend\n\n@障害物\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (Stage)\nend\n\n@next\n\nwhen I receive [next v]\ngo to [front v] layer\nrepeat (2)\n change [クローン番号 v] by (1)\n create clone of (_myself_ v)\nend\nset [クローン番号 v] to [0]\n\nwhen flag clicked\nset [クローン番号 v] to [0]\nhide\n\nwhen I start as a clone\nshow\nif <(クローン番号) = [1]> then\n switch costume to (コスチューム1 v)\n go to x: (-172) y: (0)\n glide (0.5) secs to x: (0) y: (0)\n wait (0.1) seconds\n delete this clone\nend\nif <(クローン番号) = [2]> then\n switch costume to (hat-b v)\n go to x: (452) y: (4)\n glide (0.5) secs to x: (0) y: (0)\n switch costume to (コスチューム2 v)\n glide (0.8) secs to x: (0) y: (345)\n delete this clone\nend\n\n@広告\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n go to [front v] layer\n next costume\n set x to (-200)\n wait (1) seconds\n show\n start sound [ポップ v]\n repeat (100)\n change x by (((0) - (x position)) / (10))\n end\n repeat (20)\n change x by (((-200) - (x position)) / (10))\n end\n hide\n wait (4) seconds\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@タイマー\n\nwhen flag clicked\nset [time v] to [0]\nhide\nshow variable [☁ 世界記録 v]\nshow variable [time v]\nwait until <<<key (a v) pressed?> or <<key (d v) pressed?> or <<key (s v) pressed?> or <key (w v) pressed?>>>> or <<<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> or <<<key (up arrow v) pressed?> and <touching (地面 v)?>> or <<mouse down?> and <<touching (地面 v)?> and <(mouse y) > [50]>>>>>>>>>\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nif <(Time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (Time)\n wait (1) seconds\n go to [front v] layer\n show\nend\n\nset [time v] to (timer)\n\n
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【日本語は下】\nVolume 20% recommended.\n If you find it interesting, please give me stars and hearts!\nOperate with arrow keys or mouse.\nThere are 11 stages in total.\nPlease also take a look.\nSimple PLATFORMER2 #game #platformer \n→https://scratch.mit.edu/projects/912320012\n\n音量20%推奨。\n面白かったら星とハートお願いします!\n矢印キーまたはマウスで操作です。\n全11ステージです。\nこっちも是非見てください。\nSimple PLATFORMER2 #game #platformer \n→https://scratch.mit.edu/projects/912320012\n\n
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[20+ LEVELS!]Ice slide - A Platformer #trending#all#games
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@Stage\n\n@Player\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nMoved - by Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up and Down\nif <<key (w v) pressed?> or <key (up arrow 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 right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(jumping) = [0]>> then\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(KEY X) = [0]> then\nset [speed x v] to ((speed x) * (RESISTANCE))\nif <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\nend\nif <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\nelse\n change [frame v] by (0.5)\nend\n\nwhen flag clicked\nshow\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset and Begin Level\n\nwhen flag clicked\nhide variable [jump force v]\nhide variable [falling v]\nhide variable [gravity v]\nhide variable [resistance v]\nhide variable [speed x v]\nhide variable [speed y v]\nhide variable [last value v]\nhide variable [acceleration v]\nhide variable [touching v]\nhide variable [acceleration v]\nhide variable [temp v]\nhide variable [distance v]\nhide variable [acceleration v]\nhide variable [acceleration v]\nhide variable [platform dy v]\nhide variable [platform dx v]\n\ndefine Reset and Begin Level\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # [1] go to x, y: [-150] [55]\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <touching (danger v)?> then\n start sound [Low Whoosh v]\n broadcast (Lose Life v)\n go to x: (-200) y: ()\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nFix Collision in Direction [90]\nSet Costume\nbroadcast (Game Loop v) and wait\n\ndefine Fix Collision in Direction (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nswitch costume to (player main v)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\n\nwhen I receive [lose life v]\ngo to x: (-200) y: ()\nif <(SCENE #) = [13]> then\n go to x: (-200) y: ()\n stop [other scripts in sprite v]\n go to x: (-200) y: ()\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-200) y: ()\n wait (0.5) seconds\n go to x: (-200) y: ()\n Go back One Level\n go to x: (-200) y: ()\nend\nif <not <(SCENE #) = [13]>> then\n go to x: (-200) y: (-52)\n stop [other scripts in sprite v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n Go back One Level\nend\n\nwhen backdrop switches to [game v]\ngo to x: (-156) y: (-52)\n\nwhen I receive [change scene v]\ngo to x: (-200) y: (-52)\n\nset [scene # v] to [13]\n\ndefine Moved - by Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (0)\nrepeat (max)\n repeat (16)\n go to x: (x) y: (y)\n move (distance) steps\n Check Touching Solid\n if <(touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen flag clicked\nset [scene # v] to [1]\n\ndefine Go back One Level\nforever\n point in direction (90)\n Begin Scene # ((SCENE #) - (1)) go to x, y: [-200] [-52]\n go to x: (-200) y: (-52)\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [falling v] to [99]\n set [wall slide v] to [0]\n set [jumping v] to [0]\n set [long jump v] to [0]\nend\n\ngo to x: (-200) y: (-52)\n\nwait (1) seconds\ngo to x: (-200) y: (-52)\nwait (1) seconds\n\nwhen backdrop switches to [game v]\ngo to [back v] layer\nshow\nrepeat (100)\n start sound [get-hype v]\n wait (208.46) seconds\n start sound [get-hype v]\n wait (208.46) seconds\n start sound [get-hype v]\nend\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nshow\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nif <(SCENE #) = [13]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(SCENE #) = [16]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(SCENE #) = [20]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nshow\n\nset [scene # v] to [19]\n\n@Intro\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n set size to (1) %\n point in direction (90)\n repeat until <(size) > [3000]>\n Change size by (((3100) - (size)) / (9))\n switch costume to (quadrat v)\n end\n delete this clone\nend\n\ndefine Effekt\nif <(Count) = [1]> then\n switch costume to (circles v)\n create clone of (_myself_ v)\nelse\n if <(Count) = [2]> then\n switch costume to (quadrat v)\n create clone of (_myself_ v)\n else\n switch costume to (effekt v)\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (0)\nstart sound [MDK - Press Start2 v]\nswitch costume to (start v)\nset size to (100) %\nhide\ncreate clone of (_myself_ v)\nwait (1.8) seconds\nbroadcast (light v)\nset [brightness v] effect to (0)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nswitch costume to (left light v)\ngo to x: (-240) y: (-185)\ncreate clone of (_myself_ v)\nswitch costume to (right light v)\ngo to x: (240) y: (-185)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n point in direction (90)\n show\n set y to (-150)\n repeat (30)\n change y by (((0) - (y position)) / (6))\n end\n repeat until <(size) > [6000]>\n Change size by (((6100) - (size)) / (9))\n switch costume to (start v)\n end\n wait (6.7) seconds\n repeat (40)\n Change size by (((0) - (size)) / (6))\n switch costume to (start v)\n end\n set [ghost v] effect to (100)\n switch costume to (spiel-name v)\n repeat (25)\n change [ghost v] effect by (-4)\n end\n wait (3) seconds\n repeat (25)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n go to x: (0) y: (0)\n set size to (9) %\n show\n point in direction (0)\n switch costume to (arrows v)\n create clone of (_myself_ v)\n switch costume to (name v)\n go [forward v] (100) layers\n repeat until <(size) > [195]>\n change size by (((200) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n end\n set [count v] to [1]\n repeat (3)\n wait (0.5) seconds\n repeat (3)\n change size by (((250) - (size)) / (2))\n end\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n switch costume to (name v)\n Effekt\n switch costume to (kostüm4 v)\n Do\n switch costume to (name v)\n repeat (3)\n change size by (((200) - (size)) / (2))\n end\n change [count v] by (1)\n end\n set [drehung v] to [1]\n repeat (5)\n turn right (Drehung) degrees\n change [drehung v] by (27)\n end\n switch costume to (logo v)\n repeat (4)\n turn right (Drehung) degrees\n change [drehung v] by (27)\n end\n point in direction (90)\n set [count v] to [1]\n repeat (3)\n wait (0.5) seconds\n repeat (3)\n change size by (((250) - (size)) / (2))\n end\n switch costume to (kostüm2 v)\n wait (0.1) seconds\n switch costume to (logo v)\n Effekt\n switch costume to (kostüm4 v)\n Do\n switch costume to (logo v)\n repeat (3)\n change size by (((200) - (size)) / (2))\n end\n change [count v] by (1)\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Change size by (change)\nswitch costume to (kostüm1 v)\nchange size by (change)\n\nwhen I start as a clone\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n set size to (0) %\n wait ((klone id) / (10)) seconds\n repeat (20)\n change size by (5)\n change [ghost v] effect by (-5)\n end\n wait (5) seconds\n delete this clone\nend\n\ndefine Setup Übergang 2\nhide\npoint in direction (90)\nset size to (100) %\nswitch costume to (übergang v)\ngo to x: (0) y: (170)\nset [klone id v] to [0]\nrepeat (9)\n create clone of (_myself_ v)\n change [color v] effect by (1)\n change [klone id v] by (1)\n change y by (-42)\nend\nerase all\n\ndefine Setup Übergang 2b\nhide\npoint in direction (90)\nset size to (100) %\nswitch costume to (übergang2 v)\ngo to x: (0) y: (170)\nset [klone id v] to [0]\nset [color v] effect to (0)\nrepeat (9)\n create clone of (_myself_ v)\n change [klone id v] by (1)\n change y by (-42)\nend\nerase all\n\nwhen I start as a clone\nif <(costume [number v]) = [11]> then\n switch costume to (kostüm1 v)\n set size to (100) %\n switch costume to (arrows v)\n point in direction (90)\n go to x: (0) y: (0)\n show\n repeat until <(timer) > [9]>\n change y by (9)\n end\n hide\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>> then\n show\n point in direction (90)\n go [forward v] (1000) layers\n repeat until <(timer) > [9]>\n if <(costume [number v]) = [12]> then\n point in direction ((([sin v] of ((timer) * (300)) ) * (15)) + (85))\n else\n point in direction (() - ((([sin v] of ((timer) * (300)) ) * (15)) + (-95)))\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [14]> then\n point in direction (0)\n switch costume to (kostüm1 v)\n set size to (9) %\n switch costume to (circles v)\n repeat until <(size) > [395]>\n change size by (((400) - (size)) / (5))\n turn right (((90) - (direction)) / (5)) degrees\n change [ghost v] effect by (3)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [15]> then\n set size to (1) %\n point in direction (90)\n repeat until <(size) > [2450]>\n Change size by (((2500) - (size)) / (9))\n switch costume to (effekt v)\n end\n delete this clone\nend\n\ndefine Do\ngo to x: (-150) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (120)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [16]> then\n go to [front v] layer\n set size to (40) %\n show\n repeat (3)\n change size by (20)\n end\n wait (0.1) seconds\n repeat (3)\n change size by (-20)\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch backdrop to (game v)\nwait (10) seconds\nhide\nswitch backdrop to (game v)\n\nwhen [space v] key pressed\nclear sound effects\nstop all sounds\nstop [other scripts in sprite v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Platform\n\nwhen flag clicked\nhide\nwait (10) seconds\n\nwhen I receive [change scene v]\nhide\nif <(SCENE #) = [15]> then\n show\n Animate Platform\nend\nif <(SCENE #) = [17]> then\n show\n Animate 2\nend\nif <(SCENE #) = [19]> then\n show\n Animate 3\nend\n\ndefine Animate Platform\nset size to (100) %\npoint in direction (90)\ngo to x: (-112) y: (-48)\nforever\n glide (2) secs to x: (-112) y: (108)\n wait (1) seconds\n glide (2) secs to x: (-112) y: (-48)\nend\n\ngo to x: (-112) y: (-48)\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(new y) > (last y)> then\n change y by (1)\nelse\n set y to ((last y) + (1))\nend\nif <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\npoint in direction (90)\nset size to (100) %\ngo to x: (-95) y: (-76)\nforever\n wait (0.8) seconds\n glide (0.5) secs to x: (174) y: (-76)\n wait (0.3) seconds\n glide (0.5) secs to x: (-95) y: (-76)\nend\n\ndefine Animate 3\npoint in direction (180)\nset size to (65) %\ngo to x: (-35) y: (-100)\nforever\n glide (.5) secs to x: (-35) y: (119)\n wait (0.00001) seconds\n glide (.5) secs to x: (-35) y: (-100)\nend\n\nset [scene # v] to [18]\n\n@Screenshot 2023-03-04 11\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n show\n forever\n go to x: (77) y: (5)\n set size to (25) %\n wait (1) seconds\n set size to (30) %\n wait (1) seconds\n end\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [12]> then\n hide\nend\nif <(SCENE #) = [13]> then\n hide\nend\nif <(SCENE #) = [10]> then\n hide\nend\n\n@icon-of-a-sound-off-button-in-flat-style-vector-19348357-removebg-preview\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (Sound on v)\nstart sound [get-hype v]\n\n\nend\n\nwhen I receive [sound on v]\nhide\n\nwhen I receive [sound off v]\ngo to x: (-220) y: (-161)\nshow\n\nwhen I receive [sound off v]\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (14) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (12) %\n end\nend\n\nshow\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (14) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (12) %\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [11]> then\n show\n forever\n go to x: (36) y: (28)\n wait (0.5) seconds\n set [color v] effect to (0)\n glide (0.5) secs to x: (27) y: (33)\n set [color v] effect to (90)\n wait (0.5) seconds\n glide (0.5) secs to x: (40) y: (33)\n set [color v] effect to (0)\n wait (0.5) seconds\n glide (0.5) secs to x: (36) y: (28)\n set [color v] effect to (90)\n end\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [12]> then\n hide\nend\nif <(SCENE #) = [13]> then\n hide\nend\nif <(SCENE #) = [10]> then\n hide\nend\n\n@Sprite2\n\nforever\n go to x: (77) y: (5)\n set size to (25) %\n wait (1) seconds\n set size to (30) %\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\nif <(SCENE #) = [17]> then\n hide\nend\nif <(SCENE #) = [16]> then\n hide\nend\nif <(SCENE #) = [18]> then\n hide\nend\nif <(SCENE #) = [15]> then\n hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [16]> then\n show\n go to x: (-10) y: (165)\n forever\n repeat (1000000)\n set [color v] effect to (pick random (1) to (1000))\n wait (0.2) seconds\n end\n end\nend\n\n@cooltext430896291070568\n\nwhen flag clicked\nhide\n\nwhen I receive [change scene v]\n\nwhen I receive [change scene v]\nif <(SCENE #) = [21]> then\n show\n go to [back v] layer\nend\n\nset [scene # v] to [17]\n\n@901841-200-removebg-preview\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nReset and Begin Level\n\nset [speed x v] to [0]\n\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 # [1] go to x, y: [-150] [55]\n\ndefine Reset and Begin Level\n\nwhen this sprite clicked\n\ngo to x: (215) y: (-55)\n\ngo to x: (-156) y: (-52)\n\nwait (10) seconds\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (23) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (20) %\n end\nend\n\n@Sprite3\n\nwhen I start as a clone\nforever\n if <not <(SCENE #) = [1]>> then\n show\n go to x: (232) y: (pick random (200) to (-70))\n set size to (pick random (60) to (100)) %\n set [ghost v] effect to (pick random (50) to (80))\n glide (2) secs to x: (-228) y: (pick random (200) to (-70))\n delete this clone\n end\nend\n\nwait (10) seconds\n\nwhen backdrop switches to [game v]\nhide\nset size to (15) %\nforever\n if <not <(SCENE #) = [21]>> then\n create clone of (_myself_ v)\n wait (0.25) seconds\n end\nend\n\nwhen backdrop switches to [game v]\nhide\n\nwhen I start as a clone\nforever\n if <(SCENE #) = [21]> then\n show\n set [color v] effect to (pick random (1) to (200))\n go to x: (pick random (300) to (-300)) y: (200)\n set [color v] effect to (pick random (1) to (200))\n set size to (pick random (60) to (100)) %\n set [color v] effect to (pick random (1) to (200))\n set [ghost v] effect to (pick random (45) to (60))\n set [color v] effect to (pick random (1) to (200))\n glide (2) secs to x: (pick random (300) to (-300)) y: (-100)\n set [color v] effect to (pick random (1) to (200))\n delete this clone\n end\nend\n\nset [scene # v] to [17]\n\nwhen backdrop switches to [game v]\nhide\nset size to (15) %\nforever\n if <(SCENE #) = [21]> then\n create clone of (_myself_ v)\n wait (0.00000001) seconds\n end\nend\n\n@images__7_-removebg-preview\n\nwhen flag clicked\nshow\ngo to x: (-220) y: (-161)\n\nwhen this sprite clicked\nhide\nbroadcast (Sound off v)\n\nwhen I receive [sound off v]\nstop all sounds\nclear sound effects\n\nwhen I receive [sound on v]\nshow\n\nwhen I receive [sound off v]\nhide\n\nif <touching (mouse-pointer v)?> then\n\nset size to (100) %\n\nwhen I receive [sound on v]\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (12) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (10) %\n end\nend\n\nwhen flag clicked\nwait (10) seconds\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set size to (12) %\n end\n if <not <touching (mouse-pointer v)?>> then\n set size to (10) %\n end\nend\n\n@Username\n\ndefine render (string)\nset [currentletter v] to [0]\nrepeat (length of (string))\n change [currentletter v] by (1)\n if <[lowercaseletters v] contains (letter (currentLetter) of (string))?> then\n switch costume to (join (letter (currentLetter) of (string)) [2])\n end\n if <(letter (currentLetter) of (string)) = [ ]> then\n switch costume to (space v)\n else\n switch costume to (letter (currentLetter) of (string))\n end\n create clone of (_myself_ v)\n change x by (12)\n if <(x position) > [230]> then\n set x to (-225)\n change y by (-25)\n end\nend\nswitch costume to (costume1 v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nwait until <(backdrop [name v]) = [game]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nwait until <(backdrop [name v]) = [support]>\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [game v]\nshow\nif <(SCENE #) < [2]> then\n go to x: (((string) * (12)) - (((length of (username)) * (12)) / (2))) y: (139)\n render (username)\nend\n\nwhen flag clicked\nif <(SCENE #) = [2]> then\n hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [2]> then\n hide\nend\nif <(SCENE #) = [3]> then\n hide\nend\nif <(SCENE #) = [4]> then\n hide\nend\nif <(SCENE #) = [5]> then\n hide\nend\nif <(SCENE #) = [6]> then\n hide\nend\nif <(SCENE #) = [7]> then\n hide\nend\nif <(SCENE #) = [8]> then\n hide\nend\nif <(SCENE #) = [9]> then\n hide\nend\nif <(SCENE #) = [10]> then\n hide\nend\nif <(SCENE #) = [11]> then\n hide\nend\nif <(SCENE #) = [12]> then\n hide\nend\nif <(SCENE #) = [13]> then\n hide\nend\nif <(SCENE #) = [14]> then\n hide\nend\nif <(SCENE #) = [15]> then\n hide\nend\nif <(SCENE #) = [16]> then\n hide\nend\nif <(SCENE #) = [17]> then\n hide\nend\nif <(SCENE #) = [18]> then\n hide\nend\n\nwhen I receive [change scene v]\nif <(SCENE #) = [21]> then\n show\n go to x: (((string) * (12)) - (((length of (username)) * (12)) / (2))) y: (-145)\n render (username)\nend\n\ngo to x: (91) y: (-119)\n\nset [scene # v] to [17]\n\nwhen [space v] key pressed\nswitch backdrop to (game v)\nshow\n\n
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(VIEW THIS)➡https://scratch.mit.edu/projects/818830167/\nWelcome to Ice slide, in this game you have to master all of the levels (Be warned, they get hard) if you complete all of the levels, you win, there is 20 levels so far but I will continue to add more and more.\nView my new game Choose the Food Item! https://scratch.mit.edu/projects/818024517/\nFollow me please! I am trying to get to 100 followers!\n❤&⭐ plz! Also share this link to all studios! Maybe also remix?,\n---There will be a letter that appears at the top right or left of your screen the letter E means easy, M means medium, H means hard, and X means expert.\nAnd be prepared, you need insane parkour in order to beat some levels.\n---Use the arrow keys or WASD to move---\n---Use space button to skip intro---\n---Use https://turbowarp.org/510145525 if laggy---\n---Cooltext.com for fonts---\n---Comment below your highscore---\n───────────────⊱⁜⊰─────────────────\n---What's included in this game?---\nThis game has levels, helpful things like moving platforms and walls and deadly things like spikes and lava.\n───────────────⊱⁜⊰─────────────────\n-----------------------------Dates/Information-----------------------\n3/5/23 shared with all adjustments and features.\n(reshared because of updates)\nThis took me more than 5 hours to complete.\n--------------------------------Changelog------------------------------\n➡Game now has 19 levels!\n➡Edited levels and danger to make it look more realistic\n➡Added controls so when you die instead of going all of the way back to level 1, you only go back one level.\n➡Added sensor so when you join the game, it show you username\n───────────────⊱⁜⊰─────────────────\nEvery time a I do a big update, I unshare the game, work on it and when I am done, I reshare it.
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Mars Platformer Again
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nplay sound [TheFatRat - Monody \(feat. Laura Brehm\).mp4 v] until done\n\nwhen I receive [lol v]\nstop all sounds\nswitch backdrop to (backdrop4 v)\nforever\n play sound [Inferno v] until done\nend\n\n@download\n\nwhen flag clicked\nshow\npoint in direction (90)\nset size to (150) %\ngo to x: (0) y: (0)\nrepeat (9)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nbroadcast (message1 v)\nrepeat (1)\n turn right (15) degrees\n change size by (-10)\n wait (0.05) seconds\nend\nhide\n\n@Sprite1\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [message1 v]\nwait (0) seconds\nshow\nrepeat (4)\n set x to (-1)\n go to [front v] layer\n show\n repeat (25)\n set x to ((x position) / (0.9))\n end\n go to x: (300) y: (0)\n next costume\n repeat (30)\n set x to ((x position) * (0.85))\n end\nend\nwait (1) seconds\nbroadcast (lol v)\nhide\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen I start as a clone\nclear graphic effects\nrepeat (5)\n change [ghost v] effect by (10)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [next level v]\nbroadcast (Restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-214) y: (125)\n\nwhen I receive [lol v]\nshow\nbroadcast (Restart v)\nset [level v] to [1]\nforever\n if <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x vel v] by (1)\n end\n set [x vel v] to ((x vel) * (0.9))\n change x by (x vel)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x vel) * (-1))\n if <key (up arrow v) pressed?> then\n if <(x vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (level v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y vel v] to [15]\n end\n change y by (1)\n create clone of (_myself_ v)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (Restart v)\n end\n if <touching (sprite3 v)?> then\n broadcast (Restart v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lol v]\nset [time v] to [0]\nshow variable [time v]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [lol v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [lol v]\nset [color v] effect to (0)\nforever\n change [brightness v] effect by (5)\n wait (1) seconds\n change [brightness v] effect by (-5)\n wait (2) seconds\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [my variable v] to [1]\nwait (8) seconds\nset [my variable v] to [0]\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n set [loved__ v] to [0]\n switch costume to (love v)\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [loved__ v] to [1]\n end\n end\nend\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [faved___ v] to [1]\n end\n end\nend\n\nwhen flag clicked\nset [my variable v] to [0]\n\nwhen flag clicked\nforever\n if <(my variable) = [1]> then\n change [time v] by (-15)\n wait (1) seconds\n go to x: (0) y: (0)\n show\n reset timer\n switch costume to (pick random (1) to (4))\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n end\nend\n\n@notif2\n\nwhen I receive [lol v]\nswitch costume to (costume3 v)\nwait (2) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\n next costume\nend\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n
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HEART AND STAR FOR 15 SECONDS OFF YOUR TIME :)\n\n\nJust press space. Follow all rules. Comment PG for a chance at getting followed by me and my alts!\nCheck out my newest game:\nhttps://scratch.mit.edu/projects/801480909/\n\nDeadline: April 30\n\n\n\n\n\n\n\n\n#games #all #contest #huge #win #followers #fun #1k #game #makedatcode
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Minecraft Platformer 2 V1.0 #games #all #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music2 v] until done\nend\n\n@Player (I made him!)\n\nwhen flag clicked\ngo to x: (-192) y: (43)\nset [pixelate v] effect to (40)\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [y vel v] to [0]\nset rotation style [left-right v]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <(Y Vel) > [0]>\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#83122d)?>>\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\nforever\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 <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change x by (7)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change x by (-7)\n end\n if <<(x position) = [-210]> or <(x position) < [-210]>> then\n set x to (-210)\n end\n if <<(x position) = [210]> or <[210] < (x position)>> then\n broadcast (Next Screen v)\n set x to (-200)\n end\n if <touching color (#ff0000)?> then\n start sound [Hurt v]\n set x to (-200)\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@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next screen v]\nnext costume\n\n@I banned you\n\nwhen flag clicked\nhide variable [your banned username v]\nhide\n\nwhen flag clicked\nforever\n if <(username) = [ Tymoigne1]> then\n show variable [your banned username v]\n set [your banned username v] to (username)\n show\n stop [all v]\n end\nend\n\n
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Link to Part 1: https://scratch.mit.edu/projects/811095422/\n\nMinecraft Platformer 2 Is Here!\n\nControls:\n• Arrow Keys To Move\n• WASD To Move\n• Avoid The Lava & Spikes!\n• Complete The Game!\n• Have Fun\n• Oof, Almost Forgot! Follow Me For More!\n-------------------------------------------------\nMessage To The Viewers,\nBro! 10K Views on part 1! How?? I mean, I work so hard on making cool projects but 10 THOUSAND!?! that was amazing to see so thanks once again and I hope even more of you look at this!\n------------------------\nUpdate Blog:\nV1.0: WASD, Arrow Keys, Lava and a lot more!\n---------------------------------------------------------\n#trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1 #trending #popular #minecraft #platformer #minecraftplatformer #1
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LAVA!!! (PLATFORMER)
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@Stage\n\nwhen I receive [backdrop v]\nswitch backdrop to (backdrop1 v)\n\n@hero\n\nwhen I receive [gravity v]\nset [x-v v] to [0]\nset [y-v v] to [0]\nforever\n change [y-v v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x-v v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x-v v] by (1)\n end\n set [x-v v] to ((x-v) * (0.9))\n change x by (x-v)\n if <touching color (#00cc44)?> then\n change y by (1)\n end\n if <touching color (#00cc44)?> then\n change y by (1)\n end\n if <touching color (#00cc44)?> then\n change y by (1)\n end\n if <touching color (#00cc44)?> then\n change y by (1)\n end\n if <touching color (#00cc44)?> then\n change y by (-4)\n change x by ((x-v) * (-1))\n if <key (up arrow v) pressed?> then\n set [y-v v] to [15]\n if <([abs v] of (x-v) ) = (x-v)> then\n set [x-v v] to [-10]\n else\n set [x-v v] to [10]\n end\n else\n set [x-v v] to [0]\n end\n end\n change y by (y-v)\n if <touching color (#00cc44)?> then\n change y by ((y-v) - ((y-v) * (2)))\n set [y-v v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#00cc44)?>> then\n set [y-v v] to [12]\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-200) y: (-102)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal v)?> then\n switch backdrop to (backdrop2 v)\n go to x: (-210) y: (-110)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal2 v)?> then\n switch backdrop to (backdrop3 v)\n go to x: (-210) y: (-110)\n end\nend\n\nwhen I receive [start v]\nhide variable [level v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\nshow variable [level v]\ngo to x: (-210) y: (-110)\n\nwhen I receive [touch v]\nforever\n if <touching (goal4 v)?> then\n switch backdrop to (backdrop5 v)\n go to x: (-210) y: (-125)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal3 v)?> then\n switch backdrop to (backdrop4 v)\n go to x: (-210) y: (-110)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal5 v)?> then\n switch backdrop to (backdrop6 v)\n go to x: (-210) y: (-110)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal6 v)?> then\n switch backdrop to (backdrop7 v)\n go to x: (-200) y: (-102)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal7 v)?> then\n switch backdrop to (backdrop8 v)\n go to x: (-207) y: (-10)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal8 v)?> then\n switch backdrop to (backdrop9 v)\n go to x: (-207) y: (-10)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal9 v)?> then\n switch backdrop to (backdrop10 v)\n go to x: (-207) y: (-10)\n end\nend\n\nwhen I receive [touch v]\nforever\n if <touching (goal10 v)?> then\n switch backdrop to (end v)\n hide\n broadcast (cloud v)\n end\nend\n\nwhen backdrop switches to [end v]\nhide variable [timer v]\nhide variable [level v]\nshow variable [☁ highscore v]\n\n@game\n\nwhen flag clicked\nbroadcast (gravity v)\nbroadcast (backdrop v)\nbroadcast (start v)\nbroadcast (level v)\nbroadcast (touch v)\nbroadcast (hide v)\nbroadcast (DATA v)\n\n@goal\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (205) y: (-98)\n\n@goal2\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\ngo to x: (203) y: (-96)\n\nhide\n\n@goal3\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (198) y: (-95)\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@goal4\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\ngo to x: (203) y: (-96)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\n@goal5\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\ngo to x: (192) y: (150)\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@goal6\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\ngo to x: (208) y: (154)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@goal7\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (-215) y: (-3)\n\n@goal8\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (199) y: (-37)\n\n@goal9\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\ngo to x: (203) y: (43)\n\nwhen I receive [hide v]\nhide\n\n@goal10\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [end v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\ngo to x: (210) y: (71)\n\nwhen flag clicked\nforever\n if <touching (hero v)?> then\n hide\n end\nend\n\n@level\n\nwhen I receive [level v]\nset [level v] to [1]\n\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop2 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop3 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop4 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop5 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop6 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop7 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop8 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop9 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [backdrop10 v]\nchange [level v] by (1)\n\nwhen backdrop switches to [end v]\nhide variable [level v]\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-204) y: (163)\n\nwhen backdrop switches to [end v]\nhide\n\n@timer an highscore\n\nwhen flag clicked\nset [timer v] to [0]\n\nwhen backdrop switches to [end v]\nhide variable [timer v]\n\nwhen backdrop switches to [end v]\nset [timer v] to [0]\n\nwhen I receive [start v]\nforever\n if <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>>> then\n wait (0.5) seconds\n change [timer v] by (1)\n end\nend\n\nwhen I receive [cloud v]\nforever\n if <(timer) < (☁ highscore)> then\n set [☁ highscore v] to (timer)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop1 v]\nshow\ngo to x: (-157) y: (162)\n\nwhen backdrop switches to [end v]\nhide\n\n@thumbnail\n\nwhen flag clicked\nhide\nshow variable [level v]\nshow variable [timer v]\nshow variable [☁ highscore v]\n\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide variable [☁ highscore v]\nhide variable [level v]\nhide variable [timer v]\n\n
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arrow keys to move\nthis is a platformer or platformer\nwho finish the game fast will be at the highscore data\nit just have 10 levels but il add some more in the future!\nall levels are possible :D
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Blocky Platformer v1.6.1
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Uptown Roblox ID - Roblox Music Code v] until done\nend\n\nwait (13) seconds\n\nwhen I receive [skip v]\nswitch backdrop to (backdrop1 v)\n\n@Blank\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nforever\n go to x: (([sin v] of ((timer) * (150)) ) * (pick random (9) to (10))) y: (([sin v] of ((timer) * (180)) ) * (pick random (-9) to (-10)))\n point in direction ((90) + (([sin v] of ((timer) * (280)) ) * (1)))\nend\n\nwhen [timer v] > (0)\nset size to (112) %\nset volume to (35) %\ngo to x: (0) y: (0)\nhide variable [display 1 v]\nhide variable [display 2 v]\ngo to [front v] layer\nset [brightness v] effect to (-100)\nshow\nrepeat (20)\n change [brightness v] effect by (5)\nend\n\n@Player\n\nwhen flag clicked\nhide variable [deaths v]\nset [ghost v] effect to (0)\nshow\nstart \n\nhide\n\nwait (12.5) seconds\n\nwhen I receive [next level v]\nbroadcast (restart v)\nset volume to (100) %\n\nwhen I receive [restart v]\nset [x_velocity v] to [0]\nset [y_velocity v] to [0]\ngo to x: (-213) y: (-59)\n\ndefine Respawn\nbroadcast (restart v)\n\nwhen [timer v] > (0.1)\nhide\nhide variable [deaths v]\n\nwhen flag clicked\nif <(L_eve_l) = [11]> then\n show variable [deaths v]\nend\n\ndefine start \nset [deaths v] to [0]\nset [l_eve_l v] to [1]\nbroadcast (restart v)\nforever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to (cube v)\n end\n change [x_velocity v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x_velocity v] by (1)\n end\n set [x_velocity v] to ((X_VELOCITY) * (0.9))\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n else\n switch costume to (cube v)\n end\n change x by (X_VELOCITY)\n if <<touching (flying platform v)?> or <touching (platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform v)?>> then\n change y by (1)\n end\n if <<touching (platform v)?> or <touching (flying platform 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 <(y position) < ((mouse y) - (30))>>>> 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 (platform v)?> or <touching (flying platform 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 <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n set [y_velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [l_eve_l v] by (1)\n broadcast (next level v) and wait\n end\n if <<<touching (spikes v)?> or <touching (spike player?? v)?>> or <touching (lava v)?>> then\n Respawn\n change [deaths v] by (1)\n broadcast (you died v)\n end\n if <touching (trampolines v)?> then\n set [y_velocity v] to [19]\n end\n if <(backdrop [number v]) < [12]> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < ((mouse y) - (30))>>>> and <<touching (platform v)?> or <touching (flying platform v)?>>> then\n set [y_velocity v] to [20]\n end\n end\nend\n\nwhen I start as a clone\npoint in direction (90)\nset rotation style [all around v]\nset [ghost v] effect to (50)\nif <<(Love) = [1]> and <(Fave) = [1]>> then\n point towards (box v)\n switch costume to (cube effect type 2 v)\nelse\n switch costume to (cube effect type 1 v)\nend\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (2.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <<<key (w v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>>> or <mouse down?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Love) = [1]> and <(Fave) = [1]>> then\n switch costume to (cube type 2 v)\n change [color v] effect by (0)\n else\n switch costume to (cube v)\n set [color v] effect to (0)\n end\nend\n\nwhen I receive [skip v]\nshow\nstart \nstop [this script v]\n\nif then\nelse\nend\n\nif then\n stop [this script v]\nend\n\nwhen flag clicked\nforever\nend\n\nwait until <(backdrop [number v]) = [16]>\nstop [this script v]\n\nset [y_velocity v] to [20]\n\nwhen flag clicked\nif <(backdrop [number v]) < [16]> then\n set [y_velocity v] to [15]\nend\n\nchange y by (1)\n\n@Checkpoint\n\nwhen I receive [setup level v]\n\n@stars\n\nwhen flag clicked\nif <(backdrop [number v]) = [16]> then\n forever\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [12]> then\n go to [back v] layer\n show\n create clone of (_myself_ v)\n else\n hide\n end\nend\n\nrepeat ()\n\nwhen I start as a clone\ngo to [back v] layer\ngo to (random position v)\n\n@Play\n\nwhen this sprite clicked\nbroadcast (start v)\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\n@platform\n\nwhen flag clicked\nset [win? v] to [0]\ngo to x: (6) y: (-65)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nhide\n\nwait (12.5) seconds\n\nwhen flag clicked\nif <(L_eve_l) = [17]> then\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [17]> then\n broadcast (win v)\n end\nend\n\nbroadcast (next level v)\n\nset [l_eve_l v] to [11]\n\nwhen flag clicked\nforever\n\nhide\n\nset [color v] effect to (((L_eve_l) * (20)) - (30))\n\nwhen I receive [skip v]\nshow\nforever\n switch costume to (L_eve_l)\nend\n\n@spikes\n\nwhen flag clicked\ngo to x: (42) y: (28)\npoint in direction (90)\ngo to [back v] layer\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nhide\n\nwait (12) seconds\n\nset [l_eve_l v] to [6]\n\nwhen I receive [skip v]\nshow\nstop [other scripts in sprite v]\nforever\n switch costume to (L_eve_l)\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n\nif <(costume [number v]) = [12]> then\n\nturn right (15) degrees\ngo to [back v] layer\n\n\n\ngo to x: (0) y: (-152)\n\ngo to x: (42) y: (28)\n\npoint in direction (90)\n\n@trampolines\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\nforever\n switch costume to (L_eve_l)\nend\n\nset [l_eve_l v] to [4]\n\nwait (12) seconds\n\n@Music\n\nwhen this sprite clicked\nbroadcast (music v)\n\nwhen I receive [music v]\nif <(music) = [off]> then\n set [music v] to [on]\n switch costume to (music v)\n set volume to (100) %\nelse\n set [music v] to [off]\n switch costume to (no music v)\n set volume to (0) %\nend\n\nplay sound [Uptown Roblox ID - Roblox Music Code v] until done\n\nnext costume\n\nswitch costume to (no music v)\nforever\n\nswitch costume to (music v)\n\nwhen [q v] key pressed\nstart sound [Uptown Roblox ID - Roblox Music Code v]\nstop [other scripts in sprite v]\n\nplay sound [Uptown Roblox ID - Roblox Music Code v] until done\n\nwhen flag clicked\nset volume to (100) %\nplay sound [Uptown Roblox ID - Roblox Music Code v] until done\n\nwait (13) seconds\n\n@Credits\n\nswitch costume to (music v)\nset volume to (100) %\n\nswitch costume to (no music v)\nset volume to (0) %\n\nwhen this sprite clicked\nset [credits \(press space to exit\) v] to [on]\nhide list [credits \(press space to exit\) v]\n\nif <(credits \(press space to exit\)) = [off]> then\nelse\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen [space v] key pressed\nset [credits \(press space to exit\) v] to [off]\nshow list [credits \(press space to exit\) v]\n\nwhen flag clicked\nshow list [credits \(press space to exit\) v]\n\n@Sprite3\n\nwhen this sprite clicked\nif <(hiscore) = [off]> then\n hide variable [time v]\n hide list [users v]\n hide list [time v]\n set [hiscore v] to [on]\nelse\n show variable [time v]\n show list [users v]\n show list [time v]\n set [hiscore v] to [off]\nend\n\nwhen flag clicked\n\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\nset [scores v] to [on]\n\nset [scores v] to [off]\n\n@back menu\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo [backward v] (3) layers\n\n@Sprite1\n\n@Timer\n\ndefine set TIMER (time)\nset [tmp v] to ((time) mod (6000))\ndelete all of [chars v]\nset [timer: i v] to [0]\nrepeat (length of (tmp))\n change [timer: i v] by (1)\n add (letter (Timer: i) of (tmp)) to [chars v]\nend\nrepeat ((4) - (length of [chars v]))\n insert [0] at (1) of [chars v] \nend\ninsert ['] at (3) of [chars v] \ninsert [:] at (1) of [chars v] \nset [tmp v] to ([floor v] of ((time) / (6000)) )\nset [timer v] to (join (tmp) (chars))\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nset [time v] to ((round (time)) / (100))\nif <<(☁ BEST) < [1]> or <(time) < (☁ BEST)>> then\n set [☁ best v] to (time)\nend\nstart sound [Kick Back v]\nset [ghost v] effect to (100)\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [start v]\nhide\nset [timer v] to [0:00'00]\nset [time v] to [0]\nwait (0) seconds\nset [joy x v] to [0]\nforever\n change [time v] by ((100) / (30))\n set TIMER ([floor v] of (time) )\nend\n\nstop [other scripts in sprite v]\n\nwait until <not <(JOY X) = [0]>>\n\nwhen flag clicked\nhide variable [time v]\nforever\n hide variable [time v]\nend\n\n
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THANK YOU ALL SO MUCH FOR 1.5k VIEWS\nI HAD TO COMPLETELY CHANGE THE CODE FOR THE PLAYER\nmostly updates 2 times a week\nTHIS GAME CAN BE TRIGGERING\n (I never said it was, I said it CAN be) this game is about a platformer where gravity changes sometimes as you progress
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Minecraft Platformer _ マイクラプラットフォーマー
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@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft v] until done\nend\n\n@Player\n\ndefine 初期化\nset [yy v] to [0]\nset [xx v] to [0]\ngo to x: (-200) y: (-59)\n\nwhen flag clicked\nshow\nset [xx v] to [0]\nset [yy v] to [0]\n初期化\nforever\n change [yy v] by (-1)\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xx v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n change [xx v] by (-1)\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (stage v)?> then\n change y by (6)\n end\n if <touching (stage v)?> then\n change y by (-6)\n change x by (() - (xx))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n if <(xx) > [0]> then\n set [xx v] to [-10]\n else\n set [xx v] to [10]\n end\n else\n set [xx v] to [0]\n end\n end\n change y by (yy)\n if <touching (stage v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [15]\n end\n end\n if <touching (laba v)?> then\n 初期化\n end\n if <(x position) > [230]> then\n change [ステージ v] by (1)\n 初期化\n end\nend\n\nwhen I receive [終わり v]\nhide\n\nwhen I receive [終わり v]\nstop [this script v]\n\nwhen I receive [♥と★ v]\nsay [Thanks for the ⭐ and ❤!] for (2) seconds\n\n@Stage\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@Laba \n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\n@Detector\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\ngo to [front v] layer\n\n
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\n⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇⬇\nhttps://scratch.mit.edu/projects/816762963\n⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆⬆
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online platformer plants /オンライン プラットフォーマー 植物 #games #game #all #a platformer #online #ゲーム
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@Stage\n\nwhen flag clicked\nset [pan left/right v] effect to (0)\nset [pitch v] effect to (0)\nforever\n play sound (pick random (1) to (3)) until done\nend\n\nwhen flag clicked\nshow list [利用者 v]\n\n@プレイヤー\n\nwhen I receive [スタート v]\n初期化\nshow\nset rotation style [left-right v]\n\ndefine 初期化\nclear graphic effects\nset [動ける? v] to [0]\nset [x1 v] to [0]\nset [y1 v] to [0]\ngo to x: (0) y: (0)\npoint in direction (90)\nshow\n\nwhen I receive [初期化 v]\nset [なめらか v] to [16]\nset [ガガガガンマン v] to (なめらか)\nset [なめらか v] to ((0) - (なめらか))\nclear graphic effects\nwait (0.02) seconds\nrepeat (5)\n set [ガガガガンマン v] to (なめらか)\n wait (0.02) seconds\n set [なめらか v] to (((0) - (なめらか)) / (2))\nend\nset [ガガガガンマン v] to [0]\n\nwhen I receive [初期化 v]\nswitch costume to (目氏 整 v)\ngo to [front v] layer\nset [y1 v] to [10]\nset [動ける? v] to [1]\nstart sound [Crunch v]\nrepeat (20)\n set rotation style [all around v]\n change [y1 v] by (-1)\n turn left (5) degrees\n change y by (y1)\n if <(y1) < [-5]> then\n change [ghost v] effect by (20)\n end\nend\nhide\ngo to [back v] layer\nrepeat (20)\n change [スクロールx v] by (round (((x2) - (スクロールx)) / (4)))\n change [スクロールy v] by (round (((y2) - (スクロールy)) / (4)))\nend\n初期化\n\nwhen I receive [スタート v]\nset [スクロールx v] to [0]\nset [スクロールy v] to [120]\nset [x2 v] to [0]\nset [y2 v] to [120]\n初期化\nsay []\nreset timer\nforever\n if <(動ける?) = [0]> then\n プログラム <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>> <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < [0]>>>> <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> <<not <touching (水 v)?>> and <<<[アイテム v] contains [パラシュート]?> and <(y1) < [-3]>> and <<key (space v) pressed?> or <mouse down?>>>>\n set [pitch v] effect to (0)\n end\nend\n\ndefine プログラム <上> <下> <右> <左> <パラシュート>\nif <右> then\n if <[アイテム v] contains [スピード]?> then\n change [x1 v] by (1.5)\n else\n change [x1 v] by (1)\n end\nend\nif <左> then\n if <[アイテム v] contains [スピード]?> then\n change [x1 v] by (-1.5)\n else\n change [x1 v] by (-1)\n end\nend\nset [x1 v] to ((x1) * (0.9))\nchange x by (round ((x1) + (-)))\nrepeat (6)\n if <<touching (地面 v)?> and <not <touching (水 v)?>>> then\n change y by (1)\n end\nend\nif <touching (水 v)?> then\n if <上> then\n change [y1 v] by (1.5)\n if <[7] < (y1)> then\n set [y1 v] to [7]\n end\n end\nend\nif <touching (地面 v)?> then\n if <not <touching (水 v)?>> then\n change y by (-5)\n end\n repeat until <not <touching (地面 v)?>>\n change x by ((-1) * ((x1) / ([abs v] of (x1) )))\n end\n set x to (round (x position))\n if <<(-) = [0]> and <上>> then\n start sound [壁キック v]\n set [y1 v] to [15]\n set [x1 v] to ((7) - (<(x1) > [0]> * (14)))\n else\n set [x1 v] to [0]\n end\nend\nif <touching (水 v)?> then\n change [y1 v] by (-0.2)\nelse\n change [y1 v] by (-0.8)\nend\nchange y by (round (y1))\nif <touching (地面 v)?> then\n repeat until <not <touching (地面 v)?>>\n change y by ((-1) * ((y1) / ([abs v] of (y1) )))\n end\n if <<(y1) < [0]> and <上>> then\n if <not <touching (水 v)?>> then\n start sound [ジャンプ v]\n if <[アイテム v] contains [ジャンプ]?> then\n set [y1 v] to [17]\n else\n set [y1 v] to [14]\n end\n end\n else\n set [y1 v] to [0]\n end\nend\nif <touching (はしご v)?> then\n if <<(はしご) = [0]> and <(y1) < [0]>> then\n set [はしご v] to [1]\n end\n if <(y1) < [0]> then\n repeat until <<not <touching (はしご v)?>> or <下>>\n change y by (1)\n end\n if <上> then\n set [y1 v] to [14]\n else\n if <下> then\n set [y1 v] to [-3]\n else\n set [y1 v] to [0]\n end\n end\n end\nelse\n set [はしご v] to [0]\nend\nif <touching (バネ v)?> then\n set [y1 v] to [25]\nend\nif <<touching (棘(致死率100%) v)?> or <<(y position) < [-160]> and <(スクロールy) = [0]>>> then\n broadcast (初期化 v)\nend\nchange [スクロールx v] by (round ((x position) * (0.1)))\nif <not <<(スクロールx) < [0]> or <[6490] < (スクロールx)>>> then\n change x by ((0) - (round ((x position) * (0.1))))\nend\nchange [スクロールy v] by (round ((y position) * (0.2)))\nif <not <(スクロールy) < [0]>> then\n change y by ((0) - (round ((y position) * (0.2))))\nend\nif <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\nend\nif <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\nend\nswitch costume to (目氏 整 v)\nif <上> then\n switch costume to (目氏 整4 v)\n if <右> then\n switch costume to (目氏 整2 v)\n end\n if <左> then\n switch costume to (目氏 整3 v)\n end\nelse\n if <右> then\n switch costume to (目氏 整5 v)\n end\n if <左> then\n switch costume to (目氏 整6 v)\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n go [backward v] (10) layers\nend\n\nwhen I receive [yショック v]\nset [なめらか v] to [16]\nset [ガガガガンマン v] to (なめらか)\nset [なめらか v] to ((0) - (なめらか))\nclear graphic effects\nwait (0.02) seconds\nrepeat (5)\n set [ガガガガンマン v] to (なめらか)\n wait (0.02) seconds\n set [なめらか v] to (((0) - (なめらか)) / (2))\nend\nset [ガガガガンマン v] to [0]\n\nwhen flag clicked\nforever\n if <(チャット) = []> then\n say (username)\n else\n say (join (username) (item (チャット) of [チャット v]))\n end\nend\n\nwhen flag clicked\ndelete all of [チャット v]\nadd [ ・こんにちは/Hello] to [チャット v]\nadd [ ・一緒に行こう/Come with me.] to [チャット v]\nadd [ ・ごめん、抜けるね/Sorry, I'm out.] to [チャット v]\nadd [ ・凄い!/Amazing!] to [チャット v]\nadd [ ・分かった/Okay] to [チャット v]\nadd [ ・ありがとう!/Thank you!] to [チャット v]\nadd [ ・いいね!/Nice!] to [チャット v]\nadd [ ・頑張って!/With effort!] to [チャット v]\nadd [ ・上手だね!/Good at it!] to [チャット v]\nadd [ ・速いね!/Fast!] to [チャット v]\n\nwhen flag clicked\ndelete all of [アルファベット v]\ninsert [] at (1) of [アルファベット v] \ninsert [] at (2) of [アルファベット v] \ninsert [] at (3) of [アルファベット v] \ninsert [] at (4) of [アルファベット v] \ninsert [] at (5) of [アルファベット v] \ninsert [] at (6) of [アルファベット v] \ninsert [] at (7) of [アルファベット v] \ninsert [] at (8) of [アルファベット v] \ninsert [] at (9) of [アルファベット v] \ninsert [a] at (10) of [アルファベット v] \ninsert [b] at (11) of [アルファベット v] \ninsert [c] at (12) of [アルファベット v] \ninsert [d] at (13) of [アルファベット v] \ninsert [e] at (14) of [アルファベット v] \ninsert [f] at (15) of [アルファベット v] \ninsert [g] at (16) of [アルファベット v] \ninsert [h] at (17) of [アルファベット v] \ninsert [i] at (18) of [アルファベット v] \ninsert [j] at (19) of [アルファベット v] \ninsert [k] at (20) of [アルファベット v] \ninsert [l] at (21) of [アルファベット v] \ninsert [m] at (22) of [アルファベット v] \ninsert [n] at (23) of [アルファベット v] \ninsert [o] at (24) of [アルファベット v] \ninsert [p] at (25) of [アルファベット v] \ninsert [q] at (26) of [アルファベット v] \ninsert [r] at (27) of [アルファベット v] \ninsert [s] at (28) of [アルファベット v] \ninsert [t] at (29) of [アルファベット v] \ninsert [u] at (30) of [アルファベット v] \ninsert [v] at (31) of [アルファベット v] \ninsert [w] at (32) of [アルファベット v] \ninsert [x] at (33) of [アルファベット v] \ninsert [y] at (34) of [アルファベット v] \ninsert [z] at (35) of [アルファベット v] \ninsert [1] at (36) of [アルファベット v] \ninsert [2] at (37) of [アルファベット v] \ninsert [3] at (38) of [アルファベット v] \ninsert [4] at (39) of [アルファベット v] \ninsert [5] at (40) of [アルファベット v] \ninsert [6] at (41) of [アルファベット v] \ninsert [7] at (42) of [アルファベット v] \ninsert [8] at (43) of [アルファベット v] \ninsert [9] at (44) of [アルファベット v] \ninsert [0] at (45) of [アルファベット v] \ninsert [-] at (46) of [アルファベット v] \ninsert [_] at (47) of [アルファベット v] \n\nwhen flag clicked\nforever\n if <[アイテム v] contains [レインボー]?> then\n change [color v] effect by (2)\n set [brightness v] effect to (30)\n else\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n wait until <touching (水 v)?>\n set [y1 v] to [-1]\n start sound [トプン v]\n wait until <not <touching (水 v)?>>\nend\n\nwhen flag clicked\nforever\n change [たあぼたいさく v] by (1)\nend\n\nwhen flag clicked\nforever\n set [たあぼたいさく v] to [0]\n wait (0.001) seconds\n if <[3] < (たあぼたいさく)> then\n stop [all v]\n end\nend\n\n@プレイヤー \n\ndefine 配置\nset [プレーヤー v] to [0]\nrepeat (9)\n change [プレーヤー v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nclear graphic effects\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (プレーヤー)> or <<(item (プレーヤー) of [1~10p2 v]) = [0]> or <(letter (53) of (item (プレーヤー) of [1~10p2 v])) = [1]>>> then\n hide\n end\n go to x: (((join (letter (43) of (item (プレーヤー) of [1~10p2 v])) (join (letter (44) of (item (プレーヤー) of [1~10p2 v])) (join (letter (45) of (item (プレーヤー) of [1~10p2 v])) (letter (46) of (item (プレーヤー) of [1~10p2 v]))))) - (1500)) - (スクロールx)) y: (((join (letter (47) of (item (プレーヤー) of [1~10p2 v])) (join (letter (48) of (item (プレーヤー) of [1~10p2 v])) (join (letter (49) of (item (プレーヤー) of [1~10p2 v])) (letter (50) of (item (プレーヤー) of [1~10p2 v]))))) - (1500)) - (スクロールy))\n switch costume to ((join (letter (41) of (item (プレーヤー) of [1~10p2 v])) (letter (42) of (item (プレーヤー) of [1~10p2 v]))) - (10))\n if <((join (letter (51) of (item (プレーヤー) of [1~10p2 v])) (letter (52) of (item (プレーヤー) of [1~10p2 v]))) - (10)) = [0]> then\n say (item (プレーヤー) of [利用者 v])\n else\n say (join (item (プレーヤー) of [利用者 v]) (item ((join (letter (51) of (item (プレーヤー) of [1~10p2 v])) (letter (52) of (item (プレーヤー) of [1~10p2 v]))) - (10)) of [チャット v]))\n end\nend\n\ndefine 復元\ndelete all of [利用者 v]\nset [利用者復元2 v] to [0]\nrepeat (9)\n change [利用者復元2 v] by (1)\n set [利用者復元1 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((利用者復元1) + (1)) of (item (利用者復元2) of [1~10p2 v])) (letter ((利用者復元1) + (2)) of (item (利用者復元2) of [1~10p2 v]))) = [00]>> then\n change [利用者復元1 v] by (2)\n set [4 v] to (join (4) (item (join (letter ((利用者復元1) - (1)) of (item (利用者復元2) of [1~10p2 v])) (letter (利用者復元1) of (item (利用者復元2) of [1~10p2 v]))) of [アルファベット v]))\n end\n end\n add (4) to [利用者 v]\nend\n\ndefine ユーザー名\nset [利用者文字 v] to [0]\nset [利用者② v] to []\nrepeat (length of (username))\n change [利用者文字 v] by (1)\n set [利用者② v] to (join (利用者②) (item # of (letter (利用者文字) of (username)) in [アルファベット v]))\nend\nrepeat ((40) - (length of (利用者②)))\n set [利用者② v] to (join (利用者②) [0])\nend\n\nwhen I receive [online v]\nforever\n 復元\n wait (1) seconds\nend\n\nwhen I receive [online v]\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (online! v)\n配置\nユーザー名\nif <(☁ 1p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [1]\n set [☁ 1p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\nelse\n if <(☁ 2p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [2]\n set [☁ 2p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 3p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [3]\n set [☁ 3p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 4p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [4]\n set [☁ 4p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 5p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [5]\n set [☁ 5p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 6p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [6]\n set [☁ 6p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 7p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [7]\n set [☁ 7p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 8p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [8]\n set [☁ 8p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n if <(☁ 9p) = [0]> then\n ユーザー名\n forever\n set [1p? v] to [9]\n set [☁ 9p v] to (join (利用者②) (join (([costume # v] of [プレイヤー v]) + (10)) (join ((スクロールx) + (([x position v] of [プレイヤー v]) + (1500))) (join ((スクロールy) + (([y position v] of [プレイヤー v]) + (1500))) (join ((チャット) + (10)) (join (動ける?) (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) ))))))))\n end\n else\n wait (0.1) seconds\n broadcast (満員 v)\n wait (1) seconds\n stop [this script v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [online! v]\nforever\n delete all of [1~10p v]\n add (☁ 1p) to [1~10p v]\n add (☁ 2p) to [1~10p v]\n add (☁ 3p) to [1~10p v]\n add (☁ 4p) to [1~10p v]\n add (☁ 5p) to [1~10p v]\n add (☁ 6p) to [1~10p v]\n add (☁ 7p) to [1~10p v]\n add (☁ 8p) to [1~10p v]\n add (☁ 9p) to [1~10p v]\n wait (1.5) seconds\n if <(letter (54) of (item (1) of [1~10p v])) = (letter (54) of (item (1) of [1~10p2 v]))> then\n set [☁ 1p v] to [0]\n end\n if <(letter (54) of (item (2) of [1~10p v])) = (letter (54) of (item (2) of [1~10p2 v]))> then\n set [☁ 2p v] to [0]\n end\n if <(letter (54) of (item (3) of [1~10p v])) = (letter (54) of (item (3) of [1~10p2 v]))> then\n set [☁ 3p v] to [0]\n end\n if <(letter (54) of (item (4) of [1~10p v])) = (letter (54) of (item (4) of [1~10p2 v]))> then\n set [☁ 4p v] to [0]\n end\n if <(letter (54) of (item (5) of [1~10p v])) = (letter (54) of (item (5) of [1~10p2 v]))> then\n set [☁ 5p v] to [0]\n end\n if <(letter (54) of (item (6) of [1~10p v])) = (letter (54) of (item (6) of [1~10p2 v]))> then\n set [☁ 6p v] to [0]\n end\n if <(letter (54) of (item (7) of [1~10p v])) = (letter (54) of (item (7) of [1~10p2 v]))> then\n set [☁ 7p v] to [0]\n end\n if <(letter (54) of (item (8) of [1~10p v])) = (letter (54) of (item (8) of [1~10p2 v]))> then\n set [☁ 8p v] to [0]\n end\n if <(letter (54) of (item (9) of [1~10p v])) = (letter (54) of (item (9) of [1~10p2 v]))> then\n set [☁ 9p v] to [0]\n end\nend\n\nwhen I receive [online! v]\nhide\n\nwhen flag clicked\nforever\n delete all of [1~10p2 v]\n add (☁ 1p) to [1~10p2 v]\n add (☁ 2p) to [1~10p2 v]\n add (☁ 3p) to [1~10p2 v]\n add (☁ 4p) to [1~10p2 v]\n add (☁ 5p) to [1~10p2 v]\n add (☁ 6p) to [1~10p2 v]\n add (☁ 7p) to [1~10p2 v]\n add (☁ 8p) to [1~10p2 v]\n add (☁ 9p) to [1~10p2 v]\nend\n\nwhen flag clicked\ndelete all of [利用者 v]\nset [☁ 1p v] to [0]\nset [☁ 2p v] to [0]\nset [☁ 3p v] to [0]\nset [☁ 4p v] to [0]\nset [☁ 5p v] to [0]\nset [☁ 6p v] to [0]\nset [☁ 7p v] to [0]\nset [☁ 8p v] to [0]\nset [☁ 9p v] to [0]\nset [1p? v] to [0]\n\nwhen flag clicked\nbroadcast (online v)\n\n@背景2\n\nwhen flag clicked\nhide\n[0] [0] [7]\n\ndefine (x) (y) (コスチューム)\ngo to x: (x) y: (y)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n go to x: ((([x position v] of [プレイヤー v]) / (10)) * (1.5)) y: ((([y position v] of [プレイヤー v]) / (10)) * (1.5))\n go to [back v] layer\n show\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n go to x: ((([x position v] of [プレイヤー v]) / (15)) * (1.5)) y: ((([y position v] of [プレイヤー v]) / (15)) * (1.5))\n go to [back v] layer\n go [forward v] (1) layers\n show\n end\nend\n\nif <(costume [number v]) = [5]> then\n\n[0] [0] [5]\n[0] [0] [6]\n\n@Trees\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nステージ [400] [0] [1]\nステージ [1730] [220] [2]\nステージ [2250] [630] [3]\nステージ [3070] [1120] [4]\nステージ [1000] [1800] [5]\nステージ [3770] [695] [6]\nステージ [2500] [1350] [7]\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go [forward v] (1) layers\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\nend\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@水\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nステージ [1200] [50] [1]\nステージ [2370] [1200] [2]\nステージ [1000] [1800] [3]\nステージ [0] [600] [4]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(costume [number v]) = [1]> then\n 移動 ((1) - (スクロールx)) ((((2) - (スクロールy)) + (([sin v] of ((timer) * (150)) ) * (10))) + (ガガガガンマン))\n else\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (99)\n end\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\n end\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n if <not <(costume [number v]) = [4]>> then\n set [ghost v] effect to (45)\n end\n show\nelse\n hide\nend\n\n@地面\n\nwhen flag clicked\nステージ [0] [0] [1]\nステージ [500] [0] [2]\nステージ [1000] [0] [3]\nステージ [1650] [0] [4]\nステージ [2250] [630] [5]\nステージ [2800] [630] [6]\nステージ [3400] [630] [7]\nステージ [3550] [900] [8]\nステージ [3070] [1120] [9]\nステージ [2500] [1350] [10]\nステージ [2300] [1000] [11]\nステージ [1800] [1200] [12]\nステージ [1200] [1300] [13]\nステージ [1000] [1800] [14]\nステージ [440] [1850] [15]\nステージ [0] [2300] [16]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\ndefine 動く (動き)\nswitch costume to (6 v)\nif <<touching (プレイヤー v)?> and <(y1) = [0]>> then\n set [- v] to ((0) - ((+) - (動き)))\nelse\n set [- v] to [0]\nend\nset [+ v] to (動き)\n移動 (((1) - (スクロールx)) + (+)) (((2) - (スクロールy)) + (ガガガガンマン))\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\nforever\n if <(costume [number v]) = [6]> then\n 動く (([sin v] of (((days since 2000) * (86000)) * (70)) ) * (150))\n else\n if <(costume [number v]) = [9]> then\n go [backward v] (10) layers\n end\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\n end\nend\n\nwhen flag clicked\nhide\n\n@はしご\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nステージ [500] [200] [1]\nステージ [1740] [220] [2]\nステージ [2800] [1300] [3]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\nend\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\n@棘(致死率100%)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nステージ [300] [0] [1]\nステージ [2800] [630] [2]\nステージ [2300] [1000] [3]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\ndefine 動く (動き)\nswitch costume to (トゲ2 v)\nif <<touching (プレイヤー v)?> and <(y1) = [0]>> then\n set [- v] to ((0) - ((+) - (動き)))\nelse\n set [- v] to [0]\nend\nset [+ v] to (動き)\n移動 (((1) - (スクロールx)) + (+)) (((2) - (スクロールy)) + (ガガガガンマン))\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n if <(costume [number v]) = [2]> then\n 動く (([sin v] of (((days since 2000) * (86000)) * (70)) ) * (150))\n else\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\n end\nend\n\n@チェックポイント\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (旗 v)\nステージ [3650] [478] [1]\nステージ [2290] [1140] [2]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\nend\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (0)\nforever\n if <touching (プレイヤー v)?> then\n go to [front v] layer\n set [x2 v] to ((1) - (90))\n set [y2 v] to ((2) + (50))\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n wait (0.08) seconds\n go to [front v] layer\n next costume\nend\n\n@ゴール\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (旗 v)\nステージ [0] [2340] [1]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\nend\n\nwhen I start as a clone\nset size to (200) %\nset [ghost v] effect to (0)\nforever\n if <touching (プレイヤー v)?> then\n broadcast (Yショック v)\n go to [front v] layer\n set [x2 v] to [30]\n set [y2 v] to ((2360) + (50))\n repeat (20)\n change size by (1)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n wait (0.08) seconds\n go to [front v] layer\n next costume\nend\n\nwhen I start as a clone\nrepeat until <touching (プレイヤー v)?>\n set [time v] to ((round ((timer) * (10))) / (10))\nend\nbroadcast (☁time v)\nif <(time) < (☁ time)> then\n set [☁ time v] to (time)\nend\n\n@バネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nステージ [1200] [1437] [1]\nステージ [180] [1960] [1]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo [backward v] (2) layers\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\nend\n\nwhen I start as a clone\nswitch costume to (bbbbbbane v)\ngo to [back v] layer\nforever\n if <touching (プレイヤー v)?> then\n switch costume to (bbbbbbane v)\n start sound [バネ v]\n repeat (7)\n next costume\n end\n repeat (7)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\n@コイン\n\nwhen flag clicked\nset volume to (100) %\nset [coin v] to [0]\nhide\n\nwhen flag clicked\nステージ [-172] [45] [1]\nステージ [410] [105] [1]\nステージ [545] [170] [1]\nステージ [705] [245] [1]\nステージ [1600] [10] [1]\nステージ [1600] [60] [1]\nステージ [2160] [630] [1]\nステージ [2230] [630] [1]\nステージ [2310] [630] [1]\nステージ [3240] [625] [1]\nステージ [3830] [445] [1]\nステージ [3385] [1028] [1]\nステージ [3320] [1055] [1]\nステージ [3000] [1130] [1]\nステージ [2540] [1420] [1]\nステージ [1310] [1395] [1]\nステージ [1100] [1395] [1]\nステージ [400] [1920] [1]\nステージ [0] [2370] [1]\nステージ [60] [2370] [1]\n\ndefine ステージ (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nswitch costume to (3)\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\ngo to x: (x) y: (y)\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nforever\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (9 v)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\ngo to [back v] layer\ngo [backward v] (2) layers\nwait (0.01) seconds\nforever\n if <touching (プレイヤー v)?> then\n start sound [coin001 v]\n change [coin v] by (1)\n repeat (5)\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (4))\n end\n switch costume to (9 v)\n clear graphic effects\n go to [front v] layer\n set size to (100) %\n switch costume to (9 v)\n repeat (20)\n 移動 ((1) - (スクロールx)) (((2) - (スクロールy)) + (ガガガガンマン))\n change size by ((((0) - (size)) + (-5)) / (10))\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n if <(costume [number v]) = [9]> then\n stop [this script v]\n end\n next costume\n wait (0.05) seconds\n if <(costume [number v]) = [8]> then\n switch costume to (1 v)\n end\nend\n\n@SHOP\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (30)\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (shop v)\n hide\n go to x: ((7) / (0)) y: ((7) / (0))\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [shop✖ v]\ngo to x: (0) y: (0)\nshow\n\nwhen [timer v] > (タイマー)\nhide\n\n@shop\n\nwhen I receive [shop v]\ngo to x: ((0) - ((1) / (0))) y: (0)\ngo to [front v] layer\nset size to (100) %\nshow\n[0] に行く [10]\nrepeat until <<touching (mouse-pointer v)?> and <mouse down?>>\n go to [front v] layer\n go [backward v] (3) layers\n go to x: (0) y: (0)\nend\nbroadcast (shop✖ v)\nrepeat (10)\n change size by ((((0) - (size)) + (5)) / (4))\nend\nhide\n\ndefine (x) に行く (スピード)\nrepeat until <(round (x position)) = (x)>\n go to [front v] layer\n go [backward v] (3) layers\n change x by (((x) - (x position)) / (スピード))\nend\n\nwhen flag clicked\nhide\n\n@OK\n\nwhen I receive [shop v]\nwait (0.01) seconds\ngo to (shop v)\nshow\nrepeat until <(x position) = [0]>\n go to (shop v)\n go to [front v] layer\n go [forward v] (10) layers\nend\nrepeat until <not <(x position) = [0]>>\n go to [front v] layer\n go [forward v] (10) layers\nend\n\nwhen flag clicked\ndelete all of [アイテム v]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [shop✖ v]\ngo to x: (1) y: (0)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <[4] < (coin)> then\n switch costume to (コスチューム2 v)\n change [coin v] by (-5)\n add [ジャンプ] to [アイテム v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@OK2\n\nwhen I receive [shop v]\nwait (0.01) seconds\ngo to (shop v)\nshow\nrepeat until <(x position) = [0]>\n go to (shop v)\n go to [front v] layer\n go [forward v] (10) layers\nend\nrepeat until <not <(x position) = [0]>>\n go to [front v] layer\n go [forward v] (10) layers\nend\n\nwhen flag clicked\ndelete all of [アイテム v]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [shop✖ v]\ngo to x: (1) y: (0)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <[9] < (coin)> then\n switch costume to (コスチューム2 v)\n change [coin v] by (-10)\n add [スピード] to [アイテム v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@OK3\n\nwhen I receive [shop v]\nwait (0.01) seconds\ngo to (shop v)\nshow\nrepeat until <(x position) = [0]>\n go to (shop v)\n go to [front v] layer\n go [forward v] (10) layers\nend\nrepeat until <not <(x position) = [0]>>\n go to [front v] layer\n go [forward v] (10) layers\nend\n\nwhen flag clicked\ndelete all of [アイテム v]\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [shop✖ v]\ngo to x: (1) y: (0)\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n if <[4] < (coin)> then\n switch costume to (コスチューム2 v)\n change [coin v] by (-5)\n add [レインボー] to [アイテム v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (10)\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\n@Chat\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n start sound [選択 v]\n wait until <not <mouse down?>>\n if <(チャットワーク) = [0]> then\n set [チャットワーク v] to [1]\n create clone of (_myself_ v)\n end\nelse\n wait until <not <mouse down?>>\n if <not <(costume [name v]) = [0]>> then\n stop [other scripts in sprite v]\n wait (0.1) seconds\n start sound [選択 v]\n set [チャット v] to (costume [name v])\n broadcast (チャット v)\n set [チャットワーク v] to [0]\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [チャット v] to []\nset [チャットワーク v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (chat/チャット v)\nset size to (100) %\nclear graphic effects\ngo to [front v] layer\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (7) seconds\n set [チャット v] to []\nend\n\nwhen I start as a clone\nwait until <not <mouse down?>>\ngo to x: (-100) y: (-30)\nclear graphic effects\nswitch costume to (0 v)\nset size to (5) %\nrepeat (8)\n go to [front v] layer\n change size by (((size) + (5)) / (4))\nend\nrepeat (25)\n go to [front v] layer\n change size by (((100) - (size)) / (4))\nend\nforever\n if <touching (mouse-pointer v)?> then\n if <[72] < (mouse y)> then\n switch costume to (1 v)\n else\n if <[50] < (mouse y)> then\n switch costume to (2 v)\n else\n if <[22] < (mouse y)> then\n switch costume to (3 v)\n else\n if <[-3] < (mouse y)> then\n switch costume to (4 v)\n else\n if <[-32] < (mouse y)> then\n switch costume to (5 v)\n else\n if <[-54] < (mouse y)> then\n switch costume to (6 v)\n else\n if <[-78] < (mouse y)> then\n switch costume to (7 v)\n else\n if <[-106] < (mouse y)> then\n switch costume to (8 v)\n else\n if <[-141] < (mouse y)> then\n switch costume to (9 v)\n else\n switch costume to (10 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n else\n switch costume to (0 v)\n if <mouse down?> then\n set [チャットワーク v] to [0]\n repeat (10)\n change size by ((((0) - (size)) + (5)) / (4))\n end\n delete this clone\n end\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\n@オンライン素材2\n\nwhen flag clicked\nforever\n wait until <<mouse down?> or <<key (up arrow v) pressed?> or <<key (down arrow v) pressed?> or <<key (right arrow v) pressed?> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (s v) pressed?> or <key (w v) pressed?>>>>>>>>>\n set [アウト~ v] to [0]\nend\n\nwhen flag clicked\nhide\nforever\n wait (1) seconds\n change [アウト~ v] by (1)\n if <[60] < (アウト~)> then\n broadcast (アウト~ v)\n stop [all v]\n end\nend\n\nwhen [timer v] > (タイマー)\nif <[59] < (アウト~)> then\n forever\n go to x: (0) y: (0)\n switch costume to (満員 v)\n show\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nset [満員 v] to [0]\n\nwhen flag clicked\nset [new v] to [0]\nwait (1.1) seconds\nif <(username) = []> then\n set [new v] to [1]\n stop [all v]\nend\n\nwhen I receive [満員 v]\nset [満員 v] to [1]\nstop [all v]\n\n@サムネ\n\ndefine ブロック名 (x座標) (コスチューム) \ngo to x: (x座標) y: (0)\nswitch costume to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to [back v] layer\n go [forward v] (10) layers\n ブロック名 [0] に行く [10]\n wait (0.2) seconds\nelse\n if <(costume [number v]) = [2]> then\n go to [back v] layer\n go [forward v] (11) layers\n ブロック名 [0] に行く [10]\n else\n if <(costume [number v]) = [3]> then\n go to [back v] layer\n go [forward v] (12) layers\n ブロック名 [0] に行く [10]\n else\n if <(costume [number v]) = [4]> then\n go to [back v] layer\n go [forward v] (13) layers\n ブロック名 [0] に行く [10]\n else\n if <(costume [number v]) = [5]> then\n go to [back v] layer\n go [forward v] (14) layers\n ブロック名 [0] に行く [10]\n else\n if <(costume [number v]) = [6]> then\n go to [back v] layer\n go [forward v] (15) layers\n ブロック名 [0] に行く [10]\n else\n if <(costume [number v]) = [7]> then\n go to [front v] layer\n go [forward v] (16) layers\n ブロック名 [0] に行く [10]\n end\n if <(costume [number v]) = [19]> then\n go to [front v] layer\n go [forward v] (16) layers\n ブロック名 [0] に行く [15]\n end\n end\n end\n end\n end\n end\nend\n\ndefine ブロック名 (x) に行く (スピード)\nrepeat until <(round (x position)) = (x)>\n change x by (((x) - (x position)) / (スピード))\nend\n\nwhen flag clicked\nhide\nset [アウト~ v] to [0]\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\nhide\nif <<(アウト~) < [60]> or <<not <(満員) = [1]>> or <not <(NEW) = [1]>>>> then\n ブロック名 ((1) / (0)) [1] \n wait (0.5) seconds\n ブロック名 ((0) - ((1) / (0))) [2] \n wait (0.5) seconds\n ブロック名 ((1) / (0)) [4] \n wait (0.5) seconds\n ブロック名 ((0) - ((1) / (0))) [3] \n wait (0.5) seconds\n ブロック名 ((1) / (0)) [5] \n wait (0.5) seconds\n ブロック名 ((0) - ((1) / (0))) [6] \n wait (0.5) seconds\n ブロック名 ((1) / (0)) [7] \n wait (0.5) seconds\n ブロック名 ((0) - ((1) / (0))) [19] \nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n forever\n if <(costume [number v]) = [5]> then\n switch costume to (コスチューム7 v)\n else\n if <(costume [number v]) = [14]> then\n switch costume to (コスチューム4 v)\n else\n next costume\n end\n wait (0.07) seconds\n end\n end\nend\n\nwhen [timer v] > (タイマー)\nif <[59] < (アウト~)> then\n forever\n go to x: (0) y: (0)\n switch costume to (コスチューム14 v)\n show\n go to [front v] layer\n end\nend\n\nwhen [timer v] > (タイマー)\nif <(満員) = [1]> then\n forever\n go to x: (0) y: (0)\n switch costume to (コスチューム15 v)\n show\n go to [front v] layer\n end\nend\n\nwhen [timer v] > (タイマー)\nif <(NEW) = [1]> then\n forever\n go to x: (0) y: (0)\n switch costume to (コスチューム16 v)\n show\n go to [front v] layer\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin2)) ) * (15)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin)) ) * (15)))\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [3]> or <<(costume [number v]) = [7]> or <<(costume [number v]) = [8]> or <<(costume [number v]) = [9]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [11]> or <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>>>>>>>> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin3)) ) * (15)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin3)) ) * (15)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin3)) ) * (15)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin6)) ) * (15)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n forever\n set y to ((0) + (([sin v] of ((100) * (sin7)) ) * (15)))\n end\nend\n\nwhen [timer v] > (タイマー)\nset [sin7 v] to [0]\nwait (0.5) seconds\nforever\n change [sin7 v] by (0.05)\nend\n\nwhen [timer v] > (タイマー)\nset [sin6 v] to [0]\nforever\n change [sin6 v] by (0.03)\nend\n\nwhen [timer v] > (タイマー)\nset [sin3 v] to [0]\nwait (0.2) seconds\nforever\n change [sin3 v] by (0.04)\nend\n\nwhen [timer v] > (タイマー)\nset [sin2 v] to [0]\nwait (0.5) seconds\nforever\n change [sin2 v] by (0.02)\nend\n\nwhen [timer v] > (タイマー)\nset [sin v] to [0]\nforever\n change [sin v] by (0.01)\nend\n\n@☁\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen I receive [☁time v]\nif <(☁ time) < [1000]> then\n switch costume to (コスチューム3 v)\nend\nif <(☁ time) < [100]> then\n switch costume to (コスチューム1 v)\nend\nif <(☁ time) < [10]> then\n switch costume to (コスチューム2 v)\nend\ngo to x: ((1) / (0)) y: (0)\nshow\n[0] に行く [8]\n\ndefine (x) に行く (スピード)\nrepeat until <(round (x position)) = (x)>\n change x by (((x) - (x position)) / (スピード))\nend\n\nwhen [timer v] > (タイマー)\nhide\n\n@装飾\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n show\n if <(time) < [10]> then\n switch costume to (コスチューム3 v)\n else\n if <(time) < [100]> then\n switch costume to (コスチューム2 v)\n else\n if <(time) < [1000]> then\n switch costume to (コスチューム1 v)\n else\n if <(time) < [10000]> then\n switch costume to (コスチューム4 v)\n else\n if <(time) < [100000]> then\n switch costume to (コスチューム5 v)\n end\n end\n end\n end\n end\nend\n\nwhen [timer v] > (タイマー)\nhide\n\n@time表示プログラム\n\ndefine setup count\nswitch costume to (9 v)\nhide\nset size to (200) %\ngo to x: (-40) y: (142)\nset [clone id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change x by (20)\n change [clone id v] by (1)\nend\n\nwhen flag clicked\nsetup count\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n change costume to (letter (clone id) of (coin))\nend\n\ndefine change costume to (cos)\nif <not <(cos) = (costume [name v])>> then\n switch costume to (cos)\nend\n\n@time表示プログラム2\n\ndefine setup count\nswitch costume to (9 v)\nhide\nset size to (100) %\ngo to x: (80) y: (133)\nset [clone id v] to [1]\nrepeat (10)\n create clone of (_myself_ v)\n change x by (17)\n change [clone id v] by (1)\nend\n\nwhen flag clicked\nhide\nsetup count\n\nwhen I start as a clone\nshow\nforever\n go to [front v] layer\n change costume to (letter (clone id) of (time))\nend\n\ndefine change costume to (cos)\nif <not <(cos) = (costume [number v])>> then\n switch costume to (cos)\nend\n\n@time表示プログラム3\n\ndefine setup count\nswitch costume to (9 v)\nhide\nset size to (100) %\ngo to x: (80) y: (79)\nset [clone id v] to [1]\nrepeat (11)\n create clone of (_myself_ v)\n change x by (17)\n change [clone id v] by (1)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(letter (clone id) of (☁ time)) = [.]> then\n switch costume to ( v)\n else\n change costume to (letter (clone id) of (☁ time))\n end\n go to [front v] layer\n go [forward v] (1) layers\nend\n\ndefine change costume to (cos)\nif <not <(cos) = (costume [number v])>> then\n switch costume to (cos)\nend\n\nwhen I receive [☁time v]\nwait (1.2) seconds\nhide\nsetup count\n\nwhen flag clicked\nhide\n\n
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---オンラインが普及しました---\n ---Online is popular---\n一時的にオンラインプレイが出来なかったこと、誠に申し訳ありませんでした。\nWe apologize for the temporary inability to play online.\n\nどうも、purizuramuです。\nHello, this is purizuramu\n今回は、初めてオンラインプラットフォーマーに挑戦してみました。\nThis time, I tried an online platformer for the first time.\n何か致命的なバグや、追加してほしいものがあったら教えて下さい。\nPlease let me know if there are any fatal bugs or things \n you want me to add.\n\nEnglish---------------------------------------------------------------\nOperate with W,A,D,S keys or tap or arrow keys.\nIf you hit a thorn or fall down, you have to start over.\nYou can shop with coins by pressing the shop\nUp to 10 people can play online.\n\n日本語----------------------------------------------------------------\nW、A、D、Sキーまたはタップまたは矢印キーで操作します。\nとげに当たったり下に落ちたりするとやり直しです。\nショップを押すとコインで買い物ができます。\n最大10人でオンラインプレイができます。\n-------------------------------------------------------------------------\n本当に頑張って作ったので良かったら★や♥お願いします!!\nI really worked hard to make it, if so it's good, please ★ and ♥!!\n\n主なプログラム参考\n・@YY-H様\n音\n・@YY-H様\nBGM\n・@suiren_t様\nコイン\n・@kuri-pa-2様\nプレイヤー\n・@YY-H様\nタイム表示プログラム参考\n・@KeniPoppo様
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Spring Platformer!/春のプラットフォーマー!vr.0.4
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@Stage\n\nwhen flag clicked\nhide variable [time v]\nforever\n play sound [Unlimited v] until done\nend\n\nwhen I receive [start v]\nreset timer\n\nwhen flag clicked\nforever\n if <(volume) = [ON]> then\n set volume to (100) %\n else\n set volume to () %\n end\nend\n\n@BLANCK\n\n@プレイヤー\n\ndefine 動作\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)\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)\nend\nset [x v] to ((x) * (0.89))\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 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 [jump v]\n end\nend\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <[0] > (mouse y)>>>> then\n switch costume to ((スキン番号) + (4))\nelse\n switch costume to (スキン番号)\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 <(x position) > [239]> then\n NEXT\nend\nif <(y position) < [-179]> then\n リスポーン\nend\nif <touching (障害物 v)?> then\n リスポーン\nend\n\nwhen flag clicked\nhide variable [time v]\nreset timer\nset size to (85) %\nhide\ngo to x: (-200) y: (70)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\n\nwhen I receive [start v]\nswitch costume to (スキン番号)\nreset timer\nshow\nforever\n 動作\nend\n\ndefine NEXT\nbroadcast (NEXT v)\nchange [ステージ v] by (1)\nif <<<(ステージ) = [11]> or <(ステージ) = [12]>> or <(ステージ) = [13]>> then\n show\n go to x: (-200) y: (0)\nelse\n show\n go to x: (-200) y: (130)\n set [x v] to [0]\n set [y v] to [0]\nend\n\ndefine リスポーン\nset [x v] to [0]\nset [y v] to [0]\nif <<(ステージ) = [11]> or <(ステージ) = [12]>> then\n show\n go to x: (-200) y: (0)\nelse\n show\n go to x: (-200) y: (130)\nend\n\nwhen flag clicked\nrepeat until <(ステージ) = [13]>\n go to [front v] layer\n set [time v] to (timer)\nend\n\nwhen I receive [ありがとう v]\nhide\n\nwhen flag clicked\nforever\n if <(volume) = [ON]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@ステージ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@障害物\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (ステージ)\nend\n\n@背景\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)\nhide\ngo to [back v] layer\nforever\n wait (pick random (2.0) to (6.0)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [雲x v] to (pick random (-1.0) to (-3.0))\ngo to x: (296) y: (pick random (110) to (150))\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (pick random (5) to (10))\nshow\nrepeat until <(x position) < [-270]>\n change x by (雲x)\nend\ndelete this clone\n\n@スプライト1\n\nwhen flag clicked\nset [桜x v] to [0]\nset [桜y v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (70) to (100)) %\npoint in direction (pick random (90) to (150))\nshow\ngo to x: (pick random (-240) to (240)) y: (pick random (240) to (200))\nset [ghost v] effect to (pick random (10) to (45))\nset [桜x v] to (pick random (-1.0) to (1.0))\nset [桜y v] to (pick random (-1.0) to (-3.0))\nrepeat until <<touching (ステージ v)?> or <(y position) < [-178]>>\n change x by (桜x)\n change y by (桜y)\nend\ndelete this clone\n\n@初期ホーム\n\nwhen flag clicked\nset [ホーム? v] to [1]\nshow\nset [スキン番号 v] to [1]\ngo to x: (-110) y: (0)\npoint in direction (90)\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nforever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [1]>>> then\n if <not <(スキン番号) = [1]>> then\n change [スキン番号 v] by (-1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n if <(スキン番号) = [1]> then\n set [スキン番号 v] to [4]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (110) y: (0)\nswitch costume to (コスチューム2 v)\nforever\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(costume [number v]) = [2]>>> then\n if <not <(スキン番号) = [4]>> then\n change [スキン番号 v] by (1)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n if <(スキン番号) = [4]> then\n set [スキン番号 v] to [1]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [ホーム? v] to [0]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@ホームプレイヤー\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (200) %\nforever\n switch costume to (スキン番号)\nend\n\nwhen I receive [start v]\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (200) y: (160)\nset [volume v] to [ON]\nset volume to (100) %\nswitch costume to (on v)\nset size to (60) %\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(volume) = [ON]> then\n set volume to (0) %\n set [volume v] to [OFF]\n switch costume to (off v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n if <(volume) = [OFF]> then\n set volume to (100) %\n set [volume v] to [ON]\n switch costume to (on v)\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\nend\n\n@ハートと星けんち\n\nwhen flag clicked\nset [❤&★ v] to [0]\nswitch costume to (❤ v)\ncreate clone of (_myself_ v)\nset [❤ v] to [0]\nset [★ v] to [0]\nset [❤&★ v] to [0]\nshow\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [1]>> then\n set [❤ v] to [1]\n broadcast (❤&★ v)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (★ v)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <(costume [number v]) = [2]>> then\n set [★ v] to [1]\n broadcast (❤&★ v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(❤&★) = [2]> then\n end\nend\n\nwhen flag clicked\nforever\n if <((❤) + (★)) = [2]> then\n broadcast (❤&☆ありがとう! v)\n stop [this script v]\n else\n end\nend\n\nwhen flag clicked\nforever\n set [❤&★ v] to ((❤) + (★))\nend\n\n@×\n\nwhen flag clicked\nhide\nforever\n if <<(ホーム?) = [1]> and <<(スキン番号) = [4]> and <not <(❤&★) = [2]>>>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Button3\n\nwhen flag clicked\ngo to x: (200) y: (-156)\nset [time表記 v] to [ON]\nshow\nswitch costume to (on v)\nforever\n go to x: (200) y: (-156)\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(Time表記) = [ON]>> then\n set [time表記 v] to [OFF]\n switch costume to (off v)\n hide variable [time v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <(Time表記) = [OFF]>> then\n set [time表記 v] to [ON]\n switch costume to (on v)\n show variable [time v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Time表記) = [ON]> then\n show variable [time v]\n else\n hide variable [time v]\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@start\n\nwhen flag clicked\ngo to x: (0) y: (-120)\nshow\nswitch costume to (コスチューム1 v)\nset size to (100) %\ngo to [front v] layer\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(スキン番号) = [4]> then\n if <(❤&★) = [2]> then\n broadcast (start v)\n hide\n else\n if <<(スキン番号) = [4]> and <not <(❤&★) = [2]>>> then\n start sound [Oops v]\n end\n end\n else\n broadcast (start v)\n hide\n end\n end\nend\n\n@ありがとう!\n\nwhen flag clicked\ngo to x: (0) y: (180)\nset [ghost v] effect to (0)\nhide\nset size to (120) %\n\nwhen I receive [❤&☆ありがとう! v]\nshow\nrepeat (15)\n change y by (-10)\nend\nrepeat (1)\n change y by (-5)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [❤&☆ありがとう! v]\nwait (2) seconds\nhide\n\n
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Online platformer[オンラインプラットフォーマー] large grounnd
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@Stage\n\nwhen I receive [start v]\n\nset [音楽 v] to [0]\nforever\n set [音楽 v] to (pick random (1) to (4))\n play sound (音楽) 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 <[8300] < (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 <[8300] < (スクロールx)> then\n set [スクロールx v] to [8300]\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\nwhen I receive [yes,i do! v]\nforever\n if <touching (水 v)?> then\n set [y v] to [-1]\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n set [x v] to [-5]\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [x v] to [5]\n end\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [5]\n end\n end\nend\n\nwhen this sprite clicked\nchange [color v] effect by (10)\n\nwhen flag clicked\nset [color v] effect 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] [100] [4]\n配置 [1800] [200] [5]\n配置 [2300] [200] [6]\n配置 ((2300) + (400)) [200] [7]\n配置 ((2300) + (500)) [200] [8]\n配置 ((2300) + (900)) [150] [9]\n配置 ((2300) + (01800)) [200] [10]\n配置 ((2300) + (2200)) [200] [11]\n配置 ((2300) + (2600)) [200] [12]\n配置 ((2300) + (3000)) [100] [13]\n配置 ((2300) + (3400)) [100] [14]\n配置 ((2300) + (4000)) [200] [15]\n配置 ((2300) + (4400)) [200] [16]\n配置 ((2300) + (4850)) [200] [17]\n配置 ((2300) + (5300)) [200] [18]\n配置 ((2300) + (5750)) [200] [19]\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\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\nset [スクロールy v] to [200]\nset [スクロールx v] to [8000]\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\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 [monster v]\nset [ok? v] to [0]\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\ngo to [back v] layer\nset [コインでty v] to [0]\n配置 [150] [10] [1]\n配置 [275] [140] [1]\n配置 [335] [140] [1]\n配置 [774] [-29] [1]\n配置 [834] [-29] [1]\n配置 [1900] [240] [1]\n配置 [1960] [240] [1]\n配置 [2400] [240] [1]\n配置 [2460] [240] [1]\n配置 [3607] [150] [1]\n配置 [3607] [200] [1]\n配置 [4580] [300] [1]\n配置 [6826] [200] [1]\n配置 [7062] [200] [1]\n配置 [7120] [200] [1]\n\nwhen flag clicked\nhide\nset [monster coin? v] to [0]\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 set [ok? v] to [1]\n change [コイン v] by (1)\n delete this clone\n end\nend\n\n配置 (モンコx) ((モンコy) + (10)) [1]\n\nwhen flag clicked\nset [コインの数 v] to [0]\n\n@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 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 stop [this script v]\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム3 v)\nhide\n配置 [8500] [365] [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)\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 [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3 v)\ngo to [front v] layer\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nshow\nbroadcast (いい v)\nrepeat (10)\n change volume by (-10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-8)\nend\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\nwhen I receive [start v]\nhide\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] [2]\n配置 [960] [0] [3]\n配置 [1440] [100] [4]\n配置 [1915] [265] [5]\n配置 [2390] [265] [6]\n配置 ((2400) + (450)) [265] [7]\n配置 ((2400) + (900)) [210] [8]\n配置 ((2400) + (1350)) [200] [9]\n配置 ((2400) + (1800)) [250] [10]\n配置 ((2850) + (1850)) [250] [11]\n配置 ((2850) + (2300)) [250] [12]\n配置 ((2850) + (2750)) [200] [13]\n配置 ((3300) + (2750)) [200] [14]\n配置 (((3300) + (2750)) + (550)) [250] [15]\n配置 (((3300) + (2750)) + (1010)) [250] [16]\n配置 (((3300) + (2750)) + (1500)) [250] [17]\n配置 (((3300) + (2750)) + (1920)) [250] [18]\n配置 (((3300) + (2750)) + (2320)) [250] [19]\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\ngo [forward v] (8) layers\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) + (500)) [300] [8]\n配置 ((1920) + (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\nset [スクロールx v] to [7000]\nset [スクロールy v] to [300]\n\nwhen flag clicked\nforever\n broadcast (yes,I do! v)\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 [1668] [226] [1]\n配置 [4345] [224] [1]\n配置 [6560] [198] [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 [color v] effect to (0)\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\nwhen I receive [いい v]\ngo to [front v] layer\nset [brightness v] effect to (100)\nstop [other scripts in sprite v]\nset size to (300) %\nhide\nset [i v] to [0]\ngo to x: (-200) y: (0)\nrepeat (37)\n change [i v] by (1)\n create clone of (_myself_ v)\n change x by (((size) / (100)) * (12))\nend\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 x: (0) y: (0)\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\nwhen I receive [finish v]\nstop [other scripts in sprite v]\n\n@はり2\n\nwhen flag clicked\nhide\n配置 [6950] [160] [1]\n配置 [8100] [180] [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\ngo to [back v] layer\nset size to (80) %\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@水\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\nset [ghost v] effect to (30)\ngo to [back v] layer\ngo [backward v] (5) layers\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 ((2850) + (2600)) [200] [1]\n配置 ((3323) + (2600)) [200] [1]\n配置 ((3323) + (3000)) [200] [2]\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@背景\n\nwhen flag clicked\nset [チャット v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [100] [4]\n配置 [1915] [265] [5]\n配置 [2390] [265] [6]\n配置 ((2400) + (450)) [265] [7]\n配置 ((2400) + (900)) [210] [8]\n配置 ((2400) + (1350)) [200] [9]\n配置 ((2400) + (1800)) [250] [10]\n配置 ((2850) + (1850)) [250] [11]\n配置 ((2850) + (2300)) [250] [12]\n配置 ((2850) + (2750)) [200] [13]\n配置 ((3300) + (2750)) [200] [14]\n配置 (((3300) + (2750)) + (550)) [250] [15]\n配置 (((3300) + (2750)) + (1010)) [250] [16]\n配置 (((3300) + (2750)) + (1500)) [250] [17]\n配置 (((3300) + (2750)) + (1920)) [250] [18]\n配置 (((3300) + (2750)) + (2320)) [250] [19]\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 go to [back v] layer\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) + (500)) [300] [8]\n配置 ((1920) + (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\nset [スクロールx v] to [8000]\nset [スクロールy v] to [300]\ngo [backward v] (8) layers\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@shop\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 (30)\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\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\n@音響\n\nwhen I receive [start v]\nset [音楽 v] to [0]\nforever\n set [音楽 v] to (pick random (1) to (4))\n play sound (音楽) until done\nend\n\nwhen flag clicked\nset [pan left/right v] effect to (-300)\n\n@音響2\n\nwhen I receive [start v]\nforever\n play sound (音楽) until done\nend\n\nwhen flag clicked\nset [pan left/right v] effect to (300)\n\n@コイン表記\n\nwhen I receive [start v]\nswitch costume to (コスチューム16 v)\nshow\n\nwhen I receive [yes,i do! v]\ngo to [front v] layer\nswitch costume to ((コインの数) + (1))\n\nwhen flag clicked\nset [コインの数 v] to [0]\nhide\n\n
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@hayatiburusuのフォローよろしく\n❤️と⭐お願い!\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1p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\n障害物がなくても10秒以内は不可能です。\n洞窟エリア激ムズだよ他の人と一緒に支え合ってクリアしよう!\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ネガティブなコメントとURLは除去します。あとこれは量産型ではなく毎週進化アプデをするオンラインプラットフォーマーと思っていただければ嬉しいです!要約:アプデ前のやつも残しておいてどれだけ作品が成長したか見てほしい。\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アップグレード内容\n・水追加\n・コース延長\n・テクスチャ変更\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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minecraft platformer
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@Stage\n\n@Blank\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\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\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 [18]\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 switch costume to (player v)\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 [Welcome!] for (2) seconds\n\nwhen I receive [ppp v]\ngo to x: (-196) y: (57)\n\nwhen flag clicked\nforever\n if <touching color (#0400ff)?> then\n broadcast (the end v)\n end\nend\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (20) to (30)) seconds\n else\n stop [this script v]\n end\nend\n\n@THUM\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@the end\n\nwhen I receive [the end v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ppp v]\nhide\n\n
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✦ Minecraft Platformer ✦\n\nSorry, this is generic.. can we get 1k views tho? if you say its to short there will be no part 3! same with use w and d to win the game!\n\n❤️ + ⭐ + FOLLOW\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!\nv1.1 - Removed Lives!\nv1.2 - Removed Die Bug!\n\n✦Code✦\n@kuri-pa-2 for the engine\n\n✦Design✦\n@griffpatch for most assets \n@kuri-pa-2 for alex\n@kuri-pa-2 for some assets\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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draw a platformer ||contest entry|| #trending #games #music
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\nwhen I receive [end v]\nstop all sounds\nplay sound [Minecraft - Piano 3 v] until done\n\n@pen\n\nwhen I receive [play v]\nset pen size to (15)\nerase all\nwait (0.02) seconds\nforever\n if <not <(level) = [21]>> then\n pen up\n if <mouse down?> then\n if <touching (protect player v)?> then\n pen up\n else\n pen down\n end\n end\n go to x: (mouse x) y: (mouse y)\n else\n pen up\n end\nend\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [new level v]\nerase all\n\nwhen flag clicked\nforever\n set pen color to (#654d4d)\nend\n\n@text\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Player\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [play v]\nset volume to (80) %\nhide\nshow\ngo to x: (-207) y: (70)\nforever\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [8]\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 (platforms v)?> or <<touching color (#00b543)?> or <touching color (#654d4d)?>>> 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 (platforms v)?> or <touching color (#654d4d)?>>> then\n broadcast (jump v)\n change [y v] by (14)\n end\n change y by (1)\n if <<not <<(level) = [5]> or <(level) = [13]>>> or <(level) = [16]>> then\n if <(y position) < [-179]> then\n broadcast (play v)\n end\n else\n if <(y position) < [-179]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n if <touching (dangers v)?> then\n broadcast (play v)\n end\n if <touching (bounce v)?> then\n change [y v] by (32)\n end\n if <(level) = [8]> then\n if <(y position) > [175]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n if <(level) = [16]> then\n if <(x position) < [-230]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [end v] to [0]\nshow variable [time v]\nset [time v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-207) y: (70)\n\nwhen flag clicked\nforever\n if <touching (line 2 v)?> then\n broadcast (new level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line 2 for line 1 v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen I receive [end v]\nhide variable [time v]\nhide\n\nwhen I receive [end v]\nset [end v] to [1]\n\nwhen flag clicked\nforever\n if <touching (line 3 v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line start v)?> then\n broadcast (new level v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (70)\n\n@platforms\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (lava v)\n else\n broadcast (hide lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (line 2 v)\n else\n broadcast (hide line 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (show line 2 1 v)\n else\n broadcast (hide line 2 1 v)\n end\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [13]>\nif <(costume [number v]) = [13]> then\n broadcast (end v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (show lin 3 v)\n else\n broadcast (hide line 3 v)\n end\nend\n\n@lava\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [lava v]\nshow\n\nwhen I receive [hide lava v]\nhide\n\nwhen I receive [end v]\nhide\n\n@reset button\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (2) y: (-2)\nshow\n\nwhen this sprite clicked\nbroadcast (reset v)\nerase all\n\nwhen I receive [end v]\nhide\n\n@end\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (17) y: (-18)\nhide\nswitch costume to (end v)\n\nwhen I receive [not end v]\nhide\n\nwhen I receive [end v]\nshow\nwait (2) seconds\nglide (10) secs to x: (17) y: (371)\nbroadcast (end 2 v)\nglide (10) secs to x: (7) y: (693)\nhide\n\nwhen I receive [end v]\n\nbroadcast (real end v)\n\n@end2\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (4) y: (-364)\nswitch costume to (end2 v)\nhide\n\nwhen I receive [end 2 v]\nshow\nglide (21) secs to x: (4) y: (343)\n\nwhen I receive [not end v]\nhide\n\ngo to x: (17) y: (-298)\n\n@thumpnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@time\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\n@world record\n\nwhen flag clicked\nshow variable [wr v]\n\nwhen I receive [end v]\nwait (1) seconds\nhide variable [wr v]\n\nwhen I receive [end v]\nforever\n if <(time) < (WR)> then\n set [wr v] to (time)\n end\nend\n\n@line\n\nwhen I receive [reset v]\nshow\n\nwhen I receive [hide line v]\nhide\n\nwhen flag clicked\ngo to x: (45) y: (-176)\nshow\n\nwhen I receive [end v]\nhide\n\nwhen I receive [line 2 v]\nhide\n\n@line 2 for line 1\n\nwhen I receive [show line 2 1 v]\nshow\n\nwhen I receive [hide line 2 1 v]\nhide\n\nwhen flag clicked\ngo to x: (-29) y: (-179)\n\nwhen I receive [end v]\nhide\n\n@line 3\n\nwhen I receive [show lin 3 v]\nshow\n\nwhen I receive [hide line 3 v]\nhide\n\nwhen flag clicked\ngo to x: (-29) y: (-179)\nshow\n\nwhen I receive [end v]\nhide\n\n@line 2\n\nwhen I receive [line 2 v]\nshow\n\nwhen I receive [hide line 2 v]\nhide\n\nwhen flag clicked\ngo to x: (-4) y: (-175)\nhide\n\nwhen I receive [end v]\nhide\n\n@line start\n\nwhen I receive [line 2 v]\nhide\n\nwhen I receive [hide line 2 1 v]\nshow\n\nhide\n\nwhen flag clicked\ngo to x: (262) y: (37)\nshow\n\nwhen I receive [end v]\nhide\n\n
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draw a platformer by @-mrme-\n----------------------------------------------------------------------------\n⚠PEOPLE USE ARROW KEYS⚠\n\ndraw a platformer 2 https://scratch.mit.edu/projects/829857026/\n\ndraw a platformer 3\nhttps://scratch.mit.edu/projects/869149733/\n\ndraw your way to the finish line!\n\ni'm so happy to have made a new project :)\n\ncan you beat my score 20 (did not make it WR because it seams a bit unfair because i made the project and i want the WR to be only you guys)\n----------------------------------------------------------------------------\n how to play\narrow keys to move\nmouse down to draw\ndon't use touch to draw\n----------------------------------------------------------------------------\n2 time record holder @KevLeCodeur (the god of this game)\n----------------------------------------------------------------------------\n@Nerdimations and @-AshGames loved!\n\nif you liked it plz love and fave :)\n1000 loves ill make part 2 :p\n\nif you add this to 15 studios then comment fan club then you will be invited to my fan club!\n\n (brag warning)\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n(sorry for bragging) \n50,000 views in 7 days :O\ntop loved\nthanks for 200 loves in a day\n1st page on music 1st page on games\n1000 loves in 5 days\n5829 most viewed project on scratch :)
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AMONG US Platformer (Imposter)
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@Stage\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\nwhen flag clicked\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Player\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 switch costume to (player v)\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 [Welcome!] for (2) seconds\n\nwhen I receive [ppp v]\ngo to x: (-196) y: (57)\n\nwhen flag clicked\nwait (6) seconds\nforever\n play sound [AMONG US v] until done\n play sound [Show Yourself v] until done\n play sound [Impostor v] until done\n play sound [Among us v] until done\nend\n\n@THUM\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Sprite1\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x position)) = (round (x))> and <(round (y position)) = (round (y))>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\nend\ngo to x: (x) y: (y)\n\nwhen flag clicked\nset [ezrxctgvhbjnkjlkhucyjxtzre v] to [0]\nstart sound [Blooom - Be Around \[NCS Release\] v]\nset [id v] to [0]\nhide\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (.02) seconds\nset [id v] to [2]\ncreate clone of (_myself_ v)\nwait (.02) seconds\nset [id v] to [3]\nwait (.02) seconds\nrepeat (10)\n create clone of (_myself_ v)\nend\nset [id v] to [4]\ncreate clone of (_myself_ v)\nwait (.02) seconds\nset [id v] to [5]\nrepeat (25)\n turn right (15) degrees\n create clone of (_myself_ v)\nend\nset [ezrxctgvhbjnkjlkhucyjxtzre v] to [1]\nwait (3.5) seconds\nset [id v] to [6]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID) = [1]> then\n repeat (15)\n go to [front v] layer\n switch costume to (costume3 v)\n clear graphic effects\n show\n set size to (150) %\n wait (.02) seconds\n repeat (1)\n change size by (-20)\n end\n repeat (1)\n change size by (-15)\n end\n repeat (1)\n change size by (-10)\n end\n repeat (1)\n change size by (-6)\n end\n repeat (1)\n change size by (-4)\n end\n repeat (1)\n change size by (-3)\n end\n repeat (1)\n change size by (-2)\n end\n repeat (1)\n change size by (-1)\n end\n wait (.2) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n repeat (40)\n go to x: (0) y: (0)\n repeat (2)\n change x by (pick random (2) to (10))\n change y by (pick random (2) to (10))\n end\n repeat (2)\n change x by (pick random (-2) to (-10))\n change y by (pick random (-2) to (-5))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n repeat (200)\n point in direction ((([sin v] of (my variable) ) * (3)) + (90))\n change [my variable v] by (60)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n switch costume to (costume2 v)\n clear graphic effects\n set size to (100) %\n show\n repeat (40)\n go to x: (0) y: (0)\n repeat (2)\n change x by (pick random (1) to (3))\n change y by (pick random (1) to (3))\n end\n repeat (2)\n change x by (pick random (-1) to (-3))\n change y by (pick random (-1) to (-3))\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n repeat (200)\n point in direction ((([sin v] of (my variable) ) * (1)) + (90))\n change [my variable v] by (20)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n switch costume to (pick random (20) to (22))\n go to (random position v)\n clear graphic effects\n set size to (pick random (30) to (60)) %\n show\n repeat (200)\n glide (pick random (.8) to (1.6)) secs to (random position v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [3]> then\n repeat (200)\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (pick random (0) to (.2)) seconds\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (pick random (0) to (.2)) seconds\n end\nend\n\nwhen I start as a clone\nif <(ID) = [4]> then\n go to x: (0) y: (284)\n switch costume to (costume1 v)\n set size to (100) %\n show\n Smooth Glide x: (0) y: (0) speed: (3.5)\n repeat (200)\n point in direction ((([sin v] of (akkkkk) ) * (20)) + (90))\n change [akkkkk v] by (12)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n wait (1) seconds\n switch costume to (costume3 v)\n repeat (17)\n next costume\n end\n switch costume to (costume3 v)\n wait (2) seconds\n switch costume to (costume3 v)\n repeat (17)\n next costume\n end\n switch costume to (costume3 v)\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n repeat (2)\n hide\n switch costume to (costume24 v)\n go to x: (0) y: (0)\n wait until <(ezrxctgvhbjnkjlkhucyjxtzre) = [1]>\n wait (.4) seconds\n show\n repeat (13)\n next costume\n end\n end\n hide\n switch costume to (costume24 v)\n go to x: (0) y: (0)\n wait until <(ezrxctgvhbjnkjlkhucyjxtzre) = [1]>\n wait (.7) seconds\n show\n repeat (13)\n next costume\n end\nend\n\nwhen I start as a clone\nif <(ID) = [5]> then\n\nwhen I start as a clone\nif <(ID) = [6]> then\n hide\n set size to (100) %\n point in direction (90)\n switch costume to (costume38 v)\n go to x: (553) y: (0)\n show\n go to [front v] layer\n Smooth Glide x: (0) y: (0) speed: (12)\n broadcast (message1 v)\nend\n\nwhen I start as a clone\nif <(ID) = [6]> then\n repeat (100)\n go to [front v] layer\n end\nend\n\nwhen I receive [message1 v]\ndelete this clone\n\n@Sprite2\n\n
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✦ AMONG US Platformer ✦\nComment AMONG US\n\n❤️ + ⭐ + FOLLOW for more cool games!\n\n➥ Comment Part 2\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\n\n\n\n✦Design✦\n@dakblakeFan\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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Cloud 9 - A Stickman Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n if <<<(Level) = [1]> or <(Level) = [2]>> or <(Level) = [3]>> then\n hide\n end\n if <(Level) = [4]> then\n switch costume to (4 v)\n show\n go to x: (12) y: (-73)\n end\n if <(Level) = [5]> then\n switch costume to (5 v)\n show\n go to x: (12) y: (-73)\n end\n if <(Level) = [6]> then\n switch costume to (6 v)\n show\n go to x: (12) y: (-73)\n end\n if <(Level) = [7]> then\n switch costume to (7 v)\n show\n go to x: (12) y: (-73)\n end\n if <(Level) = [8]> then\n switch costume to (8 v)\n show\n go to x: (12) y: (-73)\n end\nend\n\nwhen I receive [end v]\nhide\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (-141) y: (19)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\npoint in direction (-90)\nforever\n Platform (-1) (12) (0.7) (3)\n if <touching (flag v)?> then\n go to x: (-141) y: (19)\n set [x v] to [0]\n set [y v] to [0]\n change [level v] by (1)\n end\n if <touching (spike v)?> then\n go to x: (-141) y: (19)\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (trampoline v)?> then\n set [y v] to [17]\n end\n if <(Level) > [8]> then\n hide\n broadcast (end v) and wait\n stop [all v]\n end\nend\n\ndefine Platform (gravity) (jump height) (friction) (running speed)\nswitch costume to (hibox v)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (running speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((running speed) * (gravity))\n point in direction (-90)\nend\nset [x v] to ((x) * (friction))\nchange x by (x)\nif <touching (level v)?> then\n set [slope v] to [0]\n repeat until <<(slope) = [8]> or <not <touching (level v)?>>>\n change [slope v] by (1)\n change y by (1)\n end\n if <touching (level v)?> then\n change y by ((slope) * (gravity))\n repeat ([ceiling v] of ([abs v] of (x) ) )\n if <touching (level v)?> then\n change x by ((([abs v] of (x) ) / (x)) * (gravity))\n end\n end\n set [x v] to [0]\n end\nend\nchange y by (y)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <touching (level v)?> then\n change y by ((([abs v] of (y) ) / (y)) * (gravity))\n end\n end\n set [y v] to (<<<key (w v) pressed?> or <key (up arrow v) pressed?>> and <(([abs v] of (y) ) / (y)) = (gravity)>> * (jump height))\nelse\n change [y v] by (gravity)\nend\nswitch costume to (idle v)\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (walk)\nend\nif <(y) > [4]> then\n switch costume to (jump v)\nend\nif <(y) < [-4]> then\n switch costume to (fall v)\nend\n\nwhen flag clicked\nset [walk v] to [5]\nforever\n change [walk v] by (1)\n if <(walk) > [8]> then\n set [walk v] to [5]\n end\n wait (.1) seconds\nend\n\n@Level\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@TB\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Flag\n\nwhen flag clicked\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Spike\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n
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Cloud 9 - A Stickman Platformer\n\nArrow Keys to move\n\nNext Game of the series: https://scratch.mit.edu/projects/821104243/\n\nI wanted to make a non generic plaformer so here you go.
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プラットフォーマー(Platformer)
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@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno \(1\) v] until done\nend\n\n@プレイヤー\n\nwhen I receive [スタート v]\ngo to [front v] layer\nhide\nhide variable [x v]\nhide variable [y v]\nshow\npoint in direction (90)\nswitch costume to (右 v)\nset rotation style [left-right v]\ngo to x: (-200) y: (2)\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n create clone of (_myself_ v)\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<[0] < (mouse x)> and <mouse down?>>>> then\n switch costume to (右 v)\n point in direction (90)\n change [x v] by (0.7)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-0.7)\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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n if <(x) < [0]> then\n start sound [ジャンプ v]\n set [x v] to [10]\n else\n start sound [ジャンプ v]\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 (w v) pressed?> or <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>>> then\n if <touching (地面 v)?> then\n start sound [ジャンプ v]\n set [y v] to [13.5]\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 <(x position) > [219]> then\n set size to (100) %\n go to x: (-200) y: (2)\n broadcast (Next v)\n end\n if <<touching (針 v)?> or <[-185] > (y position)>> then\n set [x v] to [0]\n set [y v] to [0]\n repeat (20)\n change [ghost v] effect by (5)\n end\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (2)\n if <([costume # v] of [地面 v]) = [7]> then\n go to x: (-194) y: (111)\n end\n end\n if <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <<(y position) < [0]> and <mouse down?>>> then\n switch costume to (player \(3\)2 v)\n else\n switch costume to (player \(3\) v)\n end\nend\n\nwhen I start as a clone\nrepeat (30)\n change size by (-10)\n change [ghost v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (スタート v)\n\nset size to (70) %\n\nwhen I receive [next v]\nrepeat (87)\n go to x: (-200) y: (-26)\n set [y v] to [0]\n set [x v] to [0]\n if <([costume # v] of [地面 v]) = [7]> then\n go to x: (-194) y: (111)\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Next!\n\nwhen I receive [next v]\nset [color v] effect to (pick random (-250) to (250))\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\n@針\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@青と赤 イラスト バーチャル はがき Flipgrid背景 (3600 × 2500 px)\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nshow\n\n@スプライト1\n\n
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❤&⭐\n日本語はしたです。 \n~English~ ~Method of operation~ It can also be operated with the arrow key wasd key tap. 〜Project Description〜 This game is a no-scroll platformer. ~日本語~ 〜操作方法〜 矢印キーwasdキータップでも操作可能です。 〜プロジェクト説明〜 このゲームは、スクロールなしのプラットフォーマーです。
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Bob the Platformer
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@Stage\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\n@Bob\n\nwhen flag clicked\nset [gravity v] to [-1.28]\nset [jump force v] to [15]\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 flag clicked\nforever\n play sound [recording3 v] until done\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\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 change [speed x v] by ((0) - (ACCELERATION))\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\ngo to x: (-150) y: (50)\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 change [scene # v] by (1)\n broadcast (Change Scene v)\n set x to (-235)\nend\n\nif <(x position) < [235]> then\n change [scene # v] by (-1)\n broadcast (Change Scene v)\n set x to (-235)\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\n if <(Time) < [0.1]> then\n if <touching color (#a07171)?> then\n set [time v] to (Time)\n end\n stop [all v]\n end\nend\n\n@Spawn\n\nwhen flag clicked\ngo to x: (-200) y: (0)\nhide\n\n
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use the arrows keys to move Bob around\nand don't fall off the platforms :)\nunless you want to see what happens\n
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SPY PLATFORMER
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@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [0]\nhide\n\ndefine prayer\nif <(!) = [0]> then\n if <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n switch costume to (中央 v)\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 (2)\n switch costume to (プレイヤー右 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-2)\n switch costume to (プレイヤー左 v)\n end\n set [x v] to ((x) * (0.77))\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 y by (-1)\n if <<touching (ステージ v)?> and <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [20]\n start sound [Low Whoosh v]\n end\n change y by (1)\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[4500] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[4500] < (scroll x)> then\n set [scroll x v] to [4500]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <<(y position) < [-150]> and <not <(scroll y) = [0]>>> then\n set y to (-150)\n change [y v] by (2)\n end\nend\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nchange y by (-4)\nset [? v] to [0]\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 <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [20]\n set [x v] to ((-10) * ((x) / ([abs v] of (x) )))\nelse\n set [x v] to [0]\nend\n\ndefine 床\nset [? v] to [0]\nrepeat until <<[100] < (?)> or <not <touching (ステージ v)?>>>\n change [? v] by (1)\n change y by ((-1) * ((y) / ([abs v] of (y) )))\nend\nset [y v] to [0]\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\ngo to x: (0) y: (50)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n set size to (50) %\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (プレイヤー右 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (プレイヤー左 v)\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (とげとげ v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen I receive [クリア v]\nhide\n\nif <not <(username) = []>> then\n say (username)\nend\n\nwhen flag clicked\ngo to [front v] layer\nbroadcast (START v)\n\n@ステージ\n\n配置 [7200] [500] [16]\n配置 [7700] [500] [17]\n配置 [8200] [500] [18]\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [0] [0] [1]\n配置 [500] [0] [2]\n配置 [1000] [0] [3]\n配置 [1500] [0] [4]\n配置 [1850] [0] [5]\n配置 [2400] [200] [6]\n配置 [3000] [200] [7]\n配置 [3300] [100] [8]\n配置 [3700] [100] [9]\n配置 [4200] [0] [10]\n配置 [4700] [0] [11]\n配置 [4700] [200] [12]\n配置 [4300] [390] [13]\n配置 [3850] [500] [14]\n配置 [4300] [500] [15]\n\n@とげとげ\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [300] [100] [1]\n配置 [1000] [0] [2]\n配置 [1500] [0] [3]\n配置 [1800] [0] [4]\n配置 [2000] [0] [5]\n配置 [2500] [300] [6]\n配置 [3000] [200] [7]\n配置 [3500] [0] [8]\n配置 [4000] [0] [9]\n配置 [4500] [0] [10]\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to (プレイヤー v)\nend\n\n@スプライト3\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
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グラフィックこだわった\n2Pありりがとう!\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
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Grassworld 2.0 - A 100% Pen Scrolling Platformer
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@Stage\n\nwhen flag clicked\nset [volume music v] to [100]\nstop all sounds\nbroadcast (menu music v)\n\nwhen I receive [win v]\nif <(volume music) > [0]> then\n repeat (33)\n change volume by ((-0.03) * (volume music))\n end\n stop all sounds\n set volume to (0) %\n stop [other scripts in sprite v]\nend\nif <(Level) = [5]> then\n broadcast (menu music v)\nend\n\nwhen I receive [start music v]\nstop all sounds\nset volume to (volume music) %\nforever\n wait (1) seconds\n if <(menu) = [0]> then\n play sound ((Level) + (1)) until done\n else\n stop [this script v]\n end\nend\n\nwhen I receive [menu music v]\nbroadcast (e v)\nstop all sounds\nset volume to (volume music) %\nforever\n if <(menu) = [1]> then\n wait (1) seconds\n if <<(levels unlocked) = [3]> or <(levels unlocked) = [4]>> then\n play sound [DJVI - Cycles v] until done\n else\n play sound [Vexento - Pixel Party v] until done\n end\n else\n stop [this script v]\n end\nend\n\nwhen I receive [menu v]\nif <(volume music) > [0]> then\n if <(menu) = [0]> then\n repeat (33)\n change volume by ((-0.03) * (volume music))\n end\n stop all sounds\n set volume to (0) %\n stop [other scripts in sprite v]\n broadcast (menu music v)\n end\nend\n\nwhen [timer v] > (0)\nstop all sounds\n\nwhen I receive [next level v]\nif <(volume music) > [0]> then\n if <(menu) = [1]> then\n repeat (33)\n change volume by ((-0.03) * (volume music))\n end\n stop all sounds\n set volume to (0) %\n stop [other scripts in sprite v]\n end\nend\nif <(Level) = [5]> then\n broadcast (menu music v)\nend\n\nwhen flag clicked\n\nwhen I receive [e v]\nforever\n if <<(menu) = [1]> and <(submenu) = [3]>> then\n set volume to (volume music) %\n end\nend\n\nwhen [timer v] > (0.001)\nstop all sounds\n\n@blank\n\n@Pen\n\ndefine draw equation (min) (max) (y-min) (height)\nif <<(min) < [11]> and <(min) > [-251]>> then\n set [equation_x v] to (min)\n repeat ((max) - (min))\n set [equation_y v] to (([abs v] of ((height) * (((equation_x) - (min)) * ((equation_x) - (max)))) ) + (y-min))\n go to x: (equation_x) y: (equation_y)\n pen down\n go to x: (equation_x) y: (y-min)\n pen up\n change [equation_x v] by (1)\n end\nend\nif <(min) < [-250]> then\n set [equation_x v] to [-250]\n repeat ((max) - (-250))\n set [equation_y v] to (([abs v] of ((height) * (((equation_x) - (min)) * ((equation_x) - (max)))) ) + (y-min))\n go to x: (equation_x) y: (equation_y)\n pen down\n go to x: (equation_x) y: (y-min)\n pen up\n change [equation_x v] by (1)\n end\nend\nif <(min) > [10]> then\n set [equation_x v] to (min)\n repeat ((250) - (min))\n set [equation_y v] to (([abs v] of ((height) * (((equation_x) - (min)) * ((equation_x) - (max)))) ) + (y-min))\n go to x: (equation_x) y: (equation_y)\n pen down\n go to x: (equation_x) y: (y-min)\n pen up\n change [equation_x v] by (1)\n end\nend\n\ndefine draw (string) x: (x) y: (y) size: (dilation) Spacing: (spacing) Horizontal Stretch: (stretch) pensize: (size)\nset [i14 v] to [0]\nset [words length v] to [0]\nrepeat (length of (string))\n if <<([abs v] of ((x) + (words length)) ) < [600]> and <([abs v] of (y) ) < [600]>> then\n set [current arc sequence v] to (item (item # of (letter ((i14) + (1)) of (string)) in [chars v]) of [char data arc v])\n set [current line sequence v] to (item (item # of (letter ((i14) + (1)) of (string)) in [chars v]) of [char data line v])\n end\n if <<([abs v] of ((x) + (words length)) ) < [300]> and <([abs v] of (y) ) < [300]>> then\n set [i15 v] to [1]\n set pen size to (size)\n repeat ((length of (current line sequence)) / (8))\n pen up\n go to x: (((x) + (((join (letter (i15) of (current line sequence)) (letter ((i15) + (1)) of (current line sequence))) * (stretch)) * (dilation))) + (words length)) y: ((y) - ((join (letter ((i15) + (2)) of (current line sequence)) (letter ((i15) + (3)) of (current line sequence))) * (dilation)))\n pen down\n go to x: (((x) + (((join (letter ((i15) + (4)) of (current line sequence)) (letter ((i15) + (5)) of (current line sequence))) * (dilation)) * (stretch))) + (words length)) y: ((y) - ((join (letter ((i15) + (6)) of (current line sequence)) (letter ((i15) + (7)) of (current line sequence))) * (dilation)))\n pen up\n change [i15 v] by (8)\n end\n set [i15 v] to [1]\n repeat ((length of (current arc sequence)) / (14))\n pen up\n set [k v] to (join (join (letter ((i15) + (8)) of (current arc sequence)) (letter ((i15) + (9)) of (current arc sequence))) (letter ((i15) + (10)) of (current arc sequence)))\n repeat ((((join (join (letter ((i15) + (11)) of (current arc sequence)) (letter ((i15) + (12)) of (current arc sequence))) (letter ((i15) + (13)) of (current arc sequence))) - (join (join (letter ((i15) + (8)) of (current arc sequence)) (letter ((i15) + (9)) of (current arc sequence))) (letter ((i15) + (10)) of (current arc sequence)))) / (15)) + (1))\n go to x: ((((x) + (((join (letter (i15) of (current arc sequence)) (letter ((i15) + (1)) of (current arc sequence))) * (dilation)) * (stretch))) + (words length)) + (([cos v] of (k) ) * (((join (letter ((i15) + (4)) of (current arc sequence)) (letter ((i15) + (5)) of (current arc sequence))) * (dilation)) * (stretch)))) y: (((y) - ((join (letter ((i15) + (2)) of (current arc sequence)) (letter ((i15) + (3)) of (current arc sequence))) * (dilation))) + (([sin v] of (k) ) * ((join (letter ((i15) + (6)) of (current arc sequence)) (letter ((i15) + (7)) of (current arc sequence))) * (dilation))))\n pen down\n change [k v] by (15)\n end\n change [i15 v] by (14)\n end\n end\n change [i14 v] by (1)\n change [words length v] by ((((join (letter ((length of (current line sequence)) - (1)) of (current line sequence)) (letter (length of (current line sequence)) of (current line sequence))) + (spacing)) * (dilation)) * (stretch))\nend\n\ndefine test collide Rect: (x) (y) (length) (width) Circle: (x2) (y2) (size)\nset [collide v] to [0]\nif <<(x2) > (x)> and <(x2) < ((x) + (length))>> then\n if <not <([abs v] of (((y) - ((width) / (2))) - (y2)) ) > (((width) / (2)) + ((size) / (2)))>> then\n set [collide v] to [1]\n end\nend\nif <<(y2) > ((y) - (width))> and <(y2) < (y)>> then\n if <not <([abs v] of (((x) + ((length) / (2))) - (x2)) ) > (((length) / (2)) + ((size) / (2)))>> then\n set [collide v] to [1]\n end\nend\nfind distance (x) (y) (x2) (y2)\nif <not <(distance) > ((size) / (2))>> then\n set [collide v] to [1]\nend\nfind distance ((x) + (length)) (y) (x2) (y2)\nif <not <(distance) > ((size) / (2))>> then\n set [collide v] to [1]\nend\nfind distance ((x) + (length)) ((y) - (width)) (x2) (y2)\nif <not <(distance) > ((size) / (2))>> then\n set [collide v] to [1]\nend\nfind distance (x) ((y) - (width)) (x2) (y2)\nif <not <(distance) > ((size) / (2))>> then\n set [collide v] to [1]\nend\n\ndefine find distance (x) (y) (x2) (y2)\nset [distance v] to ([sqrt v] of ((((y2) - (y)) * ((y2) - (y))) + (((x2) - (x)) * ((x2) - (x)))) )\n\ndefine Draw Right Triangle (x) (y) (length) (width) (x-dir) (y-dir)\nset pen size to (2)\nset [i v] to [0]\nrepeat ((length) / (2))\n pen up\n go to x: ((x) + ((i) * (x-dir))) y: (((y) + ((width) * (y-dir))) - (((i) * ((width) / (length))) * (y-dir)))\n pen down\n go to x: ((x) + ((i) * (x-dir))) y: (y)\n pen up\n change [i v] by (2)\nend\ndraw line (x) ((y) + ((width) * (y-dir))) to ((x) + ((length) * (x-dir))) (y) size [2]\n\ndefine draw rect (x) (y) (length) (width) (res) (filled?)\nif <(filled?) = [1]> then\n if <(length) > (width)> then\n set pen size to ((width) - ((res) * (2)))\n pen up\n go to x: (((x) + (res)) + (((width) - ((res) * (2))) / (2))) y: (((y) - (res)) - (((width) - ((res) * (2))) / (2)))\n pen down\n go to x: ((((x) + (length)) - (res)) - (((width) - ((res) * (2))) / (2))) y: (((y) - (res)) - (((width) - ((res) * (2))) / (2)))\n set pen size to (3)\n set [i v] to [1]\n repeat ([ceiling v] of ((0.10355339059327379) * ((width) - ((2) * (res)))) )\n pen up\n go to x: (((x) + (res)) + (i)) y: (((y) - (res)) - (i))\n pen down\n go to x: ((((x) + (length)) - (res)) - (i)) y: (((y) - (res)) - (i))\n go to x: ((((x) + (length)) - (res)) - (i)) y: (((y) - (width)) + ((res) + (i)))\n go to x: (((x) + (res)) + (i)) y: (((y) - (width)) + ((res) + (i)))\n go to x: (((x) + (res)) + (i)) y: (((y) - (res)) - (i))\n change [i v] by (2)\n end\n else\n set pen size to ((length) - ((res) * (2)))\n pen up\n go to x: (((x) + (res)) + (((length) - ((res) * (2))) / (2))) y: (((y) - (res)) - (((length) - ((res) * (2))) / (2)))\n pen down\n if <(length) = (width)> then\n pen up\n set pen size to (3)\n if <(res) > [4]> then\n set pen size to (4)\n end\n set [i v] to [1]\n repeat ([ceiling v] of ((0.10355339059327379) * ((length) - ((2) * (res)))) )\n pen up\n go to x: (((x) + (res)) + (i)) y: (((y) - (res)) - (i))\n pen down\n go to x: ((((x) + (length)) - (res)) - (i)) y: (((y) - (res)) - (i))\n go to x: ((((x) + (length)) - (res)) - (i)) y: (((y) - (width)) + ((res) + (i)))\n go to x: (((x) + (res)) + (i)) y: (((y) - (width)) + ((res) + (i)))\n go to x: (((x) + (res)) + (i)) y: (((y) - (res)) - (i))\n change [i v] by (2)\n end\n end\nend\nset pen size to (res)\npen up\ngo to x: ((x) + ((res) / (2))) y: ((y) - ((res) / (2)))\npen down\ngo to x: (((x) + (length)) - ((res) / (2))) y: ((y) - ((res) / (2)))\ngo to x: (((x) + (length)) - ((res) / (2))) y: (((y) - (width)) + ((res) / (2)))\ngo to x: ((x) + ((res) / (2))) y: (((y) - (width)) + ((res) / (2)))\ngo to x: ((x) + ((res) / (2))) y: ((y) - ((res) / (2)))\npen up\n\ndefine Line collision basic (x1) (y1) (x2) (y2) and (x3) (y3) (x4) (y4)\nset [lines touching? v] to [0]\nif <(x1) = (x2)> then\n set [m2 v] to (((y4) - (y3)) / ((x4) - (x3)))\n set [int x v] to (x1)\n set [int y v] to ((((m2) * (int x)) + (y3)) - ((m2) * (x3)))\nelse\n if <(x3) = (x4)> then\n set [m1 v] to (((y2) - (y1)) / ((x2) - (x1)))\n set [int x v] to (x3)\n set [int y v] to ((((m1) * (int x)) + (y1)) - ((m1) * (x1)))\n else\n set [m1 v] to (((y2) - (y1)) / ((x2) - (x1)))\n set [m2 v] to (((y4) - (y3)) / ((x4) - (x3)))\n set [int x v] to (((((y1) - (y3)) - ((x1) * (m1))) + ((x3) * (m2))) / ((m2) - (m1)))\n set [int y v] to ((y1) + (((int x) - (x1)) * (m1)))\n end\nend\nif <([sqrt v] of ((((x1) - (int x)) * ((x1) - (int x))) + (((y1) - (int y)) * ((y1) - (int y)))) ) > ([sqrt v] of ((((x2) - (int x)) * ((x2) - (int x))) + (((y2) - (int y)) * ((y2) - (int y)))) )> then\n set [line1 is long enough? v] to <not <([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) ) < ([sqrt v] of ((((x1) - (int x)) * ((x1) - (int x))) + (((y1) - (int y)) * ((y1) - (int y)))) )>>\nelse\n set [line1 is long enough? v] to <not <([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) ) < ([sqrt v] of ((((x2) - (int x)) * ((x2) - (int x))) + (((y2) - (int y)) * ((y2) - (int y)))) )>>\nend\nif <([sqrt v] of ((((x3) - (int x)) * ((x3) - (int x))) + (((y3) - (int y)) * ((y3) - (int y)))) ) > ([sqrt v] of ((((x4) - (int x)) * ((x4) - (int x))) + (((y4) - (int y)) * ((y4) - (int y)))) )> then\n set [line2 is long enough? v] to <not <([sqrt v] of ((((x3) - (x4)) * ((x3) - (x4))) + (((y3) - (y4)) * ((y3) - (y4)))) ) < ([sqrt v] of ((((x3) - (int x)) * ((x3) - (int x))) + (((y3) - (int y)) * ((y3) - (int y)))) )>>\nelse\n set [line2 is long enough? v] to <not <([sqrt v] of ((((x3) - (x4)) * ((x3) - (x4))) + (((y3) - (y4)) * ((y3) - (y4)))) ) < ([sqrt v] of ((((x4) - (int x)) * ((x4) - (int x))) + (((y4) - (int y)) * ((y4) - (int y)))) )>>\nend\nset [lines touching? v] to (<<(Line1 is long enough?) = [1]> and <(Line2 is long enough?) = [1]>> * (1))\n\ndefine test collide rect: (x) (y) (length) (width) Line: (x1) (y1) (x2) (y2)\nLine collision basic (x1) (y1) (x2) (y2) and (x) (y) ((x) + (length)) (y)\nif <(Lines Touching?) = [0]> then\n Line collision basic (x1) (y1) (x2) (y2) and (x) (y) (x) ((y) - (width))\n if <(Lines Touching?) = [0]> then\n Line collision basic (x1) (y1) (x2) (y2) and ((x) + (length)) (y) ((x) + (length)) ((y) - (width))\n if <(Lines Touching?) = [0]> then\n Line collision basic (x1) (y1) (x2) (y2) and (x) ((y) - (width)) ((x) + (length)) ((y) - (width))\n end\n end\nend\n\nwhen flag clicked\nhide\nset volume to (100) %\nset size to ((1) / (0)) %\nset [color win v] to [white]\nset [menu v] to [1]\nset [submenu v] to [0]\nset [levels unlocked v] to [1]\nset [checkpoint v] to [1]\nset [player_x v] to [0]\nset [player_y v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [level v] to [0]\nset [win circle trans v] to [100]\nset [water sound v] to [0]\nset [max scroll offset v] to [0]\nset [offset speed v] to [1]\nset up chars\nreset lists\nCheckpoints []\nlevel reset\nforever\n change [game_frame v] by (1)\n erase all\n if <(menu) = [0]> then\n reset lists\n render\n Draw text\n if <(die) = [0]> then\n Player Physics\n draw player (round ((player_x) - (SCROLL X))) (round ((player_y) - (SCROLL Y))) [1]\n else\n if <(die) = [2]> then\n draw player (round ((player_x) - (SCROLL X))) (round ((player_y) - (SCROLL Y))) [1]\n end\n end\n make grass\n Draw Particles\n else\n Draw menu\n end\n if <(color win) = [white]> then\n set pen color to (#ffffff)\n else\n set pen color to (#000000)\n end\n set pen (transparency v) to (win circle trans)\n draw circle [0] [0] [600]\n Scroll\nend\n\ndefine draw player (x) (y) (size)\nif <(player_sx) > [0.5]> then\n if <(eye_x-offset) < [4]> then\n change [eye_x-offset v] by (2)\n end\nelse\n if <(player_sx) < [-0.5]> then\n if <(eye_x-offset) > [-4]> then\n change [eye_x-offset v] by (-2)\n end\n else\n if <(eye_x-offset) > [0]> then\n change [eye_x-offset v] by (-2)\n else\n if <(eye_x-offset) < [0]> then\n change [eye_x-offset v] by (2)\n end\n end\n end\nend\nif <(player_sy) > [3]> then\n if <(eye_y-offset) < [4]> then\n change [eye_y-offset v] by (2)\n end\nelse\n if <(player_sy) < [-3]> then\n if <(eye_y-offset) > [-4]> then\n change [eye_y-offset v] by (-2)\n end\n else\n if <(eye_y-offset) > [0]> then\n change [eye_y-offset v] by (-2)\n else\n if <(eye_y-offset) < [0]> then\n change [eye_y-offset v] by (2)\n end\n end\n end\nend\nset pen color to (#000000)\ndraw rect ((x) - ((20) * (size))) ((y) + ((20) * (size))) ((40) * (size)) ((40) * (size)) ((20) * (size)) [1]\nset pen color to (#d2d2d2)\ndraw circle (x) (y) ((30) * (size))\nset pen color to (#ffffff)\ndraw circle (x) (y) ((26) * (size))\nset pen color to (#a2a2a2)\ndraw circle (((x) - (size)) + ((eye_x-offset) * (size))) (((y) - (size)) + ((eye_y-offset) * (size))) ((19) * (size))\nset pen color to (#000000)\ndraw circle ((x) + ((eye_x-offset) * (size))) ((y) + ((eye_y-offset) * (size))) ((18) * (size))\nset pen color to (#3e3e3e)\ndraw circle (((x) + ((3) * (size))) + ((eye_x-offset) * (size))) (((y) + ((-2) * (size))) + ((eye_y-offset) * (size))) ((8) * (size))\nif <<(pick random (1) to (50)) = [1]> and <(blink frame) = [0]>> then\n broadcast (blink v)\nend\nif <(blink frame) > [0]> then\n set pen color to (#000000)\n draw rect ((x) - ((16) * (size))) ((y) + ((16) * (size))) ((32) * (size)) ((blink frame) * (size)) [0] [1]\n draw rect ((x) - ((16) * (size))) (((y) - ((16) * (size))) + ((blink frame) * (size))) ((32) * (size)) ((blink frame) * (size)) [0] [1]\nend\n\ndefine draw circle (x) (y) (size)\npen up\nset pen size to (size)\ngo to x: (x) y: (y)\npen down\npen up\n\nwhen I receive [blink v]\nset [blink frame v] to [0]\nrepeat until <(blink frame) = [18]>\n change [blink frame v] by (3)\nend\nrepeat until <(blink frame) = [0]>\n change [blink frame v] by (-3)\nend\n\ndefine draw line (x) (y) to (x2) (y2) size (size)\nset pen size to (size)\npen up\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\ndefine Make Platform (x) (y) (length) (width) (type) Moving: (x or y?) (mv distance) (mv speed) Top? (add top?) (if top no grass?)\nset [mv_offset v] to ((mv distance) * ([sin v] of ((game_frame) * (mv speed)) ))\nif <<(add top?) = [1]> and <(if top no grass?) = []>> then\n add (length) to [grpl len v]\n if < (x or y?) contains [x]?> then\n add ((x) + ((mv distance) * ([sin v] of (((game_frame) + (1)) * (mv speed)) ))) to [grpl x v]\n else\n add (x) to [grpl x v]\n end\n if < (x or y?) contains [y]?> then\n add ((y) + ((mv distance) * ([sin v] of (((game_frame) + (1)) * (mv speed)) ))) to [grpl y v]\n else\n add (y) to [grpl y v]\n end\nend\nif <<<([abs v] of (((x) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ) < [300]> or <([abs v] of ((((x) + (length)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ) < [300]>> or <<(x) < (SCROLL X)> and <((x) + (length)) > (SCROLL X)>>> then\n if < (x or y?) contains [x]?> then\n add ((x) + (mv_offset)) to [platform x v]\n else\n add (x) to [platform x v]\n end\n if < (x or y?) contains [y]?> then\n add (((y) + (mv_offset)) + (add top?)) to [platform y v]\n else\n add ((y) + (add top?)) to [platform y v]\n end\n add (length) to [platform length v]\n add ((width) + (add top?)) to [platform width v]\n add (type) to [platform type v]\n if <(x or y?) = [x]> then\n add ((mv distance) * (([sin v] of ((game_frame) * (mv speed)) ) - ([sin v] of (((game_frame) - (1)) * (mv speed)) ))) to [platform dx v]\n add [0] to [platform dy v]\n else\n if <(x or y?) = [y]> then\n add ((mv distance) * (([sin v] of ((game_frame) * (mv speed)) ) - ([sin v] of (((game_frame) - (1)) * (mv speed)) ))) to [platform dy v]\n add [0] to [platform dx v]\n else\n if <(x or y?) = [xy]> then\n add ((mv distance) * (([sin v] of ((game_frame) * (mv speed)) ) - ([sin v] of (((game_frame) - (1)) * (mv speed)) ))) to [platform dx v]\n add ((mv distance) * (([sin v] of ((game_frame) * (mv speed)) ) - ([sin v] of (((game_frame) - (1)) * (mv speed)) ))) to [platform dy v]\n else\n add [0] to [platform dx v]\n add [0] to [platform dy v]\n end\n end\n end\n set pen color to (#693d13)\n draw rect (((x) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) (((y) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) (length) (width) [0] [1]\n if <(add top?) = [1]> then\n set pen color to (#56350f)\n draw line ((((x) + (1)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ((((y) - (16)) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) to ((((x) + (length)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ((((y) - (16)) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) size [2]\n set pen color to (#5eb716)\n draw line ((((x) + (1)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ((((y) - (10)) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) to ((((x) + (length)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ((((y) - (10)) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) size [10]\n set pen color to (#81e81a)\n draw line ((((x) + (1)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ((((y) - (3)) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) to ((((x) + (length)) - (SCROLL X)) + (< (x or y?) contains [x]?> * (mv_offset))) ((((y) - (3)) - (SCROLL Y)) + (< (x or y?) contains [y]?> * (mv_offset))) size [10]\n end\nend\n\ndefine change y by (sy)\nchange [player_y v] by (sy)\nchange [in air v] by (1)\ntest collide platform [19] [20] []\nrepeat until <(Touching?) = [0]>\n test collide platform [19] [20] []\n if <(Touching?) = [1]> then\n if <(sy) > [0]> then\n change [player_y v] by (-1)\n else\n change [player_y v] by (1)\n set [in air v] to [0]\n end\n set [player_sy v] to [0]\n end\nend\n\ndefine test collide platform (x hitbox) (y-hitbox) (ignore)\nset [touching? v] to [0]\ndelete all of [collision v]\nset [i2 v] to [0]\nrepeat (length of [vanishing x v])\n change [i2 v] by (1)\n if <(item (i2) of [vanishing status v]) < [2]> then\n if <<((player_x) + (19)) > (item (i2) of [vanishing x v])> and <<((player_y) + (20)) > ((item (i2) of [vanishing y v]) - (item (i2) of [vanishing width v]))> and <<((player_x) - (19)) < ((item (i2) of [vanishing x v]) + (item (i2) of [vanishing length v]))> and <((player_y) - (20)) < (item (i2) of [vanishing y v])>>>> then\n add [1] to [collision v]\n add [20] to [collision v]\n end\n end\nend\nset [i2 v] to [0]\nrepeat (length of [slope x v])\n change [i2 v] by (1)\n test collide rect: ((player_x) - (20)) ((player_y) + (20)) [40] [40] Line: ((item (i2) of [slope x v]) + (([cos v] of (([atan v] of (((item (i2) of [slope y2 v]) - (item (i2) of [slope y v])) / ((item (i2) of [slope x2 v]) - (item (i2) of [slope x v]))) ) + (90)) ) * (8))) ((item (i2) of [slope y v]) + (([sin v] of (([atan v] of (((item (i2) of [slope y2 v]) - (item (i2) of [slope y v])) / ((item (i2) of [slope x2 v]) - (item (i2) of [slope x v]))) ) + (90)) ) * (8))) ((item (i2) of [slope x2 v]) + (([cos v] of (([atan v] of (((item (i2) of [slope y2 v]) - (item (i2) of [slope y v])) / ((item (i2) of [slope x2 v]) - (item (i2) of [slope x v]))) ) + (90)) ) * (8))) ((item (i2) of [slope y2 v]) + (([sin v] of (([atan v] of (((item (i2) of [slope y2 v]) - (item (i2) of [slope y v])) / ((item (i2) of [slope x2 v]) - (item (i2) of [slope x v]))) ) + (90)) ) * (8)))\n if <(Lines Touching?) = [1]> then\n add [15] to [collision v]\n end\nend\nset [i2 v] to [0]\nrepeat (length of [platform type v])\n change [i2 v] by (1)\n if <((player_x) + (x hitbox)) > (item (i2) of [platform x v])> then\n if <((player_y) + (y-hitbox)) > ((item (i2) of [platform y v]) - (item (i2) of [platform width v]))> then\n if <((player_x) - (x hitbox)) < ((item (i2) of [platform x v]) + (item (i2) of [platform length v]))> then\n if <((player_y) - (20)) < (item (i2) of [platform y v])> then\n add (item (i2) of [platform type v]) to [collision v]\n set [mvpos v] to (i2)\n if <<(item (i2) of [platform type v]) > [6]> and <(item (i2) of [platform type v]) < [13]>> then\n replace item ((item (i2) of [platform type v]) - (6)) of [locked platform data v] with [1]\n start sound [Key v]\n end\n end\n end\n end\n end\nend\nif <<[collision v] contains [1]?> or <[collision v] contains [15]?>> then\n set [touching? v] to [1]\n stop [this script v]\nend\nif <(ignore) = []> then\n Check Touching?\nend\n\ndefine change x by (sx)\nchange [player_x v] by (sx)\ntest collide platform [19] [20] []\nif <(Touching?) = [1]> then\n repeat (8)\n change [player_y v] by (1)\n test collide platform [19] [20] []\n if <(Touching?) = [0]> then\n stop [this script v]\n end\n end\n change [player_y v] by (-8)\n repeat until <(Touching?) = [0]>\n test collide platform [19] [20] []\n if <(sx) > [0]> then\n change [player_x v] by (-0.5)\n else\n change [player_x v] by (0.5)\n end\n set [player_sx v] to [0]\n end\nend\n\ndefine Player Physics\nMoving Platform\ntest collide platform [19] [20] []\nif <(Touching?) = [1]> then\n Find Closest Space to (player_x) (player_y) max: [50] from deg: [90] [450]\nend\ntest collide platform [19] [20] []\nif <[collision v] contains [5]?> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>>> then\n if <(player_sy) > [-1]> then\n change [player_sy v] by (-1)\n end\n if <(player_sy) < [-1]> then\n if <(player_sy) < [-7]> then\n set [player_sy v] to [-7]\n else\n change [player_sy v] by (1)\n end\n end\n end\nelse\n if <(player_sy) > [-20]> then\n change [player_sy v] by (-2)\n end\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [jump timer v] by (1)\n if <[collision v] contains [5]?> then\n set [player_sy v] to [7]\n if <(water sound) = [0]> then\n broadcast (water v)\n end\n else\n if <(in air) < [4]> then\n set [player_sy v] to [16]\n end\n end\nelse\n set [jump timer v] to [0]\nend\nif <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <[collision v] contains [5]?> then\n set [player_sy v] to [-7]\n if <(water sound) = [0]> then\n broadcast (water v)\n end\n end\n change [player_x v] by (-3)\n test collide platform [19] [20] []\n if <[collision v] contains [15]?> then\n if <(slope starter) = [0]> then\n start sound [Slopes v]\n end\n set [slope starter v] to [1]\n change [player_sx v] by (5)\n change [player_sy v] by (-14)\n change [player_x v] by (3)\n else\n change [player_x v] by (6)\n test collide platform [19] [20] []\n if <[collision v] contains [15]?> then\n if <(slope starter) = [0]> then\n start sound [Slopes v]\n end\n set [slope starter v] to [1]\n change [player_sx v] by (-5)\n change [player_sy v] by (-14)\n change [player_x v] by (-3)\n else\n change [player_x v] by (-3)\n end\n end\nelse\n set [slope starter v] to [0]\nend\nTramp Collisions\nOrb Collisions\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player_sx v] by (2)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [player_sx v] by (-2)\nend\nset [player_sx v] to ((player_sx) * (0.8))\nif <([abs v] of (player_sx) ) > [0.5]> then\n change x by (round (player_sx))\nend\nchange y by (player_sy)\ntest collide platform [19] [20] []\ntest collide saw\nif <<[collision v] contains [3]?> or <(player_y) < [-200]>> then\n broadcast (die v)\nend\ntest collide platform [19] [20] []\nif <(Touching?) = [1]> then\n Find Closest Space to (player_x) (player_y) max: [50] from deg: [90] [450]\nend\n\nif <<(water sound) = [0]> and <(pick random (1) to (20)) = [1]>> then\n broadcast (water v)\nend\n\ndefine Check Touching?\nset [touching? v] to [0]\nif <[collision v] contains [2]?> then\n if <(Cloud Colliding) = [0]> then\n change [player_y v] by (-6)\n test collide platform [14] [0] [1]\n if <[collision v] contains [2]?> then\n if <not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n set [touching? v] to [1]\n set [cloud check v] to [0]\n else\n if <(cloud check) = [0]> then\n start sound [Slopes v]\n end\n set [cloud check v] to [1]\n end\n else\n set [cloud colliding v] to [1]\n end\n change [player_y v] by (6)\n end\nelse\n set [cloud colliding v] to [0]\nend\n\ndefine Moving Platform\nset [mv dx v] to [0]\nset [mv dy v] to [0]\nchange [player_y v] by (-10)\ntest collide platform [19] [20] []\nif <(in air) < [1]> then\n if <not <<[collision v] contains [15]?> or <[collision v] contains [20]?>>> then\n change [mv dx v] by (item (mvpos) of [platform dx v])\n change [mv dy v] by (item (mvpos) of [platform dy v])\n change [player_x v] by (mv dx)\n change [player_y v] by (mv dy)\n end\nend\nchange [player_y v] by (10)\nif <(player_sx) > [0.5]> then\n change [player_x v] by (-1)\nelse\n set [touching? v] to [1]\nend\n\ndefine Find Closest Space to (x) (y) max: (max) from deg: (deg1) (deg2)\nset [collision_rad v] to [1]\nrepeat (max)\n set [collision_deg v] to (deg1)\n repeat (((deg2) - (deg1)) / (22.5))\n set [player_x v] to (round ((x) + ((collision_rad) * ([sin v] of (collision_deg) ))))\n set [player_y v] to (round ((y) + ((collision_rad) * ([cos v] of (collision_deg) ))))\n test collide platform [19] [20] []\n if <(Touching?) = [0]> then\n set [player_x v] to (x)\n test collide platform [19] [20] []\n if <(Touching?) = [1]> then\n set [player_x v] to (round ((x) + ((collision_rad) * ([sin v] of (collision_deg) ))))\n end\n stop [this script v]\n end\n change [collision_deg v] by (22.5)\n end\n change [collision_rad v] by (1)\nend\n\ndefine Make Cloud (x) (y) (length) (x-offsets) (y-offsets) (sizes)\nif <<([abs v] of ((x) - (SCROLL X)) ) < [300]> or <([abs v] of (((x) + (length)) - (SCROLL X)) ) < [300]>> then\n add ((x) - (3)) to [platform x v]\n add ((y) + (5)) to [platform y v]\n add ((length) + (6)) to [platform length v]\n add [10] to [platform width v]\n add [2] to [platform type v]\n add [0] to [platform dx v]\n add [0] to [platform dy v]\n if <<(Level) = [3]> or <(Level) = [4]>> then\n set pen color to (#aab3bd)\n else\n set pen color to (#ffecec)\n end\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + (length)) - (SCROLL X)) ((y) - (SCROLL Y)) size [16]\n draw line (((x) + (6)) - (SCROLL X)) (((y) + (6)) - (SCROLL Y)) to (((x) + ((length) - (10))) - (SCROLL X)) (((y) + (6)) - (SCROLL Y)) size [14]\n draw line (((x) + (20)) - (SCROLL X)) (((y) + (12)) - (SCROLL Y)) to (((x) + ((length) - (17))) - (SCROLL X)) (((y) + (12)) - (SCROLL Y)) size [10]\n delete all of [cloud_circle_size v]\n delete all of [cloud_circle_x v]\n delete all of [cloud_circle_y v]\n add [] to [cloud_circle_size v]\n add [] to [cloud_circle_x v]\n add [] to [cloud_circle_y v]\n set [i5 v] to [0]\n set [i6 v] to [1]\n repeat (length of (x-offsets))\n change [i5 v] by (1)\n if <(letter (i5) of (x-offsets)) = [/]> then\n change [i6 v] by (1)\n add [] to [cloud_circle_x v]\n else\n replace item (i6) of [cloud_circle_x v] with (join (item (i6) of [cloud_circle_x v]) (letter (i5) of (x-offsets)))\n end\n end\n set [i5 v] to [0]\n set [i6 v] to [1]\n repeat (length of (y-offsets))\n change [i5 v] by (1)\n if <(letter (i5) of (y-offsets)) = [/]> then\n change [i6 v] by (1)\n add [] to [cloud_circle_y v]\n else\n replace item (i6) of [cloud_circle_y v] with (join (item (i6) of [cloud_circle_y v]) (letter (i5) of (y-offsets)))\n end\n end\n set [i5 v] to [0]\n set [i6 v] to [1]\n repeat (length of (sizes))\n change [i5 v] by (1)\n if <(letter (i5) of (sizes)) = [/]> then\n change [i6 v] by (1)\n add [] to [cloud_circle_size v]\n else\n replace item (i6) of [cloud_circle_size v] with (join (item (i6) of [cloud_circle_size v]) (letter (i5) of (sizes)))\n end\n end\n set [i5 v] to [0]\n repeat (length of [cloud_circle_size v])\n change [i5 v] by (1)\n draw circle (((x) + (item (i5) of [cloud_circle_x v])) - (SCROLL X)) (((y) + (item (i5) of [cloud_circle_y v])) - (SCROLL Y)) (item (i5) of [cloud_circle_size v])\n end\nend\n\ndefine draw arc (x) (y) (rad1) (rad2) (deg1) (deg2) (size) (filled?)\npen up\nset [deg v] to (deg1)\nrepeat ((((deg2) - (deg1)) / (15)) + (1))\n if <(filled?) = [1]> then\n draw line (x) (y) to ((x) + ((rad1) * ([cos v] of (deg) ))) ((y) + ((rad2) * ([sin v] of (deg) ))) size (size)\n change [deg v] by (15)\n else\n set pen size to (size)\n go to x: ((x) + ((rad1) * ([cos v] of (deg) ))) y: ((y) + ((rad2) * ([sin v] of (deg) )))\n pen down\n change [deg v] by (15)\n end\nend\n\ndefine Make Tramp (x) (y)\nchange [tv v] by (1)\nadd (x) to [no grass x1 v]\nadd ((x) + (50)) to [no grass x2 v]\nadd ((y) - (50)) to [no grass y v]\nadd (x) to [tramp x v]\nadd ((y) - (item (tv) of [tramp extend v])) to [tramp y v]\nif <(length of [tramp extend v]) < (tv)> then\n add [0] to [tramp extend v]\nend\nif <([abs v] of ((x) - (SCROLL X)) ) < [320]> then\n set pen color to (#aab5b3)\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (10)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) to (((x) + (5)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [8]\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (42)) - (SCROLL Y)) - ()) to (((x) + (5)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [8]\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (10)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) to (((x) + (45)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [8]\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (42)) - (SCROLL Y)) - ()) to (((x) + (45)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [8]\n set pen color to (#d3e0de)\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (10)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) to (((x) + (5)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [6]\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (42)) - (SCROLL Y)) - ()) to (((x) + (5)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [6]\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (10)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) to (((x) + (45)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [6]\n draw line (((x) + (25)) - (SCROLL X)) ((((y) - (42)) - (SCROLL Y)) - ()) to (((x) + (45)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) size [6]\n set pen color to (#aab5b3)\n draw circle (((x) + (7)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) [12]\n draw circle (((x) + (43)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) [12]\n set pen color to (#d3e0de)\n draw circle (((x) + (7)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) [10]\n draw circle (((x) + (43)) - (SCROLL X)) ((((y) - (26)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) [10]\n set pen color to (#e4d32f)\n draw rect ((x) - (SCROLL X)) (((y) - (SCROLL Y)) - (item (tv) of [tramp extend v])) [50] [16] [6] [0]\n draw rect ((x) - (SCROLL X)) (((y) - (36)) - (SCROLL Y)) [50] [16] [6] [0]\n set pen color to (#f5e333)\n draw rect (((x) + (2)) - (SCROLL X)) ((((y) - (2)) - (SCROLL Y)) - (item (tv) of [tramp extend v])) [46] [12] [6] [1]\n draw rect (((x) + (2)) - (SCROLL X)) (((y) - (38)) - (SCROLL Y)) [46] [12] [6] [1]\n set pen color to (#f5e333)\nend\n\ndefine Tramp Collisions\nset [i2 v] to [0]\nrepeat (length of [tramp x v])\n change [i2 v] by (1)\n if <(item (i2) of [tramp extend v]) > [0]> then\n replace item (i2) of [tramp extend v] with ((item (i2) of [tramp extend v]) - (5))\n end\n if <((player_x) + (19)) > (item (i2) of [tramp x v])> then\n if <((player_y) + (20)) > ((item (i2) of [tramp y v]) - (52))> then\n if <((player_x) - (19)) < ((item (i2) of [tramp x v]) + (50))> then\n if <((player_y) - (20)) < (item (i2) of [tramp y v])> then\n if <(item (i2) of [tramp extend v]) = [0]> then\n start sound [Tramp v]\n end\n set [player_sy v] to [30]\n replace item (i2) of [tramp extend v] with [20]\n end\n end\n end\n end\nend\n\ndefine Make Vanishing Block (x) (y) (length) (width)\nchange [v.id v] by (1)\nadd (x) to [vanishing x v]\nadd (y) to [vanishing y v]\nadd (length) to [vanishing length v]\nadd (width) to [vanishing width v]\nif <(length of [vanishing status v]) < (v.id)> then\n add [0] to [vanishing status v]\n add [0] to [last vanishing status v]\nend\nif <(item (v.id) of [vanishing status v]) < [2]> then\n change [player_y v] by (-1)\n if <<((player_x) + (19)) > (item (v.id) of [vanishing x v])> and <<((player_y) + (20)) > ((item (v.id) of [vanishing y v]) - (item (v.id) of [vanishing width v]))> and <<((player_x) - (19)) < ((item (v.id) of [vanishing x v]) + (item (v.id) of [vanishing length v]))> and <((player_y) - (20)) < (item (v.id) of [vanishing y v])>>>> then\n replace item (v.id) of [vanishing status v] with [1]\n else\n replace item (v.id) of [vanishing status v] with [0]\n end\n change [player_y v] by (1)\n if <<(item (v.id) of [vanishing status v]) = [0]> and <(item (v.id) of [last vanishing status v]) = [1]>> then\n replace item (v.id) of [vanishing status v] with [2]\n repeat ((length) / (8))\n Add Particle Color: [0] [0] (((10) * ([sin v] of (i8) )) + ((31) + ((10) * ([sin v] of ((game_frame) * (10)) )))) Trans. [20] X: (((x) + ((length) / (2))) + (pick random (round (() - ((length) / (4)))) to ((length) / (4)))) Y: (((y) - ((width) / (2))) + (pick random (round (() - ((width) / (4)))) to ((width) / (4)))) Dir: (pick random (30) to (150)) Speed [9] Size: [18]\n end\n start sound [Block Break v]\n end\n if <<([abs v] of ((x) - (SCROLL X)) ) < [300]> or <([abs v] of (((x) + (length)) - (SCROLL X)) ) < [300]>> then\n set pen color to (#696969)\n set pen (brightness v) to ((31) + ((10) * ([sin v] of ((game_frame) * (10)) )))\n draw rect (((x) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) (((y) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) (length) (width) [0] [1]\n set pen color to (#565656)\n set pen (brightness v) to ((23) + ((10) * ([sin v] of ((game_frame) * (10)) )))\n draw line ((((x) + (1)) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) ((((y) - (16)) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) to ((((x) + (length)) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) ((((y) - (16)) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) size [2]\n set pen color to (#b7b7b7)\n set pen (brightness v) to ((61) + ((10) * ([sin v] of ((game_frame) * (10)) )))\n draw line ((((x) + (1)) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) ((((y) - (10)) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) to ((((x) + (length)) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) ((((y) - (10)) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) size [10]\n set pen color to (#e8e8e8)\n set pen (brightness v) to ((80) + ((10) * ([sin v] of ((game_frame) * (10)) )))\n draw line ((((x) + (1)) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) ((((y) - (3)) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) to ((((x) + (length)) - (SCROLL X)) + (<(x or y?) = [x]> * (mv_offset))) ((((y) - (3)) - (SCROLL Y)) + (<(x or y?) = [y]> * (mv_offset))) size [10]\n end\n replace item (v.id) of [last vanishing status v] with (item (v.id) of [vanishing status v])\nend\n\ndefine Make Slope (x) (y) to (x2) (y2)\npoint in direction (90)\nadd (x) to [slope x v]\nadd (y) to [slope y v]\nadd (x2) to [slope x2 v]\nadd (y2) to [slope y2 v]\nif <<<([abs v] of ((x) - (SCROLL X)) ) < [300]> or <([abs v] of ((x2) - (SCROLL X)) ) < [300]>> or <<(SCROLL X) > (x)> and <(SCROLL X) < (x2)>>> then\n set pen color to (#543e25)\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to ((x2) - (SCROLL X)) ((y2) - (SCROLL Y)) size [24]\n set pen color to (#735433)\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to ((x2) - (SCROLL X)) ((y2) - (SCROLL Y)) size [18]\n set pen color to (#88643d)\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to ((x2) - (SCROLL X)) ((y2) - (SCROLL Y)) size [12]\n set pen color to (#ffffff)\nend\n\ndefine Make Spike (x) (y) (length) (height) Point: (dir)\nrepeat (2)\n add (x) to [no grass x1 v]\n if <<(dir) = [up]> or <(dir) = [down]>> then\n add ((x) + (length)) to [no grass x2 v]\n else\n add ((x) + (height)) to [no grass x2 v]\n end\nend\nif <<(dir) = [up]> or <(dir) = [down]>> then\n add ((y) - (height)) to [no grass y v]\nelse\n add ((y) - (length)) to [no grass y v]\nend\nadd (y) to [no grass y v]\nif <([abs v] of ((x) - (SCROLL X)) ) < [300]> then\n add [3] to [platform type v]\n add (x) to [platform x v]\n add (y) to [platform y v]\n add [0] to [platform dx v]\n add [0] to [platform dy v]\n if <(dir) = [up]> then\n add (length) to [platform length v]\n add (height) to [platform width v]\n set pen color to (#808080)\n draw line (((x) + ((length) / (2))) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + (length)) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n draw line (((x) + (length)) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n draw line (((x) + ((length) / (2))) - (SCROLL X)) (((y) - ()) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [6]\n set pen color to (#b3b3b3)\n draw line (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (-1)) - (SCROLL Y)) to ((x) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n draw line (((x) + ((length) / (2))) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n end\n if <(dir) = [down]> then\n add (length) to [platform length v]\n add (height) to [platform width v]\n set pen color to (#808080)\n draw line (((x) + (length)) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n draw line (((x) + ((length) / (2))) - (SCROLL X)) (((y) - ()) - (SCROLL Y)) to (((x) + (length)) - (SCROLL X)) (((y) - ()) - (SCROLL Y)) size [8]\n draw line (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (-1)) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [6]\n set pen color to (#b3b3b3)\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) ((((y) - (height)) - (SCROLL Y)) - (1)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - ()) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - ()) - (SCROLL Y)) size [8]\n draw line (((x) + ((length) / (2))) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + ((length) / (2))) - (SCROLL X)) (((y) - (height)) - (SCROLL Y)) size [8]\n end\n if <(dir) = [right]> then\n add (length) to [platform width v]\n add (height) to [platform length v]\n set pen color to (#808080)\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) to ((x) - (SCROLL X)) ((y) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [6]\n set pen color to (#b3b3b3)\n draw line ((x) - (SCROLL X)) (((y) - (length)) - (SCROLL Y)) to (((x) + ((height) + (1))) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - (length)) - (SCROLL Y)) to ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n end\n if <(dir) = [left]> then\n add (length) to [platform width v]\n add (height) to [platform length v]\n set pen color to (#808080)\n draw line ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) ((y) - (SCROLL Y)) size [8]\n draw line (((x) + (height)) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [6]\n set pen color to (#b3b3b3)\n draw line (((x) + (height)) - (SCROLL X)) (((y) - (length)) - (SCROLL Y)) to (((x) + (-1)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n draw line (((x) + (height)) - (SCROLL X)) (((y) - (length)) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n draw line ((x) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) to (((x) + (height)) - (SCROLL X)) (((y) - ((length) / (2))) - (SCROLL Y)) size [8]\n end\nend\n\ndefine reset\nset [exit extend v] to [0]\nset [die v] to [0]\nset [exit bright v] to [0]\nset [blink frame v] to [0]\nset [player_x v] to (item (checkpoint) of [checkpoint x v])\nset [player_y v] to ((item (checkpoint) of [checkpoint y v]) - (80))\nset [player_sx v] to [0]\nset [player_sy v] to [0]\nset [saw_deg v] to [0]\ndelete all of [tramp extend v]\ndelete all of [last vanishing status v]\ndelete all of [vanishing status v]\ndelete all of [checkpoint extend v]\ndelete all of [enemy die v]\ndelete all of [enemy x_offset v]\ndelete all of [enemy y_offset v]\ndelete all of [enemy x v]\ndelete all of [enemy y v]\ndelete all of [enemy sx v]\ndelete all of [enemy sy v]\ndelete all of [enemy ai timer x v]\ndelete all of [enemy ai timer y v]\ndelete all of [enemy ai keys? v]\ndelete all of [locked platform data v]\ndelete all of [locked platform offset v]\ndelete all of [orb extend v]\ndelete all of [particle color v]\ndelete all of [particle saturation v]\ndelete all of [particle brightness v]\ndelete all of [particle dir v]\ndelete all of [particle speed v]\ndelete all of [particle transparency v]\ndelete all of [particle x v]\ndelete all of [particle y v]\ndelete all of [particle size v]\ndelete all of [particle_sy v]\nrepeat (6)\n add [0] to [locked platform data v]\n add [0] to [locked platform offset v]\nend\nadd ((width) + (add top?)) to [platform width v]\nadd (type) to [platform type v]\n\ndefine Add Saw (x) (y) (size)\nadd ((x) - ((size) + (0))) to [no grass x1 v]\nadd ((x) + ((size) + (0))) to [no grass x2 v]\nadd (y) to [no grass y v]\nif <([abs v] of ((x) - (SCROLL X)) ) < [320]> then\n add (x) to [saw x v]\n add (y) to [saw y v]\n add (size) to [saw size v]\n set [i7 v] to [0]\n repeat (10)\n set pen color to (#777777)\n draw line (((x) + ((((size) / (2)) + (-5)) * ([cos v] of (((saw_deg) + (i7)) + (10)) ))) - (SCROLL X)) (((y) + ((((size) / (2)) + (-5)) * ([sin v] of (((saw_deg) + (i7)) + (10)) ))) - (SCROLL Y)) to (((x) + ((((size) / (2)) + (8)) * ([cos v] of (((saw_deg) + (i7)) + (6)) ))) - (SCROLL X)) (((y) + ((((size) / (2)) + (8)) * ([sin v] of (((saw_deg) + (i7)) + (6)) ))) - (SCROLL Y)) size [7]\n draw line (((x) + ((((size) / (2)) + (-5)) * ([cos v] of (((saw_deg) + (i7)) + (-10)) ))) - (SCROLL X)) (((y) + ((((size) / (2)) + (-5)) * ([sin v] of (((saw_deg) + (i7)) + (-10)) ))) - (SCROLL Y)) to (((x) + ((((size) / (2)) + (8)) * ([cos v] of (((saw_deg) + (i7)) + (6)) ))) - (SCROLL X)) (((y) + ((((size) / (2)) + (8)) * ([sin v] of (((saw_deg) + (i7)) + (6)) ))) - (SCROLL Y)) size [7]\n change [i7 v] by (36)\n end\n set pen color to (#9e9e9e)\n draw circle ((x) - (SCROLL X)) ((y) - (SCROLL Y)) (size)\n set pen color to (#848484)\n draw circle ((x) - (SCROLL X)) ((y) - (SCROLL Y)) ((size) - (15))\n set pen color to (#717171)\n draw circle ((x) - (SCROLL X)) ((y) - (SCROLL Y)) ((size) - (25))\n set [i7 v] to [0]\n repeat (10)\n set pen color to (#757575)\n draw circle (((x) + ((((size) / (2)) + (-4)) * ([cos v] of ((saw_deg) + (i7)) ))) - (SCROLL X)) (((y) + ((((size) / (2)) + (-4)) * ([sin v] of ((saw_deg) + (i7)) ))) - (SCROLL Y)) [5]\n change [i7 v] by (36)\n end\nend\n\ndefine test collide saw\nset [i2 v] to [0]\nrepeat (length of [saw x v])\n change [i2 v] by (1)\n test collide Rect: ((player_x) - (20)) ((player_y) + (20)) [40] [40] Circle: (item (i2) of [saw x v]) (item (i2) of [saw y v]) (item (i2) of [saw size v])\n if <(Collide) = [1]> then\n add [3] to [collision v]\n end\nend\n\ndefine Make water (x) (y) (length) (width)\nif <<<([abs v] of (((x) + (length)) - (SCROLL X)) ) < [300]> or <([abs v] of ((x) - (SCROLL X)) ) < [300]>> or <<(x) < (SCROLL X)> and <((x) + (length)) > (SCROLL X)>>> then\n add [5] to [platform type v]\n add (x) to [platform x v]\n add (y) to [platform y v]\n add (length) to [platform length v]\n add (width) to [platform width v]\n add [0] to [platform dx v]\n add [0] to [platform dy v]\n set [waterloops v] to [0]\n set pen color to (#12b2c7)\n set pen (transparency v) to (40)\n repeat ((length) / (4))\n draw line (((x) + (waterloops)) - (SCROLL X)) ((((y) + ((5) * ([cos v] of (((game_frame) + (waterloops)) * (4)) ))) + ((3) * ([sin v] of ((game_frame) * (5)) ))) - (SCROLL Y)) to (((x) + (waterloops)) - (SCROLL X)) (((y) - (width)) - (SCROLL Y)) size [4]\n change [waterloops v] by (4)\n end\nend\n\ndefine Make lava (x) (y) (length) (width)\nif <<<([abs v] of (((x) + (length)) - (SCROLL X)) ) < [300]> or <([abs v] of ((x) - (SCROLL X)) ) < [300]>> or <<(x) < (SCROLL X)> and <((x) + (length)) > (SCROLL X)>>> then\n add [3] to [platform type v]\n add (x) to [platform x v]\n add (y) to [platform y v]\n add (length) to [platform length v]\n add (width) to [platform width v]\n add [0] to [platform dx v]\n add [0] to [platform dy v]\n set [waterloops v] to [0]\n set pen color to (#d02b2b)\n repeat ((length) / (4))\n draw line (((x) + (waterloops)) - (SCROLL X)) ((((y) + ((6) * ([cos v] of (((game_frame) + (waterloops)) * (3)) ))) + ((3) * ([sin v] of ((game_frame) * (3.5)) ))) - (SCROLL Y)) to (((x) + (waterloops)) - (SCROLL X)) (((y) - (width)) - (SCROLL Y)) size [4]\n change [waterloops v] by (4)\n end\nend\n\ndefine Make checkpoint (x) (y) (draw?)\nchange [cv v] by (1)\nif <(length of [checkpoint extend v]) < (cv)> then\n add [0] to [checkpoint extend v]\nend\nadd (x) to [checkpoint x v]\nadd (y) to [checkpoint y v]\nadd ((x) - (7)) to [no grass x1 v]\nadd ((x) - (-9)) to [no grass x2 v]\nadd ((y) - (95)) to [no grass y v]\nif <(item (cv) of [checkpoint extend v]) > [0]> then\n replace item (cv) of [checkpoint extend v] with ((item (cv) of [checkpoint extend v]) - (20))\nend\nif <(draw?) = []> then\n if <([abs v] of ((x) - (SCROLL X)) ) < [300]> then\n if <(checkpoint) < (cv)> then\n set pen color to (#c7c7c7)\n else\n set pen color to (#34aac7)\n set pen (saturation v) to ((73) - (item (cv) of [checkpoint extend v]))\n end\n set pen (brightness v) to ((78) + (item (cv) of [checkpoint extend v]))\n Draw Right Triangle (((x) + (5)) - (SCROLL X)) (((y) - (20)) - (SCROLL Y)) [40] [20] [1] [1]\n if <(checkpoint) < (cv)> then\n set pen color to (#dedede)\n else\n set pen color to (#3bbdde)\n set pen (saturation v) to ((73) - (item (cv) of [checkpoint extend v]))\n end\n set pen (brightness v) to ((87) + (item (cv) of [checkpoint extend v]))\n Draw Right Triangle (((x) + (5)) - (SCROLL X)) (((y) - (20)) - (SCROLL Y)) [40] [20] [1] [-1]\n set pen color to (#b5b5b5)\n set pen (brightness v) to ((70) + (item (cv) of [checkpoint extend v]))\n draw line (((x) - (3)) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) - (3)) - (SCROLL X)) (((y) - (100)) - (SCROLL Y)) size [12]\n set pen color to (#cecece)\n set pen (brightness v) to ((80) + (item (cv) of [checkpoint extend v]))\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to ((x) - (SCROLL X)) (((y) - (100)) - (SCROLL Y)) size [12]\n end\nend\nif <<((player_x) + (19)) > (x)> and <<((player_y) + (20)) > ((y) - (100))> and <<((player_x) - (19)) < ((x) + (40))> and <((player_y) - (20)) < (y)>>>> then\n if <(cv) > (checkpoint)> then\n change [checkpoint v] by (1)\n replace item (cv) of [checkpoint extend v] with [200]\n repeat (10)\n Add Particle Color: [53] (pick random (50) to (73)) (pick random (78) to (95)) Trans. [0] X: ((x) + (5)) Y: ((y) - (20)) Dir: (pick random (-30) to (210)) Speed [10] Size: [18]\n end\n start sound [Checkpoint v]\n end\nend\n\ndefine Make Enemy (x) (y) mv: (dist) (speed) Type: (type)\nchange [ev v] by (1)\nif <(length of [enemy die v]) < (ev)> then\n add [0] to [enemy die v]\n add [0] to [enemy x_offset v]\n add [0] to [enemy y_offset v]\n add (x) to [enemy x v]\n add (y) to [enemy y v]\n add [0] to [enemy sx v]\n add [0] to [enemy sy v]\n add [0] to [enemy ai timer x v]\n add [0] to [enemy ai timer y v]\n add [000] to [enemy ai keys? v]\nend\nif <(item (ev) of [enemy die v]) < [1]> then\n find distance (player_x) (player_y) ((item (ev) of [enemy x v]) + (20)) ((item (ev) of [enemy y v]) - (20))\n if <not <<(type) = [2]> and <(distance) < [600]>>> then\n replace item (ev) of [enemy x v] with ((x) + ((dist) * ([sin v] of ((game_frame) * (speed)) )))\n replace item (ev) of [enemy sx v] with ((item (ev) of [enemy x v]) - ((x) + ((dist) * ([sin v] of (((game_frame) - (1)) * (speed)) ))))\n else\n if <(item (ev) of [enemy ai timer x v]) = [0]> then\n if <(player_x) < ((item (ev) of [enemy x v]) + (20))> then\n if <(pick random (1) to (4)) > [1]> then\n replace item (ev) of [enemy ai keys? v] with (join [1] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n else\n if <(pick random (1) to (2)) = [1]> then\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [1]))\n else\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n end\n end\n else\n if <(pick random (1) to (4)) > [1]> then\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [1]))\n else\n if <(pick random (1) to (2)) = [1]> then\n replace item (ev) of [enemy ai keys? v] with (join [1] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n else\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n end\n end\n end\n if <<(letter (1) of (item (ev) of [enemy ai keys? v])) = [0]> and <(letter (3) of (item (ev) of [enemy ai keys? v])) = [0]>> then\n replace item (ev) of [enemy ai timer x v] with [8]\n else\n replace item (ev) of [enemy ai timer x v] with [12]\n end\n else\n if <(item (ev) of [enemy ai timer x v]) > [0]> then\n replace item (ev) of [enemy ai timer x v] with ((item (ev) of [enemy ai timer x v]) - (1))\n end\n end\n if <(item (ev) of [enemy y v]) = (y)> then\n if <(item (ev) of [enemy ai timer y v]) = [0]> then\n if <((player_y) - (-20)) > (item (ev) of [enemy y v])> then\n if <(pick random (1) to (4)) > [1]> then\n replace item (ev) of [enemy ai keys? v] with (join (letter (1) of (item (ev) of [enemy ai keys? v])) (join [1] (letter (3) of (item (ev) of [enemy ai keys? v]))))\n else\n replace item (ev) of [enemy ai keys? v] with (join (letter (1) of (item (ev) of [enemy ai keys? v])) (join [0] (letter (3) of (item (ev) of [enemy ai keys? v]))))\n end\n else\n if <(pick random (1) to (2)) > [1]> then\n replace item (ev) of [enemy ai keys? v] with (join (letter (1) of (item (ev) of [enemy ai keys? v])) (join [0] (letter (3) of (item (ev) of [enemy ai keys? v]))))\n else\n replace item (ev) of [enemy ai keys? v] with (join (letter (1) of (item (ev) of [enemy ai keys? v])) (join [1] (letter (3) of (item (ev) of [enemy ai keys? v]))))\n end\n end\n replace item (ev) of [enemy ai timer y v] with (pick random (10) to (14))\n else\n replace item (ev) of [enemy ai keys? v] with (join (letter (1) of (item (ev) of [enemy ai keys? v])) (join [0] (letter (3) of (item (ev) of [enemy ai keys? v]))))\n if <(item (ev) of [enemy ai timer y v]) > [0]> then\n replace item (ev) of [enemy ai timer y v] with ((item (ev) of [enemy ai timer y v]) - (1))\n end\n end\n end\n if <(letter (3) of (item (ev) of [enemy ai keys? v])) > [0]> then\n replace item (ev) of [enemy sx v] with ((item (ev) of [enemy sx v]) + (speed))\n end\n if <(letter (1) of (item (ev) of [enemy ai keys? v])) > [0]> then\n replace item (ev) of [enemy sx v] with ((item (ev) of [enemy sx v]) - (speed))\n end\n replace item (ev) of [enemy sx v] with ((item (ev) of [enemy sx v]) * (0.8))\n if <(item (ev) of [enemy x v]) > ((x) + (dist))> then\n replace item (ev) of [enemy x v] with ((x) + (dist))\n replace item (ev) of [enemy sx v] with [0]\n if <(pick random (1) to (3)) = [1]> then\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n else\n replace item (ev) of [enemy ai keys? v] with (join [1] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n end\n replace item (ev) of [enemy ai timer x v] with [10]\n end\n if <(item (ev) of [enemy x v]) < ((x) - (dist))> then\n replace item (ev) of [enemy x v] with ((x) - (dist))\n replace item (ev) of [enemy sx v] with [0]\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n if <(pick random (1) to (3)) = [1]> then\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [0]))\n else\n replace item (ev) of [enemy ai keys? v] with (join [0] (join (letter (2) of (item (ev) of [enemy ai keys? v])) [1]))\n end\n replace item (ev) of [enemy ai timer x v] with [10]\n end\n if <(item (ev) of [enemy sy v]) > [-20]> then\n replace item (ev) of [enemy sy v] with ((item (ev) of [enemy sy v]) - (2))\n end\n if <(item (ev) of [enemy y v]) < ((y) + (2))> then\n replace item (ev) of [enemy y v] with (y)\n replace item (ev) of [enemy sy v] with [0]\n end\n if <(item (ev) of [enemy y v]) = (y)> then\n if <(letter (2) of (item (ev) of [enemy ai keys? v])) > [0]> then\n replace item (ev) of [enemy sy v] with [12]\n end\n end\n replace item (ev) of [enemy x v] with ((item (ev) of [enemy x v]) + (item (ev) of [enemy sx v]))\n replace item (ev) of [enemy y v] with ((item (ev) of [enemy y v]) + (item (ev) of [enemy sy v]))\n end\n if <<((player_x) + (19)) > (item (ev) of [enemy x v])> and <<((player_y) + (20)) > ((item (ev) of [enemy y v]) - (40))> and <<((player_x) - (19)) < ((item (ev) of [enemy x v]) + (40))> and <((player_y) - (20)) < (item (ev) of [enemy y v])>>>> then\n if <<(player_y) > ((item (ev) of [enemy y v]) - (20))> and <(player_sy) < [-3]>> then\n replace item (ev) of [enemy die v] with [1]\n set [player_sy v] to [20]\n repeat (6)\n Add Particle Color: [0] [70] [63] Trans. [0] X: ((item (ev) of [enemy x v]) + (20)) Y: ((item (ev) of [enemy y v]) - (20)) Dir: (pick random (0) to (180)) Speed [10] Size: [15]\n end\n repeat (2)\n Add Particle Color: [0] [0] [100] Trans. [0] X: ((item (ev) of [enemy x v]) + (20)) Y: ((item (ev) of [enemy y v]) - (20)) Dir: (pick random (0) to (180)) Speed [6] Size: [12]\n end\n start sound [Enemy Die v]\n else\n if <(die) = [0]> then\n broadcast (die v)\n end\n end\n end\n if <(item (ev) of [enemy sx v]) > [0.5]> then\n if <(item (ev) of [enemy x_offset v]) < [4]> then\n replace item (ev) of [enemy x_offset v] with ((item (ev) of [enemy x_offset v]) + (2))\n end\n else\n if <(item (ev) of [enemy sx v]) < [-0.5]> then\n if <(item (ev) of [enemy x_offset v]) > [-4]> then\n replace item (ev) of [enemy x_offset v] with ((item (ev) of [enemy x_offset v]) + (-2))\n end\n else\n if <(item (ev) of [enemy x_offset v]) > [0]> then\n replace item (ev) of [enemy x_offset v] with ((item (ev) of [enemy x_offset v]) + (-2))\n else\n if <(item (ev) of [enemy x_offset v]) < [0]> then\n replace item (ev) of [enemy x_offset v] with ((item (ev) of [enemy x_offset v]) + (2))\n end\n end\n end\n end\n if <(item (ev) of [enemy sy v]) > [3]> then\n if <(item (ev) of [enemy y_offset v]) < [4]> then\n replace item (ev) of [enemy y_offset v] with ((item (ev) of [enemy y_offset v]) + (2))\n end\n else\n if <(item (ev) of [enemy sy v]) < [-3]> then\n if <(item (ev) of [enemy y_offset v]) > [-4]> then\n replace item (ev) of [enemy y_offset v] with ((item (ev) of [enemy y_offset v]) + (-2))\n end\n else\n if <(item (ev) of [enemy y_offset v]) > [0]> then\n replace item (ev) of [enemy y_offset v] with ((item (ev) of [enemy y_offset v]) + (-2))\n else\n if <(item (ev) of [enemy y_offset v]) < [0]> then\n replace item (ev) of [enemy y_offset v] with ((item (ev) of [enemy y_offset v]) + (2))\n end\n end\n end\n end\n if <([abs v] of ((item (ev) of [enemy x v]) - (SCROLL X)) ) < [300]> then\n set pen color to (#a21d1d)\n draw rect ((item (ev) of [enemy x v]) - (SCROLL X)) ((item (ev) of [enemy y v]) - (SCROLL Y)) [40] [40] [20] [1]\n if <(type) = [2]> then\n set pen color to (#d29b9b)\n else\n set pen color to (#d2d2d2)\n end\n draw circle (((item (ev) of [enemy x v]) + (20)) - (SCROLL X)) (((item (ev) of [enemy y v]) - (20)) - (SCROLL Y)) [30]\n if <(type) = [2]> then\n set pen color to (#ffbdbd)\n else\n set pen color to (#ffffff)\n end\n draw circle (((item (ev) of [enemy x v]) + (20)) - (SCROLL X)) (((item (ev) of [enemy y v]) - (20)) - (SCROLL Y)) [26]\n if <(type) = [2]> then\n set pen color to (#a27878)\n else\n set pen color to (#a2a2a2)\n end\n draw circle ((((item (ev) of [enemy x v]) - (-19)) + (item (ev) of [enemy x_offset v])) - (SCROLL X)) ((((item (ev) of [enemy y v]) + (item (ev) of [enemy y_offset v])) - (21)) - (SCROLL Y)) [19]\n set pen color to (#000000)\n draw circle ((((item (ev) of [enemy x v]) + (20)) + (item (ev) of [enemy x_offset v])) - (SCROLL X)) ((((item (ev) of [enemy y v]) + (item (ev) of [enemy y_offset v])) - (20)) - (SCROLL Y)) [18]\n set pen color to (#3e3e3e)\n if <(type) = [2]> then\n draw circle ((((item (ev) of [enemy x v]) + ((20) + ((3) * ([cos v] of ((game_frame) * (10)) )))) + (item (ev) of [enemy x_offset v])) - (SCROLL X)) ((((item (ev) of [enemy y v]) + ((-20) + ((-3) * ([sin v] of ((game_frame) * (10)) )))) + (item (ev) of [enemy y_offset v])) - (SCROLL Y)) [8]\n else\n draw circle ((((item (ev) of [enemy x v]) + (item (ev) of [enemy x_offset v])) + (23)) - (SCROLL X)) ((((item (ev) of [enemy y v]) + (item (ev) of [enemy y_offset v])) - (22)) - (SCROLL Y)) [8]\n end\n end\nend\n\ndefine Add Locked Block (x) (y) (color) (size)\nadd (x) to [no grass x1 v]\nadd ((x) + (size)) to [no grass x2 v]\nadd ((y) - (size)) to [no grass y v]\nif <(item (color) of [locked platform data v]) = [0]> then\n add (x) to [platform x v]\n add (y) to [platform y v]\n add (size) to [platform length v]\n add (size) to [platform width v]\n add [1] to [platform type v]\n add [0] to [platform dx v]\n add [0] to [platform dy v]\nelse\n if <(size) = [50]> then\n if <(item (color) of [locked platform offset v]) < [24]> then\n replace item (color) of [locked platform offset v] with ((item (color) of [locked platform offset v]) + (4))\n end\n else\n if <(item (color) of [locked platform offset v]) < [20]> then\n replace item (color) of [locked platform offset v] with ((item (color) of [locked platform offset v]) + (4))\n end\n end\nend\nif <(color) = [1]> then\n set pen (color v) to (0)\nelse\n if <(color) = [2]> then\n set pen (color v) to (8)\n else\n if <(color) = [3]> then\n set pen (color v) to (16)\n else\n if <(color) = [4]> then\n set pen (color v) to (35)\n else\n if <(color) = [5]> then\n set pen (color v) to (66)\n else\n set pen (color v) to (83)\n end\n end\n end\n end\nend\nif <([abs v] of ((x) - (SCROLL X)) ) < [300]> then\n if <<<(size) = [40]> and <(item (color) of [locked platform offset v]) < [20]>> or <<(size) = [50]> and <(item (color) of [locked platform offset v]) < [24]>>> then\n set pen (saturation v) to (68)\n set pen (brightness v) to (70)\n draw rect (((x) + (item (color) of [locked platform offset v])) - (SCROLL X)) (((y) - (item (color) of [locked platform offset v])) - (SCROLL Y)) ((size) - ((2) * (item (color) of [locked platform offset v]))) ((size) - ((2) * (item (color) of [locked platform offset v]))) [6] [0]\n set pen (brightness v) to (86)\n draw rect ((((x) + (5)) + (item (color) of [locked platform offset v])) - (SCROLL X)) ((((y) - (5)) - (item (color) of [locked platform offset v])) - (SCROLL Y)) (((size) - (10)) - ((2) * (item (color) of [locked platform offset v]))) (((size) - (10)) - ((2) * (item (color) of [locked platform offset v]))) [6] [1]\n end\n if <(item (color) of [locked platform data v]) = [0]> then\n if <(size) = [50]> then\n set pen (brightness v) to (57)\n draw circle (((x) + (25)) - (SCROLL X)) (((y) - (21)) - (SCROLL Y)) [13]\n Draw Right Triangle (((x) + (25)) - (SCROLL X)) (((y) - (35)) - (SCROLL Y)) [5] [16] [-1] [1]\n Draw Right Triangle (((x) + (25)) - (SCROLL X)) (((y) - (35)) - (SCROLL Y)) [5] [16] [1] [1]\n set pen (brightness v) to (70)\n draw circle (((x) + (12)) - (SCROLL X)) (((y) - (12)) - (SCROLL Y)) [8]\n draw circle (((x) + (38)) - (SCROLL X)) (((y) - (12)) - (SCROLL Y)) [8]\n draw circle (((x) + (38)) - (SCROLL X)) (((y) - (38)) - (SCROLL Y)) [8]\n draw circle (((x) + (12)) - (SCROLL X)) (((y) - (38)) - (SCROLL Y)) [8]\n else\n set pen (brightness v) to (57)\n draw circle (((x) + (20)) - (SCROLL X)) (((y) - (17)) - (SCROLL Y)) [10]\n Draw Right Triangle (((x) + (20)) - (SCROLL X)) (((y) - (28)) - (SCROLL Y)) [4] [12] [-1] [1]\n Draw Right Triangle (((x) + (20)) - (SCROLL X)) (((y) - (28)) - (SCROLL Y)) [4] [12] [1] [1]\n set pen (brightness v) to (70)\n draw circle (((x) + (10)) - (SCROLL X)) (((y) - (10)) - (SCROLL Y)) [6]\n draw circle (((x) + (30)) - (SCROLL X)) (((y) - (10)) - (SCROLL Y)) [6]\n draw circle (((x) + (30)) - (SCROLL X)) (((y) - (30)) - (SCROLL Y)) [6]\n draw circle (((x) + (10)) - (SCROLL X)) (((y) - (30)) - (SCROLL Y)) [6]\n end\n end\nend\n\ndefine Add Key (x) (y) (color)\nadd (x) to [no grass x1 v]\nadd ((y) - (20)) to [no grass y v]\nadd ((x) + (40)) to [no grass x2 v]\nif <(item (color) of [locked platform data v]) = [0]> then\n add (x) to [platform x v]\n add (y) to [platform y v]\n add [40] to [platform length v]\n add [20] to [platform width v]\n add ((color) + (6)) to [platform type v]\n add [0] to [platform dx v]\n add [0] to [platform dy v]\n if <(color) = [1]> then\n set pen (color v) to (0)\n else\n if <(color) = [2]> then\n set pen (color v) to (8)\n else\n if <(color) = [3]> then\n set pen (color v) to (16)\n else\n if <(color) = [4]> then\n set pen (color v) to (35)\n else\n if <(color) = [5]> then\n set pen (color v) to (66)\n else\n set pen (color v) to (83)\n end\n end\n end\n end\n end\n set pen (saturation v) to (100)\n set pen (brightness v) to (90)\n if <([abs v] of ((x) - (SCROLL X)) ) < [300]> then\n draw arc (((x) + (8)) - (SCROLL X)) (((y) - (10)) - (SCROLL Y)) [8] [9] [0] [360] [4] [0]\n draw rect (((x) + (13)) - (SCROLL X)) (((y) - (7)) - (SCROLL Y)) [10] [6] [2] [1]\n draw line (((x) + (22)) - (SCROLL X)) (((y) - (10)) - (SCROLL Y)) to (((x) + (40)) - (SCROLL X)) (((y) - (10)) - (SCROLL Y)) size [4]\n draw rect (((x) + (30)) - (SCROLL X)) (((y) - (10)) - (SCROLL Y)) [7] [7] [0] [1]\n end\nend\n\ndefine Make Jump Orb (x) (y)\nchange [ov v] by (1)\nadd (x) to [orb x v]\nadd (y) to [orb y v]\nif <(length of [orb extend v]) < (ov)> then\n add [0] to [orb extend v]\nend\nif <([abs v] of ((x) - (SCROLL X)) ) < [300]> then\n set pen color to (#f3f70b)\n if <(item (ov) of [orb extend v]) > [0]> then\n set pen (transparency v) to (50)\n draw circle (((x) + (13)) - (SCROLL X)) (((y) - (13)) - (SCROLL Y)) ((20) + (item (ov) of [orb extend v]))\n end\n set pen (transparency v) to (0)\n draw circle (((x) + (13)) - (SCROLL X)) (((y) - (13)) - (SCROLL Y)) [14]\n draw arc (((x) + (12.5)) - (SCROLL X)) (((y) - (13.5)) - (SCROLL Y)) ((12) + ((1.5) * ([sin v] of ((game_frame) * (12)) ))) ((12) + ((1.5) * ([sin v] of ((game_frame) * (12)) ))) [0] [360] [3] [0]\nend\n\ndefine Orb Collisions\nset [i2 v] to [0]\nrepeat (length of [orb x v])\n change [i2 v] by (1)\n if <(item (i2) of [orb extend v]) > [0]> then\n replace item (i2) of [orb extend v] with ((item (i2) of [orb extend v]) - (7.5))\n end\n if <<((player_x) + (19)) > (item (i2) of [orb x v])> and <<((player_y) + (20)) > ((item (i2) of [orb y v]) - (26))> and <<((player_x) - (19)) < ((item (i2) of [orb x v]) + (26))> and <((player_y) - (20)) < (item (i2) of [orb y v])>>>> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(jump timer) < [4]> then\n if <(orbsound) = [0]> then\n broadcast (orb v)\n end\n set [player_sy v] to [20]\n if <(item (i2) of [orb extend v]) < [20]> then\n replace item (i2) of [orb extend v] with [40]\n end\n end\n else\n end\n else\n end\nend\n\ndefine Draw Particles\nset [i8 v] to [1]\nrepeat (length of [particle color v])\n set pen (color v) to (item (i8) of [particle color v])\n set pen (saturation v) to (item (i8) of [particle saturation v])\n set pen (brightness v) to (item (i8) of [particle brightness v])\n set pen (transparency v) to (item (i8) of [particle transparency v])\n draw circle ((item (i8) of [particle x v]) - (SCROLL X)) ((item (i8) of [particle y v]) - (SCROLL Y)) (item (i8) of [particle size v])\n replace item (i8) of [particle x v] with ((item (i8) of [particle x v]) + ((item (i8) of [particle speed v]) * ([cos v] of (item (i8) of [particle dir v]) )))\n replace item (i8) of [particle y v] with (((item (i8) of [particle y v]) + ((item (i8) of [particle speed v]) * ([sin v] of (item (i8) of [particle dir v]) ))) + (item (i8) of [particle_sy v]))\n replace item (i8) of [particle_sy v] with ((item (i8) of [particle_sy v]) - (2))\n replace item (i8) of [particle size v] with ((item (i8) of [particle size v]) + (-1))\n replace item (i8) of [particle transparency v] with ((item (i8) of [particle transparency v]) + (7.5))\n if <<(item (i8) of [particle size v]) < [1]> or <(item (i8) of [particle transparency v]) > [99]>> then\n delete (i8) of [particle color v]\n delete (i8) of [particle brightness v]\n delete (i8) of [particle saturation v]\n delete (i8) of [particle dir v]\n delete (i8) of [particle size v]\n delete (i8) of [particle speed v]\n delete (i8) of [particle transparency v]\n delete (i8) of [particle x v]\n delete (i8) of [particle y v]\n delete (i8) of [particle_sy v]\n else\n change [i8 v] by (1)\n end\nend\n\ndefine Add Particle Color: (color) (sat) (brit) Trans. (trans) X: (x) Y: (y) Dir: (dir) Speed (speed) Size: (size)\nadd (color) to [particle color v]\nadd (sat) to [particle saturation v]\nadd (brit) to [particle brightness v]\nadd (trans) to [particle transparency v]\nadd [0] to [particle_sy v]\nadd (x) to [particle x v]\nadd (y) to [particle y v]\nadd (dir) to [particle dir v]\nadd (speed) to [particle speed v]\nadd (size) to [particle size v]\n\ndefine Platforms\nif <(Level) = [0]> then\n Make Slope [685] [-80] to [960] [0]\n Make Slope [3493] [360] to [3805] [215]\n Make Platform [-240] [-120] [400] [60] [1] Moving: [] [] [] Top? [1] []\n Make Platform [300] [-50] [400] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [950] [20] [60] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1050] [250] [200] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1870] [320] [300] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2300] [280] [300] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2800] [320] [80] [40] [1] Moving: [x] [100] [3.5] Top? [1] []\n Make Platform [3100] [380] [400] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3150] [500] [80] [40] [1] Moving: [] [] [] Top? [1] [1]\n Make Platform [3800] [235] [80] [415] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3880] [-20] [520] [160] [1] Moving: [] [] [] Top? [] []\n Make Platform [4400] [235] [300] [415] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5000] [235] [100] [415] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5200] [400] [100] [40] [1] Moving: [y] [150] [3.5] Top? [1] []\n Make Platform [5400] [570] [250] [40] [1] Moving: [] [] [] Top? [1] []\nend\nif <(Level) = [1]> then\n Make Slope [1010] [330] to [1210] [150]\n Make Slope [2250] [390] to [2600] [150]\n Make Slope [2910] [1095] to [3200] [900]\n Make Platform [460] [160] [300] [340] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-240] [-120] [700] [60] [1] Moving: [] [] [] Top? [1] []\n Make Platform [220] [225] [80] [40] [1] Moving: [x] [140] [3.2] Top? [1] []\n Make Platform [80] [410] [140] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [460] [380] [60] [40] [1] Moving: [] [] [] Top? [1] [1]\n Make Platform [960] [350] [60] [390] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1020] [160] [220] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1220] [80] [250] [120] [1] Moving: [] [] [] Top? [] []\n Make Platform [1450] [160] [100] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [760] [-160] [900] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [1660] [-10] [70] [190] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1370] [720] [70] [120] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1070] [650] [300] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1520] [720] [80] [40] [1] Moving: [y] [170] [2.5] Top? [1] []\n Make Platform [1845] [1050] [50] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1670] [900] [175] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2170] [435] [100] [615] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2590] [185] [100] [365] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2690] [50] [320] [230] [1] Moving: [] [] [] Top? [] []\n Make Platform [3010] [185] [100] [365] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2750] [560] [100] [40] [1] Moving: [x] [150] [4] Top? [1] []\n Make Platform [2300] [680] [200] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2050] [760] [150] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2620] [1120] [300] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3190] [930] [80] [160] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3270] [800] [250] [30] [1] Moving: [] [] [] Top? [] []\n Make Platform [3520] [930] [80] [160] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3780] [730] [80] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3550] [280] [80] [40] [1] Moving: [y] [170] [3] Top? [1] []\n Make Platform [3700] [50] [300] [230] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3700] [300] [300] [50] [1] Moving: [] [] [] Top? [1] []\nend\nif <(Level) = [2]> then\n Make Slope [1450] [-130] to [1650] [0]\n Make Slope [1930] [0] to [2210] [-100]\n Make Slope [3770] [230] to [3500] [-70]\n Make Slope [6540] [20] to [6850] [-110]\n Make Slope [8490] [140] to [8770] [-80]\n Make Platform [60] [-70] [300] [110] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-240] [-120] [300] [60] [1] Moving: [] [] [] Top? [1] []\n Make Platform [430] [0] [60] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [340] [280] [50] [220] [1] Moving: [] [] [] Top? [1] []\n Make Platform [390] [100] [50] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [600] [280] [80] [40] [1] Moving: [x] [150] [3] Top? [1] []\n Make Platform [870] [280] [120] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1040] [100] [120] [40] [1] Moving: [y] [180] [3] Top? [1] []\n Make Platform [730] [-70] [100] [110] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1260] [-100] [200] [80] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1640] [30] [300] [380] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2200] [-80] [100] [100] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2670] [270] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3000] [390] [80] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3380] [630] [80] [40] [1] Moving: [x] [250] [2.5] Top? [1] []\n Make Platform [3770] [250] [100] [430] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3400] [-30] [110] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3060] [-150] [340] [30] [1] Moving: [] [] [] Top? [] []\n Make Platform [3000] [-30] [60] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3200] [80] [90] [140] [1] Moving: [] [] [] Top? [1] []\n Make Platform [4150] [100] [190] [280] [1] Moving: [] [] [] Top? [1] []\n Make Platform [4440] [200] [50] [50] [1] Moving: [y] [100] [3] Top? [1] []\n Make Platform [4600] [300] [300] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5000] [400] [200] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5400] [300] [70] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5470] [180] [250] [30] [1] Moving: [] [] [] Top? [0] []\n Make Platform [5720] [300] [70] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5300] [650] [200] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [5100] [740] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [6250] [230] [100] [40] [1] Moving: [y] [200] [3] Top? [1] []\n Make Platform [6440] [50] [100] [230] [1] Moving: [] [] [] Top? [1] []\n Make Platform [6845] [-90] [130] [90] [1] Moving: [] [] [] Top? [1] []\n Make Platform [6975] [-160] [300] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [7275] [-90] [80] [90] [1] Moving: [] [] [] Top? [1] []\n Make Platform [7100] [430] [60] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [7300] [430] [80] [40] [1] Moving: [x] [100] [4] Top? [1] []\n Make Platform [7860] [520] [140] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [8080] [400] [80] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [8240] [280] [80] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [8400] [180] [100] [360] [1] Moving: [] [] [] Top? [1] []\n Make Platform [8760] [-50] [80] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [8840] [-160] [225] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [9065] [-50] [120] [130] [1] Moving: [] [] [] Top? [1] []\nend\nif <(Level) = [3]> then\n Make Slope [-394] [-143] to [-600] [-50]\n Make Slope [-2980] [-175] to [-3310] [0]\n Make Slope [-3850] [-100] to [-3590] [0]\n Make Slope [-5330] [180] to [-5670] [0]\n Make Slope [-6738] [460] to [-7050] [230]\n Make Platform [-400] [-120] [640] [60] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-730] [-30] [130] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1020] [-15] [80] [40] [1] Moving: [x] [160] [3] Top? [1] []\n Make Platform [-1700] [-40] [400] [140] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-190] [450] [70] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-490] [370] [300] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-120] [370] [250] [50] [1] Moving: [] [] [] Top? [] []\n Make Platform [130] [450] [70] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-150] [770] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-450] [840] [200] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-800] [630] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1970] [50] [150] [230] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2200] [365] [80] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2500] [260] [300] [45] [1] Moving: [] [] [] Top? [] []\n Make Platform [-2580] [365] [80] [545] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2860] [415] [50] [460] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2810] [265] [140] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2720] [130] [140] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2810] [-5] [140] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3000] [-150] [420] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3600] [30] [300] [210] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3600] [300] [300] [60] [1] Moving: [] [] [] Top? [] []\n Make Platform [-4300] [-70] [450] [180] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-4480] [85] [80] [40] [1] Moving: [y] [140] [3] Top? [1] []\n Make Platform [-4320] [250] [180] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3600] [650] [50] [350] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3350] [650] [50] [350] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3460] [460] [110] [30] [1] Moving: [] [] [] Top? [1] [1]\n Make Platform [-3550] [375] [110] [30] [1] Moving: [] [] [] Top? [1] [1]\n Make Platform [-4770] [220] [150] [45] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5340] [220] [125] [400] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5740] [30] [80] [210] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6120] [-150] [380] [30] [1] Moving: [] [] [] Top? [] []\n Make Platform [-6500] [100] [80] [280] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6420] [20] [300] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5880] [165] [40] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5840] [530] [90] [40] [1] Moving: [x] [120] [3] Top? [1] []\n Make Platform [-5560] [550] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6190] [780] [150] [110] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6040] [720] [300] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5780] [1000] [50] [90] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6750] [500] [150] [680] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6450] [630] [100] [40] [1] Moving: [xy] [80] [3] Top? [1] []\n Make Platform [-7340] [265] [300] [445] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-7700] [190] [159] [370] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-8600] [120] [250] [300] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-8000] [120] [300] [300] [1] Moving: [] [] [] Top? [1] []\nend\nif <(Level) = [4]> then\n Make Slope [-680] [680] to [-1050] [500]\n Make Slope [-2485] [420] to [-2820] [200]\n Make Slope [-3180] [200] to [-3550] [350]\n Make Slope [-4600] [270] to [-4900] [100]\n Make Slope [-9250] [-40] to [-9550] [70]\n Make Platform [-700] [720] [100] [900] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-150] [580] [40] [230] [1] Moving: [] [] [] Top? [] []\n Make Platform [-250] [400] [100] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-600] [120] [400] [300] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-200] [-120] [440] [60] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-490] [520] [100] [40] [1] Moving: [x] [110] [4] Top? [1] [1]\n Make Platform [-29] [405] [271] [55] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-600] [630] [490] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1120] [535] [80] [715] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1520] [405] [400] [50] [1] Moving: [] [] [] Top? [] []\n Make Platform [-1600] [535] [80] [180] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1300] [580] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1500] [630] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1800] [550] [80] [40] [1] Moving: [y] [150] [3] Top? [1] []\n Make Platform [-1650] [200] [400] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-1460] [-10] [80] [40] [1] Moving: [x] [110] [3] Top? [1] [1]\n Make Platform [-1780] [10] [100] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-2500] [450] [200] [630] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3200] [250] [400] [430] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-3700] [385] [150] [565] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-4150] [500] [90] [40] [1] Moving: [xy] [150] [2] Top? [1] []\n Make Platform [-4620] [300] [220] [480] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5300] [440] [100] [620] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5200] [140] [310] [320] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6000] [-130] [700] [50] [1] Moving: [] [] [] Top? [] []\n Make Platform [-5550] [560] [60] [540] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5600] [150] [50] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5850] [70] [250] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6050] [70] [60] [250] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-5490] [180] [100] [40] [1] Moving: [] [] [] Top? [1] [1]\n Make Platform [-6300] [530] [200] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-7000] [600] [300] [55] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-6350] [870] [80] [40] [1] Moving: [y] [100] [4] Top? [1] []\n Make Platform [-6200] [970] [400] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-7130] [740] [50] [195] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-7000] [545] [50] [230] [1] Moving: [] [] [] Top? [] []\n Make Platform [-7300] [355] [300] [40] [1] Moving: [] [] [] Top? [] []\n Make Platform [-7400] [445] [100] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-7800] [200] [80] [40] [1] Moving: [x] [150] [3] Top? [1] []\n Make Platform [-8550] [0] [300] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-8780] [0] [80] [180] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-9180] [-150] [400] [30] [1] Moving: [] [] [] Top? [] []\n Make Platform [-9260] [0] [80] [180] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-9000] [80] [50] [120] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-9940] [95] [400] [275] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-9940] [600] [200] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [-9840] [365] [300] [50] [1] Moving: [] [] [] Top? [1] []\nend\nif <(Level) = [5]> then\n Make Slope [250] [-165] to [500] [-50]\n Make Slope [2135] [175] to [2550] [60]\n Make Slope [3930] [5] to [4210] [-80]\n Make Platform [-240] [-140] [500] [40] [1] Moving: [] [] [] Top? [1] []\n Make Platform [680] [60] [250] [50] [1] Moving: [] [] [] Top? [1] []\n Make Platform [730] [-160] [500] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [680] [10] [50] [190] [1] Moving: [] [] [] Top? [] []\n Make Platform [480] [-30] [200] [150] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1080] [200] [50] [290] [1] Moving: [] [] [] Top? [1] []\n Make Platform [880] [-50] [200] [40] [1] Moving: [] [] [] Top? [1] [1]\n Make Platform [1230] [-45] [150] [135] [1] Moving: [] [] [] Top? [1] []\n Make Platform [1380] [-160] [620] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [2000] [200] [150] [380] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2550] [90] [350] [270] [1] Moving: [] [] [] Top? [1] []\n Make Platform [2900] [20] [350] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3250] [-160] [500] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [3750] [20] [200] [200] [1] Moving: [] [] [] Top? [1] []\n Make Platform [3400] [120] [200] [220] [1] Moving: [] [] [] Top? [1] []\n Make Platform [4180] [-50] [220] [130] [1] Moving: [] [] [] Top? [1] []\n Make Platform [4400] [-160] [300] [20] [1] Moving: [] [] [] Top? [] []\n Make Platform [4700] [350] [300] [530] [1] Moving: [] [] [] Top? [1] []\n Make Platform [4640] [100] [60] [40] [1] Moving: [] [] [] Top? [1] []\nend\n\nwhen I receive [die v]\nset [die v] to [1]\nPlayer Die\nwait (1) seconds\nset [player_x v] to (item (checkpoint) of [checkpoint x v])\nset [player_y v] to ((item (checkpoint) of [checkpoint y v]) - (60))\nwait until <<([abs v] of ((player_x) - (SCROLL X)) ) < [230]> and <([abs v] of ((player_y) - (SCROLL Y)) ) < [230]>>\nreset\n\ndefine Player Die\nrepeat (6)\n Add Particle Color: [0] [0] [0] Trans. [0] X: (player_x) Y: (player_y) Dir: (pick random (-30) to (210)) Speed [10] Size: [15]\nend\nrepeat (2)\n Add Particle Color: [0] [0] [100] Trans. [0] X: (player_x) Y: (player_y) Dir: (pick random (-30) to (210)) Speed [10] Size: [12]\nend\nstart sound [Die v]\n\ndefine reset lists\ndelete all of [platform length v]\ndelete all of [platform type v]\ndelete all of [platform width v]\ndelete all of [platform x v]\ndelete all of [platform y v]\ndelete all of [platform dx v]\ndelete all of [platform dy v]\ndelete all of [tramp x v]\ndelete all of [tramp y v]\ndelete all of [vanishing x v]\ndelete all of [vanishing y v]\ndelete all of [vanishing length v]\ndelete all of [vanishing width v]\ndelete all of [slope x v]\ndelete all of [slope y v]\ndelete all of [slope x2 v]\ndelete all of [slope y2 v]\ndelete all of [saw size v]\ndelete all of [saw x v]\ndelete all of [saw y v]\ndelete all of [checkpoint x v]\ndelete all of [checkpoint y v]\ndelete all of [orb x v]\ndelete all of [orb y v]\ndelete all of [grpl x v]\ndelete all of [grpl y v]\ndelete all of [grpl len v]\ndelete all of [no grass x1 v]\ndelete all of [no grass x2 v]\ndelete all of [no grass y v]\n\ndefine Lava\nif <(Level) = [0]> then\n Make lava [4700] [215] [302] [395]\nend\nif <(Level) = [1]> then\n Make lava [1220] [145] [250] [70]\n Make lava [2690] [165] [322] [135]\nend\nif <(Level) = [2]> then\n Make lava [360] [-95] [370] [85]\n Make lava [6975] [-110] [310] [50]\nend\nif <(Level) = [3]> then\n Make lava [-120] [430] [250] [60]\n Make lava [-2500] [345] [302] [105]\n Make lava [-8350] [100] [352] [280]\nend\nif <(Level) = [4]> then\n Make lava [-1520] [515] [402] [110]\n Make lava [-7300] [425] [302] [70]\nend\n\ndefine Water\nif <(Level) = [0]> then\n Make water [3880] [220] [522] [240]\nend\nif <(Level) = [1]> then\n Make water [760] [140] [202] [300]\n Make water [964] [-20] [702] [140]\n Make water [3270] [913] [252] [110]\nend\nif <(Level) = [2]> then\n Make water [3060] [-40] [350] [110]\n Make water [5470] [290] [255] [110]\n Make water [8840] [-65] [230] [100]\nend\nif <(Level) = [3]> then\n Make water [-3550] [635] [202] [335]\n Make water [-6120] [5] [382] [155]\nend\nif <(Level) = [4]> then\n Make water [-5490] [420] [190] [550]\n Make water [-6002] [55] [510] [185]\n Make water [-9180] [-15] [402] [135]\nend\nif <(Level) = [5]> then\n Make water [730] [30] [402] [200]\n Make water [1130] [-60] [102] [100]\n Make water [1380] [-60] [622] [100]\n Make water [3250] [5] [502] [165]\n Make water [4400] [-70] [302] [90]\nend\n\ndefine Dangers\nchange [saw_deg v] by (5)\nif <(Level) = [0]> then\n Make Spike [-60] [-90] [16] [30] Point: [up]\n Make Spike [-36] [-88] [16] [32] Point: [up]\n Make Spike [-12] [-92] [16] [28] Point: [up]\n Add Saw [450] [-50] [50]\n Add Saw [600] [-50] [50]\nend\nif <(Level) = [1]> then\n Make Spike [-60] [-90] [16] [30] Point: [up]\n Make Spike [-36] [-88] [16] [32] Point: [up]\n Add Saw [130] [-120] [50]\n Add Saw [280] [-120] [50]\n Make Spike [190] [444] [16] [32] Point: [up]\n Add Saw [760] [60] [50]\n Add Saw [960] [0] [50]\n Make Spike [760] [-106] [14] [28] Point: [right]\n Make Spike [760] [-130] [16] [32] Point: [right]\n Make Spike [1050] [-41] [14] [30] Point: [down]\n Make Spike [1073] [-40] [14] [28] Point: [down]\n Make Spike [1096] [-41] [14] [32] Point: [down]\n Make Spike [1119] [-42] [16] [34] Point: [down]\n Make Spike [1143] [-41] [16] [30] Point: [down]\n Make Spike [1320] [-129] [14] [30] Point: [up]\n Make Spike [1343] [-131] [14] [28] Point: [up]\n Make Spike [1366] [-127] [14] [32] Point: [up]\n Make Spike [1389] [-125] [16] [34] Point: [up]\n Make Spike [1414] [-129] [16] [30] Point: [up]\n Make Spike [1710] [935] [16] [32] Point: [up]\n Make Spike [1735] [933] [16] [30] Point: [up]\n Add Saw [2400] [680] [50]\n Make Spike [3840] [760] [16] [30] Point: [up]\n Add Saw [3740] [300] [50]\n Add Saw [3815] [300] [50]\n Add Saw [3890] [300] [50]\n Add Saw [3965] [300] [50]\nend\nif <(Level) = [2]> then\n Add Saw [220] [-70] [50]\n Make Spike [935] [310] [16] [30] Point: [up]\n Make Spike [1350] [-72] [14] [28] Point: [up]\n Make Spike [1372] [-68] [16] [32] Point: [up]\n Make Spike [1350] [-72] [14] [28] Point: [up]\n Make Spike [1372] [-68] [16] [32] Point: [up]\n Add Saw [3245] [-150] [50]\n Make Spike [3060] [-59] [16] [28] Point: [right]\n Make Spike [3060] [-82] [14] [24] Point: [right]\n Make Spike [3061] [-105] [16] [32] Point: [right]\n Make Spike [3270] [115] [16] [32] Point: [up]\n Add Saw [5120] [400] [50]\n Make Spike [4243] [130] [14] [28] Point: [up]\n Make Spike [4222] [126] [12] [24] Point: [up]\n Add Saw [5410] [650] [45]\n Make Spike [7947] [554] [14] [32] Point: [up]\n Make Spike [7970] [552] [16] [30] Point: [up]\n Make Spike [8840] [-100] [14] [32] Point: [right]\n Make Spike [8838] [-124] [16] [30] Point: [right]\n Add Saw [8960] [-160] [50]\n Make Spike [9035] [-85] [14] [30] Point: [left]\n Make Spike [9037] [-107] [14] [28] Point: [left]\n Make Spike [9033] [-130] [16] [32] Point: [left]\nend\nif <(Level) = [3]> then\n Add Saw [-323] [-120] [45]\n Make Spike [-86] [-87] [16] [32] Point: [up]\n Make Spike [-109] [-89] [14] [30] Point: [up]\n Make Spike [-132] [-91] [14] [28] Point: [up]\n Make Spike [-155] [-87] [14] [32] Point: [up]\n Make Spike [-180] [-85] [16] [34] Point: [up]\n Make Spike [-205] [-89] [16] [30] Point: [up]\n Make Spike [-375] [875] [14] [32] Point: [up]\n Make Spike [-352] [871] [16] [28] Point: [up]\n Make Spike [-327] [873] [16] [30] Point: [up]\n Make Spike [-2809] [340] [14] [32] Point: [right]\n Make Spike [-2809] [316] [14] [28] Point: [right]\n Make Spike [-2809] [293] [14] [30] Point: [right]\n Make Spike [-2805] [224] [16] [34] Point: [down]\n Make Spike [-2780] [224] [16] [36] Point: [down]\n Make Spike [-2600] [89] [16] [34] Point: [down]\n Make Spike [-2625] [89] [16] [36] Point: [down]\n Add Saw [-2810] [60] [50]\n Add Saw [-2580] [-100] [50]\n Add Saw [-3565] [240] [45]\n Add Saw [-3490] [240] [45]\n Add Saw [-3415] [240] [45]\n Add Saw [-3340] [240] [45]\n Make Spike [-4246] [282] [14] [30] Point: [up]\n Make Spike [-4223] [284] [14] [32] Point: [up]\n Add Saw [-3550] [585] [50]\n Add Saw [-3550] [510] [50]\n Add Saw [-3350] [585] [50]\n Add Saw [-3350] [510] [50]\n Make Spike [-3381] [425] [14] [30] Point: [left]\n Make Spike [-3383] [402] [16] [32] Point: [left]\n Make Spike [-3385] [377] [16] [34] Point: [left]\n Make Spike [-3379] [352] [14] [28] Point: [left]\n Make Spike [-3381] [329] [14] [30] Point: [left]\n Add Saw [-6000] [-155] [60]\n Add Saw [-3350] [510] [50]\n Make Spike [-6120] [-40] [16] [34] Point: [right]\n Make Spike [-6120] [-65] [14] [30] Point: [right]\n Make Spike [-6120] [-88] [14] [32] Point: [right]\n Make Spike [-5915] [-8] [18] [34] Point: [left]\n Add Saw [-5866] [-155] [60]\n Make Spike [-5729] [930] [14] [30] Point: [right]\n Make Spike [-5729] [955] [16] [32] Point: [right]\n Make Spike [-5729] [978] [14] [28] Point: [right]\n Make Spike [-6650] [535] [16] [32] Point: [up]\n Make Spike [-6625] [532] [14] [28] Point: [up]\n Add Saw [-7260] [265] [50]\n Add Saw [-7120] [265] [50]\n Add Saw [-8440] [120] [50]\nend\nif <(Level) = [4]> then\n Add Saw [-7] [-120] [50]\n Make Spike [-350] [155] [16] [32] Point: [up]\n Make Spike [-373] [151] [14] [28] Point: [up]\n Make Spike [-396] [153] [14] [30] Point: [up]\n Add Saw [-215] [630] [50]\n Add Saw [-1560] [360] [50]\n Add Saw [-1480] [360] [50]\n Make Spike [-1410] [235] [14] [32] Point: [up]\n Make Spike [-1387] [237] [14] [34] Point: [up]\n Make Spike [-1364] [233] [12] [30] Point: [up]\n Make Spike [-1150] [245] [14] [28] Point: [left]\n Make Spike [-1154] [222] [14] [32] Point: [left]\n Make Spike [-1152] [199] [12] [30] Point: [left]\n Make Spike [-1580] [150] [14] [30] Point: [down]\n Make Spike [-1556] [150] [14] [32] Point: [down]\n Add Saw [-2400] [450] [45]\n Add Saw [-4510] [300] [50]\n Add Saw [-5490] [360] [50]\n Add Saw ((-5345) + ((45) * ([sin v] of ((game_frame) * (6)) ))) [270] [50]\n Make Spike [-5330] [100] [12] [28] Point: [left]\n Make Spike [-5334] [79] [12] [32] Point: [left]\n Make Spike ((-5510) + ((24) * ([sin v] of ((game_frame) * (12)) ))) [45] [14] [32] Point: [right]\n Make Spike [-5580] [20] [12] [20] Point: [down]\n Add Saw [-5720] ((-10) + ((30) * ([sin v] of ((game_frame) * (6)) ))) [50]\n Make Spike [-5883] [-96] [14] [32] Point: [up]\n Make Spike [-5860] [-94] [14] [34] Point: [up]\n Make Spike [-5836] [-98] [12] [30] Point: [up]\n Make Spike ((-5863) + ((20) * ([sin v] of ((game_frame) * (8)) ))) [45] [14] [34] Point: [left]\n Add Saw [-6100] [965] [50]\n Make Spike [-5980] ((982) + ((24) * ([sin v] of ((game_frame) * (6)) ))) [14] [32] Point: [up]\n Make Spike [-5957] ((980) + ((24) * ([sin v] of (((game_frame) + (3)) * (6)) ))) [14] [30] Point: [up]\n Make Spike [-5934] ((984) + ((24) * ([sin v] of (((game_frame) + (6)) * (6)) ))) [14] [34] Point: [up]\n Make Spike [-5911] ((978) + ((24) * ([sin v] of (((game_frame) + (9)) * (6)) ))) [14] [28] Point: [up]\n Make Spike [-5888] ((982) + ((24) * ([sin v] of (((game_frame) + (12)) * (6)) ))) [16] [32] Point: [up]\n Make Spike [-7360] [478] [12] [30] Point: [up]\n Make Spike [-8320] ((12) + ((20) * ([sin v] of ((game_frame) * (4)) ))) [14] [32] Point: [up]\n Make Spike [-8341] ((10) + ((20) * ([sin v] of ((game_frame) * (4)) ))) [14] [30] Point: [up]\n Make Spike [-8362] ((14) + ((20) * ([sin v] of ((game_frame) * (4)) ))) [14] [34] Point: [up]\n Make Spike [-8383] ((8) + ((20) * ([sin v] of (((game_frame) + (45)) * (4)) ))) [14] [28] Point: [up]\n Make Spike [-8405] ((12) + ((20) * ([sin v] of (((game_frame) + (45)) * (4)) ))) [14] [32] Point: [up]\n Make Spike [-8428] ((10) + ((20) * ([sin v] of (((game_frame) + (45)) * (4)) ))) [14] [30] Point: [up]\n Make Spike [-8450] ((14) + ((20) * ([sin v] of ((game_frame) * (4)) ))) [14] [34] Point: [up]\n Make Spike [-8472] ((8) + ((20) * ([sin v] of ((game_frame) * (4)) ))) [14] [28] Point: [up]\n Make Spike [-8494] ((12) + ((20) * ([sin v] of ((game_frame) * (4)) ))) [14] [32] Point: [up]\n Add Saw [-9180] [-90] [50]\n Make Spike [-8984] [-40] [20] [28] Point: [down]\n Add Saw [-8980] ((-175) + ((25) * ([sin v] of ((game_frame) * (4)) ))) [50]\n Add Saw [-9800] [317] [50]\n Add Saw [-9725] [317] [50]\n Add Saw [-9650] [317] [50]\n Add Saw [-9575] [317] [50]\n Make Spike [-9824] [128] [12] [30] Point: [up]\n Make Spike [-9803] [126] [12] [28] Point: [up]\nend\n\ndefine Checkpoints (draw?)\nset [cv v] to [0]\nif <(Level) = [0]> then\n Make checkpoint [-210] [-20] (draw?)\n Make checkpoint [1220] [350] []\n Make checkpoint [3820] [335] []\nend\nif <(Level) = [1]> then\n Make checkpoint [-210] [-20] (draw?)\n Make checkpoint [720] [260] []\n Make checkpoint [1410] [820] []\n Make checkpoint [2160] [850] []\nend\nif <(Level) = [2]> then\n Make checkpoint [-160] [-20] (draw?)\n Make checkpoint [2265] [20] []\n Make checkpoint [3850] [350] []\n Make checkpoint [6520] [150] []\nend\nif <(Level) = [3]> then\n Make checkpoint [170] [-20] (draw?)\n Make checkpoint [-1870] [150] []\n Make checkpoint [-4290] [350] []\n Make checkpoint [-6730] [600] []\nend\nif <(Level) = [4]> then\n Make checkpoint [190] [-20] (draw?)\n Make checkpoint [-675] [820] []\n Make checkpoint [-3600] [485] []\n Make checkpoint [-6160] [630] []\nend\nif <(Level) = [5]> then\n Make checkpoint [-200] [-40] (draw?)\nend\n\ndefine Enemies\nset [ev v] to [0]\nif <(Level) = [0]> then\n Make Enemy [2000] [361] mv: [130] [3.2] Type: [1]\n Make Enemy [2430] [321] mv: [110] [2] Type: [2]\nend\nif <(Level) = [1]> then\n Make Enemy [2750] [1161] mv: [110] [3.2] Type: [1]\n Make Enemy [1200] [691] mv: [110] [3.4] Type: [1]\nend\nif <(Level) = [2]> then\n Make Enemy [1790] [71] mv: [130] [3] Type: [1]\n Make Enemy [4750] [341] mv: [130] [3] Type: [1]\nend\nif <(Level) = [3]> then\n Make Enemy [-350] [411] mv: [90] [2] Type: [2]\n Make Enemy [-1545] [1] mv: [155] [2] Type: [2]\n Make Enemy [-4125] [-29] mv: [175] [2] Type: [2]\n Make Enemy [-4125] [-29] mv: [120] [2.5] Type: [2]\n Make Enemy [-6320] [61] mv: [100] [2.5] Type: [2]\n Make Enemy [-5930] [761] mv: [80] [2.5] Type: [2]\n Make Enemy [-7850] [161] mv: [110] [2] Type: [2]\nend\nif <(Level) = [4]> then\n Make Enemy [100] [446] mv: [100] [2] Type: [2]\n Make Enemy [-480] [671] mv: [120] [2.5] Type: [2]\n Make Enemy [-1270] [621] mv: [30] [2.5] Type: [2]\n Make Enemy [-1470] [671] mv: [30] [2.5] Type: [2]\n Make Enemy [-3020] [291] mv: [180] [2] Type: [2]\n Make Enemy [-3020] [291] mv: [130] [2.5] Type: [2]\n Make Enemy [-3020] [291] mv: [80] [3] Type: [2]\n Make Enemy [-5100] [181] mv: [100] [2.5] Type: [2]\n Make Enemy [-5725] [111] mv: [85] [2.5] Type: [2]\n Make Enemy [-6870] [641] mv: [130] [3] Type: [2]\nend\n\ndefine Clouds\nif <(Level) = [0]> then\n Make Cloud [1600] [150] [90] [36/57] [15/12] [28/24]\n Make Cloud [1675] [255] [80] [24/50] [13/16] [30/32]\nend\nif <(Level) = [1]> then\n Make Cloud [-210] [350] [90] [36/57] [15/12] [28/24]\n Make Cloud [-50] [250] [100] [26/76/56] [14/16/15] [36/18/24]\n Make Cloud [900] [460] [100] [28/76/57] [14/17/15] [36/17/26]\n Make Cloud [875] [576] [100] [23/50/76] [14/16/14] [24/36/24]\n Make Cloud [1700] [440] [100] [25/62] [13/17] [37/19]\n Make Cloud [3070] [450] [100] [24/76/50] [13/17/15] [30/32/30]\n Make Cloud [2175] [1040] [100] [24/76/50] [13/17/15] [30/32/30]\n Make Cloud [3720] [840] [100] [29/60] [15/17] [25/36]\n Make Cloud [3910] [600] [80] [24/50] [13/16] [30/32]\nend\nif <(Level) = [2]> then\n Make Cloud [2670] [120] [100] [25/62] [11/17] [37/17]\n Make Cloud [2790] [240] [100] [28/76/57] [14/17/15] [40/17/26]\n Make Cloud [2830] [330] [100] [24/76/50] [13/16/15] [30/32/30]\n Make Cloud [3020] [600] [80] [24/50] [13/15] [30/30]\n Make Cloud [3730] [500] [100] [29/60] [13/16] [30/34]\n Make Cloud [3750] [380] [100] [28/76/57] [14/17/15] [40/17/26]\n Make Cloud [5320] [450] [100] [28/59] [14/16] [40/25]\n Make Cloud [6100] [400] [100] [28/76/57] [14/17/15] [40/17/26]\n Make Cloud [7460] [200] [80] [24/50] [13/16] [30/32]\n Make Cloud [7407] [320] [80] [24/50] [16/13] [32/30]\n Make Cloud [7230] [680] [100] [24/76/50] [13/16/15] [30/32/30]\nend\nif <(Level) = [3]> then\n Make Cloud [-1050] [100] [90] [36/57] [15/12] [28/24]\n Make Cloud [-940] [220] [100] [24/76/50] [13/17/15] [30/32/30]\n Make Cloud [65] [700] [100] [28/76/57] [14/17/15] [40/17/26]\n Make Cloud [-2012] [323] [100] [29/60] [15/17] [25/36]\n Make Cloud [-4163] [520] [120] [25/54/82] [15/17/19] [25/36/40]\n Make Cloud [-6375] [325] [100] [25/62] [11/17] [37/17]\n Make Cloud [-6140] [480] [100] [24/76/50] [13/17/15] [30/32/30]\n Make Cloud [-5560] [760] [80] [24/50] [13/16] [30/32]\nend\nif <(Level) = [4]> then\n Make Cloud [-120] [200] [100] [24/76/50] [13/17/15] [30/32/30]\n Make Cloud [130] [510] [90] [36/57] [15/12] [28/24]\n Make Cloud [-1735] [286] [100] [25/62] [11/17] [37/17]\n Make Cloud [-1270] [55] [80] [24/50] [13/16] [30/32]\n Make Cloud [-2000] [600] [100] [24/50/76] [13/15/18] [30/30/30]\n Make Cloud [-2175] [515] [90] [36/57] [15/12] [28/24]\n Make Cloud [-3800] [630] [100] [32/65] [14/17] [30/34]\n Make Cloud [-5040] [405] [80] [24/50] [13/16] [30/32]\n Make Cloud [-5750] [400] [100] [28/76/57] [14/17/15] [40/17/26]\n Make Cloud [-6535] [745] [80] [26/50] [14/13] [32/30]\n Make Cloud [-7625] [320] [100] [25/62] [11/17] [37/17]\n Make Cloud [-9520] [470] [100] [39/67] [12/14] [25/30]\nend\nif <(Level) = [5]> then\n Make Cloud [1300] [190] [100] [24/76/50] [13/17/15] [30/32/30]\n Make Cloud [1520] [240] [100] [25/62] [11/17] [37/17]\n Make Cloud [1750] [200] [100] [24/50/76] [13/15/18] [30/30/30]\n Make Cloud [4480] [20] [80] [24/50] [13/16] [30/32]\nend\n\ndefine Tramps\nset [tv v] to [0]\nif <(Level) = [0]> then\n Make Tramp [955] [73]\nend\nif <(Level) = [1]> then\n Make Tramp [400] [-67]\n Make Tramp [1670] [43]\n Make Tramp [3035] [238]\n Make Tramp [2055] [813]\nend\nif <(Level) = [2]> then\n Make Tramp [392] [153]\n Make Tramp [3015] [443]\n Make Tramp [5733] [353]\n Make Tramp [6910] [-37]\n Make Tramp [7105] [483]\nend\nif <(Level) = [3]> then\n Make Tramp [140] [503]\n Make Tramp [-1960] [103]\n Make Tramp [-3540] [83]\n Make Tramp [-3410] [83]\n Make Tramp [-4190] [303]\n Make Tramp [-6485] [153]\n Make Tramp [-5535] [603]\nend\nif <(Level) = [4]> then\n Make Tramp [-195] [-67]\n Make Tramp [-1755] [63]\n Make Tramp [-3690] [438]\n Make Tramp [-5600] [-77]\n Make Tramp [-5600] [203]\n Make Tramp [-9695] [148]\n Make Tramp [-9930] [148]\nend\nif <(Level) = [5]> then\n Make Tramp [1240] [8]\n Make Tramp [4645] [153]\nend\n\ndefine Vanishings\nset [v.id v] to [0]\nif <(Level) = [0]> then\n Make Vanishing Block [1380] [210] [100] [50]\n Make Vanishing Block [4900] [300] [70] [40]\nend\nif <(Level) = [1]> then\n Make Vanishing Block [310] [370] [70] [40]\n Make Vanishing Block [1260] [250] [60] [40]\n Make Vanishing Block [1950] [360] [100] [40]\n Make Vanishing Block [2395] [1090] [80] [40]\n Make Vanishing Block [3700] [440] [80] [40]\nend\nif <(Level) = [2]> then\n Make Vanishing Block [2400] [-20] [60] [40]\n Make Vanishing Block [3970] [180] [80] [50]\n Make Vanishing Block [5600] [550] [80] [50]\n Make Vanishing Block [7100] [150] [80] [50]\n Make Vanishing Block [7500] [590] [100] [50]\nend\nif <(Level) = [3]> then\n Make Vanishing Block [-735] [280] [80] [40]\n Make Vanishing Block [-621] [720] [60] [40]\n Make Vanishing Block [-2353] [411] [70] [40]\n Make Vanishing Block [-3940] [585] [80] [40]\n Make Vanishing Block [-4930] [270] [80] [40]\n Make Vanishing Block [-5120] [300] [80] [40]\n Make Vanishing Block [-7540] [190] [200] [40]\n Make Vanishing Block [-8180] [180] [80] [40]\nend\nif <(Level) = [4]> then\n Make Vanishing Block [-520] [310] [80] [40]\n Make Vanishing Block [-20] [590] [80] [40]\n Make Vanishing Block [-5970] [480] [100] [40]\n Make Vanishing Block [-7100] [480] [60] [40]\n Make Vanishing Block [-8100] [70] [100] [40]\n Make Vanishing Block [-9650] [560] [70] [40]\nend\n\ndefine Orbs\nset [ov v] to [0]\nif <(Level) = [0]> then\n Make Jump Orb [4485] [350]\n Make Jump Orb [4595] [350]\n Make Jump Orb [4800] [300]\nend\nif <(Level) = [1]> then\n Make Jump Orb [-50] [450]\n Make Jump Orb [1400] [230]\n Make Jump Orb [2790] [240]\n Make Jump Orb [2925] [272]\n Make Jump Orb [3845] [530]\nend\nif <(Level) = [2]> then\n Make Jump Orb [2570] [40]\n Make Jump Orb [3110] [35]\n Make Jump Orb [5965] [450]\n Make Jump Orb [7310] [185]\n Make Jump Orb [7724] [636]\nend\nif <(Level) = [3]> then\n Make Jump Orb [-150] [-25]\n Make Jump Orb [-643] [385]\n Make Jump Orb [0] [500]\n Make Jump Orb [-3743] [636]\n Make Jump Orb [-6184] [400]\n Make Jump Orb [-5665] [830]\nend\nif <(Level) = [4]> then\n Make Jump Orb [-580] [230]\n Make Jump Orb [-350] [350]\n Make Jump Orb [-70] [320]\n Make Jump Orb [-5000] [250]\n Make Jump Orb [-5080] [330]\n Make Jump Orb [-6440] [600]\n Make Jump Orb [-6570] [660]\n Make Jump Orb [-7210] [500]\nend\n\ndefine Locked & Keys\nif <(Level) = [0]> then\n Add Key [3170] [530] [1]\n Add Locked Block [3450] [430] [1] [50]\n Add Locked Block [3450] [480] [1] [50]\n Add Locked Block [3450] [530] [1] [50]\nend\nif <(Level) = [1]> then\n Add Key [470] [410] [2]\n Add Locked Block [620] [210] [2] [50]\n Add Locked Block [620] [260] [2] [50]\n Add Locked Block [620] [310] [2] [50]\n Add Key [1785] [930] [5]\n Add Locked Block [2170] [485] [5] [50]\n Add Locked Block [2170] [535] [5] [50]\nend\nif <(Level) = [2]> then\n Add Key [3010] [0] [1]\n Add Locked Block [4290] [150] [1] [50]\n Add Locked Block [4290] [200] [1] [50]\n Add Locked Block [4290] [250] [1] [50]\n Add Key [5105] [768] [4]\n Add Locked Block [6850] [-40] [4] [50]\n Add Locked Block [6850] [10] [4] [50]\n Add Locked Block [6850] [60] [4] [50]\n Add Locked Block [6850] [110] [4] [50]\nend\nif <(Level) = [3]> then\n Add Key [-795] [660] [3]\n Add Locked Block [-1350] [10] [3] [50]\n Add Locked Block [-1350] [60] [3] [50]\n Add Locked Block [-1350] [110] [3] [50]\n Add Key [-3540] [335] [6]\n Add Locked Block [-5790] [15] [6] [50]\n Add Locked Block [-5840] [15] [6] [50]\nend\nif <(Level) = [4]> then\n Add Key [-570] [550] [2]\n Add Locked Block [-109] [390] [2] [40]\n Add Locked Block [-69] [390] [2] [40]\n Add Key ((-1440) + ((110) * ([sin v] of ((game_frame) * (3)) ))) [20] [4]\n Add Locked Block [-1650] [150] [4] [50]\n Add Locked Block [-1650] [100] [4] [50]\n Add Locked Block [-2500] [500] [4] [50]\n Add Locked Block [-2500] [550] [4] [50]\n Add Locked Block [-2500] [600] [4] [50]\n Add Key [-5857] [1000] [1]\n Add Locked Block [-7040] [585] [1] [40]\n Add Locked Block [-7080] [585] [1] [40]\nend\n\ndefine Scroll\nif <([abs v] of (player_sx) ) > [1]> then\n change [scroll offset v] by ((player_sx) / ((11) - (offset speed)))\nend\nif <(scroll offset) > (max scroll offset)> then\n set [scroll offset v] to (max scroll offset)\nend\nif <(scroll offset) < (() - (max scroll offset))> then\n set [scroll offset v] to (() - (max scroll offset))\nend\nchange [scroll x v] by ([floor v] of ((((player_x) - (SCROLL X)) / (9)) + (scroll offset)) )\nchange [scroll y v] by ([floor v] of (((player_y) - (SCROLL Y)) / (7)) )\nif <(SCROLL X) < ((item ((Level) + (1)) of [level boundary x1 v]) - (-220))> then\n set [scroll x v] to ((item ((Level) + (1)) of [level boundary x1 v]) - (-220))\nend\nif <(SCROLL X) > ((item ((Level) + (1)) of [level boundary x2 v]) - (220))> then\n set [scroll x v] to ((item ((Level) + (1)) of [level boundary x2 v]) - (220))\nend\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nif <(player_x) < (item ((Level) + (1)) of [level boundary x1 v])> then\n set [player_sx v] to [0]\n set [player_x v] to (item ((Level) + (1)) of [level boundary x1 v])\nend\nif <(player_x) > (item ((Level) + (1)) of [level boundary x2 v])> then\n set [player_sx v] to [0]\n set [player_x v] to (item ((Level) + (1)) of [level boundary x2 v])\nend\n\nwhen [r v] key pressed\nif <<(die) = [0]> and <(menu) = [0]>> then\n broadcast (die v)\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join ((mouse x) + (SCROLL X)) (join [, ] ((mouse y) + (SCROLL Y))))\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <(username) = [haxroyale_l12]> then\n set [player_x v] to ((mouse x) + (SCROLL X))\n set [player_y v] to ((mouse y) + (SCROLL Y))\n end\n end\nend\n\ndefine Make End Portal (x) (y)\nadd ((x) - (7)) to [no grass x1 v]\nadd ((x) - (-9)) to [no grass x2 v]\nadd ((y) - (125)) to [no grass y v]\nset [winx v] to (x)\nset [winy v] to ((y) - (110))\nif <(exit bright) > [0]> then\n change [exit bright v] by (-20)\nend\nif <([abs v] of ((x) - (SCROLL X)) ) < [320]> then\n set pen color to (#c73434)\n set pen (saturation v) to ((73) - (exit bright))\n set pen (brightness v) to ((78) + (exit bright))\n Draw Right Triangle (((x) + (5)) - (SCROLL X)) (((y) - ((20) + (exit extend))) - (SCROLL Y)) [40] [20] [1] [1]\n set pen color to (#de3a3a)\n set pen (saturation v) to ((73) - (exit bright))\n set pen (brightness v) to ((87) + (exit bright))\n Draw Right Triangle (((x) + (5)) - (SCROLL X)) (((y) - ((20) + (exit extend))) - (SCROLL Y)) [40] [20] [1] [-1]\n set pen color to (#b5b5b5)\n set pen (brightness v) to ((70) + (exit bright))\n draw line (((x) - (3)) - (SCROLL X)) ((y) - (SCROLL Y)) to (((x) - (3)) - (SCROLL X)) (((y) - (130)) - (SCROLL Y)) size [12]\n set pen color to (#cecece)\n set pen (brightness v) to ((80) + (exit bright))\n draw line ((x) - (SCROLL X)) ((y) - (SCROLL Y)) to ((x) - (SCROLL X)) (((y) - (130)) - (SCROLL Y)) size [12]\nend\nif <<((player_x) + (19)) > (x)> and <<((player_y) + (20)) > ((y) - (130))> and <<((player_x) - (19)) < ((x) + (40))> and <((player_y) - (20)) < (y)>>>> then\n if <(die) = [0]> then\n set [exit bright v] to [200]\n broadcast (win v)\n repeat (10)\n Add Particle Color: [0] (pick random (50) to (73)) (pick random (78) to (95)) Trans. [0] X: ((x) + (5)) Y: ((y) - (20)) Dir: (pick random (-30) to (210)) Speed [10] Size: [18]\n end\n start sound [Checkpoint v]\n end\nend\n\ndefine Draw backdrop\nset [i8 v] to [0]\nif <(menu) = [0]> then\n if <<(Level) = [3]> or <(Level) = [4]>> then\n set pen color to (#0032a0)\n else\n set pen color to (#2897ff)\n end\nelse\n if <<(levels unlocked) = [3]> or <(levels unlocked) = [4]>> then\n set pen color to (#0032a0)\n else\n set pen color to (#2897ff)\n end\nend\nrepeat (200)\n draw line [-300] ((240) - ((2.5) * (i8))) to [300] ((240) - ((2.5) * (i8))) size [20]\n change [i8 v] by (1)\n change pen (color v) by ((-1) / (16))\n if <(i8) > [80]> then\n change pen (saturation v) by (-0.5)\n end\nend\n\ndefine Draw Spiral (x) (y) (start deg)\nset pen color to (#6300de)\nset [i9 v] to [0]\npen up\npoint in direction (start deg)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nrepeat (60)\n pen down\n change pen (transparency v) by (1.5)\n change [i9 v] by (0.04)\n move (i9) steps\n turn right (15) degrees\nend\n\nwhen I receive [win v]\nbroadcast (exit extend v)\nset [player_sx v] to [0]\nset [player_sy v] to [0]\nset [die v] to [2]\nrepeat until <<(round (player_x)) = (winx)> and <(round (player_y)) = (winy)>>\n change [player_x v] by (((winx) - (player_x)) / (4))\n change [player_y v] by (((winy) - (player_y)) / (4))\nend\nwait (0.5) seconds\nif <<(Level) = [2]> or <(Level) = [3]>> then\n set [color win v] to [black]\nelse\n set [color win v] to [white]\nend\nbroadcast (next level v)\n\ndefine Fix Collision in Dir (dir)\nrepeat (50)\n test collide platform [] [] []\n change [player_x v] by (() - ([cos v] of (dir) ))\n change [player_y v] by (() - ([sin v] of (dir) ))\n if <(Touching?) = [0]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [fps v] to ((1) / (timer))\n reset timer\nend\n\ndefine Exits\nif <(Level) = [0]> then\n Make End Portal [5600] [700]\nend\nif <(Level) = [1]> then\n Make End Portal [3940] [180]\nend\nif <(Level) = [2]> then\n Make End Portal [9120] [80]\nend\nif <(Level) = [3]> then\n Make End Portal [-8580] [250]\nend\nif <(Level) = [4]> then\n Make End Portal [-9920] [730]\nend\nif <(Level) = [5]> then\n Make End Portal [4880] [480]\nend\n\ndefine Draw Grass\nset [j1 v] to [0]\nrepeat (length of [grass x v])\n change [j1 v] by (1)\n if <<([abs v] of ((item (j1) of [grass x v]) - (SCROLL X)) ) < [700]> and <([abs v] of ((item (j1) of [grass y v]) - (SCROLL Y)) ) < [1000]>> then\n set pen color to (#81e819)\n find distance (item (j1) of [grass x v]) (item (j1) of [grass y v]) (player_x) (player_y)\n if <(distance) < [32]> then\n if <([abs v] of (player_sx) ) > [1]> then\n if <(die) = [0]> then\n replace item (j1) of [grass magnitude v] with (((player_sx) * (6)) - ((6) * ((item (j1) of [grass dir v]) / ([abs v] of (item (j1) of [grass dir v]) ))))\n replace item (j1) of [grass mv v] with [0]\n end\n end\n end\n set [j5 v] to [0]\n repeat (length of [enemy x v])\n change [j5 v] by (1)\n find distance (item (j1) of [grass x v]) (item (j1) of [grass y v]) ((item (j5) of [enemy x v]) + (20)) ((item (j5) of [enemy y v]) - (20))\n if <(distance) < [32]> then\n if <([abs v] of (item (j5) of [enemy sx v]) ) > [1.5]> then\n if <(item (j5) of [enemy die v]) = [0]> then\n replace item (j1) of [grass magnitude v] with (((item (j5) of [enemy sx v]) * (6)) - ((6) * ((item (j1) of [grass dir v]) / ([abs v] of (item (j1) of [grass dir v]) ))))\n replace item (j1) of [grass mv v] with [0]\n end\n end\n end\n end\n replace item (j1) of [grass magnitude v] with ((item (j1) of [grass magnitude v]) * (0.97))\n replace item (j1) of [grass mv v] with ((item (j1) of [grass mv v]) + (pick random (0.5) to (0.8)))\n if <<([abs v] of ((item (j1) of [grass x v]) - (SCROLL X)) ) < [300]> and <([abs v] of ((item (j1) of [grass y v]) - (SCROLL Y)) ) < [300]>> then\n if <(item (j1) of [grass type v]) = [0]> then\n set pen size to (9)\n else\n set pen size to (6)\n end\n pen up\n go to x: ((item (j1) of [grass x v]) - (SCROLL X)) y: ((item (j1) of [grass y v]) - (SCROLL Y))\n pen down\n go to x: (((item (j1) of [grass x v]) + (((item (j1) of [grass size v]) * (4)) * ([sin v] of (() - (([sin v] of (() - ((item (j1) of [grass mv v]) * (10))) ) * ((item (j1) of [grass magnitude v]) + (((item (j1) of [grass dir v]) / ([abs v] of (item (j1) of [grass dir v]) )) * (6))))) ))) - (SCROLL X)) y: (((item (j1) of [grass y v]) + (((item (j1) of [grass size v]) * (4)) * ([cos v] of (() - (([sin v] of (() - ((item (j1) of [grass mv v]) * (10))) ) * ((item (j1) of [grass magnitude v]) + (((item (j1) of [grass dir v]) / ([abs v] of (item (j1) of [grass dir v]) )) * (6))))) ))) - (SCROLL Y))\n if <(item (j1) of [grass type v]) = [1]> then\n set pen color to (#e5e834)\n set pen size to (22)\n pen down\n pen up\n set pen color to (#a07443)\n set pen size to (12)\n pen down\n pen up\n else\n if <(item (j1) of [grass type v]) = [2]> then\n set pen color to (#ffffff)\n set pen size to (22)\n pen down\n pen up\n set pen color to (#f0f500)\n set pen size to (10)\n pen down\n pen up\n else\n if <(item (j1) of [grass type v]) = [3]> then\n set pen color to (#ff995a)\n set pen size to (20)\n pen down\n pen up\n set pen color to (#ffd896)\n set pen size to (12)\n pen down\n pen up\n end\n end\n end\n end\n end\nend\n\ndefine make grass\nset [j2 v] to [0]\nset [gv v] to [0]\nrepeat (length of [grpl len v])\n change [j2 v] by (1)\n set [j3 v] to [0]\n repeat ([floor v] of ((item (j2) of [grpl len v]) / (15)) )\n change [gv v] by (1)\n if <(length of [grrrrrr v]) < (gv)> then\n if <((((j3) + ((j2) mod (3))) mod (12)) mod (4)) = [0]> then\n set [grass size v] to [7]\n end\n if <<((((j3) + ((j2) mod (3))) mod (12)) mod (3)) = [1]> and <not <((((j3) + ((j2) mod (3))) mod (12)) mod (4)) = [0]>>> then\n set [grass size v] to [6]\n end\n if <<((((j3) + ((j2) mod (3))) mod (12)) mod (3)) = [2]> and <not <((((j3) + ((j2) mod (3))) mod (12)) mod (4)) = [0]>>> then\n set [grass size v] to [4]\n end\n if <<((((j3) + ((j2) mod (3))) mod (12)) mod (3)) = [0]> and <not <((((j3) + ((j2) mod (3))) mod (12)) mod (4)) = [0]>>> then\n set [grass size v] to [5]\n end\n Grass detect?\n if <(no grass) = [0]> then\n add (j2) to [grass j2 v]\n add (j3) to [grass j3 v]\n if <<(Level) > [2]> and <(Level) < [5]>> then\n add [-1] to [grass dir v]\n else\n add [1] to [grass dir v]\n end\n if <not <((15) * ((j3) + (0.5))) > (item (j2) of [grpl len v])>> then\n add ((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) to [grass x v]\n end\n add ((item (j2) of [grpl y v]) + (0)) to [grass y v]\n add (grass size) to [grass size v]\n if <((((j3) + ((j2) mod (3))) mod (12)) mod (4)) = [0]> then\n if <(((j3) + ((j2) mod (3))) mod (12)) = [0]> then\n add [1] to [grass type v]\n end\n if <(((j3) + ((j2) mod (3))) mod (12)) = [4]> then\n add [2] to [grass type v]\n end\n if <(((j3) + ((j2) mod (3))) mod (12)) = [8]> then\n add [3] to [grass type v]\n end\n else\n add [0] to [grass type v]\n end\n add [0] to [grass magnitude v]\n add (pick random (0) to (20)) to [grass mv v]\n end\n add [thing] to [grrrrrr v]\n change [j3 v] by (1)\n else\n replace item (gv) of [grass x v] with ((item (item (gv) of [grass j2 v]) of [grpl x v]) + ((15) * ((item (gv) of [grass j3 v]) + (0.5))))\n replace item (gv) of [grass y v] with (item (item (gv) of [grass j2 v]) of [grpl y v])\n end\n end\nend\n\ndefine Grass detect?\nset [j4 v] to [0]\nset [no grass v] to [0]\nrepeat (length of [no grass x1 v])\n change [j4 v] by (1)\n if <<((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) > ((item (j4) of [no grass x1 v]) - (6))> and <<((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) < ((item (j4) of [no grass x2 v]) + (6))> and <([abs v] of ((item (j4) of [no grass y v]) - (item (j2) of [grpl y v])) ) < [20]>>> then\n set [no grass v] to [1]\n stop [this script v]\n end\nend\nset [j4 v] to [0]\nrepeat (length of [slope x v])\n change [j4 v] by (1)\n Line collision basic ((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) ((item (j2) of [grpl y v]) - (5)) ((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) ((item (j2) of [grpl y v]) + ((grass size) * (4))) and ((item (j4) of [slope x v]) + (([cos v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (90)) ) * (8))) ((item (j4) of [slope y v]) + (([sin v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (90)) ) * (8))) ((item (j4) of [slope x2 v]) + (([cos v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (90)) ) * (8))) ((item (j4) of [slope y2 v]) + (([sin v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (90)) ) * (8)))\n if <(Lines Touching?) = [1]> then\n set [no grass v] to [1]\n stop [this script v]\n else\n Line collision basic ((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) ((item (j2) of [grpl y v]) - (5)) ((item (j2) of [grpl x v]) + ((15) * ((j3) + (0.5)))) ((item (j2) of [grpl y v]) + ((grass size) * (4))) and ((item (j4) of [slope x v]) + (([cos v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (-90)) ) * (8))) ((item (j4) of [slope y v]) + (([sin v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (-90)) ) * (8))) ((item (j4) of [slope x2 v]) + (([cos v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (-90)) ) * (8))) ((item (j4) of [slope y2 v]) + (([sin v] of (([atan v] of (((item (j4) of [slope y2 v]) - (item (j4) of [slope y v])) / ((item (j4) of [slope x2 v]) - (item (j4) of [slope x v]))) ) + (-90)) ) * (8)))\n if <(Lines Touching?) = [1]> then\n set [no grass v] to [1]\n stop [this script v]\n end\n end\nend\n\ndefine level reset\ndelete all of [grass dir v]\ndelete all of [grass magnitude v]\ndelete all of [grass mv v]\ndelete all of [grass size v]\ndelete all of [grass type v]\ndelete all of [grass x v]\ndelete all of [grass y v]\ndelete all of [grass dir v]\ndelete all of [grrrrrr v]\ndelete all of [grass j2 v]\ndelete all of [grass j3 v]\nset [game_frame v] to [0]\nreset lists\nCheckpoints [1]\nreset\nrender\nif <(color win) = [white]> then\n set pen color to (#ffffff)\nelse\n set pen color to (#000000)\nend\nset pen (transparency v) to (win circle trans)\ndraw circle [0] [0] [600]\nmake grass\n\ndefine render\nDraw backdrop\ndraw parallax\nLava\nWater\nDraw Grass\nDangers\nCheckpoints []\nExits\nPlatforms\nVanishings\nClouds\nTramps\nOrbs\nLocked & Keys\nEnemies\n\ndefine set up chars\nset [chars v] to [0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ._-]\ndelete all of [chars v]\nset [i11 v] to [0]\nrepeat (length of (chars))\n change [i11 v] by (1)\n add (letter (i11) of (chars)) to [chars v]\nend\n\nwhen I receive [exit extend v]\nrepeat (25)\n change [exit extend v] by (5)\nend\n\ndefine Draw text\nset pen color to (#ffffff)\nif <(Level) = [0]> then\n Draw in level text [avoid spikes and holes] [-200] [140]\n Draw in level text [also avoid saws] [350] [135]\n Draw in level text [you can go up the slopes] [700] [150]\n Draw in level text [and jump high on the trampoline] [660] [130]\n Draw in level text [you will respawn at the] [960] [420]\n Draw in level text [checkpoint when you die] [960] [400]\n Draw in level text [jump off the gray platform] [1315] [370]\n Draw in level text [and see what happens] [1345] [350]\n Draw in level text [you can jump through the bottom] [1460] [100]\n Draw in level text [of the cloud. hold down arrow or s] [1460] [80]\n Draw in level text [to phase through it] [1460] [60]\n Draw in level text [stomp on the enemies] [1900] [500]\n Draw in level text [to kill them] [1950] [480]\n Draw in level text [slightly scarier enemies] [2325] [450]\n Draw in level text [wait for the] [2650] [450]\n Draw in level text [moving platform] [2625] [430]\n Draw in level text [get the key to] [3240] [560]\n Draw in level text [unlock the blocks] [3240] [540]\n Draw in level text [hold down arrow or s] [3530] [530]\n Draw in level text [to slide down slopes] [3530] [510]\n Draw in level text [you can swim] [3930] [380]\n Draw in level text [in water] [3950] [360]\n Draw in level text [tap up arrow or w] [4450] [420]\n Draw in level text [to jump on the orbs] [4440] [400]\n Draw in level text [try not to fall] [4720] [410]\n Draw in level text [into the lava] [4730] [390]\n Draw in level text [wait for the] [5000] [400]\n Draw in level text [moving platform] [4975] [380]\n Draw in level text [you win when you] [5390] [750]\n Draw in level text [touch the red flag] [5385] [730]\nend\n\ndefine Draw in level text (text) (x) (y)\ndraw (text) x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y)) size: [0.35] Spacing: [11] Horizontal Stretch: [1.15] pensize: [3]\n\ndefine draw parallax\nset [x-shift v] to ((SCROLL X) / (5))\nset [y-shift v] to ((SCROLL Y) / (8))\nset pen (transparency v) to (0)\nset [parallax id v] to [0]\nif <<(Level) = [3]> or <(Level) = [4]>> then\n set pen color to (#3b657b)\n repeat (([ceiling v] of (([abs v] of (item ((Level) + (1)) of [level boundary x1 v]) ) / ((5) * (240))) ) + (1))\n if <((parallax id) mod (2)) = [0]> then\n set [q v] to [0.015]\n else\n set [q v] to [0.02]\n end\n draw equation (((0) - ((parallax id) * (240))) - (x-shift)) (((240) - ((parallax id) * (240))) - (x-shift)) ((-180) - (y-shift)) (q)\n change [parallax id v] by (1)\n end\nelse\n set pen color to (#5eb3c3)\n repeat (([ceiling v] of ((item ((Level) + (1)) of [level boundary x2 v]) / ((5) * (240))) ) + (1))\n if <((parallax id) mod (2)) = [0]> then\n set [q v] to [0.015]\n else\n set [q v] to [0.02]\n end\n draw equation (((-240) + ((parallax id) * (240))) - (x-shift)) (((parallax id) * (240)) - (x-shift)) ((-180) - (y-shift)) (q)\n change [parallax id v] by (1)\n end\nend\n\ndefine draw level buttons\nset [level-i v] to [0]\nrepeat (5)\n if <<<(mouse x) > ((-210) + ((86) * (level-i)))> and <(mouse x) < ((-134) + ((86) * (level-i)))>> and <<(mouse y) > [-116]> and <(mouse y) < [-40]>>> then\n set [level brightness v] to [10]\n if <<mouse down?> and <(win circle trans) = [100]>> then\n if <not <(levels unlocked) < ((level-i) + (1))>> then\n if <<((level-i) + (1)) = [3]> or <((level-i) + (1)) = [4]>> then\n set [color win v] to [black]\n else\n set [color win v] to [white]\n end\n set [level v] to ((level-i) + (1))\n broadcast (next level v)\n end\n end\n else\n set [level brightness v] to [0]\n end\n set pen color to (#bfbfbf)\n set pen (brightness v) to ((74) + (level brightness))\n draw rect ((-210) + ((86) * (level-i))) [-40] [76] [76] [20] [1]\n set pen color to (#eeeeee)\n draw rect ((-205) + ((86) * (level-i))) [-45] [66] [66] [20] [1]\n set pen color to (#777777)\n set pen (brightness v) to ((46) + (level brightness))\n if <(levels unlocked) < ((level-i) + (1))> then\n draw line ((-172) + ((86) * (level-i))) [-65] to ((-172) + ((86) * (level-i))) [-80] size [28]\n set pen color to (#eeeeee)\n draw line ((-172) + ((86) * (level-i))) [-65] to ((-172) + ((86) * (level-i))) [-80] size [12]\n set pen color to (#777777)\n set pen (brightness v) to ((46) + (level brightness))\n draw rect ((-193) + ((86) * (level-i))) [-72] [42] [30] [9] [1]\n draw circle ((-185) + ((86) * (level-i))) [-92] [5]\n set pen color to (#eeeeee)\n draw circle ((-172) + ((86) * (level-i))) [-83] [12]\n Draw Right Triangle ((-172) + ((86) * (level-i))) [-96] [5] [16] [1] [1]\n Draw Right Triangle ((-172) + ((86) * (level-i))) [-96] [5] [16] [-1] [1]\n draw line ((-177) + ((86) * (level-i))) [-96] to ((-167) + ((86) * (level-i))) [-96] size [2]\n else\n if <<((level-i) + (1)) = [1]> or <((level-i) + (1)) = [5]>> then\n draw ((level-i) + (1)) x: ((-180) + ((86) * (level-i))) y: [-61] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n else\n if <((level-i) + (1)) = [2]> then\n draw ((level-i) + (1)) x: ((-183) + ((86) * (level-i))) y: [-61] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n else\n draw ((level-i) + (1)) x: ((-185) + ((86) * (level-i))) y: [-61] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n end\n end\n end\n change [level-i v] by (1)\nend\n\nDraw in level text [press r to respawn at checkpoints] [-200] [130]\nDraw in level text [press b to return to the menu] [-200] [110]\n\ndefine Draw menu\nDraw backdrop\nif <<(levels unlocked) = [3]> or <(levels unlocked) = [4]>> then\n set pen color to (#3b657b)\nelse\n set pen color to (#5eb3c3)\nend\ndraw equation [-240] [0] [-180] [0.015]\ndraw equation [0] [240] [-180] [0.02]\nset pen color to (#eeeeee)\nif <(submenu) = [1]> then\n draw [level select] x: [-168] y: [130] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n if <<<(mouse x) > [-210]> and <(mouse x) < [210]>> and <<(mouse y) > [-20]> and <(mouse y) < [50]>>> then\n set [level brightness v] to [10]\n if <<mouse down?> and <(win circle trans) = [100]>> then\n set [level v] to [0]\n broadcast (next level v)\n end\n else\n set [level brightness v] to [0]\n end\n set pen color to (#bfbfbf)\n set pen (brightness v) to ((74) + (level brightness))\n draw rect [-210] [50] [420] [70] [20] [1]\n set pen color to (#eeeeee)\n draw rect [-205] [45] [410] [60] [20] [1]\n set pen color to (#777777)\n set pen (brightness v) to ((46) + (level brightness))\n draw [tutorial] x: [-125] y: [30] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n draw level buttons\nelse\n if <(submenu) = [0]> then\n draw [grassworld 2.0] x: [-205] y: [150] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n draw [by haxroyale_l12] x: [-135] y: [100] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n if <<<(mouse x) > [-125]> and <(mouse x) < [125]>> and <<(mouse y) > [0]> and <(mouse y) < [70]>>> then\n set [level brightness v] to [10]\n if <<mouse down?> and <(win circle trans) = [100]>> then\n broadcast (submenu 0 to 1 v)\n end\n else\n set [level brightness v] to [0]\n end\n set pen color to (#bfbfbf)\n set pen (brightness v) to ((74) + (level brightness))\n draw rect [-125] [70] [250] [70] [20] [1]\n set pen color to (#eeeeee)\n draw rect [-120] [65] [240] [60] [20] [1]\n set pen color to (#777777)\n set pen (brightness v) to ((46) + (level brightness))\n draw [play] x: [-55] y: [50] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n if <<<(mouse x) > [-155]> and <(mouse x) < [155]>> and <<(mouse y) > [-85]> and <(mouse y) < [-15]>>> then\n set [level brightness v] to [10]\n if <<mouse down?> and <(win circle trans) = [100]>> then\n broadcast (submenu 0 to 2 v)\n end\n else\n set [level brightness v] to [0]\n end\n set pen color to (#bfbfbf)\n set pen (brightness v) to ((74) + (level brightness))\n draw rect [-155] [-15] [310] [70] [20] [1]\n set pen color to (#eeeeee)\n draw rect [-150] [-20] [300] [60] [20] [1]\n set pen color to (#777777)\n set pen (brightness v) to ((46) + (level brightness))\n draw [instructions] x: [-138] y: [-40] size: [0.7] Spacing: [8] Horizontal Stretch: [1.2] pensize: [5]\n if <<<(mouse x) > [-145]> and <(mouse x) < [145]>> and <<(mouse y) > [-170]> and <(mouse y) < [-100]>>> then\n set [level brightness v] to [10]\n if <<mouse down?> and <(win circle trans) = [100]>> then\n broadcast (submenu 0 to 3 v)\n end\n else\n set [level brightness v] to [0]\n end\n set pen color to (#bfbfbf)\n set pen (brightness v) to ((74) + (level brightness))\n draw rect [-145] [-100] [290] [70] [20] [1]\n set pen color to (#eeeeee)\n draw rect [-140] [-105] [280] [60] [20] [1]\n set pen color to (#777777)\n set pen (brightness v) to ((46) + (level brightness))\n draw [settings] x: [-111] y: [-121] size: [0.8] Spacing: [10] Horizontal Stretch: [1.2] pensize: [5]\n else\n if <(submenu) = [2]> then\n set pen color to (#ffffff)\n draw [instructions] x: [-189] y: [140] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n draw line [-189] [95] to [190] [95] size [6]\n draw [arrow keys or wasd to move] x: [-205] y: [80] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n draw [press r to respawn] x: [-205] y: [50] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n draw [press b to return to the menu] x: [-205] y: [20] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n draw [all other instructions are] x: [-205] y: [-30] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n draw [in the tutorial level] x: [-205] y: [-60] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n draw [press t if you want tips] x: [-205] y: [-110] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n else\n if <(submenu) = [3]> then\n set pen color to (#ffffff)\n draw [settings] x: [-125] y: [140] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n draw line [-125] [95] to [125] [95] size [6]\n draw [game sound] x: [-200] y: [60] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n draw (volume) x: [70] y: [60] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n draw line [53] [58] to [43] [50] size [5]\n draw line [53] [42] to [43] [50] size [5]\n draw line [138] [58] to [148] [50] size [5]\n draw line [138] [42] to [148] [50] size [5]\n draw [game music] x: [-200] y: [10] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n draw (volume music) x: [70] y: [10] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n draw line [53] [8] to [43] [0] size [5]\n draw line [53] [-8] to [43] [0] size [5]\n draw line [138] [8] to [148] [0] size [5]\n draw line [138] [-8] to [148] [0] size [5]\n draw [scroll offset] x: [-200] y: [-40] size: [0.5] Spacing: [9] Horizontal Stretch: [1.2] pensize: [4]\n if <(max scroll offset) < [10]> then\n draw (max scroll offset) x: [105] y: [-40] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n else\n draw (max scroll offset) x: [88] y: [-40] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n end\n draw line [71] [-42] to [61] [-50] size [5]\n draw line [71] [-58] to [61] [-50] size [5]\n draw line [138] [-42] to [148] [-50] size [5]\n draw line [138] [-58] to [148] [-50] size [5]\n draw [scroll speed] x: [-200] y: [-90] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n draw (offset speed) x: [110] y: [-90] size: [0.5] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n draw line [93] [-92] to [83] [-100] size [5]\n draw line [93] [-108] to [83] [-100] size [5]\n draw line [138] [-92] to [148] [-100] size [5]\n draw line [138] [-108] to [148] [-100] size [5]\n if <<<(mouse x) > [43]> and <(mouse x) < [53]>> and <<(mouse y) > [42]> and <(mouse y) < [58]>>> then\n if <mouse down?> then\n if <(volume) > [0]> then\n change volume by (-1)\n end\n end\n end\n if <<<(mouse x) > [138]> and <(mouse x) < [148]>> and <<(mouse y) > [42]> and <(mouse y) < [58]>>> then\n if <mouse down?> then\n if <(volume) < [100]> then\n change volume by (1)\n end\n end\n end\n if <<<(mouse x) > [43]> and <(mouse x) < [53]>> and <<(mouse y) > [-8]> and <(mouse y) < [8]>>> then\n if <mouse down?> then\n if <(volume music) > [0]> then\n change [volume music v] by (-1)\n end\n end\n end\n if <<<(mouse x) > [138]> and <(mouse x) < [148]>> and <<(mouse y) > [-8]> and <(mouse y) < [8]>>> then\n if <mouse down?> then\n if <(volume music) < [100]> then\n change [volume music v] by (1)\n end\n end\n end\n if <<<(mouse x) > [61]> and <(mouse x) < [71]>> and <<(mouse y) > [-58]> and <(mouse y) < [-42]>>> then\n if <mouse down?> then\n if <(max scroll offset) > [0]> then\n change [max scroll offset v] by (-1)\n end\n end\n end\n if <<<(mouse x) > [138]> and <(mouse x) < [148]>> and <<(mouse y) > [-58]> and <(mouse y) < [-42]>>> then\n if <mouse down?> then\n if <(max scroll offset) < [20]> then\n change [max scroll offset v] by (1)\n end\n end\n end\n if <<<(mouse x) > [83]> and <(mouse x) < [93]>> and <<(mouse y) > [-108]> and <(mouse y) < [-92]>>> then\n if <mouse down?> then\n if <(offset speed) > [1]> then\n change [offset speed v] by (-1)\n end\n end\n end\n if <<<(mouse x) > [138]> and <(mouse x) < [148]>> and <<(mouse y) > [-108]> and <(mouse y) < [-92]>>> then\n if <mouse down?> then\n if <(offset speed) < [8]> then\n change [offset speed v] by (1)\n end\n end\n end\n else\n draw [tips] x: [-62] y: [140] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n draw line [-60] [95] to [60] [95] size [6]\n draw [-if there is no platform to jump to] x: [-220] y: [80] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [there is likely a moving platform] x: [-220] y: [55] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [that will come by.] x: [-220] y: [30] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [-if you see two different routes] x: [-220] y: [0] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [the main route will often be blocked] x: [-220] y: [-25] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [by locked blocks while the other ] x: [-220] y: [-50] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [route leads to the key.] x: [-220] y: [-75] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [-if you see multiple enemies kill ] x: [-220] y: [-105] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n draw [them one at a time.] x: [-220] y: [-130] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [3]\n end\n end\n end\nend\n\nwhen [b v] key pressed\nif <not <<(menu) = [1]> and <(submenu) = [0]>>> then\n broadcast (menu v)\nend\n\nwhen I receive [menu v]\nif <<(levels unlocked) = [3]> or <(levels unlocked) = [4]>> then\n set [color win v] to [black]\nelse\n set [color win v] to [white]\nend\nset [win circle trans v] to [100]\nrepeat (21)\n change [win circle trans v] by (-5)\nend\nset [win circle trans v] to [0]\nif <(menu) = [0]> then\n set [menu v] to [1]\n set [submenu v] to [1]\nelse\n if <(submenu) = [4]> then\n set [submenu v] to [2]\n else\n set [submenu v] to [0]\n end\nend\nset [win circle trans v] to [0]\nwait (0.5) seconds\nrepeat (25)\n change [win circle trans v] by (4)\nend\n\nwhen [l v] key pressed\nif <<(username) = [haxroyale_l12]> or <(username) = [alpac2]>> then\n ask [] and wait\n set [levels unlocked v] to (answer)\nend\n\nwhen I receive [water v]\nset [water sound v] to [1]\nplay sound [Water v] until done\nset [water sound v] to [0]\n\nwhen I receive [orb v]\nset [orbsound v] to [1]\nplay sound [Orb v] until done\nset [orbsound v] to [0]\n\nif <(submenu) = [0]> then\n\nwhen I receive [submenu 0 to 1 v]\nset [win circle trans v] to [100]\nrepeat (21)\n change [win circle trans v] by (-5)\nend\nset [win circle trans v] to [0]\nset [submenu v] to [1]\nset [win circle trans v] to [0]\nwait (0.5) seconds\nrepeat (25)\n change [win circle trans v] by (4)\nend\n\nwhen I receive [submenu 0 to 2 v]\nset [win circle trans v] to [100]\nrepeat (21)\n change [win circle trans v] by (-5)\nend\nset [win circle trans v] to [0]\nset [submenu v] to [2]\nset [win circle trans v] to [0]\nwait (0.5) seconds\nrepeat (25)\n change [win circle trans v] by (4)\nend\n\ndraw [grassworld 2.0] x: [-205] y: [150] size: [0.9] Spacing: [10] Horizontal Stretch: [1.2] pensize: [6]\n\nwhen I receive [next level v]\nif <<(Level) = [5]> and <(menu) = [0]>> then\n broadcast (menu v)\nelse\n set [win circle trans v] to [100]\n repeat (21)\n change [win circle trans v] by (-5)\n end\n set [win circle trans v] to [0]\n if <(menu) = [0]> then\n change [level v] by (1)\n if <(levels unlocked) < (Level)> then\n change [levels unlocked v] by (1)\n end\n else\n set [menu v] to [0]\n end\n set [checkpoint v] to [1]\n set [scroll x v] to [0]\n set [scroll y v] to [0]\n level reset\n set [win circle trans v] to [0]\n wait (0.5) seconds\n repeat (25)\n change [win circle trans v] by (4)\n end\n broadcast (start music v)\nend\n\nif <(menu) = [0]> then\n set [menu v] to [1]\n set [submenu v] to [1]\nelse\n set [submenu v] to [0]\nend\nset [win circle trans v] to [0]\nwait (0.5) seconds\nrepeat (25)\n change [win circle trans v] by (4)\nend\n\nwhen I receive [submenu 0 to 3 v]\nset [win circle trans v] to [100]\nrepeat (21)\n change [win circle trans v] by (-5)\nend\nset [win circle trans v] to [0]\nset [submenu v] to [3]\nset [win circle trans v] to [0]\nwait (0.5) seconds\nrepeat (25)\n change [win circle trans v] by (4)\nend\n\nwhen [t v] key pressed\nif <<(submenu) = [2]> and <(menu) = [1]>> then\n broadcast (submenu 2 to 4 v)\nelse\nend\n\nwhen I receive [submenu 2 to 4 v]\nset [win circle trans v] to [100]\nrepeat (21)\n change [win circle trans v] by (-5)\nend\nset [win circle trans v] to [0]\nset [submenu v] to [4]\nset [win circle trans v] to [0]\nwait (0.5) seconds\nrepeat (25)\n change [win circle trans v] by (4)\nend\n\ndefine Draw thumbnail\nreset lists\ndelete all of [grass dir v]\ndelete all of [grass magnitude v]\ndelete all of [grass mv v]\ndelete all of [grass size v]\ndelete all of [grass type v]\ndelete all of [grass x v]\ndelete all of [grass y v]\ndelete all of [grass dir v]\ndelete all of [grrrrrr v]\ndelete all of [grass j2 v]\ndelete all of [grass j3 v]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [levels unlocked v] to [0]\nset [menu v] to [1]\nset [blink frame v] to [0]\nDraw backdrop\nset pen color to (#5eb3c3)\ndraw equation [-240] [0] [-180] [0.015]\ndraw equation [0] [240] [-180] [0.02]\nMake Platform [-240] [-130] [480] [50] [1] Moving: [] [] [] Top? [1] []\nmake grass\nMake Platform [-240] [-130] [480] [50] [1] Moving: [] [] [] Top? [1] []\nDraw Grass\ndraw player [-150] [-50] [4]\nset pen color to (#ffffff)\ndraw [grassworld 2.0] x: [-225] y: [150] size: [1] Spacing: [9] Horizontal Stretch: [1.2] pensize: [6]\ndraw [A 100 pen] x: [-20] y: [100] size: [0.7] Spacing: [10] Horizontal Stretch: [1.2] pensize: [5]\ndraw [scrolling] x: [-20] y: [60] size: [0.7] Spacing: [10] Horizontal Stretch: [1.2] pensize: [5]\ndraw [platformer] x: [-20] y: [20] size: [0.7] Spacing: [10] Horizontal Stretch: [1.2] pensize: [5]\ndraw line [115] [100] to [100] [75] size [5]\ndraw circle [100] [96] [7]\ndraw circle [115] [79] [7]\ndraw [by haxroyale_l12] x: [-10] y: [-20] size: [0.4] Spacing: [10] Horizontal Stretch: [1.2] pensize: [4]\n\nlevel reset\n\nwhen [timer v] > (0.001)\nif <(username) = [haxroyale_l12]> then\n Draw thumbnail\nend\n\nwhen flag clicked\nif <(username) = [haxroyale_l12]> then\n forever\n Draw thumbnail\n end\nend\n\nwhen flag clicked\nset [☁ if you dont love and fave i will be sad :\( v] to [0]\n\n
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This is 100% pen.\nGO TO https://turbowarp.org/818086832 FOR NO LAG.\nRemember to love, fave and follow. All other instructions are in-game.\nThumbnail is pen.\n\n\nClarifications (IMPORTANT!):\nThis is not a sequel to Grassworld 1, it is an improvement of it.\nPress B in game to return to menu\nSCROLL OFFSET determines how much the player is offset from the center. \nSCROLL SPEED determines how fast the camera will move towards the offset. \nIF THE OFFSET IS ZERO, SPEED DOES NOT MATTER.\nCredits:\n@griffpatch for some bug-fixing scripts for platforming issues.\n@TimMcCool, @I8D, @Toadfanschool, rob1221, and Geometry Dash for inspiration for many graphical designs and several scripts (i.e, player design, grass effect)\n@MaxyBrian for playtesting and feedback.\n@chipm0nk for contest.\nMusic:\nSummer Vibes - Elektronomia\nSummertime - Erik Lund\nHardeyes - Tevvez\nMystique - Tevvez\nSummersong 2020 - Elektronomia\nPixel Party - Vexento \nCycles - DJVI\n\nEverything else by me. I made my own PTE, rect fill, line collision scripts, and a lot of other stuff for this.
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Sky ----- A Platformer ----- #games #all #stories
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@Stage\n\n@Blank\n\n@Player\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n Game - Die\n end\nend\n\nbroadcast (Tick v) and wait\n\ndefine Game On\nset [sx v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\npoint in direction (90)\nset size to (100) %\nshow\n\ndefine Tick\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [sx v] by (-2)\n broadcast (Player 2 v)\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [sx v] by (2)\n broadcast (Player 1 v)\nend\nset [sx v] to ((sx) * (.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x By (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nChange Player y By (sy)\ntest - die\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (10)))\nif <(SCROLL X) < [-50]> then\n set [scroll x v] to [-50]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (5)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\ndefine Change Player y By (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Change Player x By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Game - Die\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\nset [last pressed v] to [1]\nshow\n\ndefine test - die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\n\nwhen I receive [play thee game v]\nshow\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen flag clicked\nbroadcast (back v)\nhide\n\nwhen I receive [player 1 v]\nswitch costume to (player 1 v)\n\nwhen I receive [player 2 v]\nswitch costume to (player 2 v)\n\nwhen I receive [back v]\nbroadcast (back 2 v) and wait\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nbroadcast (Next Level v)\nset [brightness v] effect to (0)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [300] y: [200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [200] y: [150]\n Clone at x: [400] y: [-100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [300] y: [200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [200] y: [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nset [brightness v] effect to (0)\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I receive [play game v]\nforever\n if <<(LEVEL) = [4]> and <(x position) < [90]>> then\n wait (5) seconds\n broadcast (Win v)\n end\nend\n\nClone at x: [360] y: [0]\nClone at x: [360] y: [0]\nClone at x: [400] y: [200]\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\npoint in direction (90)\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n Clone at x: [600] y: [0]\n Clone at x: [360] y: [0]\n Clone at x: [230] y: [0]\n Clone at x: [120] y: [0]\n Clone at x: [300] y: [200]\nelse\n if <(LEVEL) = [2]> then\n switch costume to (level 2 1 v)\n Clone at x: [-90] y: [150]\n Clone at x: [400] y: [-100]\n else\n if <(LEVEL) = [3]> then\n switch costume to (level 3 1 v)\n Clone at x: [170] y: [25]\n Clone at x: [300] y: [0]\n Clone at x: [400] y: [0]\n Clone at x: [500] y: [0]\n Clone at x: [400] y: [200]\n else\n if <(LEVEL) = [4]> then\n switch costume to (level 4 1 v)\n Clone at x: [300] y: [0]\n end\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen I start as a clone\nif < (costume [name v]) contains [saw]?> then\n forever\n turn right (15) degrees\n end\nend\n\n@Exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [setup v]\nswitch costume to (blank v)\nhide\nswitch costume to (blank v)\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [1690] y: [500]\nelse\n if <(LEVEL) = [2]> then\n Clone at x: [1100] y: [100]\n else\n if <(LEVEL) = [3]> then\n Clone at x: [1900] y: [500]\n end\n end\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nchange [x v] by (x)\nchange [y v] by (y)\nswitch costume to (open v)\nshow\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nif <<touching (player v)?> and <(timer) > [5]>> then\n set [exit v] to [win]\nend\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [win v]\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@Words\n\nwhen flag clicked\nhide\nswitch costume to (sun v)\ncreate clone of (_myself_ v)\nswitch costume to (clouds v)\ncreate clone of (_myself_ v)\nswitch costume to (back v)\nshow\nrepeat until <mouse down?>\n go to x: ((mouse x) / (50)) y: ((mouse y) / (50))\nend\nbroadcast (Play thee game v)\nhide\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n show\n go to [front v] layer\n repeat until <mouse down?>\n go to x: ((mouse x) / (30)) y: ((mouse y) / (30))\n end\n delete this clone\nelse\n if <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n repeat until <mouse down?>\n go to x: ((mouse x) / (15)) y: ((mouse y) / (15))\n end\n delete this clone\n end\nend\n\n@Back\n\nwhen flag clicked\ngo to [back v] layer\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n
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sakura platformer 桜プラットフォーマー!
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@Stage\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@地面\n\nwhen flag clicked\nshow\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@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\nwhen flag clicked\nforever\n play sound [Radiant v] until done\nend\n\n@桜\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\n\nwhen I start as a clone\npoint in direction (pick random (1) to (180))\ngo to x: (pick random (240) to (-240)) y: (175)\nshow\nforever\n change y by (-5)\n if <touching (_edge_ v)?> then\n delete this clone\n end\nend\n\nwhen I start as a clone\n\nforever\n repeat (10)\n change x by (pick random (1) to (3))\n wait (0.1) seconds\n end\n repeat (10)\n change x by (pick random (-1) to (-3))\n wait (0.1) seconds\n end\nend\n\n
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傾向1Pありです\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
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The Egg Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nshow\nset [level v] to [1]\nswitch costume to (right v)\nforever\n set [x vel v] to [0]\n set [y vel v] to [0]\n set [jump v] to [0]\n go to x: (-210) y: (-55)\n repeat until <<(x position) > [220]> or <touching (danger v)?>>\n change [x vel v] by (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\n set [x vel v] to ((X Vel) * (0.9))\n create clone of (_myself_ v)\n change x by (round (X Vel))\n if <touching (platform v)?> then\n change x by (round ((X Vel) * (-1)))\n if <key (up arrow v) pressed?> then\n if <(X Vel) > [0]> then\n set [x vel v] to [-8]\n else\n set [x vel v] to [8]\n end\n set [jump v] to [0]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y Vel)\n if <touching (platform v)?> then\n change y by ((Y Vel) * (-1))\n if <(Y Vel) < [0]> then\n set [jump v] to [0]\n end\n set [y vel v] to [0]\n end\n if <key (up arrow v) pressed?> then\n if <(Jump) = [0]> then\n set [y vel v] to [15]\n set [jump v] to [1]\n end\n end\n if <(x position) > [220]> then\n broadcast (New map v)\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (trail v)\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n change [color v] effect by (25)\nend\ndelete this clone\n\nwhen flag clicked\nset drag mode [draggable v]\nset size to (70) %\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n else\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\n end\nend\n\nwhen I receive [game over v]\nhide\n\nwhen flag clicked\nforever\n play sound [china-town-13501 \(1\) v] until done\nend\n\n@Platform\n\nwhen I receive [new map v]\nswitch costume to (Level)\n\nwhen flag clicked\nshow\nswitch costume to (Level)\n\nwhen I receive [game over v]\nhide\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (Level)\ngo to [back v] layer\nshow\n\nwhen I receive [new map v]\nswitch costume to (Level)\n\nwhen I receive [game over v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Settings\n\nwhen I receive [game over v]\nswitch backdrop to (game over v)\n\nwhen flag clicked\nset [level v] to [1]\nswitch backdrop to (play v)\n\nwhen I receive [new map v]\nchange [level v] by (1)\nif <(Level) > [6]> then\n broadcast (Game Over v)\nend\n\n
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Use arrow keys to move the egg: Left/Right and Up to jump over the chicks.\n\nHave Fun!
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☁️ Mountain, online platformer !!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (back2 v)\n\nwhen [m v] key pressed\nshow variable [mouse x,y v]\nset [mouse x,y v] to (join ([floor v] of ((mouse x) + (SCROLL X)) ) (join [,] ([floor v] of ((mouse y) + (SCROLL Y)) )))\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [begin v]\nset [random v] to (pick random (1) to (3))\nforever\n set volume to (100) %\n if <(random) = [1]> then\n play sound [@Xaf - Nebula v] until done\n else\n if <(random) = [2]> then\n play sound [Warriyo - Mortals v] until done\n end\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide variable [random v]\nhide variable [mouse x,y v]\nhide variable [timer v]\n\nwhen I receive [tick v]\nif <(Connected?) = [1]> then\n if <<(current [hour v]) > [7]> and <[16] > (current [hour v])>> then\n switch backdrop to (morning v)\n else\n if <<(current [hour v]) > [15]> and <[18] > (current [hour v])>> then\n switch backdrop to (evening v)\n else\n if <<not <(current [hour v]) = [7]>> and <<(current [hour v]) > [17]> or <<(current [hour v]) = [1]> or <<(current [hour v]) = [2]> or <<(current [hour v]) = [3]> or <<(current [hour v]) = [4]> or <(current [hour v]) = [5]>>>>>>> then\n switch backdrop to (night v)\n end\n end\n end\n set [time of day v] to (backdrop [name v])\nend\n\n@Player\n\nwhen I receive [begin v]\nset [chat v] to [0]\nshow list [chat v]\nforever\n Chat\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen I receive [green flag v]\nhide variable [scroll x v]\nhide\ngo to [front v] layer\n\ndefine Change Player x by (sx)\npoint in direction (90)\nchange [x v] by (sx)\nPosition\nif <<touching (platforms v)?> or <touching (moving platforms v)?>> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <<touching (platforms v)?> or <touching (moving platforms v)?>>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\ndefine Change Player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <<touching (platforms v)?> or <touching (moving platforms v)?>>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine Game On\nset [scroll x v] to (CheckPoint x)\nset [scroll y v] to (CheckPoint y)\nset [y v] to (CheckPoint y)\nset [x v] to (CheckPoint x)\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [0]\nset [exit v] to []\nset [ghost v] effect to (0)\nset size to (100) %\n\ndefine Test - Die\nif <touching (danger v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (lava v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (spikes v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\nif <touching (moving saws v)?> then\n start sound [Hurt v]\n set [exit v] to [die]\nend\n\ndefine Game - Die\nset [exit v] to []\nstart sound [Hurt v]\nrepeat (3)\n set [ghost v] effect to (0)\n wait (0.15) seconds\n set [ghost v] effect to (100)\n wait (0.15) seconds\nend\nchange [lives v] by (-1)\n\ndefine Tick\nif <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (normal v)\nelse\n switch costume to (68306280 v)\nend\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (left v)\n change [sx v] by (-2)\n else\n switch costume to (68306280 v)\n change [sx v] by (-3)\n end\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (right v)\n change [sx v] by (2)\n else\n switch costume to (68306280 v)\n change [sx v] by (3)\n end\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (left up v)\n else\n switch costume to (68306280 v)\n end\nend\nif <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n if <not <<(FAVED___) = [1]> and <(LOVED__) = [1]>>> then\n switch costume to (right up v)\n else\n switch costume to (68306280 v)\n end\nend\nset [sx v] to ((sx) * (0.8))\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\n end\nend\nif <(sy) > [-18]> then\n change [sy v] by (-2)\nend\nChange Player y by (sy)\nTest - Die\nset [scroll x v] to ((x) + ((mouse x) / (5)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <(x) < [-220]> then\n set [x v] to [-220]\nend\n\nwhen flag clicked\nhide\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite <<(FAVED___) = [1]> and <(LOVED__) = [1]>> to encoded\nwrite (Time of Day) to encoded\nwrite (Chat Words) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine Chat\nif <(Chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat words v] to [1]\n say (item (1) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat words v] to [2]\n say (item (2) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat words v] to [3]\n say (item (3) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat words v] to [4]\n say (item (4) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat words v] to [5]\n say (item (5) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat words v] to [6]\n say (item (6) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat words v] to [7]\n say (item (7) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat words v] to [8]\n say (item (8) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat words v] to [9]\n say (item (9) of [chat v])\n wait (2) seconds\n say []\n set [chat words v] to [0]\n else\n set [chat words v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [connected v]\nset [connected? v] to [1]\nshow\n\nwhen I receive [connecting v]\nhide\n\nwhen I receive [play game v]\nset [connected? v] to [0]\nforever\n if <(Connected?) = [1]> then\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Game On\n repeat until <<<(EXIT) = [Die]> or <[1] > (Lives)>> or <(EXIT) = [Win]>>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [Die]> then\n Game - Die\n else\n if <[1] > (Lives)> then\n hide\n broadcast (Game Over v) and wait\n stop [all v]\n else\n if <(EXIT) = [Win]> then\n hide\n broadcast (Win v) and wait\n stop [other scripts in sprite v]\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen I receive [connected v]\nset [level v] to [1]\n\nwhen I receive [begin v]\nset [lives v] to [3]\nforever\n delete all of [chat v]\n add [Hi!] to [chat v]\n add [Bye!] to [chat v]\n add [Yes] to [chat v]\n add [Follow Me!] to [chat v]\n add [No] to [chat v]\n add [This Way] to [chat v]\n add [Lol!] to [chat v]\n add [I am Lagging] to [chat v]\n add [Got to go] to [chat v]\nend\n\nwhen I receive [bounce v]\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [sy v] to [30]\nelse\n set [sy v] to [25]\nend\n\nwhen I receive [clear all v]\nset [max players v] to [10]\nset [my player # v] to [0]\nbroadcast (Connecting v)\nbroadcast (Setup Others v) and wait\nbroadcast (Join Game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (Connected v) and wait\n start sound [Connect v]\nelse\n broadcast (Full v) and wait\n start sound [Disconnect v]\nend\nbroadcast (Begin v)\n\nwhen I receive [clear all v]\npoint in direction (90)\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [clear all v]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\n\nwhen flag clicked\nset [connected? v] to [0]\n\nwhen I receive [connecting v]\nif <(username) = [Adamleboss06]> then\n think [The creator as joined is me] for (2) seconds\nend\n\n@Others\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\nwhen I receive [setup others v]\nsetup players\n\ndefine setup players\nhide\nset [offline v] to [100]\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n Tick\n end\nend\n\ndefine Tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nif <(names) = [1]> then\n say (join (value) (join [ Time:] (time)))\nelse\n say []\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nvalue = read from encoded\nset y to (((value) - (SCROLL Y)) + (8))\nvalue = read from encoded\nif <(value) = [true]> then\n switch costume to (adamleboss06 v)\nelse\n switch costume to (normal v)\nend\nvalue = read from encoded\nset [time v] to (value)\nvalue = read from encoded\nbroadcast (Decode Chat v)\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\ndefine Decode Chat (chat)\nif <(chat) = [1]> then\n say (item (1) of [chat v]) for (2) seconds\nelse\n if <(chat) = [2]> then\n say (item (2) of [chat v]) for (2) seconds\n else\n if <(chat) = [3]> then\n say (item (3) of [chat v]) for (2) seconds\n else\n if <(chat) = [4]> then\n say (item (4) of [chat v]) for (2) seconds\n else\n if <(chat) = [5]> then\n say (item (5) of [chat v]) for (2) seconds\n else\n if <(chat) = [6]> then\n say (item (6) of [chat v]) for (2) seconds\n else\n if <(chat) = [7]> then\n say (item (7) of [chat v]) for (2) seconds\n else\n if <(chat) = [8]> then\n say (item (8) of [chat v]) for (2) seconds\n else\n if <(chat) = [9]> then\n say (item (9) of [chat v]) for (2) seconds\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [decode chat v]\nDecode Chat (value)\n\nwhen I receive [connecting v]\nif <(username) = [Adamleboss06]> then\n say [The creator as joined is me] for (3) seconds\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nif <(Connected?) = [1]> then\n Position ((Platforms: x) - (SCROLL X)) ((Platforms: y) - (SCROLL Y))\nend\n\nwhen I receive [setup v]\nhide\nset [platforms: x v] to [0]\nset [platforms: y v] to [0]\nif <(LEVEL) = [1]> then\n go to [front v] layer\n switch costume to (level 1 1 v)\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\n Clone at x: [480] y: [0]\nend\n\ndefine Position (x) (y)\nset size to (100) %\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [platforms: x v] by (x)\nchange [platforms: y v] by (y)\ngo [backward v] (1) layers\nnext costume\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [game over v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nturn right (10) degrees\nPosition ((Saws: x) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [saws: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [150] y: [-60]\n Clone at x: [800] y: [0]\nend\nset [saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [saws: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nnext costume\nPosition ((Collectables: x) - (SCROLL X)) ((Collectables: y) - (SCROLL Y))\nif <touching (player v)?> then\n start sound [Collect v]\n change [collected v] by (1)\n delete this clone\nend\n\nwhen I receive [setup v]\nset [coins v] to [0]\nhide\nset [collectables: x v] to [0]\nset [collectables: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (coin1 v)\n Clone at x: [-7] y: [63]\n Clone at x: [3250] y: [92]\n Clone at x: [3299] y: [92]\n Clone at x: [3330] y: [92]\n Clone at x: [3360] y: [92]\nend\nset [collectables: x v] to [-9999999999]\n\ncreate clone of (_myself_ v)\n\nnext costume\nnext costume\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [collectables: x v] to (x)\nset [collectables: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Chat\n\nwhen I receive [tick v]\ngo to x: (8) y: (6)\ngo to [front v] layer\nif <(Connected?) = [1]> then\n if <(Chat) = [1]> then\n show\n if <<key (space v) pressed?> or <<not <touching (mouse-pointer v)?>> and <mouse down?>>> then\n broadcast (Chat Close v)\n hide\n wait until <not <<key (space v) pressed?> or <<not <touching (mouse-pointer v)?>> and <mouse down?>>>>\n end\n else\n hide\n end\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen flag clicked\nset [exit v] to []\nset [chat v] to [0]\nhide\n\nwhen I receive [chat open v]\nset [chat v] to [1]\n\nwhen I receive [chat close v]\nset [chat v] to [0]\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\n@Chat Button\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo to x: (-210) y: (-150)\nif <<key (t v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n wait until <<not <mouse down?>> or <not <key (t v) pressed?>>>\n broadcast (Chat Open v)\n hide\nend\n\nwhen I receive [chat close v]\nset size to (100) %\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [begin v]\nset [size v] to [.8]\nshow\nrepeat (40)\n change [ghost v] effect by (-3)\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100)\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nhide\n\n@Love fave\n\nwhen flag clicked\nhide\n\nwhen I receive [connecting v]\nif <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\nend\n\nwhen I receive [connecting v]\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (35) 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\nend\n\n@Detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [2]\nwait until <(Connected?) = [1]>\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nbroadcast (Thanks v)\n\nwhen I start as a clone\nif <(clone id) = [0]> then\n go to x: (-15) y: (0)\n switch costume to (love v)\n if <[v.i.p v] contains (join [ ] (username))?> then\n set [love? v] to [true]\n set [loved__ v] to [1]\n else\n set [loved__ v] to [0]\n forever\n set [love? v] to <touching (mouse-pointer v)?>\n if <(love?) = [true]> then\n set [loved__ v] to [1]\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(clone id) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n if <[v.i.p v] contains (join [ ] (username))?> then\n set [fav v] to [true]\n set [faved___ v] to [1]\n else\n set [faved___ v] to [0]\n forever\n set [fav v] to <touching (mouse-pointer v)?>\n if <(fav) = [true]> then\n set [faved___ v] to [1]\n if <not <[v.i.p v] contains (username)?>> then\n add (username) to [v.i.p v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nshow list [v.i.p v]\n\nwhen I receive [tick v]\nif <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n if <not <[v.i.p v] contains (username)?>> then\n add (username) to [v.i.p v]\n end\nend\n\n@Thanks\n\nwhen I receive [thanks v]\nswitch costume to (costume2 v)\ngo to x: (-230) y: (25)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change y by (6)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nhide\n\nwhen I receive [connecting v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [connected v]\ngo [forward v] (1322) layers\nswitch costume to (connected v)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen I receive [tick v]\ngo to x: (0) y: (15)\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-90)\n\nwhen I receive [connecting v]\nrepeat (11)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [connected v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nforever\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (-6)\n change size by (1)\n end\n repeat (20)\n turn right (7.5) degrees\n change [ghost v] effect by (6)\n change size by (-1)\n end\nend\n\n@TB\n\nwhen flag clicked\nhide variable [stop time v]\nhide\nforever\n set [stop time v] to ((0.01) + (timer))\nend\n\nwhen [timer v] > (Stop Time)\nshow\nswitch costume to (2 v)\nset size to (100) %\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\ngo to [front v] layer\nswitch costume to (1 v)\n\n@Parallax\n\nwhen I start as a clone\npoint in direction (90)\nset [ghost v] effect to (0)\nset [y v] to [0]\nset [movement id v] to [0]\nhide\n\ndefine Go to (x) (y)\ngo to x: (x) y: (y)\ngo to [back v] layer\nif <<(x position) = (x)> and <(y position) = (y)>> then\n show\nelse\n hide\nend\n\nwhen I receive [tick v]\nif <(Connected?) = [1]> then\n Go to (((((Movement ID) * (480)) - ((SCROLL X) / (6))) mod (960)) - (480)) (Y)\nend\n\nwhen I receive [clear all v]\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\ncreate clone of (_myself_ v)\nset [movement id v] to [-1]\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.1)\nPosition ((Lava: x) - (SCROLL X)) (((Lava: y) + ((10) * ([sin v] of (((Lava: y) + (tick)) * (30)) ))) - (SCROLL Y))\npoint in direction (90)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [tick v] to [0]\nset [collected v] to [0]\nset [lava: x v] to [0]\nset [lava: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (lava 1 v)\n Clone at x: [476] y: [-60]\n switch costume to (lava 2 v)\n Clone at x: [1468] y: [211]\nend\nset [lava: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [lava: x v] to (x)\nset [lava: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Spikes\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Spike: X) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [spike: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [300] y: [-20] dir : [90]\n Clone at x: [950] y: [90] dir : [90]\n Clone at x: [1100] y: [155] dir : [90]\n Clone at x: [2790] y: [50] dir : [105]\n Clone at x: [3000] y: [5] dir : [105]\n Clone at x: [2720] y: [240] dir : [-90]\n Clone at x: [2880] y: [240] dir : [-90]\nend\nset [spike: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) dir : (dir)\npoint in direction (dir)\nset [spike: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27] dir : []\nClone at x: [530] y: [27] dir : []\nClone at x: [786] y: [27] dir : []\nClone at x: [1124] y: [27] dir : []\nClone at x: [1331] y: [245] dir : []\nClone at x: [1065] y: [345] dir : []\nClone at x: [825] y: [272] dir : []\nClone at x: [392] y: [245] dir : []\nClone at x: [197] y: [335] dir : []\n\nClone at x: [631] y: [11] dir : []\n\n@Sign\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\npoint in direction (90)\nPosition ((Sign: X) - (SCROLL X)) ((Sign: Y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [sign: x v] to [0]\nset [sign: y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [0] y: [-10]\n Clone at x: [1634] y: [275]\nend\nset [sign: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [sign: x v] to (x)\nset [sign: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27]\nClone at x: [530] y: [27]\nClone at x: [786] y: [27]\nClone at x: [1124] y: [27]\nClone at x: [1331] y: [245]\nClone at x: [1065] y: [345]\nClone at x: [825] y: [272]\nClone at x: [392] y: [245]\nClone at x: [197] y: [335]\n\nClone at x: [631] y: [11]\n\n@Text\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\npoint in direction (90)\nPosition ((Text: X) - (SCROLL X)) ((Text:Y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [text: x v] to [0]\nset [text:y v] to [0]\nif <(LEVEL) = [1]> then\n Clone at x: [5060] y: [490] Costume [1]\nend\nset [text: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y) Costume (cos)\nswitch costume to (cos)\nset [text: x v] to (x)\nset [text:y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27] Costume []\nClone at x: [530] y: [27] Costume []\nClone at x: [786] y: [27] Costume []\nClone at x: [1124] y: [27] Costume []\nClone at x: [1331] y: [245] Costume []\nClone at x: [1065] y: [345] Costume []\nClone at x: [825] y: [272] Costume []\nClone at x: [392] y: [245] Costume []\nClone at x: [197] y: [335] Costume []\n\nClone at x: [631] y: [11] Costume []\n\n@Moving Saws\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nchange [tick v] by (0.15)\nPosition (((Moving Saws: x) + ((80) * ([sin v] of (((Moving Saws: x) + (tick)) * (30)) ))) - (SCROLL X)) ((Moving Saws: y) - (SCROLL Y))\nturn right (15) degrees\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nhide variable [tick v]\nset [tick v] to [0]\nset [collected v] to [0]\nset [moving saws: x v] to [0]\nset [moving saws: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (saw v)\n Clone at x: [2401] y: [80]\nend\nset [moving saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving saws: x v] to (x)\nset [moving saws: y v] to (y)\ncreate clone of (_myself_ v)\n\n@Checkpoints\n\nwhen I receive [reset game v]\ndelete this clone\n\ndefine postion x (x) y (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [setup v]\nhide\ngo to [front v] layer\ngo [backward v] (1) layers\nset [position x v] to [0]\nset [position y v] to [0]\nif <[-90] < (SCROLL X)> then\n switch costume to (1 v)\n clone x [1713] y [245] Costume [1]\n clone x [6256] y [370] Costume [1]\n clone x [8483] y [50] Costume [1]\nend\nset [position x v] to [-999999]\n\ndefine clone x (x) y (y) Costume (cos)\nset [position x v] to (x)\nset [position y v] to (y)\ncreate clone of (_myself_ v)\nswitch costume to (cos)\n\nwhen I receive [tick v]\ngo to [back v] layer\ngo [forward v] (1) layers\npostion x ((Position x) - (SCROLL X)) y ((Position y) - (SCROLL Y))\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n if <(SCROLL X) > [8400]> then\n switch costume to (3 v)\n set [exit v] to [Win]\n else\n if <[8480] > (SCROLL X)> then\n set [checkpoint x v] to (Position x)\n set [checkpoint y v] to (Position y)\n switch costume to (2 v)\n end\n end\n end\nend\n\nwhen I receive [begin v]\nset [checkpoint x v] to [0]\nset [checkpoint y v] to [0]\nreset timer\n\n@Game Over\n\nwhen flag clicked\nhide\n\nwhen I receive [game over v]\nstop all sounds\nswitch costume to (over v)\nstart sound [Lose v]\nwait (0.3) seconds\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (over v)\nshow\ngo to [front v] layer\nset size to (150) %\nrepeat until <(size) < [101]>\n go to [front v] layer\n change size by (((100) - (size)) / (7))\n change [ghost v] effect by (-8)\nend\nwait (1.5) seconds\nrepeat until <(size) > [150]>\n go to [front v] layer\n change size by (((size) - (90)) / (7))\n change [ghost v] effect by (8)\nend\n\nwhen I receive [begin v]\ngo to x: (0) y: (0)\nswitch costume to (over v)\nset size to (0) %\nswitch costume to (costume1 v)\n\n@Heart\n\nwhen flag clicked\nset [editor v] to [0]\nhide\n\nwhen I receive [connected v]\nClone [3]\n\ndefine Clone (#)\nset [#clone v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [#clone v] by (1)\nend\n\nwhen I start as a clone\nforever\n if <(username) = [Adamleboss06]> then\n set [editor v] to [1]\n end\n if <(Editor) = [1]> then\n set [lives v] to [3]\n end\n go to [front v] layer\n set size to (120) %\n if <(#Clone) = [1]> then\n go to x: (-220) y: (150)\n if <<(Lives) = [1]> or <(Lives) > [1]>> then\n show\n else\n hide\n end\n else\n if <(#Clone) = [2]> then\n go to x: (-180) y: (150)\n if <<(Lives) = [2]> or <(Lives) > [2]>> then\n show\n else\n hide\n end\n else\n if <(#Clone) = [3]> then\n go to x: (-140) y: (150)\n if <(Lives) = [3]> then\n show\n else\n hide\n end\n end\n end\n end\nend\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [connecting v]\nif <(username) = [yanishami]> then\n set [editor v] to [1]\nend\nif <(Editor) = [1]> then\n set [lives v] to [3]\nend\n\n@Win Screen\n\ndefine END\nif <<(FAVED___) = [1]> and <(LOVED__) = [1]>> then\n switch costume to (win screen2 v)\nelse\n switch costume to (win screen v)\nend\ngo to [front v] layer\nstart sound [win v]\ngo to x: (300) y: (0)\nrepeat (10)\n change x by (-30)\nend\nrepeat ((Shake) * (2))\n go to x: (pick random ((Shake) - ((Shake) * (2))) to (Shake)) y: (pick random ((Shake) - ((Shake) * (2))) to (Shake))\n change [shake v] by (-0.5)\nend\ngo to x: (0) y: (0)\nstop [all v]\n\nwhen flag clicked\nset [shake v] to [15]\nhide\n\nwhen I receive [win v]\nshow\nEND\n\n@Tramp\n\nwhen I receive [green flag v]\nhide variable [mouse v]\nhide\n\nwhen I receive [tick v]\nPosition ((Spike: X) - (SCROLL X)) ((Saws: y) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nset [collected v] to [0]\nset [spike: x v] to [0]\nset [saws: y v] to [0]\nif <(LEVEL) = [1]> then\n Delete\n Clone at x: [2710] y: [80] dir : [105]\n Clone at x: [2900] y: [40] dir : [105]\nend\nset [spike: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\nDelete\n\ndefine Clone at x: (x) y: (y) dir : (dir)\npoint in direction (dir)\nset [spike: x v] to (x)\nset [saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nClone at x: [340] y: [27] dir : []\nClone at x: [530] y: [27] dir : []\nClone at x: [786] y: [27] dir : []\nClone at x: [1124] y: [27] dir : []\nClone at x: [1331] y: [245] dir : []\nClone at x: [1065] y: [345] dir : []\nClone at x: [825] y: [272] dir : []\nClone at x: [392] y: [245] dir : []\nClone at x: [197] y: [335] dir : []\n\nClone at x: [631] y: [11] dir : []\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n start sound [Big Boing v]\n broadcast (Bounce v)\n end\nend\n\ndefine Delete\ndelete this clone\n\nwhen I receive [clear all v]\nswitch backdrop to (backdrop2 v)\n\n@Intro\n\ndefine Go to (x) (y) size (size) dir (dir) (cos)\npoint in direction (@cam.dir)\ngo to x: (0) y: (0)\nswitch costume to (hack small v)\nset size to ((@cam.z) * (size)) %\nswitch costume to (cos)\nmove (((x) - (@cam.x)) * (@cam.z)) steps\nturn left (90) degrees\nmove (((y) - (@cam.y)) * (@cam.z)) steps\nturn right (90) degrees\npoint in direction ((@cam.dir) + (dir))\n\nwhen I receive [intro v]\nhide\nset [@slow mo v] to [3]\nset [@cam.dir v] to [90]\nset [@cam.y v] to [0]\nset [@cam.x v] to [0]\nset [name.size v] to [0]\nstart sound [Marshmello - Silence ft. Khalid \(Codeko Remix\) v]\nwait (1) seconds\nset [clone.type v] to [Name]\ncreate clone of (_myself_ v)\nbroadcast (control v)\nbroadcast (dir v)\nbroadcast (▲ v)\nwait (0.87) seconds\n▲\nset [clone.type v] to [Background]\ncreate clone of (_myself_ v)\nforever\n hide variable [timer v]\n change [@cam.x v] by (((0) - (@cam.x)) / (9))\n change [@cam.y v] by (((0) - (@cam.y)) / (9))\n change [@cam.z v] by (((1) - (@cam.z)) / (9))\n change [name.size v] by (((100) - (name.size)) / (9))\n set [shk.y v] to ((shk.y) * (-0.7))\n set [shk.x v] to ((shk.x) * (-0.7))\n change [@cam.y v] by (shk.y)\n change [@cam.x v] by (shk.x)\n broadcast (tick v)\nend\n\nwhen I start as a clone\nif <(clone.type) = [▲]> then\n show\n if <(clone.id) = [1]> then\n \n Go to [0] ((▲.position.y) mod (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\n if <(clone.id) = [2]> then\n \n Go to [0] (((▲.position.y) mod (390)) - (390)) size [100] dir [0] [3]\n switch costume to (▲ v)\n end\n end\nend\n\nwhen I receive [▲ v]\nwait (0.87) seconds\nset [▲.position.y v] to [0]\nforever\n change [▲.position.y v] by ((10) / (@slow mo))\nend\n\ndefine ▲\nset [clone.type v] to [▲]\nset [clone.id v] to [1]\ncreate clone of (_myself_ v)\nset [clone.id v] to [2]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I receive [control v]\nwait (0.87) seconds\nshk (pick random (15) to (17))\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.23) seconds\nrepeat (4)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0.2) seconds\nrepeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\nend\nrepeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\nend\nwait (0.1) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nwait (0) seconds\nrepeat (2)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (2)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\nend\nrepeat (3)\n shk (pick random (15) to (17))\n repeat (5)\n change [@slow mo v] by (((1) - (@slow mo)) / (1.2))\n change [@cam.z v] by (((2) - (@cam.z)) / (9))\n change [name.size v] by (((115) - (name.size)) / (9))\n end\n repeat (10)\n change [@slow mo v] by (((3) - (@slow mo)) / (2))\n end\n wait (0.23) seconds\nend\n\nwhen I receive [dir v]\nwait (0.87) seconds\nset [dir v] to [90]\nrepeat (185)\n set [dir v] to [90]\nend\nrepeat (5)\n set [timer v] to [2]\nend\nrepeat (30)\n change [dir v] by (((450) - (dir)) / (6))\nend\n\nwhen I receive [dir v]\nset [timer v] to [0]\n\n set [@cam.dir v] to ((dir) + (([sin v] of ((timer) * (250)) ) * (2)))\n change [timer v] by ((0.2) / (@slow mo))\nend\n\ndefine shk (amount)\nif <(pick random (0) to (1)) = [1]> then\n if <(pick random (0) to (1)) = [1]> then\n change [shk.x v] by (() - (amount))\n else\n change [shk.x v] by (16)\n end\nelse\n if <(pick random (0) to (1)) = [1]> then\n change [shk.y v] by (() - (amount))\n else\n change [shk.y v] by (amount)\n end\nend\n\nwhen I start as a clone\nif <(clone.type) = [Background]> then\n show\n forever\n set [ghost v] effect to (25)\n go to [back v] layer\n Go to [0] [0] size [100] dir [0] [4]\n end\nend\n\nwhen I receive [intro v]\nwait (10.2) seconds\nshow\nset [sprite1: x v] to [720]\nrepeat until <(round (Sprite1: x)) = [0]>\n Go to (Sprite1: x) [0] size [100] dir [0] [5]\n go to [front v] layer\n go [backward v] (1) layers\n change [sprite1: x v] by (((0) - (Sprite1: x)) / (6))\nend\nbroadcast (Clear all v)\nwait (1) seconds\nset [effects.ghost v] to [0]\nrepeat (20)\n change [effects.ghost v] by (((100) - (effects.ghost)) / (6))\n set [ghost v] effect to (effects.ghost)\nend\n\nwhen I start as a clone\nif <(clone.type) = [Name]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n set [yv v] to [20]\n set [name.size v] to [0]\n repeat (3)\n point in direction (90)\n change [name.size v] by (yv)\n change [yv v] by (-1.35)\n switch costume to (hack big v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat until <(timer) > [1.85]>\n go to x: (0) y: (0)\n change [name.size v] by (yv)\n change [yv v] by (-1.35)\n switch costume to (hack small v)\n set size to (name.size) %\n switch costume to (name v)\n end\n repeat (20)\n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n change [@cam.z v] by (((0.9) - (@cam.z)) / (15))\n end\n \n Go to [0] [0] size (name.size) dir (([sin v] of ((timer) * (150)) ) * (2)) [6]\n switch costume to (name v)\n end\nend\n\nwhen I receive [clear all v]\ndelete this clone\n\nwhen I receive [intro v]\nwait until <(timer) > [1.85]>\n\n@Moving Platforms\n\nwhen I receive [tick v]\npoint in direction (90)\nchange [tick v] by (0.15)\nPosition ((Moving Saws: x) - (SCROLL X)) (((Moving Saws: y) + ((160) * ([sin v] of (((Moving Saws: y) + (tick)) * (20)) ))) - (SCROLL Y))\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [setup v]\nhide\nhide variable [tick v]\nset [tick v] to [0]\nset [collected v] to [0]\nset [moving saws: x v] to [0]\nset [moving saws: y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (platform v)\n Clone at x: [5650] y: [0]\nend\nset [moving saws: x v] to [-999999]\n\ndefine Position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Clone at x: (x) y: (y)\nset [moving saws: x v] to (x)\nset [moving saws: y v] to (y)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide variable [mouse v]\nhide\n\n@Ban\n\nwhen flag clicked\n\nforever\n if <(username) = []> then\n go to [front v] layer\n show\n else\n hide\n end\nend\n\n
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No advertising please !\n\nIf the games are complete here is the 2nd server:\nhttps://scratch.mit.edu/projects/825697710/\n\nYou can play this game on pc and mobile.\n\nUse WASD or Arrow keys or Tap to move. Press the sheet to start the game. If you are not interested in game then do not play and don’t report things publicly in the comments just press the report button because it didn’t work in the game. And if you like the game you will have a surprise.\n\nHope you enjoy and like the game !\n\nIf you have lost, press the flag twice.
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[MOBILE FRIENDLY, ALEX SKIN] Minecraft Platformer | A Platformer | #games #all #art #trending #music
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@Stage\n\nwhen flag clicked\nforever\n play sound [Lena Raine - Otherside v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nbroadcast (Reset v)\nset [die! v] to [0]\nshow\nforever\n if <<<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 (-.6)\n set [direction! v] to [-90]\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (.6)\n set [direction! v] to [90]\n point in direction (90)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<touching color (#548048)?> or <touching color (#59894d)?>> then\n change y by (1)\n end\n if <<touching color (#548048)?> or <touching color (#59894d)?>> then\n change y by (1)\n end\n if <<touching color (#548048)?> or <touching color (#59894d)?>> then\n change y by (1)\n end\n if <<touching color (#548048)?> or <touching color (#59894d)?>> then\n change y by (1)\n end\n if <<touching color (#548048)?> or <touching color (#59894d)?>> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <<touching color (#548048)?> or <touching color (#59894d)?>> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<touching color (#548048)?> or <touching color (#59894d)?>> 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 [10]\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (Next Level v) and wait\n end\n if <(y position) < [-175]> then\n broadcast (Reset v)\n end\n if <<touching color (#d96616)?> or <touching color (#ecb147)?>> then\n broadcast (Reset v)\n end\n if <<touching color (#446d35)?> or <touching color (#698656)?>> then\n broadcast (Reset v)\n end\n if <<touching color (#09ba08)?> or <touching color (#65cc56)?>> then\n broadcast (Reset v)\n end\n if <touching color (#494949)?> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-190) y: (-100)\nset [die! v] to [1]\nwait (0.01) seconds\nset [die! v] to [0]\n\nwhen [space v] key pressed\nnext costume\n\nwhen this sprite clicked\nnext costume\n\n@Level\n\nwhen I receive [next level v]\nchange [level! v] by (1)\nnext costume\n\nwhen flag clicked\nset [level! v] to [1]\nswitch costume to (1 v)\n\n@Item (Sword)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(LEVEL!) = [3]>\ngo to x: (-96) y: (-131)\nshow\nwait until <touching (player v)?>\nbroadcast (SWORD! v)\nhide\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [sword! v]\nforever\n go to [front v] layer\n hide\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n broadcast (SLASH! v) and wait\n end\n if <(MOBILE SLASH!) = [1]> then\n broadcast (SLASH! v) and wait\n end\nend\n\nwhen I receive [slash! v]\nif <(DIRECTION!) = [90]> then\n point in direction (0)\n go to (player v)\n show\n repeat (6)\n turn right (20) degrees\n end\n wait (0.05) seconds\n hide\n wait (.1) seconds\nelse\n point in direction (0)\n go to (player v)\n show\n repeat (6)\n turn left (20) degrees\n end\n wait (0.05) seconds\n hide\n wait (.1) seconds\nend\n\nwhen I receive [sword! v]\nforever\n go to (player v)\nend\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nhide\n\n@Love fave sign\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (60)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n else\n change [score v] by (100)\n wait until <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>>\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\n\n@Zombie\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [3]> then\n go to x: (100) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie2\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [6]> then\n go to x: (100) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Creeper\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [6]> then\n go to x: (150) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie3\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [7]> then\n go to x: (90) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Skeleton\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [7]> then\n go to x: (115) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie5\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [7]> then\n go to x: (140) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Creeper2\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [7]> then\n go to x: (170) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie6\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [11]> then\n go to x: (60) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie7\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [11]> then\n go to x: (90) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Creeper3\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (30) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Skeleton2\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (50) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie9\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (60) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Creeper4\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (80) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie10\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (110) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Zombie11\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (140) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Creeper5\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [15]> then\n go to x: (160) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Attack\n\nwhen flag clicked\ngo to x: (-190) y: (-168)\nhide\n\nwhen I receive [sword! v]\nshow\n\nwhen this sprite clicked\nset [mobile slash! v] to [1]\nwait (0.1) seconds\nset [mobile slash! v] to [0]\n\n
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DOUBLE CLICK THE GREEN FLAG THE FIRST TIME BEFORE PLAYING\n\nWelcome to a new game that I have made! :D\nIt's a minecraft platforming game!\n\nThis is Part 1 Overworld!\n\nThis is one of my best platformers!\nGame contest at 15K followers :D\n\nA ❤️ and a ⭐ I would be thankful for!\n\nFollow @TrentonTNT for more games like this!\nEnjoy the game everyone! :)\n\nUPDATES\n\nAdded upgrades\nAdded thumbnail\nAdded music\nMore coming soon!\n\nCREDITS \n\nPlayer code by @TrentonTNT\nInspiration by @atomicmagicnumber\nArt and thumbnail by @TrentonTNT\nMusic by Lena Raine\n\nTAGS\n\n#games #all #trending #trentontnt #minecraft #platformer #fun #art #music
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Candyland A Mobile Platformer Mobile Friendly
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@Stage\n\nwhen flag clicked\nshow variable [volume v]\nset [volume v] to [100]\nclear sound effects\nswitch backdrop to (screenshot_20230317_230846_chrome v)\nforever\n play sound [Emotional Piano v] until done\nend\n\nwhen flag clicked\nforever\n set volume to ((Volume) / (2)) %\nend\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n repeat (30)\n change y by (-0.8)\n end\n repeat (30)\n change y by (0.8)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\ngo [forward v] (100) layers\nset size to (100) %\nshow\nforever\n go to x: (-200) y: (150)\n go to [front v] layer\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nchange size by (10)\nwait (0.05) seconds\nchange size by (-10)\nchange [level v] by (1)\nset [falling? v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [walljump v] to [0]\nset [slope v] to [0]\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [forward v] (10000006523) layers\n set [ghost v] effect to (100)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo [forward v] (999) layers\nforever\n wait (pick random (0) to (0.001)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (8))\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (40) to (85))\nset size to (pick random (50) to (100)) %\ngo to x: (pick random (240) to (-240)) y: (180)\npoint in direction (90)\nshow\nglide (pick random (1) to (9)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Player\n\nwhen flag clicked\nshow\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n point towards (mouse-pointer v)\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.8))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed x v] by (1.5)\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [speed x v] by (-1.5)\n end\n end\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <(falling?) < [3]>> then\n set [speed y v] to [15]\n end\n if <(Speed X) < [-0.5]> then\n Walk [5] (Speed X)\n else\n if <[0.5] < (Speed X)> then\n Walk [5] (Speed X)\n end\n if <<(Level) = [4]> and <(y position) > [150]>> then\n go to x: (-221) y: (-104)\n end\n end\nend\n\ndefine Touch ground <up?>\nchange [falling? v] by (1)\nrepeat until <not <touching (ground v)?>>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\nend\n\ndefine Walk (x) (speed)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching (ground v)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> and <([abs v] of (speed) ) > [3]>> then\n if <(Walljump) = [0]> then\n set [speed x v] to ((-2) * (speed))\n set [speed y v] to [11]\n set [falling? v] to [6]\n else\n set [speed x v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[230] < (x position)> or <<touching (lava v)?> or <touching (spikes v)?>>> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n if <[230] < (x position)> then\n change [level v] by (1)\n end\n set [falling? v] to [0]\n set [speed y v] to [0]\n set [speed x v] to [0]\n set [walljump v] to [0]\n set [slope v] to [0]\n if <(Level) = [11]> then\n go to x: (-200) y: (100)\n else\n go to x: (-200) y: (0)\n end\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<(mouse y) < (y position)> and <mouse down?>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(costume [number v]) = [5]> then\n switch costume to (c5 v)\n else\n next costume\n end\n else\n if <(costume [number v]) = [1]> then\n switch costume to (c v)\n else\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(A cloney) = [0]> then\n create clone of (_myself_ v)\n go to [front v] layer\n set size to (85) %\n end\nend\n\nwhen I start as a clone\nset size to (85) %\nrepeat (15)\n change [ghost v] effect by (6)\n change size by (-1.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Level) = [14]> then\n if <(y position) > [150]> then\n if <[-150] > (x position)> then\n go to x: (-200) y: (-10)\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume0 v)\ngo [forward v] (100) layers\nset size to (90) %\nshow\nforever\n go to x: (-135) y: (150)\n go to [front v] layer\nend\n\nwhen this sprite clicked\ngo to [front v] layer\nchange size by (10)\nwait (0.05) seconds\nchange size by (-10)\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set [a cloney v] to [0]\n end\n if <(costume [number v]) = [2]> then\n set [a cloney v] to [1]\n end\nend\n\n
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If you remix this, please credit me(@Walimimi)!!!\n\nDon't touch the green spikes or the green lava. Use the arrows or mobile touch to move.\nPress the 1st button to skip a level.\nPress the 2nd button to add and removed motion blur.\n\nNe touchez pas les piques vertes ou la lave verte. Utilisez les flèches ou touchez si vous êtes sur mobile.\nCliquez sur le bouton pour sauter un niveau.\n\n#games #platformer #game #candy #candyland #platformers
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Minecraft a Platformer #Trending#All#Games m
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@Stage\n\n@TH\n\nwhen flag clicked\nforever\n set [ghost v] effect to (00011000)\n show\n go to [front v] layer\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\nwhen flag clicked\n\n@sun\n\nwhen flag clicked\nset [た v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [た v] by (10)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@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\nwhen flag clicked\nset size to (30) %\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-157]> then\n go to x: (-203) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy2 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy3 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy4 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (movespike v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\nend\n\nforever\n \n go to (random position v)\n end\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@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (20)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (20) to (30)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\n
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arrow keys to move \nDiffrent then ashgames difrent code btw\n\nPart 2Thttps://scratch.mit.edu/projects/821987339/\nPart 3 !!!! https://scratch.mit.edu/projects/823348417/\n\n\n#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending
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操作が変わる⁉platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nhide variable [☁ ここにたどり着いた人数 v]\nset [stage v] to [1]\nforever\n set volume to (60) %\n play sound [bgm_maoudamashii_8bit22 v] until done\nend\n\nwhen flag clicked\nset [stage v] to [1]\nforever\n if <(Stage) = [9]> then\n if <key (3 v) pressed?> then\n broadcast (お? v)\n end\n end\nend\n\nwhen I receive [お? v]\nforever\n if <key (1 v) pressed?> then\n broadcast (気づいた? v)\n end\nend\n\nwhen I receive [気づいた? v]\nforever\n if <key (5 v) pressed?> then\n broadcast (よくやった v)\n wait (3) seconds\n show variable [☁ ここにたどり着いた人数 v]\n change [☁ ここにたどり着いた人数 v] by (1)\n stop [all v]\n end\nend\n\nwhen I receive [next v]\nchange [stage v] by (1)\nif <(Stage) = [9]> then\n switch backdrop to (背景2 v)\n broadcast (all clear v)\nend\n\nforever\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\nend\n\nforever\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\nend\n\nforever\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\nend\n\nforever\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\n change [color v] effect by (25)\nend\n\n@軽量化\n\n@キャラ\n\nwhen flag clicked\nswitch costume to (キャラ v)\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (-180) y: (-70)\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (キー変更 v)\n\nwhen I receive [キー変更 v]\nforever\n set [x v] to ((x) * (0.75))\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((<key (d v) pressed?> - <key (a v) pressed?>) * (1.5))\n point in direction ((<key (d v) pressed?> - <key (a v) pressed?>) * (90))\n else\n if <<<[100] < (mouse x)> and <mouse down?>> or <<(mouse x) < [-100]> and <mouse down?>>> then\n change [x v] by ((<[100] < (mouse x)> - <(mouse x) < [-100]>) * (1.5))\n point in direction ((<[100] < (mouse x)> - <(mouse x) < [-100]>) * (90))\n end\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\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 [14]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>>> then\n set [y v] to [14]\n start sound [Rip v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n broadcast (next v)\n go to x: (-180) y: (-70)\n end\n if <(y position) < [-179]> then\n go to x: (-180) y: (-70)\n end\nend\n\nwhen I receive [キー変更2 v]\nforever\n set [x v] to ((x) * (0.75))\n if <<key (up arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by ((<key (up arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\n point in direction ((<key (up arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n if <<key (w v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((<key (w v) pressed?> - <key (a v) pressed?>) * (1.5))\n point in direction ((<key (w v) pressed?> - <key (a v) pressed?>) * (90))\n else\n if <<<mouse down?> and <(mouse y) > [0]>> or <<(mouse x) < [-100]> and <mouse down?>>> then\n change [x v] by ((<(mouse y) > [0]> - <(mouse x) < [-100]>) * (1.5))\n point in direction ((<(mouse y) > [0]> - <(mouse x) < [-100]>) * (90))\n end\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[100] < (mouse x)> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[100] < (mouse x)> and <mouse down?>>>> then\n set [y v] to [14]\n start sound [Rip v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n broadcast (next v)\n go to x: (-180) y: (-70)\n end\n if <(y position) < [-179]> then\n go to x: (-180) y: (-70)\n end\nend\n\nwhen I receive [キー変更3 v]\nforever\n set [x v] to ((x) * (0.75))\n if <<key (left arrow v) pressed?> or <key (up arrow v) pressed?>> then\n change [x v] by ((<key (left arrow v) pressed?> - <key (up arrow v) pressed?>) * (1.5))\n point in direction ((<key (left arrow v) pressed?> - <key (up arrow v) pressed?>) * (90))\n else\n if <<key (a v) pressed?> or <key (w v) pressed?>> then\n change [x v] by ((<key (a v) pressed?> - <key (w v) pressed?>) * (1.5))\n point in direction ((<key (a v) pressed?> - <key (w v) pressed?>) * (90))\n else\n if <<<(mouse x) < [-100]> and <mouse down?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n change [x v] by ((<(mouse x) < [-100]> - <(mouse y) > [0]>) * (1.5))\n point in direction ((<(mouse x) < [-100]> - <(mouse y) > [0]>) * (90))\n end\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[100] < (mouse x)> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[100] < (mouse x)> and <mouse down?>>>> then\n set [y v] to [14]\n start sound [Rip v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n broadcast (next v)\n go to x: (-180) y: (-70)\n end\n if <(y position) < [-179]> then\n go to x: (-180) y: (-70)\n end\nend\n\nwhen I receive [キー変更4 v]\nforever\n set [x v] to ((x) * (0.75))\n if <<key (right arrow v) pressed?> or <key (up arrow v) pressed?>> then\n change [x v] by ((<key (right arrow v) pressed?> - <key (up arrow v) pressed?>) * (1.5))\n point in direction ((<key (right arrow v) pressed?> - <key (up arrow v) pressed?>) * (90))\n else\n if <<key (d v) pressed?> or <key (w v) pressed?>> then\n change [x v] by ((<key (d v) pressed?> - <key (w v) pressed?>) * (1.5))\n point in direction ((<key (d v) pressed?> - <key (w v) pressed?>) * (90))\n else\n if <<<[100] < (mouse x)> and <mouse down?>> or <<mouse down?> and <(mouse y) > [0]>>> then\n change [x v] by ((<[100] < (mouse x)> - <(mouse y) > [0]>) * (1.5))\n point in direction ((<[100] < (mouse x)> - <(mouse y) > [0]>) * (90))\n end\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-100]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [-100]> and <mouse down?>>>> then\n set [y v] to [14]\n start sound [Rip v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n broadcast (next v)\n go to x: (-180) y: (-70)\n end\n if <(y position) < [-179]> then\n go to x: (-180) y: (-70)\n end\nend\n\nwhen I receive [キー変更5 v]\nforever\n set [x v] to ((x) * (0.75))\n if <<key (up arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by ((<key (up arrow v) pressed?> - <key (left arrow v) pressed?>) * (1.5))\n point in direction ((<key (up arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n if <<key (w v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((<key (w v) pressed?> - <key (a v) pressed?>) * (1.5))\n point in direction ((<key (w v) pressed?> - <key (a v) pressed?>) * (90))\n else\n if <<<(mouse y) > [0]> and <mouse down?>> or <<mouse down?> and <(mouse x) < [-100]>>> then\n change [x v] by ((<(mouse y) > [0]> - <(mouse x) < [-100]>) * (1.5))\n point in direction ((<(mouse y) > [0]> - <(mouse x) < [-100]>) * (90))\n end\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[100] < (mouse x)> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<[100] < (mouse x)> and <mouse down?>>>> then\n set [y v] to [14]\n start sound [Rip v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n broadcast (next v)\n go to x: (-180) y: (-70)\n end\n if <(y position) < [-179]> then\n go to x: (-180) y: (-70)\n end\nend\n\nwhen I receive [キー変更6 v]\nforever\n set [x v] to ((x) * (0.75))\n if <<key (up arrow v) pressed?> or <key (right arrow v) pressed?>> then\n change [x v] by ((<key (up arrow v) pressed?> - <key (right arrow v) pressed?>) * (1.5))\n point in direction ((<key (up arrow v) pressed?> - <key (right arrow v) pressed?>) * (90))\n else\n if <<key (w v) pressed?> or <key (d v) pressed?>> then\n change [x v] by ((<key (w v) pressed?> - <key (d v) pressed?>) * (1.5))\n point in direction ((<key (w v) pressed?> - <key (d v) pressed?>) * (90))\n else\n if <<<(mouse y) > [0]> and <mouse down?>> or <<mouse down?> and <[100] < (mouse x)>>> then\n change [x v] by ((<(mouse y) > [0]> - <[100] < (mouse x)>) * (1.5))\n point in direction ((<(mouse y) > [0]> - <[100] < (mouse x)>) * (90))\n end\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n if <<key (left arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse x) < [-100]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [14]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (left arrow v) pressed?> or <<key (s v) pressed?> or <<(mouse x) < [-100]> and <mouse down?>>>> then\n set [y v] to [14]\n start sound [Rip v]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (_edge_ v)?> and <[230] < (x position)>> then\n broadcast (next v)\n go to x: (-180) y: (-70)\n end\n if <(y position) < [-179]> then\n go to x: (-180) y: (-70)\n end\nend\n\nwhen I receive [変更 v]\nset [キー変更 v] to (pick random (1) to (6))\nif <(キー変更) = [1]> then\n stop [other scripts in sprite v]\n broadcast (キー変更 v)\nend\nif <(キー変更) = [2]> then\n stop [other scripts in sprite v]\n broadcast (キー変更2 v)\nend\nif <(キー変更) = [3]> then\n stop [other scripts in sprite v]\n broadcast (キー変更3 v)\nend\nif <(キー変更) = [4]> then\n stop [other scripts in sprite v]\n broadcast (キー変更4 v)\nend\nif <(キー変更) = [5]> then\n stop [other scripts in sprite v]\n broadcast (キー変更5 v)\nend\nif <(キー変更) = [6]> then\n stop [other scripts in sprite v]\n broadcast (キー変更6 v)\nend\nwait (7) seconds\nbroadcast (予告 v)\n\nwhen flag clicked\nwait (pick random (5) to (10)) seconds\nbroadcast (予告 v)\n\nwhen I receive [初期リス v]\nstart sound [Crunch v]\ngo to x: (-180) y: (-70)\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\n\n@地面\n\nwhen flag clicked\nset [stage v] to [1]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to ((stage) mod (10))\nend\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\nwhen I receive [よくやった v]\nbroadcast (next v)\n\n@針\n\nwhen flag clicked\nset [stage v] to [1]\ngo to x: (0) y: (0)\ngo to [front v] layer\nforever\n switch costume to ((stage) mod (10))\n if <touching (キャラ v)?> then\n broadcast (初期リス v)\n end\nend\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\n@Rododokun\n\nwait (0.5) seconds\n\nwhen I receive [予告 v]\nset volume to (120) %\nset size to (100) %\nclear graphic effects\nif <([backdrop # v] of [_stage_ v]) = [1]> then\n go to x: (0) y: (60)\n set [countspead v] to [0]\n switch costume to (3 v)\n show\n repeat (3)\n set [countspead v] to [0]\n set size to (100) %\n start sound [Countdown v]\n repeat (3)\n change size by (CountSpead)\n change [countspead v] by (3)\n end\n repeat (6)\n change size by (CountSpead)\n change [countspead v] by (-4)\n end\n wait ((2.5) / (3)) seconds\n next costume\n end\n start sound [Start v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (3)\n end\nend\nbroadcast (変更 v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nset volume to (120) %\nstop [other scripts in sprite v]\nwait (1.8) seconds\nshow\nclear graphic effects\nbroadcast (変更 v)\nset [countspead v] to [0]\nset size to (100) %\nswitch costume to (go v)\nstart sound [Start v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\nend\nhide\n\n@pen\n\nwhen flag clicked\nset size to (Infinity) %\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [横移動速度 v]\ndelete all of [降る速度 v]\nrepeat (30)\n add (pick random (-230) to (230)) to [x v]\n add (pick random (-200) to (200)) to [y v]\n add (pick random (-1.0) to (1.0)) to [横移動速度 v]\n add (pick random (-1.0) to (-3.0)) to [降る速度 v]\n add (pick random (15.0) to (25.0)) to [大きさ v]\nend\nforever\n びょーが\nend\n\ndefine x (x) y (y) に (大きさ) の大きさでゆきびょーが\ngo to x: (x) y: (y)\nset pen size to (1)\nset pen (transparency v) to (70)\nrepeat (大きさ)\n change pen size by (1.2)\n change pen (transparency v) by (1)\n pen down\nend\npen up\n\ndefine びょーが\nset [変数 v] to [0]\nerase all\ngo to x: (0) y: (0)\npen down\npen up\nset pen color to (#ffffff)\nrepeat (30)\n change [変数 v] by (1)\n x (item (変数) of [x v]) y (item (変数) of [y v]) に (item (変数) of [大きさ v]) の大きさでゆきびょーが\n replace item (変数) of [x v] with ((item (変数) of [x v]) + (item (変数) of [横移動速度 v]))\n replace item (変数) of [y v] with ((item (変数) of [y v]) + (item (変数) of [降る速度 v]))\n if <(item (変数) of [y v]) < [-200]> then\n replace item (変数) of [x v] with (pick random (-230) to (230))\n replace item (変数) of [y v] with [200]\n replace item (変数) of [横移動速度 v] with (pick random (-1.0) to (1.0))\n replace item (変数) of [降る速度 v] with (pick random (-1) to (-3))\n replace item (変数) of [大きさ v] with (pick random (15.0) to (25.0))\n end\nend\n\n@敵\n\nwhen flag clicked\nset [stage v] to [1]\ngo to [front v] layer\ngo to x: (0) y: (-70)\nset rotation style [left-right v]\nhide\nset size to (35) %\nforever\n if <<(stage) = [6]> or <<(stage) = [7]> or <(stage) = [8]>>> then\n show\n if <([x position v] of [キャラ v]) < (x position)> then\n set [xx v] to [-5]\n point in direction (-90)\n else\n set [xx v] to [5]\n point in direction (90)\n end\n set [xx v] to ((xx) * (0.75))\n change x by (xx)\n change [yy v] by (-1)\n change y by (yy)\n if <touching (地面 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n end\n if <touching (キャラ v)?> then\n broadcast (初期リス v)\n end\n else\n hide\n end\nend\n\nwhen I receive [初期リス v]\ngo to x: (0) y: (-70)\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\n@落ちてくるやつ\n\nwhen flag clicked\nset [stage v] to [1]\ngo to x: (-220) y: (80)\nforever\n if <(stage) = [8]> then\n create clone of (_myself_ v)\n wait (1) seconds\n else\n hide\n end\nend\n\nwhen I receive [初期リス v]\ndelete this clone\n\ngo to x: (-200) y: (80)\n\nwhen I start as a clone\nforever\n show\n set [xxx v] to [10]\n set [xxx v] to ((xxx) * (0.75))\n change x by (xxx)\n change [yyy v] by (-1)\n change y by (yyy)\n if <touching (地面 v)?> then\n change y by ((yyy) * (-1))\n set [yyy v] to [0]\n end\n if <touching (キャラ v)?> then\n broadcast (初期リス v)\n end\n if <[230] < (x position)> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nchange [stage v] by (1)\n\n@next\n\nwhen flag clicked\n\nwhen I start as a clone\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [next v]\ngo to [front v] layer\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\n\nmove (10) steps\n\n@……\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (184)\nforever\n wait (5) seconds\n show\n glide (0.75) secs to x: (-150) y: (140)\n wait (2) seconds\n glide (0.75) secs to x: (-150) y: (184)\n hide\nend\n\n@スプライト7\n\nwhen I receive [time v]\ngo to [front v] layer\nshow\nshow variable [time v]\nwait (1) seconds\nbroadcast (worldrecord v)\n\nwhen flag clicked\nhide variable [time v]\nreset timer\nhide\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [all clear v]\nstop [other scripts in sprite v]\nset [time v] to (timer)\nbroadcast (time v)\nstop [this script v]\n\nwhen I receive [for samune v]\nhide\n\nwhen I receive [よくやった v]\nhide variable [time v]\nhide\n\n@スプライト8\n\nwhen I receive [number of people cleared v]\ngo to [front v] layer\nchange [☁ number of people cleared v] by (1)\nshow\nwait (1) seconds\nshow variable [☁ number of people cleared v]\nwait (1) seconds\nbroadcast (clear rate v)\n\nwhen flag clicked\nhide variable [☁ number of people cleared v]\nhide\n\nwhen I receive [for samune v]\nhide\n\nwhen I receive [よくやった v]\nhide variable [☁ number of people cleared v]\nhide\n\n@スプライト9\n\nwhen I receive [clear rate v]\ngo to [front v] layer\nset [☁ clear rate v] to (join ([floor v] of (((☁ Number of people cleared) / (☁ Play people)) * (100)) ) [%])\nshow\nwait (1) seconds\nshow variable [☁ clear rate v]\n\nwhen flag clicked\nhide variable [☁ clear rate v]\nhide\n\nwhen I receive [for samune v]\nhide\n\nwhen I receive [よくやった v]\nhide variable [☁ clear rate v]\nhide\n\n@スプライト10\n\nwhen I receive [worldrecord v]\ngo to [front v] layer\nif <(time) < (☁ Worldrecord)> then\n set [☁ worldrecord v] to (time)\nend\nshow\nwait (1) seconds\nshow variable [☁ worldrecord v]\nwait (1) seconds\nbroadcast (number of people cleared v)\n\nwhen flag clicked\nwait (3) seconds\nchange [☁ play people v] by (1)\nhide variable [☁ worldrecord v]\nhide\n\nwhen I receive [for samune v]\nhide\n\nwhen I receive [よくやった v]\nhide variable [☁ worldrecord v]\nhide\n\nset [☁ worldrecord v] to [2500]\n\n@スプライト11\n\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\n\n@傾向3pアリガトウ!(^^)!\n\n
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----------------------------------memo-------------------------------\n新作→ https://scratch.mit.edu/projects/946930348/\n拡散すると作者がとっても喜ぶ!(^^)!\nSpread the word!\n世界記録 89.724\n作者のタイム 67.777\n傾向2p\n☆と♡、フォローしてくれると作者が喜ぶ(/・ω・)/\nモバイル対応。\n世界記録を目指せ!!\nThe keys of this platformer change as it counts down.\n宣伝しないでください\nPlease don't advertise.\n-----------------------------------credit-------------------------------\n@syoinsy様 - 雪\n@neko_hood様 - 氷山\n@Taiki0504様 - 曲\n bgm_魔王魂様\n@yumikorin_Anime様 - 結晶\n@-doremiFX-様 - next素材\n-------------------------拡散してくれた方------------------------\n@dgakjdjoa様\n@fuji_3035様\n@kyuuma17様\n@Cs_risu6様\n@marumaru0923様\n@nyaoha3102様\n@tgwy1926yg様\n@tibitoka様\n-----------------------------------font---------------------------------\nコーポレート・ロゴ\n------------------------------------tag---------------------------------\n#冬\n#プラットフォーマー\n#platformer\n#games\n#game\n#winter\n#music\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n最後のステージで暗号を入力すると……\n気づいたら天才
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The lost land, a platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Julius Dreisig & Zeus X Crona - Invisible \[NCS Release\] v] until done\nend\n\n@Level\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene #))\n\nchange [scene # v] by (1)\n\nwhen I receive [the end v]\nwait (1) seconds\ngo to (random position v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [animation time v]\nhide\nstop [other scripts in sprite v]\n\n@Guy\n\nwhen flag clicked\npoint in direction (90)\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [3]\nset [resistance v] to [0.8]\nReset and begin level\njoystick\n\nwhen [up arrow v] key pressed\nswitch costume to (up v)\n\nwhen [right arrow v] key pressed\nswitch costume to (right v)\n\nwhen [left arrow v] key pressed\nswitch costume to (left v)\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Check touching solid\n if <(Touching) > [0]> then\n 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 change [color v] effect by (2)\nend\n\ndefine Check touching solid\nif <<touching (level 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 [tick player v]\nControls - up and down\nControls - left and right\nMove - in steps (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\n\ndefine Controls - up and down\nif <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> 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 (right arrow v) pressed?> or <(STICK X) > [0.5]>> then\n change [speed x v] by (ACCELERATION)\nend\nif <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>> then\n change [speed x v] by ((0) - (ACCELERATION))\nend\nset [speed x v] to ((Speed x) * (Resistance))\n\ndefine Reset and begin level\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nBegin Scene # [2] go to x and y [70] [70]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\npoint in direction (90)\n\nwhen I receive [game loop v]\nset size to (100) %\nset [ghost v] effect to (0)\nswitch costume to (right 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 and y [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) go to x and y [235] []\nend\nif <touching (danger v)?> then\n broadcast (Lose life v)\nend\n\ndefine Begin Scene # (scene #) go to x and y (x) (y)\nset [scene # v] to (scene #)\nset x to (x)\nset y to (y)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collisions in Directions [0]\nbroadcast (Game loop v)\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 [lose life v]\nswitch costume to (death v)\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (3)\n change y by (10)\nend\nreset scene\n\nwhen [a v] key pressed\nswitch costume to (left v)\n\nwhen [d v] key pressed\nswitch costume to (right v)\n\nwhen [w v] key pressed\nswitch costume to (up v)\n\ndefine joystick\npoint in direction (90)\nforever\n if <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>> then\n change x by (-6)\n end\n if <<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> then\n change x by (6)\n end\nend\n\ndefine reset scene\nBegin Scene # (Scene #) go to x and y [-180] [70]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\npoint in direction (90)\n\nwhen I receive [animation time v]\nhide\nstop [other scripts in sprite v]\n\nwhen [s v] key pressed\nswitch costume to (down v)\n\nwhen [down arrow v] key pressed\nswitch costume to (down v)\n\n@control stick\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [myself v] to [control stick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\ngo [forward v] (1) layers\nrepeat (10)\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (2) layers\nset [ghost v] effect to (25)\nforever\n go to [front v] layer\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 [animation time v]\nhide\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <<(Scene #) = [5]> or <(Scene #) = [7]>> then\n forever\n set y to ((20) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [8]> then\n go to x: (0) y: (0)\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [animation time v]\nhide\nstop [other scripts in sprite v]\n\n@Decor\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\n\nwhen I receive [the end v]\nhide\n\nif <<(Scene #) = [5]> or > then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [animation time v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nwait (1) seconds\ngo to [back v] layer\n\n@player2\n\nwhen flag clicked\nforever\n go to (guy v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [animation time v]\nhide\nstop [other scripts in sprite v]\n\n@Circle\n\nwhen flag clicked\nforever\n turn left (15) degrees\n go to [back v] layer\n wait (0.7) seconds\n create clone of (_myself_ v)\nend\n\nrepeat (10)\n change y by (7)\n change x by (2)\nend\nrepeat (2)\n change y by (0.5)\n change x by (0.5)\nend\nrepeat (10)\n change y by (5.5)\n change x by (-2)\nend\nchange y by (0.5)\nchange x by (-0.5)\nchange y by (0.5)\nchange x by (-0.5)\n\nwhen I start as a clone\ngo to x: (pick random (0) to (435)) y: (-164)\nset [ghost v] effect to (100)\nshow\ngo to [back v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(y position) > [200]>\n change y by (2)\n change x by (X-Sway)\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nwhen flag clicked\nset [x-sway v] to [-2.5]\nforever\n repeat (10)\n change [x-sway v] by (0.5)\n end\n repeat (10)\n change [x-sway v] by (-0.5)\n end\nend\n\nwhen flag clicked\nhide\n\n@スプライト1\n\nwhen flag clicked\nset [桜x v] to [0]\nset [桜y v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset size to (pick random (70) to (100)) %\npoint in direction (pick random (90) to (150))\nshow\ngo to x: (pick random (-240) to (240)) y: (pick random (240) to (200))\nset [ghost v] effect to (pick random (10) to (45))\nset [桜x v] to (pick random (-1.0) to (1.0))\nset [桜y v] to (pick random (-1.0) to (-3.0))\nrepeat until <<touching (ステージ v)?> or <(y position) < [-178]>>\n change x by (桜x)\n change y by (桜y)\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset [time' v] to [0]\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen I receive [the end v]\nif <(time') < (☁ highscore)> then\n set [☁ highscore v] to (time')\nend\n\n@animated Guy2\n\nwhen I receive [animation time v]\nswitch costume to (glide v)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\nhide\ngo to [front v] layer\n\nbroadcast (animation time v)\n\nwhen I receive [jump v]\nforever\n repeat (8)\n change y by (10)\n end\n wait (0.001) seconds\n repeat (8)\n change y by (-10)\n end\n wait (0.08) seconds\nend\n\n@animated Guy\n\nwhen I receive [animation time v]\ngo to [front v] layer\nswitch costume to (glide v)\ngo to x: (-210) y: (-109)\nshow\nwait (1) seconds\nrepeat (15)\n wait (0.001) seconds\n next costume\n change x by (20)\nend\nbroadcast (jump v)\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\nhide\ngo to [front v] layer\nforever\n if <(Scene #) = [13]> then\n broadcast (animation time v)\n stop [this script v]\n end\nend\n\nwhen I receive [jump v]\nwait (0.5) seconds\nforever\n repeat (8)\n change y by (10)\n end\n wait (0.001) seconds\n repeat (8)\n change y by (-10)\n end\n wait (0.08) seconds\nend\n\n@Decor2\n\nwhen I receive [animation time v]\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@moving platforms\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif then\n forever\n set x to ((20) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene #) = [8]> then\n go to x: (0) y: (0)\nend\n\nwhen I receive [the end v]\nhide\n\nwhen I receive [animation time v]\nhide\nstop [other scripts in sprite v]\n\nset [scene # v] to [10]\n\n
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Minecraft A Platformer 2 #Trending#All#Games
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@Stage\n\n@TH\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\n play sound [c418-sweden-minecraft-volume-alpha v] until done\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@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\nwhen flag clicked\nset size to (30) %\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-157]> then\n go to x: (-203) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy2 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy3 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy4 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (movespike v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\nend\n\nforever\n \n go to (random position v)\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@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (20)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (20) to (30)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\n
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*Platformer King* ™\nWelcome to MineCraft A Platformer 2 \narrow keys to move \n\nPart 1 https://scratch.mit.edu/projects/821225968/\nPart 3 https://scratch.mit.edu/projects/823348417/\n\n\n#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft#minecraft
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Online Dark Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [mizunishizumupiano v] until done\nend\n\n@Stage\n\nwhen flag clicked\nset [chat v] to []\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (700)) [250] [6]\n配置 ((1920) + (1150)) [250] [7]\n配置 (((1920) + (1150)) + (500)) [250] [8]\n配置 (((1920) + (1150)) + (1000)) [250] [9]\n配置 (((1920) + (1150)) + (1000)) [250] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@Stage2\n\nwhen flag clicked\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n show\n switch costume to (3)\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (time)\nshow\ngo to x: (0) y: (999)\nrepeat until <(round (y position)) = [0]>\n change y by ((() - (y position)) / (10))\nend\n\n@prayer\n\nwhen flag clicked\nset [xx v] to [0]\nset [yy v] to [25]\nhide\n\ndefine prayer\npoint in direction (90)\nif <(!) = [0]> then\n if <not <(username) = []>> then\n if <(chat) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (chat) of [chat v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n end\n end\n end\n end\n end\n end\n if <touching (stage v)?> then\n 壁\n end\n change [y v] by (-1.5)\n change y by (y)\n if <touching (stage v)?> then\n 床\n end\n change [scroll x v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(scroll x) < [0]> or <[4500] < (scroll x)>>>))\n if <(scroll x) < [0]> then\n set [scroll x v] to [0]\n end\n if <[4500] < (scroll x)> then\n set [scroll x v] to [4500]\n end\n change [scroll y v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(scroll y) < [0]>>))\n if <(scroll y) < [0]> then\n set [scroll y v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\npoint in direction ((90) + (round (x)))\n\ndefine 初期化\nstart sound [Rip v]\nhide\nrepeat until <<([abs v] of ((scroll y) - (YY)) ) < [3]> and <([abs v] of ((scroll x) - (XX)) ) < [3]>>\n change [scroll x v] by (round (((XX) - (scroll x)) / (5)))\n change [scroll y v] by (round (((YY) - (scroll y)) / (5)))\nend\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (0) y: (0)\nbroadcast (monster v)\nshow\n\ndefine 壁\nset [? v] to [0]\nchange y by (-4.5)\nrepeat until <<[100] < (?)> or <not <touching (stage v)?>>>\n change [? v] by (1)\n change x by ((-1) * ((x) / ([abs v] of (x) )))\nend\nif <[100] < (?)> then\n repeat (?)\n change x by ((1) * ((x) / ([abs v] of (x) )))\n end\nelse\n if <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床\nrepeat until <not <touching (stage v)?>>\n change y by ((-1.5) * ((y) / ([abs v] of (y) )))\nend\nif <<(y) < [0]> and <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <[0] < (mouse y)>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [! v] to [0]\nset [scroll x v] to [0]\nset [scroll y v] to [25]\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n prayer\nend\n\nwhen I receive [start v]\nforever\n switch costume to (コスチューム1 v)\n if <not <<<mouse down?> and <[0] < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>>> then\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム2 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム3 v)\n end\n else\n if <not <<mouse down?> and <<[130] < (mouse y)> and <(mouse x) < [-100]>>>> then\n switch costume to (コスチューム6 v)\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n switch costume to (コスチューム4 v)\n end\n if <<<mouse down?> and <(mouse x) < [-50]>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n switch costume to (コスチューム5 v)\n end\n end\n end\nend\n\nwhen I receive [start v]\nset [! v] to [0]\nforever\n if <<(y position) < [-180]> or <touching (stage2 v)?>> then\n set [! v] to [1]\n 初期化\n set [! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [! v] to [1]\n初期化\nset [! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [timer v] > (time)\nhide\n\n@Stage7\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [4700] [475] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n set [! v] to [1]\n set [hjg, v] to [1]\n change [3 v] by (1)\n wait (0) seconds\n stop [all v]\n end\nend\n\nwhen flag clicked\nset [hjg, v] to [0]\n\n@Stage6\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1550] [283] [1]\n配置 [3050] [268] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@online\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p2) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [2]\n set [☁ p2 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p3) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [3]\n set [☁ p3 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p4) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [4]\n set [☁ p4 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p5) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [5]\n set [☁ p5 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p6) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [6]\n set [☁ p6 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p7) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [7]\n set [☁ p7 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p8) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [8]\n set [☁ p8 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p9) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [9]\n set [☁ p9 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n else\n if <(☁ p10) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [10]\n set [☁ p10 v] to (join (user2) (join (join ((1500) + ((scroll x) + ([x position v] of [prayer v]))) (((scroll y) + ([y position v] of [prayer v])) + (1500))) (join (([costume # v] of [prayer v]) + (10)) (join ((chat) + (10)) (join (letter (length of ([floor v] of (timer) )) of ([floor v] of (timer) )) (join (!) ([direction v] of [prayer v])))))))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine ユーザー名数値化\nset [user v] to [0]\nset [user2 v] to []\nrepeat (length of (username))\n change [user v] by (1)\n switch costume to (letter (user) of (username))\n set [user2 v] to (join (user2) (costume [number v]))\nend\nrepeat ((40) - (length of (user2)))\n set [user2 v] to (join (user2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [user v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [〜 v] to [0]\n set [4 v] to []\n repeat (20)\n if <not <(join (letter ((〜) + (1)) of (item (%) of [p1〜10 v])) (letter ((〜) + (2)) of (item (%) of [p1〜10 v]))) = [00]>> then\n change [〜 v] by (2)\n switch costume to (join (letter ((〜) - (1)) of (item (%) of [p1〜10 v])) (letter (〜) of (item (%) of [p1〜10 v])))\n set [4 v] to (join (4) (costume [name v]))\n end\n end\n add (4) to [user v]\nend\n\nwhen flag clicked\nforever\n delete all of [p1〜10 v]\n add (☁ p1) to [p1〜10 v]\n add (☁ p2) to [p1〜10 v]\n add (☁ p3) to [p1〜10 v]\n add (☁ p4) to [p1〜10 v]\n add (☁ p5) to [p1〜10 v]\n add (☁ p6) to [p1〜10 v]\n add (☁ p7) to [p1〜10 v]\n add (☁ p8) to [p1〜10 v]\n add (☁ p9) to [p1〜10 v]\n add (☁ p10) to [p1〜10 v]\nend\n\nwhen I receive [オンライン! v]\nforever\n delete all of [1〜10 2 v]\n add (☁ p1) to [1〜10 2 v]\n add (☁ p2) to [1〜10 2 v]\n add (☁ p3) to [1〜10 2 v]\n add (☁ p4) to [1〜10 2 v]\n add (☁ p5) to [1〜10 2 v]\n add (☁ p6) to [1〜10 2 v]\n add (☁ p7) to [1〜10 2 v]\n add (☁ p8) to [1〜10 2 v]\n add (☁ p9) to [1〜10 2 v]\n add (☁ p10) to [1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [1〜10 2 v]))> then\n set [☁ p1 v] to [0]\n end\n if <(letter (53) of (item (2) of [p1〜10 v])) = (letter (53) of (item (2) of [1〜10 2 v]))> then\n set [☁ p2 v] to [0]\n end\n if <(letter (53) of (item (3) of [p1〜10 v])) = (letter (53) of (item (3) of [1〜10 2 v]))> then\n set [☁ p3 v] to [0]\n end\n if <(letter (53) of (item (4) of [p1〜10 v])) = (letter (53) of (item (4) of [1〜10 2 v]))> then\n set [☁ p4 v] to [0]\n end\n if <(letter (53) of (item (5) of [p1〜10 v])) = (letter (53) of (item (5) of [1〜10 2 v]))> then\n set [☁ p5 v] to [0]\n end\n if <(letter (53) of (item (6) of [p1〜10 v])) = (letter (53) of (item (6) of [1〜10 2 v]))> then\n set [☁ p6 v] to [0]\n end\n if <(letter (53) of (item (7) of [p1〜10 v])) = (letter (53) of (item (7) of [1〜10 2 v]))> then\n set [☁ p7 v] to [0]\n end\n if <(letter (53) of (item (8) of [p1〜10 v])) = (letter (53) of (item (8) of [1〜10 2 v]))> then\n set [☁ p8 v] to [0]\n end\n if <(letter (53) of (item (9) of [p1〜10 v])) = (letter (53) of (item (9) of [1〜10 2 v]))> then\n set [☁ p9 v] to [0]\n end\n if <(letter (53) of (item (10) of [p1〜10 v])) = (letter (53) of (item (10) of [1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\n\n@prayer2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll x)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (scroll y))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [user v])\n else\n say (join (item (prayer2) of [user v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [chat v])))\n end\nend\n\ndefine xy (x) (y)\ngo to x: (x) y: (y)\nif <not <<(x position) = (x)> and <(y position) = (y)>>> then\n set [ghost v] effect to (100)\nend\n\n@スプライト1\n\nwhen flag clicked\nset [チャット表示 v] to [0]\nshow\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [チャット v]\nif <(costume [number v]) = [1]> then\n wait (5) seconds\n set [chat v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n set [ghost v] effect to (30)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [ghost v] effect to (50)\n set [チャット表示 v] to [1]\n ask [] and wait\n set [チャット表示 v] to [0]\n if <<[0] < (answer)> and <(answer) < [11]>> then\n set [chat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n if <(チャット表示) = [1]> then\n show\n else\n hide\n end\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n go to [back v] layer\n go to (prayer v)\nend\n\nwhen [right arrow v] key pressed\nswitch costume to (コスチューム1 v)\n\nwhen [left arrow v] key pressed\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nforever\n if <<mouse down?> and <[50] < (mouse x)>> then\n switch costume to (コスチューム1 v)\n end\n if <<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> then\n switch costume to (コスチューム2 v)\n end\nend\n\n@Stage3\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (scroll x)) y: ((2) - (scroll y))\n if <<(x position) = ((1) - (scroll x))> and <(y position) = ((2) - (scroll y))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1550] [283] [1]\n配置 [3050] [268] [1]\n\nwhen I start as a clone\nforever\n if <touching (prayer v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@秒数2\n\nwhen I start as a clone\nforever\n set size to (30) %\n if <[22] < (length of (時間))> then\n hide\n show variable [時間 v]\n else\n show\n switch costume to (letter (数字番号) of (時間))\n hide variable [時間 v]\n end\nend\n\ndefine 配置\ngo to x: (-900) y: (-150)\nhide\nset [数字番号 v] to [0]\nrepeat (22)\n change [数字番号 v] by (1)\n change x by (15)\n create clone of (_myself_ v)\nend\nswitch costume to (+ v)\nshow\ngo to x: (-10000) y: (135)\n\nwhen I receive [start v]\ngo to [front v] layer\n配置\n\nwhen flag clicked\nset [時間 v] to [0]\nrepeat until <(hjg,) = [1]>\n go to [front v] layer\n change [時間 v] by (1)\n wait (1) seconds\nend\n\n
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★How to play★ \nArrow keys, tablet operation, WADS keys\nIf you think it's great, please ♡ and ☆and follow!\n\n★遊び方★\n矢印キー、タブレット操作、WADSキー\nおもしろいと思ったら是非♡☆フォローお願いします!\n\n
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緑のロングプラットフォーマー/Green long platformer
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [swing swing v] until done\nend\n\n@プ・ラットフォーマーくん\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (みぎ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (みぎ v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (ひだり v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (ステージ v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (トゲ&アーポー v)?> then\n 初期設定プログラム\n end\n if <<(y position) < [-180]> and <(ステージ) = [17]>> then\n broadcast (隠し発見!! v)\n 初期設定プログラム\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [18]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@ステージ\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\n@トゲ&アーポー\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [12]> then\n turn left (2) degrees\n end\n if <(ステージ) = [13]> then\n point in direction (90)\n end\n if <(ステージ) = [15]> then\n turn left (3) degrees\n end\n if <(ステージ) = [16]> then\n point in direction (90)\n end\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset size to (100) %\nset [三角関数 v] to [0]\nforever\n go to [back v] layer\n change [三角関数 v] by (5)\n change size by ([sin v] of (三角関数) )\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nwait (0.6) seconds\nglide (0.2) secs to x: (-465) y: (0)\nhide\n\n@おサムネですわ~~~\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
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俺の最高記録は63!!\nコメントで言ってくれたらランキング作ります!\n何かバグがあったら教えてください\nPlease let me know if there are any bugs\n日本語は下!\n~English~\nOperate with left and right keys, jump with up key\nThis is a forest surrounded by greenery. Green thorns hidden in the grass will attack you on the long road!?\nPlease play it.\nenjoy!\n~日本語~\n左右キーで操作、上キーでジャンプ\nここは緑に包まれた林。長い道のりの中、草に紛れた緑色のトゲがあなたを襲う!?\nぜひ楽しんで!\n
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プラットフォーマー素材 / platformer素材 v0.3
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@Stage\n\nwhen I receive [水 v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [水ではない v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [死 v]\nif <(水検知) = [1]> then\n switch backdrop to (背景3 v)\n wait (1) seconds\n if <(水検知) = [1]> then\n switch backdrop to (背景2 v)\n end\nend\n\nwhen I receive [死2 v]\nif <(水検知) = [1]> then\n switch backdrop to (背景3 v)\n wait (0.5) seconds\n if <(水検知) = [1]> then\n switch backdrop to (背景2 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\n@目玉くん\n\ndefine y (y)\nrepeat until <not <touching (ステージ v)?>>\n change y by (y)\nend\n\ndefine 初期位置\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nshow\n\nwhen I receive [プログラム v]\ngo to [back v] layer\nswitch costume to (通常 v)\nset [動作 v] to [◯]\n初期位置\nforever\n if <(動作) = [◯]> then\n if <not <touching (水 v)?>> then\n change [x v] by (<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> - <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>>)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n end\n end\n if <touching (水 v)?> then\n switch costume to (水中 v)\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (下 v)\n else\n switch costume to (通常 v)\n if <touching (ステージ v)?> then\n switch costume to (下 v)\n end\n end\n end\n set [x v] to ((x) * (0.88))\n change x by (x)\n if <touching (ステージ v)?> then\n x (((x) / ([abs v] of (x) )) * (-1))\n end\n if <not <touching (水 v)?>> then\n if <not > then\n change [y v] by (-1)\n if <(y) < [-19]> then\n set [y v] to [-20]\n end\n change y by (y)\n end\n end\n change y by (1)\n if <touching (ステージ v)?> then\n if <(y) = [0]> then\n y [1]\n else\n y (((y) / ([abs v] of (y) )) * (-1))\n end\n if <(y) < [0]> then\n set [y v] to [0]\n if <not <touching (水 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <(y) = [0]> then\n start sound [JUMP v]\n set [y v] to [15]\n end\n end\n end\n else\n set [y v] to [-1]\n end\n end\n if <[220] < (x position)> then\n start sound [next v]\n 初期位置\n broadcast (next v) and wait\n end\n if <<touching (針くん v)?> or > then\n set [動作 v] to [×]\n if <(direction) = [90]> then\n set [90: v] to [90]\n end\n if <(direction) = [-90]> then\n set [90: v] to [-90]\n end\n broadcast (死 v)\n stop [this script v]\n end\n if <(y position) < [-183]> then\n start sound [死 v]\n set [動作 v] to [×]\n broadcast (死2 v)\n stop [this script v]\n end\n if <touching (水 v)?> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (0.5)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by (-0.5)\n point in direction (-90)\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n set [y v] to [4]\n else\n change [y v] by (-0.1)\n end\n change y by (y)\n end\n if <touching (バネ v)?> then\n start sound [JUMP v]\n set [y v] to [10]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n start sound [JUMP v]\n set [y v] to [18]\n end\n end\n end\nend\n\nwhen I receive [死 v]\nstart sound [死 v]\nset [動作 v] to [×]\nif <(direction) = [90]> then\n set [90: v] to [90]\nend\nif <(direction) = [-90]> then\n set [90: v] to [-90]\nend\nif <(90:) = [90]> then\n if <touching (水 v)?> then\n switch costume to (水中死 v)\n else\n if <not <touching (水 v)?>> then\n switch costume to (死 v)\n end\n end\n set rotation style [left-right v]\n point in direction (90)\n set rotation style [all around v]\n set [死:x v] to [0]\n set [死*y v] to [0]\n set [死*y v] to [12]\n clear graphic effects\n repeat (20)\n change [死*y v] by (-1)\n change y by (死*y)\n change [死:x v] by (-0.2)\n change x by (死:x)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\n 初期位置\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n set [動作 v] to [◯]\n broadcast (プログラム v)\nend\n\nwhen I receive [死 v]\nif <(90:) = [90]> then\n repeat (10)\n turn left ((死*y) / (3)) degrees\n end\nend\n\nwhen I receive [死 v]\nif <(90:) = [-90]> then\n repeat (10)\n turn right ((死*y) / (3)) degrees\n end\nend\n\nwhen I receive [死 v]\nset [動作 v] to [×]\nif <(direction) = [90]> then\n set [90: v] to [90]\nend\nif <(direction) = [-90]> then\n set [90: v] to [-90]\nend\nif <(90:) = [-90]> then\n if <touching (水 v)?> then\n switch costume to (水中死 v)\n else\n if <not <touching (水 v)?>> then\n switch costume to (死 v)\n end\n end\n set rotation style [left-right v]\n point in direction (-90)\n set rotation style [all around v]\n set [死:x v] to [0]\n set [死*y v] to [0]\n set [死*y v] to [12]\n clear graphic effects\n repeat (20)\n change [死*y v] by (-1)\n change y by (死*y)\n change [死:x v] by (0.2)\n change x by (死:x)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\n 初期位置\n repeat (10)\n change [ghost v] effect by (-10)\n end\n clear graphic effects\n set [動作 v] to [◯]\n broadcast (プログラム v)\nend\n\nwhen I receive [死2 v]\nclear graphic effects\nset [ghost v] effect to (100)\n初期位置\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nshow\nset [動作 v] to [◯]\nbroadcast (プログラム v)\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n wait (0.5) seconds\n create clone of (泡 v)\n end\nend\n\nwhen I receive [死 v]\nif <(90:) = [90]> then\n if <touching (水 v)?> then\n repeat (10)\n wait (0.01) seconds\n create clone of (泡 v)\n end\n end\nend\n\nwhen I receive [死 v]\nif <(90:) = [-90]> then\n if <touching (水 v)?> then\n repeat (10)\n wait (0.01) seconds\n create clone of (泡 v)\n end\n end\nend\n\nwhen flag clicked\nset [水検知 v] to [0]\nforever\n wait until <touching (水 v)?>\n broadcast (水 v)\n set [水検知 v] to [1]\n wait until <not <touching (水 v)?>>\n set [水検知 v] to [0]\n broadcast (水ではない v)\nend\n\nwhen I receive [next v]\nwait (1.5) seconds\nchange [stage v] by (1)\n\nstart sound [死 v]\n\nwhen I receive [プログラム v]\nforever\n set [プレイヤーx v] to (x position)\n set [プレイヤーy v] to (y position)\nend\n\ndefine x (x)\nrepeat until <not <touching (ステージ v)?>>\n change x by (x)\nend\n\n@針くん\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (STAGE)\nend\n\nwhen I receive [死 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [死2 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\n@ステージ\n\nwhen flag clicked\nset [stage v] to [1]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (STAGE)\nend\n\nwhen I receive [死 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [死2 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\n@飾り\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\nwhen I receive [死 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [死2 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\n@タヒ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [死 v]\nshow\nclear graphic effects\nswitch costume to (コスチューム1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [死2 v]\nshow\nclear graphic effects\nswitch costume to (コスチューム1 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@さむね\n\nwhen flag clicked\nbroadcast (プログラム v)\nforever\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n go to [front v] layer\n point in direction (90)\n set [ghost v] effect to (100)\n show\nend\n\n@溶岩\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [back v] layer\nset [溶岩 v] to [0]\nforever\n switch costume to (STAGE)\n change y by ([sin v] of ((溶岩) * (3)) )\n change [溶岩 v] by (-3)\nend\n\n@水\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\nforever\n switch costume to (STAGE)\n change [水 v] by (-0.5)\n change y by ([sin v] of (((水) * (5)) * (5)) )\nend\n\n@バネ\n\nwhen flag clicked\nforever\n switch costume to (STAGE)\nend\n\nwhen I receive [死 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [死2 v]\nrepeat (5)\n go to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\ngo to x: (0) y: (0)\n\n@泡\n\nwhen I start as a clone\nset size to (pick random (50) to (60)) %\ngo to (目玉くん v)\nshow\nrepeat until <[140] < (y position)>\n if <touching (水 v)?> then\n change y by (5)\n else\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <([direction v] of [目玉くん v]) = [90]> then\n point in direction (90)\n end\n if <([direction v] of [目玉くん v]) = [-90]> then\n point in direction (-90)\n end\nend\n\n@ぺん\n\nwhen I receive [水 v]\nforever\n if <(水検知) = [1]> then\n repeat until <<(水検知) = [0]> or <(pen) = [0]>>\n wait (0.01) seconds\n change [pen v] by (-1)\n end\n if <(pen) = [0]> then\n broadcast (死 v)\n erase all\n end\n else\n erase all\n end\n if <(水検知) = [0]> then\n erase all\n end\nend\n\nwhen I receive [水ではない v]\nrepeat until <<(水検知) = [1]> or <(pen) = [100]>>\n wait (0.01) seconds\n change [pen v] by (1)\nend\nstop [this script v]\n\nwhen I receive [水 v]\nforever\n erase all\n if <(水検知) = [1]> then\n set pen size to (10)\n pen down\n set pen color to (#52b4ff)\n go to x: (-220) y: (160)\n go to x: ((pen) + (-220)) y: (160)\n pen up\n end\nend\n\nwhen flag clicked\nset [pen v] to [100]\nerase all\n\nwhen I receive [死2 v]\nrepeat (25)\n erase all\n set [pen v] to [100]\nend\n\nwhen I receive [死 v]\nrepeat (50)\n erase all\n set [pen v] to [100]\nend\n\nwhen I receive [next v]\nrepeat (130)\n set [pen v] to [100]\nend\n\n@next\n\nwhen flag clicked\nset [next:x v] to [0]\nhide\n\nwhen I receive [next v]\nset [next:id v] to [0]\nrepeat (3)\n wait (0.1) seconds\n change [next:id v] by (1)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\nrepeat (3)\n wait (0.1) seconds\n change [next:id v] by (1)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\nrepeat (7)\n wait (0.1) seconds\n change [next:id v] by (1)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nchange [next:id v] by (1)\ncreate clone of (_myself_ v)\nwait (0.9) seconds\nchange [next:id v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(next:ID) = [1]> then\n set [next:x v] to [0]\n go to x: (-1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム1 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [2]> then\n set [next:x v] to [0]\n go to x: (-1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム3 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [3]> then\n set [next:x v] to [0]\n go to x: (-1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [4]> then\n set [next:x v] to [0]\n go to x: (1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム1 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (-1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [5]> then\n set [next:x v] to [0]\n go to x: (1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム3 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (-1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [6]> then\n set [next:x v] to [0]\n go to x: (1000) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム2 v)\n show\n repeat (20)\n change x by (next:x)\n change [next:x v] by (-1)\n end\n repeat (30)\n change x by (((0) - (x position)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [7]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム4 v)\n show\n repeat (20)\n switch costume to (size hac v)\n change size by (next:x)\n change [next:x v] by (1)\n switch costume to (コスチューム4 v)\n end\n repeat (30)\n switch costume to (size hac v)\n change size by (((600) - (size)) / (5))\n switch costume to (コスチューム4 v)\n end\n delete this clone\nend\nif <(next:ID) = [8]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム5 v)\n show\n repeat (20)\n switch costume to (size hac v)\n change size by (next:x)\n change [next:x v] by (1)\n switch costume to (コスチューム5 v)\n end\n repeat (30)\n switch costume to (size hac v)\n change size by (((600) - (size)) / (5))\n switch costume to (コスチューム5 v)\n end\n delete this clone\nend\nif <(next:ID) = [9]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (100) %\n point in direction (90)\n switch costume to (コスチューム6 v)\n show\n repeat (20)\n switch costume to (size hac v)\n change size by (next:x)\n change [next:x v] by (1)\n switch costume to (コスチューム6 v)\n end\n repeat (30)\n switch costume to (size hac v)\n change size by (((600) - (size)) / (5))\n switch costume to (コスチューム6 v)\n end\n delete this clone\nend\nif <(next:ID) = [10]> then\n set [next:x v] to [0]\n go to x: (-150) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (3adbe006b29746cb985f9e5c8d2cb9b5 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [11]> then\n set [next:x v] to [0]\n go to x: (-50) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム7 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [12]> then\n set [next:x v] to [0]\n go to x: (50) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム8 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [13]> then\n set [next:x v] to [0]\n go to x: (150) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム9 v)\n show\n repeat (5)\n change size by (next:x)\n change [next:x v] by (1)\n end\n repeat (30)\n change size by (((100) - (size)) / (5))\n end\n delete this clone\nend\nif <(next:ID) = [14]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム10 v)\n show\n repeat (30)\n switch costume to (size hac v)\n change size by (((1300) - (size)) / (5))\n switch costume to (コスチューム10 v)\n end\n delete this clone\nend\nif <(next:ID) = [15]> then\n set [next:x v] to [0]\n go to x: (0) y: (0)\n switch costume to (size hac v)\n set size to (0) %\n point in direction (90)\n switch costume to (コスチューム11 v)\n show\n repeat (30)\n switch costume to (size hac v)\n change size by (((3000) - (size)) / (5))\n switch costume to (コスチューム11 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\ngo to [front v] layer\n\n@敵\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (敵 v)\nset size to (90) %\nshow\nforever\n set rotation style [left-right v]\n if <(プレイヤーx) < (x position)> then\n point in direction (-90)\n change [敵:x v] by (-0.8)\n end\n if <(x position) < (プレイヤーx)> then\n point in direction (90)\n change [敵:x v] by (0.8)\n end\n set [敵:x v] to ((敵:x) * (0.81))\n change x by (敵:x)\n if <<touching (ステージ v)?> or <<touching (水 v)?> or <touching (溶岩 v)?>>> then\n change x by (() - (敵:x))\n set [敵:x v] to [0]\n if <<touching (ステージ v)?> or <<touching (水 v)?> or <touching (溶岩 v)?>>> then\n set [敵y v] to [10]\n else\n set [敵:x v] to [0]\n end\n end\n if <not <<touching (水 v)?> or <touching (溶岩 v)?>>> then\n change [敵y v] by (-1)\n end\n change y by (敵y)\n if <<touching (ステージ v)?> or <<touching (水 v)?> or <touching (溶岩 v)?>>> then\n change y by (() - (敵y))\n set [敵y v] to [0]\n if <(敵y) > [0]> then\n set [敵y v] to [-1]\n else\n set [敵y v] to [0]\n end\n end\n if <(y position) < [-183]> then\n delete this clone\n end\n if <<touching (水 v)?> or <touching (溶岩 v)?>> then\n change y by (1)\n end\n if <touching (目玉くん v)?> then\n if <[20] < (([y position v] of [目玉くん v]) - (y position))> then\n start sound [Sneaker Squeak v]\n set [y v] to [10]\n clear graphic effects\n switch costume to (コスチューム1 v)\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\n else\n broadcast (死 v)\n delete this clone\n end\n end\nend\n\ndefine クローン (回数) (x) (y)\ngo to x: (x) y: (y)\nrepeat (回数)\n wait (0.5) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\nwait (0) seconds\nwait until <(STAGE) = [2]>\nwait (3) seconds\nクローン [2] [200] [0]\nwait until <(STAGE) = [4]>\nwait (3) seconds\nクローン [2] [200] [0]\n\nwhen flag clicked\n\nwhen I receive [死 v]\nhide\nwait (0) seconds\nrepeat (1)\n delete this clone\nend\nif <(STAGE) = [2]> then\n wait (2) seconds\n クローン [2] [200] [0]\nend\nif <(STAGE) = [4]> then\n wait (2) seconds\n クローン [2] [200] [0]\nend\n\nwhen I receive [死2 v]\nhide\nwait (0) seconds\nrepeat (1)\n delete this clone\nend\nif <(STAGE) = [2]> then\n wait (2) seconds\n クローン [2] [200] [0]\nend\nif <(STAGE) = [4]> then\n wait (2) seconds\n クローン [2] [200] [0]\nend\n\nwhen I receive [next v]\ndelete this clone\n\nif <<touching (水 v)?> or <touching (溶岩 v)?>> then\n set [敵y v] to [1]\nend\n\n
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--- ◆platformer / プラットフォーマー 素材◆ ---\n 特別宣伝欄\n https://scratch.mit.edu/projects/824906324\n [English]\n ◆platformer materials◆\n l Feel free to borrow l\n ▼ Like "Player, Ground: @Zeck028"\n Please give me a credit.\n ⚠For those who borrow enemy program.\n l Occasionally there is a bug where enemies go to \n l strange places be careful l\n ◇If there is anything you don't understand, tell me!!◇\n\n [日本語]\n ◆platformer 素材◆\n l 自由に借りてどうぞ l\n ▼「プレイヤー、地面:@Zeck028」みたいに\n クレジットお願いします。\n ⚠敵のプログラムを借りる人へ\n l 敵が変なところに行くバグがたまにあるので l\n l 注意してください l\n ◇わからないことがあったら言ってね!!◇\n\n ▼ ク レ ジ ッ ト ▼\n✎_全体参考@USAGI_games様&@game-Creator10様\n ✎_背景参考@hati32様\n \n✎追記\nl 自分でプレイヤーを書くかサンプルを使用してください\n ◇◆アップデート内容◆◇\n l v0.1/共有!! \n l v0.15/・プレイヤー変換\n ・踏むプログラム追加\n l v0.2/・踏んだとき跳ねるようした。\n ・バグ修正\n l v0.25/・非量産化成功\n (@game-Creator10様が助けてくれたおかげ)\n l v 0.3・バグ修正
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Minecraft A Platformer 3 #Trending#All#Games
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@Stage\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]\n\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\nwhen flag clicked\nset size to (30) %\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-157]> then\n go to x: (-203) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy2 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy3 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy4 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (movespike v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\nend\n\nforever\n \n go to (random position v)\n end\nend\n\nwhen flag clicked\n\n@tn\n\nwhen flag clicked\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (20)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (20) to (30)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\n@spikes\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\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
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Welcome to MineCraft A Platformer 2 \nhttps://scratch.mit.edu/projects/804123271/\narrow keys to move \nPart 1 https://scratch.mit.edu/projects/821225968/\nPart 2 https://scratch.mit.edu/projects/821987339/\nPart 4\n\n\n\n\n\n\n\n#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending s #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft #Minecraft#minecraft v
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Scratch's Darkest Corner! A Platformer #all #Trending
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@Stage\n\nwhen flag clicked\nswitch backdrop to (452625357 v) and wait\n\nforever\n \nend\n\nwhen I receive [final v]\nswitch backdrop to (backdrop2 v) and wait\n\nwhen flag clicked\nswitch backdrop to (452625357 v)\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\n\nif <(username) = [Bill-0]> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [22]> then\n broadcast (Final v)\n end\nend\n\nwhen flag clicked\nset [x v] to [1]\n\nwhen flag clicked\nswitch costume to (1 v)\n\nswitch costume to (Level)\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch backdrop to (452625357 v)\n\n@Player\n\nwhen flag clicked\ngo to x: (-182) y: (-116)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (11) (0.8) (0) (1) (11) (8)\nend\n\ngo to x: (-168) y: (-137)\n\nrepeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\nend\nif <touching (ground v)?> then\n change y by (y vel)\nend\n\ndefine physics (jump height) (friction) (ceiling cling?) (slopes?) (wall jump horizontal power) (wall jump vertical power)\nchange y by (y vel)\nif <touching (ground v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (ground v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change y by (y vel)\n end\n if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <key (up arrow v) pressed?>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (ground v)?> then\n if <(slopes?) = [1]> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n if <touching (ground v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n else\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n if <<key (up arrow v) pressed?> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n change y by (-1)\n if <touching (ground v)?> then\n change y by (1)\n else\n change y by (1)\n change x by (1)\n if <<touching (ground v)?> and <key (right arrow v) pressed?>> then\n set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n set [y vel v] to (wall jump vertical power)\n end\n change x by (-2)\n if <<touching (ground v)?> and <key (left arrow v) pressed?>> then\n set [x vel v] to ([abs v] of (wall jump horizontal power) )\n set [y vel v] to (wall jump vertical power)\n end\n change x by (1)\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nset [old_y v] to (y position)\nrepeat (([abs v] of (x vel) ) + (1))\n if <touching (ground v)?> then\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (ground v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (ground v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(x position) = [243]> then\n go to x: (-182) y: (-116)\n broadcast (New level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-182) y: (-152)\n end\nend\n\nif <touching (sprite2 v)?> then\n go to x: (-219) y: (-140)\nend\n\nset x to (-219)\nchange y by (-140)\n\nwhen [space v] key pressed\nnext costume\n\nwhen [b v] key pressed\nchange x by (200)\n\nwhen [v v] key pressed\nchange x by (-200)\n\nwhen flag clicked\ngo to x: (-182) y: (-116)\n\nwhen flag clicked\nif <touching color (#e6e030)?> then\n go to x: (-238) y: (-167)\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (backdrop1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n switch costume to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n switch costume to (backdrop3 v)\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (backdrop1 v)\n\nwhen flag clicked\nforever\n if <(y position) = [-183]> then\n go to x: (-169) y: (-120)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-177]> then\n go to x: (-169) y: (-137)\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n play sound [Vexento - Tears of Love v] until done\nend\n\n@Darkness\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen I receive [intro over v]\nshow\n\ngo to [front v] layer\n\ngo [forward v] (1) layers\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n play sound [Calm Down \(8-Bit Rema & Selena Gomez Emualtaion\) v] until done\nend\n\n
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You have fallen into great darkness, now you must get out without being able to see the ground!\nBut don't worry! The narrator is here to help you!\nOr is he? ( PRESS DOWN TO CROUCH)\nIm So CrEaTiVe gUys!!!!!!11111!!!1\nI made this all in a single night, during an all nighter, so I'm tired now * Cri*
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Wings of Fire platformer 6
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop20 v)\nhide variable [dragon: v]\nhide variable [treasure v]\n\nwhen flag clicked\n\nwhen backdrop switches to [b5 rock v]\nforever\n \nend\n\nswitch backdrop to (thumbnail v)\n\n@lvl\n\nwhen flag clicked\nhide\n\nwhen I receive [go to back ground 7 v]\nshow\nswitch backdrop to (b7 ice v)\nswitch costume to (l 7 artic glacier v)\n\nwhen I receive [get out v]\nswitch costume to (l 2 intro v)\nswitch backdrop to (b2 powers v)\nshow\n\nwhen I receive [go to background 4 v]\nshow\nswitch costume to (l 4 desert entrance v)\nswitch backdrop to (b4 sand intro v)\nwait (0.2) seconds\ngo to [front v] layer\n\nwhen I receive [go to 5 v]\nswitch backdrop to (b5 rock v)\nswitch costume to (l 5 desert rock v)\ngo to [back v] layer\n\nwhen I receive [go to 6 v]\nswitch costume to (l 6 artic enter v)\nswitch backdrop to (b6 ice intro v)\n\nwhen I receive [go to 8 v]\nswitch costume to (l 8 queen glacier v)\nswitch backdrop to (b8 glacier v)\n\nwhen I receive [go to 9 v]\nswitch backdrop to (b9 talonspeaceintro v)\nswitch costume to (l 9 2 rocks v)\n\nwhen I receive [go to 10 v]\nswitch backdrop to (b10 night1 mountain v)\nswitch costume to (l 10 mountain v)\n\nwhen I receive [the game is on v]\nwait (2) seconds\nshow\nswitch costume to (l 1 v)\nswitch backdrop to (b1 intro v)\n\nwhen I receive [go to 11 v]\nswitch backdrop to (b11 nautlius v)\nswitch costume to (l 11 nautic v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [\(Wings of Fire- The Journey\) Calmest Night - Sandwing Kingdom Night Theme v] until done\nend\n\nwhen I receive [fates v]\nif <<<key (z v) pressed?> and <(dragon:) = [Fatespeaker]>> and <(costume [number v]) = [5]>> then\n switch costume to (fates v)\nelse\n switch costume to (l 5 desert rock v)\nend\n\nwhen I receive [go to 12 v]\nswitch backdrop to (b12 mudintro v)\nswitch costume to (l 12 mudencamp1 v)\n\nwhen I receive [go to background 3 v]\nswitch costume to (l 3 treasure v)\nswitch backdrop to (b3 treasure v)\n\nwhen I receive [go to 13 v]\nswitch backdrop to (b13 mohern sleep v)\nswitch costume to (l 13 mudencamp2 v)\n\nwhen I receive [go to 14 v]\nswitch backdrop to (b14 dreamvisitor v)\nswitch costume to (l 14 dream vis v)\n\nwhen flag clicked\n\nwhen I receive [go to 15 \(dream\) v]\nswitch backdrop to (b15 thedream v)\nswitch costume to (l 15 thedream v)\n\nwhen I receive [go to 16 v]\nswitch backdrop to (b16 to the palace.. v)\nswitch costume to (l 16 to the palace.. v)\n\nwhen I receive [go to 17 v]\nswitch backdrop to (b17 stronghold entrance v)\nswitch costume to (l 17 stronghold entrance v)\n\nwhen I receive [go to 18 v]\nswitch backdrop to (b18 stronghold v)\nswitch costume to (l 18 stronghold v)\n\nwhen I receive [burn chosen v]\nstop [other scripts in sprite v]\n\nwhen I receive [blister chosen v]\nstop [other scripts in sprite v]\n\nwhen I receive [thorn chosen v]\nstop [other scripts in sprite v]\n\nwhen I receive [blaze chosen v]\nstop [other scripts in sprite v]\n\nwhen I receive [sound again v]\nset volume to (100) %\nforever\n play sound [\(Wings of Fire- The Journey\) Calmest Night - Sandwing Kingdom Night Theme v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\ngo to x: (-208) y: (-111)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n platform gravity: [-1] jump height: [15] side movement speed: [3] friction: [.7] slope: [8]\nend\n\ndefine platform gravity: (gravity) jump height: (jump height) side movement speed: (side movement speed) friction: (friction) slope: (slope)\nchange [y velocity v] by (gravity)\nchange y by (y velocity)\nif <touching (lvl v)?> then\n repeat until <not <touching (lvl v)?>>\n change y by ((([abs v] of (y velocity) ) / (y velocity)) * (-1))\n end\n set [y velocity v] to [0]\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y velocity v] to (jump height)\n end\nend\nset [x velocity v] to (((x velocity) + ((<<key (left arrow v) pressed?> or <key (a v) pressed?>> * ((side movement speed) * (-1))) + (<<key (right arrow v) pressed?> or <key (d v) pressed?>> * (side movement speed)))) * (friction))\nchange x by (x velocity)\nset [slope v] to [0]\nrepeat until <<(slope) = ((slope) * (-1))> or <not <touching (lvl v)?>>>\n change y by (1)\n change [slope v] by (-1)\nend\nif <touching (lvl v)?> then\n change y by (slope)\n repeat until <not <touching (lvl v)?>>\n change x by ((([abs v] of (x velocity) ) / (x velocity)) * (-1))\n end\nend\n\nwhen flag clicked\n\nwhen I receive [go to background 3 v]\ngo to x: (-199) y: (25)\n\nwhen flag clicked\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (clay right v)\nrepeat until <<key (6 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (clay right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (clay left v)\n end\nend\n\nwhen backdrop switches to [b7 ice v]\ngo to x: (-211) y: (57)\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (glory right v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (6 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (glory right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (glory left v)\n end\nend\n\nwhen [3 v] key pressed\nset [dragon: v] to [Sunny]\nset size to (250) %\nswitch costume to (sun right v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (6 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (sun right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (sun left v)\n end\n if <key (z v) pressed?> then\n repeat until <(size) = [150]>\n change size by (-10)\n end\n else\n if <not <touching color (#95e1ed)?>> then\n repeat until <(size) = [250]>\n change size by (10)\n end\n end\n end\nend\n\nwhen [2 v] key pressed\nset [dragon: v] to [Tsunami]\nset size to (250) %\nswitch costume to (tsu right v)\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (z v) pressed?> then\n set [glow v] to [1]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (tsu right light v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (tsu left light v)\n end\n else\n set [glow v] to [0]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (tsu right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (tsu left v)\n end\n end\nend\n\nwhen [1 v] key pressed\nset [dragon: v] to [Clay]\nset size to (250) %\nswitch costume to (clay right v)\nrepeat until <<key (6 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (clay right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (clay left v)\n end\nend\n\nwhen I receive [get out v]\ngo to x: (-211) y: (-108)\n\nforever\n if <touching color (#43c7ff)?> then\n broadcast (go to background 3 v)\n go to x: (-199) y: (25)\n end\nend\n\nwhen I receive [go to background 4 v]\ngo to x: (-199) y: (25)\n\nwhen I receive [go to 5 v]\ngo to x: (-211) y: (-80)\n\nwhen I receive [go to 6 v]\ngo to x: (-211) y: (-68)\n\nwhen [r v] key pressed\ngo to x: (-186) y: (-89)\n\nwhen I receive [go to 8 v]\ngo to x: (-206) y: (-66)\n\nwhen I receive [go to 9 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [i found u v]\ngo to x: (-199) y: (-68)\n\nwhen I receive [go to 10 v]\ngo to x: (-234) y: (-101)\n\nwhen I receive [the game is on v]\nshow\n\nwhen [5 v] key pressed\nset [dragon: v] to [Starflight]\nset size to (250) %\nswitch costume to (star right v)\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (2 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (star right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (star left v)\n end\nend\n\nwhen I receive [go to 11 v]\ngo to x: (-197) y: (-81)\n\nwhen [4 v] key pressed\nwait (0.5) seconds\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <key (5 v) pressed?>>>>\n if <key (z v) pressed?> then\n if <(costume [number v]) = [10]> then\n broadcast (Spit v)\n wait (3) seconds\n else\n broadcast (Spit G v)\n wait (3) seconds\n end\n end\nend\n\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (tsu right v)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (tsu left v)\nend\n\nwhen [2 v] key pressed\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (z v) pressed?> then\n broadcast (tsunami v)\n end\nend\n\nforever\n\nwhen I receive [lavaaaaa v]\ngo to x: (-196) y: (-55)\nsay [>.< too hot for me!] for (0.2) seconds\n\nwhen I receive [boooom v]\nforever\n hide\nend\n\nwhen [4 v] key pressed\nset [dragon: v] to [Glory]\nset size to (250) %\nswitch costume to (glory right v)\nrepeat until <<key (1 v) pressed?> or <<key (2 v) pressed?> or <<key (3 v) pressed?> or <<key (6 v) pressed?> or <key (5 v) pressed?>>>>>\n if <key (q v) pressed?> then\n change [color v] effect by (25)\n end\nend\nset [color v] effect to (0)\n\nwhen [6 v] key pressed\nset [dragon: v] to [Thorn]\nset size to (250) %\nswitch costume to (thorn right v)\nrepeat until <<key (1 v) pressed?> or <<key (5 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (2 v) pressed?>>>>>\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (thorn right v)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (thorn left v)\n end\nend\n\nwhen I receive [cactus v]\ngo to x: (-201) y: (-50)\n\nwhen backdrop switches to [b11 nautlius v]\nsay [Tell Blister to meet us ten midnights from tonight. In the stronghold's courtyard...] for (3) seconds\nbroadcast (Blister msg v)\n\nwhen backdrop switches to [b8 glacier v]\nsay [Tell Blaze to meet us at the stronghold in 3 midnights...] for (3) seconds\nbroadcast (Blaze msg v)\n\nwhen I receive [go to 11 v]\ngo to x: (-211) y: (-68)\n\nwhen I receive [go to 12 v]\ngo to x: (-211) y: (-68)\n\nwhen I receive [go to 13 v]\ngo to x: (-211) y: (-68)\n\nwhen I receive [go to 14 v]\ngo to x: (-211) y: (-68)\n\nwhen flag clicked\nforever\n set [x dragon v] to (x position)\n set [y dragon v] to (y position)\nend\n\nwhen [5 v] key pressed\nrepeat until <<key (1 v) pressed?> or <<key (6 v) pressed?> or <<key (3 v) pressed?> or <<key (4 v) pressed?> or <key (2 v) pressed?>>>>>\n if <<key (z v) pressed?> and <(Dream) = [1]>> then\n broadcast (dream v)\n say [Hello!] for (2) seconds\n forever\n stop [this script v]\n end\n end\nend\n\nwhen I receive [go to 15 \(dream\) v]\ngo to x: (-211) y: (-68)\n\nwhen backdrop switches to [b15 thedream v]\nwait (0.3) seconds\nsay [Tell Burn to meet us at her stronghold.. the war may be finished and your children won't have to die...] for (3) seconds\nbroadcast (Burn msg v)\n\nwhen I receive [go to 16 v]\ngo to x: (-197) y: (-81)\n\nwhen I receive [go to 17 v]\ngo to x: (-197) y: (-81)\n\nwhen I receive [go to 18 v]\ngo to x: (-44) y: (-90)\n\n@Level Changer\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b2 powers v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 3 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b3 treasure v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to background 4 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b4 sand intro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 5 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b5 rock v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 6 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b6 ice intro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to back ground 7 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b7 ice v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 8 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b8 glacier v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 9 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b9 talonspeaceintro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 10 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b10 night1 mountain v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 11 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b11 nautlius v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 12 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b12 mudintro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 13 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b13 mohern sleep v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 14 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b1 intro v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (get out v)\n stop [this script v]\n end\nend\n\nwhen I receive [dream v]\nbroadcast (go to 15 \(Dream\) v)\n\nwhen flag clicked\nforever\n if <key (9 v) pressed?> then\n broadcast (go to 13 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b15 thedream v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 16 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b16 to the palace.. v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 17 v)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b17 stronghold entrance v]\nshow\nswitch costume to (costume1 v)\nforever\n if <touching (player v)?> then\n broadcast (go to 18 v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@Artifacts\n\nwhen flag clicked\nset [treasure v] to [0]\nhide\n\nforever\n change y by (3)\n wait (0.3) seconds\n change y by (-3)\n wait (0.3) seconds\nend\n\nwhen I start as a clone\n\nwhen backdrop switches to [b3 treasure v]\ngo to x: (5) y: (-15)\nshow\nswitch costume to (pick random (1) to (3))\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen I start as a clone\n\ncreate clone of (_myself_ v)\n\nwhen backdrop switches to [b4 sand intro v]\ngo to [back v] layer\ngo to x: (49) y: (-100)\nswitch costume to (pick random (1) to (3))\nshow\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b5 rock v]\ngo to x: (83) y: (65)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b6 ice intro v]\ngo to x: (185) y: (-100)\nshow\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b7 ice v]\ngo to x: (-104) y: (-99)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b8 glacier v]\ngo to x: (-81) y: (2)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen backdrop switches to [b9 talonspeaceintro v]\ngo to x: (171) y: (-18)\nshow\nswitch costume to (pick random (1) to (3))\ngo to [front v] layer\nforever\n if <touching (player v)?> then\n hide\n change [treasure v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [boooom v]\nhide\n\nswitch costume to (pick random (1) to (3))\n\nwhen flag clicked\nforever\n set size to (70) %\n set [v1 v] to [-5]\n repeat (10)\n change size by (V1)\n change [v1 v] by (1)\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nturn right (15) degrees\nforever\n repeat (10)\n turn left (3) degrees\n end\n repeat (10)\n turn left (-3) degrees\n end\nend\n\nwhen backdrop switches to [b18 stronghold v]\nforever\n hide\nend\n\n@PlayButton\n\nwhen flag clicked\ngo to x: (114) y: (158)\n\nwhen this sprite clicked\nhide\nbroadcast (the game is on v)\nset [start v] to [1]\nshow variable [dragon: v]\nshow variable [treasure v]\n\nwhen flag clicked\nset [start v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (on v)\n else\n switch costume to (off v)\n end\nend\n\nwhen flag clicked\nhide\nwait (2.8) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Magical death spit\n\nwhen I receive [spit v]\nswitch costume to (costume1 v)\nshow\ngo to (player v)\nchange y by (13)\nchange x by (31)\nrepeat until <<touching (_edge_ v)?> or <touching (lvl v)?>>\n move (15) steps\nend\nswitch costume to (costume2 d v)\nwait (0.02) seconds\nswitch costume to (costume3 d v)\nwait (0.02) seconds\nswitch costume to (costume4 d v)\nwait (0.02) seconds\nhide\n\nwhen I receive [spit g v]\nswitch costume to (costume1 v)\nshow\ngo to (player v)\nchange y by (13)\nchange x by (-31)\nrepeat until <<touching (_edge_ v)?> or <touching (lvl v)?>>\n move (-15) steps\nend\nswitch costume to (costume2 g v)\nwait (0.02) seconds\nswitch costume to (costume3 g v)\nwait (0.02) seconds\nswitch costume to (costume4 g v)\nwait (0.02) seconds\nhide\n\nwhen I receive [boooom v]\nhide\n\n@Tsunami Glowww\n\nwhen flag clicked\nhide\nforever\n wait (0.18) seconds\n next costume\nend\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen I receive [tsunami v]\nrepeat until <not <key (z v) pressed?>>\n show\nend\nhide\n\nwhen I receive [boooom v]\nhide\n\n@Text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [front v] layer\nhide variable [treasure v]\nhide variable [dragon: v]\nbroadcast (fade 2 v)\nwait (1.4) seconds\nswitch costume to (costume1 v)\nshow\nwait (2) seconds\nbroadcast (fade 1 v)\nwait (0.6) seconds\nnext costume\nwait (4) seconds\nbroadcast (fade 1 v)\nwait (0.6) seconds\nnext costume\nwait (4) seconds\nbroadcast (fade 1 v)\nwait (0.6) seconds\nnext costume\nwait (4) seconds\nbroadcast (fade 1 v)\nwait (0.6) seconds\nnext costume\nwait (3) seconds\nbroadcast (fade 1 v)\nwait (0.6) seconds\nnext costume\nbroadcast (fade 1 v)\nwait (0.6) seconds\nhide\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (3)\nend\n\n@Fade in/out\n\nwhen I receive [fade 1 v]\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [fade 2 v]\ngo to [front v] layer\nrepeat (40)\n change [ghost v] effect by (-2.5)\nend\nwait (0.10) seconds\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\nend\n\nwhen [space v] key pressed\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change [whirl v] effect by (3)\nend\n\n@Powers Tab\n\nwhen backdrop switches to [b1 intro v]\nshow\ngo to x: (-6) y: (240)\nswitch costume to (arrow down v)\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n glide (0.35) secs to x: (-6) y: (119)\n switch costume to (arrow up v)\nelse\n glide (0.35) secs to x: (-6) y: (240)\n switch costume to (arrow down v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\nend\n\n@Dragon INDICATOR\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nshow\n\nwhen I receive [the game is on v]\nwait (3) seconds\nshow\n\nwhen flag clicked\nforever\n if <(dragon:) = [Clay]> then\n switch costume to (costume1 v)\n end\n if <(dragon:) = [Tsunami]> then\n switch costume to (costume2 v)\n end\n if <(dragon:) = [Sunny]> then\n switch costume to (costume3 v)\n end\n if <(dragon:) = [Glory]> then\n switch costume to (costume4 v)\n end\n if <(dragon:) = [Starflight]> then\n switch costume to (costume5 v)\n end\n if <(dragon:) = [Thorn]> then\n switch costume to (costume6 v)\n end\nend\n\n@TREASURE N0\n\nwhen flag clicked\nhide\nswitch costume to (0 v)\nforever\n if <(Treasure) = [1]> then\n switch costume to (1 v)\n end\n if <(Treasure) = [2]> then\n switch costume to (2 v)\n end\n if <(Treasure) = [3]> then\n switch costume to (3 v)\n end\n if <(Treasure) = [4]> then\n switch costume to (4 v)\n end\nend\n\nwhen backdrop switches to [b1 intro v]\nshow\n\n@Cacti\n\nwhen backdrop switches to [b5 rock v]\nstop [other scripts in sprite v]\ngo to x: (-120) y: (-81)\nswitch costume to (costume2 v)\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n broadcast (Cactus v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b7 ice v]\nhide\n\nwhen backdrop switches to [b6 ice intro v]\nhide\n\nwhen backdrop switches to [b18 stronghold v]\nforever\n hide\nend\n\n@Snowflake\n\nwhen I start as a clone\nif <(backdrop [number v]) > [8]> then\n delete this clone\nelse\n set [s v] to (pick random (1) to (pick random (2) to (pick random (4) to (pick random (7) to (pick random (11) to (15))))))\n go to x: (pick random (-240) to (240)) y: (170)\n set size to ((s) * (50)) %\n show\n set [st v] to ((s) * (s))\n forever\n if <(s) > [3]> then\n go to [front v] layer\n else\n go [backward v] (10) layers\n end\n change [st v] by (0.01)\n move (st) steps\n if <<(y position) < [-150]> or <touching (_edge_ v)?>> then\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(backdrop [number v]) > [8]> then\n delete this clone\nelse\n set [d v] to (pick random (170) to (190))\n forever\n set [d2 v] to (pick random (170) to (190))\n repeat until <(d) = (d2)>\n point in direction (d)\n if <(d) < (d2)> then\n change [d v] by (1)\n else\n change [d v] by (-1)\n end\n end\n end\nend\n\nwhen backdrop switches to [b7 ice v]\nhide\nforever\n create clone of (snowflake v)\nend\n\nwhen backdrop switches to [b7 ice v]\nhide\nforever\n create clone of (snowflake v)\nend\n\nwhen backdrop switches to [b9 talonspeaceintro v]\nhide\nforever\n stop [other scripts in sprite v]\nend\n\ndelete this clone\n\n\nend\n\n@3 queens\n\nwhen flag clicked\nhide\n\n@Snow Thumbnail\n\nwhen I start as a clone\nshow\nset [s v] to (pick random (1) to (pick random (2) to (pick random (4) to (pick random (7) to (pick random (11) to (15))))))\ngo to x: (pick random (-240) to (0)) y: (200)\nset size to ((s) * (50)) %\nshow\nset [st v] to ((s) * (s))\nforever\n if <(s) > [3]> then\n go to [front v] layer\n else\n go [backward v] (10) layers\n end\n change [st v] by (0.01)\n move (st) steps\n if <<(y position) < [-150]> or <touching (_edge_ v)?>> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nwait (2) seconds\nrepeat until <(start) = [1]>\n go to [front v] layer\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [d v] to (pick random (170) to (190))\nforever\n set [d2 v] to (pick random (170) to (190))\n repeat until <(d) = (d2)>\n point in direction (d)\n if <(d) < (d2)> then\n change [d v] by (1)\n else\n change [d v] by (-1)\n end\n end\nend\n\nwhen backdrop switches to [b1 intro v]\nhide\n\nforever\nend\n\nwhen backdrop switches to [b7 ice v]\nhide\nforever\n create clone of (snowflake v)\nend\n\nshow\n\nwhen I start as a clone\nforever\n if <(x position) > [0]> then\n delete this clone\n end\nend\n\n@Mouse pointer\n\nwhen flag clicked\nforever\n go to (mouse-pointer v)\nend\n\n@Letter\n\nwhen I receive [blaze msg v]\nswitch costume to (blaze3 v)\nshow\npoint in direction (90)\ngo to [front v] layer\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (-10)\n change size by (8)\nend\nrepeat (2)\n next costume\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (10)\n change size by (-10)\nend\n\nwhen I receive [blister msg v]\nswitch costume to (blister3 v)\nshow\npoint in direction (90)\ngo to [front v] layer\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (-10)\n change size by (8)\nend\nrepeat (2)\n next costume\nend\n\nbroadcast (Blaze msg v)\n\nwait (0) seconds\n\ngo to x: (0) y: (0)\n\nwhen I receive [burn msg v]\nswitch costume to (burn3 v)\nshow\npoint in direction (90)\ngo to [front v] layer\nset size to (10) %\nset [ghost v] effect to (100)\nrepeat (10)\n turn right (36) degrees\n change [ghost v] effect by (-10)\n change size by (8)\nend\nrepeat (2)\n next costume\nend\n\n@Dark\n\nwhen backdrop switches to [b10 night1 mountain v]\nswitch costume to (costume1 v)\nshow\nrepeat until <(backdrop [number v]) = [12]>\n if <(glow) = [1]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nhide\n\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b11 nautlius v]\nswitch costume to (costume2 v)\nshow\nrepeat until <(backdrop [number v]) = [12]>\n if <(glow) = [1]> then\n hide\n else\n show\n end\nend\n\ngo to [front v] layer\n\nwhen backdrop switches to [thumbnail v]\nstop [other scripts in sprite v]\nforever\n hide\nend\n\nwhen backdrop switches to [b12 mudintro v]\nhide\n\n@Dark2\n\nwhen backdrop switches to [b10 night1 mountain v]\nrepeat until <(backdrop [number v]) = [11]>\n if <(glow) = [1]> then\n show\n else\n hide\n end\nend\nhide\n\nwhen flag clicked\nhide\nforever\n go to (player v)\nend\n\nwhen backdrop switches to [b11 nautlius v]\nrepeat until <(backdrop [number v]) = [11]>\n if <(glow) = [1]> then\n show\n else\n hide\n end\nend\nhide\n\nwhen backdrop switches to [b12 mudintro v]\nhide\n\n@Dreams..\n\nwhen backdrop switches to [b14 dreamvisitor v]\nshow\nforever\n if <<(dragon:) = [Starflight]> and <touching (player v)?>> then\n broadcast (follow v)\n set [dream v] to [1]\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset [dream v] to [0]\nhide\n\nglide (0.3) secs to (player v)\n\nwait (0) seconds\n\ngo to x: (114) y: (-106)\n\nwhen I receive [follow v]\nforever\n go to [front v] layer\n go to x: (x dragon) y: (y dragon)\nend\n\nwhen I receive [go to 16 v]\nhide\n\n@Opening Spr2\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nhide\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr3\n\nwhen flag clicked\ngo to x: (0) y: (-80)\nhide\nwait (0.15) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr4\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (00.34) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr5\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (-200)\nhide\nwait (0.4) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr6\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-200)\nhide\nwait (0.55) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr7\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.6) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr8\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.65) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr9\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.7) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr10\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.75) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr11\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (900)\nhide\nwait (0.8) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr12\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (500) y: (0)\nhide\nwait (1) seconds\nshow\nglide (00.25) secs to x: (0) y: (0)\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr13\n\nwhen flag clicked\nhide\nwait (1.5) seconds\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr14\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (2) seconds\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr15\n\nwhen flag clicked\nhide\nwait (2.2) seconds\nset size to (200) %\nset [ghost v] effect to (100)\nshow\nrepeat (5)\n change size by (-20)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Opening Spr\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\nwait (2.5) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [the game is on v]\nhide\n\nwhen I receive [the game is on v]\ngo to [back v] layer\nwait (2) seconds\nhide\n\n@Dream Visitor Glow\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to (dreams.. v)\nend\n\nwhen flag clicked\nset size to (20) %\nforever\n repeat (10)\n change size by (1)\n wait (0.1) seconds\n end\n repeat (10)\n change size by (-1)\n wait (0.1) seconds\n end\nend\n\nwhen backdrop switches to [b14 dreamvisitor v]\nshow\n\nwhen I receive [go to 16 v]\nhide\n\n@TumbleWeed\n\nwhen flag clicked\nhide\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (100)\ngo to x: (257) y: (-135)\nshow\nrepeat (60)\n change x by (-4)\nend\n\nhide\nchange x by (-4)\n\nwhen flag clicked\nforever\n turn left (7.5) degrees\nend\n\nwhen flag clicked\nwait (2) seconds\nforever\n go to [front v] layer\n set [ghost v] effect to (0)\n wait (pick random (1) to (2)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (257) y: (-135)\nend\n\nwhen flag clicked\ngo to [front v] layer\nwait (2) seconds\nset [ghost v] effect to (100)\ngo to x: (257) y: (-135)\nforever\n change x by (-4)\nend\n\nwait (2) seconds\n\nwhen backdrop switches to [b1 intro v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [the game is on v]\nhide\nstop [other scripts in sprite v]\n\n@Xploding cacti\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [b6 ice intro v]\nstop [other scripts in sprite v]\ngo to x: (-32) y: (-69)\nswitch costume to (costume3 v)\ngo to [back v] layer\nshow\nforever\n if <touching (player v)?> then\n broadcast (Cactus v)\n end\nend\n\nwhen backdrop switches to [b7 ice v]\nhide\n\n@Cactiproj\n\nwhen backdrop switches to [b6 ice intro v]\nhide\nset [cacti v] to [0]\nforever\n go to [back v] layer\n create clone of (_myself_ v)\n wait (0.6) seconds\nend\n\nwhen I start as a clone\nshow\nif <(cacti) = [0]> then\n go to (xploding cacti v)\n change y by (-25)\n go to [back v] layer\n point in direction (-90)\n if <not <touching (player v)?>> then\n repeat (15)\n move (10) steps\n end\n end\n change [cacti v] by (1)\n delete this clone\nend\nif <(cacti) = [1]> then\n go to (xploding cacti v)\n change y by (-25)\n go to [back v] layer\n point in direction (-45)\n if <not <touching (player v)?>> then\n repeat (15)\n move (10) steps\n end\n end\n change [cacti v] by (1)\n delete this clone\nend\nif <(cacti) = [2]> then\n go to (xploding cacti v)\n change y by (-25)\n go to [back v] layer\n point in direction (45)\n if <not <touching (player v)?>> then\n repeat (15)\n move (10) steps\n end\n end\n change [cacti v] by (1)\n delete this clone\nend\nif <(cacti) = [3]> then\n go to (xploding cacti v)\n change y by (-25)\n go to [back v] layer\n point in direction (90)\n if <not <touching (player v)?>> then\n repeat (15)\n move (10) steps\n end\n end\n change [cacti v] by (-3)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n broadcast (Cactus v)\n delete this clone\n end\nend\n\nwhen backdrop switches to [b7 ice v]\nstop [other scripts in sprite v]\nhide\n\n@Trail\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\ngo to (mouse-pointer v)\nchange x by (5)\nchange y by (-13)\nrepeat (10)\n change size by (-10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(dragon:) = [Clay]> then\n switch costume to (clay v)\nend\nif <(dragon:) = [Tsunami]> then\n switch costume to (tsu v)\nend\nif <(dragon:) = [Sunny]> then\n switch costume to (sun v)\nend\nif <(dragon:) = [Glory]> then\n switch costume to (glory v)\nend\nif <(dragon:) = [Starflight]> then\n switch costume to (starf v)\nend\nif <(dragon:) = [Thorn]> then\n switch costume to (thorn v)\nend\n\nnext costume\n\nset [trail v] to [1]\n\nwhen [t v] key pressed\n\nwhen I receive [trail v]\n\nbroadcast (trail v)\n\nif <(trail) = [1]> then\n stop [other scripts in sprite v]\n set [trail v] to [0]\nend\n\nif <(trail) = [0]> then\n set [trail v] to [1]\n broadcast (trail v)\nend\n\nwhen [t v] key pressed\n\n@Fire in dream\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen backdrop switches to [b15 thedream v]\nshow\nforever\n glide (pick random (0.3) to (1.2)) secs to x: (0) y: (-100)\n glide (pick random (0.3) to (1.2)) secs to x: (0) y: (0)\nend\n\nwhen I receive [go to 16 v]\nhide\n\n@Burn\n\nwhen flag clicked\ngo to x: (95) y: (200)\nhide\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 backdrop switches to [b18 stronghold v]\nshow\nglide (0.1) secs to x: (95) y: (6)\n\nwhen this sprite clicked\nbroadcast (Burn chosen v)\n\nwhen I receive [blister chosen v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen I receive [blaze chosen v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen I receive [kill all v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\n@Blister\n\nwhen flag clicked\ngo to x: (-150) y: (200)\nhide\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 backdrop switches to [b18 stronghold v]\nshow\nglide (0.1) secs to x: (-150) y: (16)\n\nwhen I receive [burn chosen v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen this sprite clicked\nbroadcast (Blister Chosen v)\n\nwhen I receive [blaze chosen v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen I receive [kill all v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\n@Blaze\n\nwhen flag clicked\ngo to x: (157) y: (200)\nhide\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 backdrop switches to [b18 stronghold v]\nshow\nglide (0.1) secs to x: (157) y: (-106)\n\nwhen I receive [burn chosen v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen I receive [blister chosen v]\nstop [other scripts in sprite v]\nswitch costume to (costume3 v)\n\nwhen this sprite clicked\nbroadcast (Blaze chosen v)\n\n@Dune\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <(dragon:) = [Thorn]> then\n switch costume to (costume2 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen backdrop switches to [b18 stronghold v]\nshow\n\nwhen this sprite clicked\nif <(dragon:) = [Thorn]> then\n broadcast (Thorn chosen v)\n stop [other scripts in sprite v]\n switch costume to (costume3 v)\nend\n\n@ray\n\nwhen flag clicked\nset pen color to (#000000)\ngo to x: (-25) y: (-112)\nhide\nerase all\n\nwhen I receive [thorn chosen v]\nerase all\nwait (0.5) seconds\npen down\ngo to (burn v)\nwait (0.5) seconds\ngo to x: (-25) y: (-112)\nwait (0.5) seconds\ngo to (blister v)\nbroadcast (kill all v)\nwait (0.5) seconds\nerase all\n\ngo to (dune v)\n\npen down\n\ngo to x: (36) y: (28)\n\n@End\n\nwhen I receive [blaze chosen v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nswitch costume to (blaze v)\nwait (3) seconds\nshow\nbroadcast (sound again v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [blister chosen v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nswitch costume to (blister v)\nwait (3) seconds\nshow\nbroadcast (sound again v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [burn chosen v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nswitch costume to (burn v)\nwait (3) seconds\nshow\nbroadcast (sound again v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [thorn chosen v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nswitch costume to (credits to shinobiifoxx v)\nwait (3) seconds\nshow\nbroadcast (sound again v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
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Theres a secret ending for those who read the book.. :)\nWelcome to Wings of fire platformer 6!\nGo through and adventure with the five dragonets of destiny to finally choose the Sand Wing queen... \n\nThis is the remastered version of Wings of Fire 5.5!\n\nThis may be the final Wings of Fire of this series... I've had so much fun making these! Possibly, there might be a second series with new dragonets..?\n\n[1-6] Dragon Change\n[SPACE] Skip Intro\n[R] Reset dragon\n[Z] Activate certain dragon abilities\n\nHave fun!
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Tricky Ninja || A Platformer
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@Stage\n\nwhen flag clicked\nset [timer enabled? v] to [0]\nswitch backdrop to (backdrop1 v)\nhide variable [timer! v]\n\nwhen I receive [timer! v]\nset [timer! v] to [- - -]\nwait (.5) seconds\nset [timer enabled? v] to [1]\nshow variable [timer! v]\n\nwhen I receive [reset v]\nset [timer! v] to [- - -]\nwait (.1) seconds\nif <(TIMER ENABLED?) = [1]> then\n set [timer! v] to (TIME!)\n repeat until <(TIMER!) = [0]>\n wait (1) seconds\n change [timer! v] by (-1)\n end\n broadcast (Reset v)\nend\n\nwhen I receive [next level v]\nset [timer! v] to [- - -]\nwait (.1) seconds\nif <(TIMER ENABLED?) = [1]> then\n set [timer! v] to (TIME!)\n repeat until <(TIMER!) = [0]>\n wait (1) seconds\n change [timer! v] by (-1)\n end\n broadcast (Reset v)\nend\n\nwhen flag clicked\nforever\n play sound [the ninja reg v] until done\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <not <(Y Velocity) = [0]>> then\n if <(costume [number v]) = [2]> then\n turn left (20) degrees\n if <key (left arrow v) pressed?> then\n turn right (20) degrees\n end\n end\n if <(costume [number v]) = [3]> then\n turn right (20) degrees\n if <key (right arrow v) pressed?> then\n turn left (20) degrees\n end\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (-50)\npoint in direction (90)\nset size to (150) %\nshow\nforever\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-1.8)\n turn left (20) degrees\n switch costume to (left v)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1.8)\n turn right (20) degrees\n switch costume to (right v)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> then\n change y by (1)\n end\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> 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\n end\n change [y velocity v] by (-2)\n change y by (Y Velocity)\n if <<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-3)\n if <<<<touching color (#00ff3a)?> or <touching color (#00bb2c)?>> or <touching color (#8a5300)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [Low Whoosh v]\n set [y velocity v] to [20]\n end\n if <touching color (#ffe900)?> then\n set [y velocity v] to [20]\n end\n change y by (3)\n if <<touching color (#d3d4d4)?> or <<touching color (#eaeaea)?> or <touching color (#ff0000)?>>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <(y position) < [-150]> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <<touching color (#ef1a06)?> or <touching color (#fd9b23)?>> then\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Reset v)\n create clone of (_myself_ v)\n end\n if <touching (sprite1 v)?> then\n broadcast (Reset v)\n next backdrop\n end\nend\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n turn right (5) degrees\n change y by (5)\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (-50)\n\n@Player Trail\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (162) y: (-128)\npoint in direction (90)\nshow\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (178) y: (-47)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-149) y: (110)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-99) y: (125)\n\nwhen backdrop switches to [backdrop5 v]\ngo to x: (209) y: (100)\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (191) y: (2)\npoint in direction (0)\n\nwhen backdrop switches to [backdrop7 v]\ngo to x: (-183) y: (69)\npoint in direction (-27)\n\nwhen backdrop switches to [backdrop8 v]\ngo to x: (184) y: (-89)\npoint in direction (145)\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (186) y: (-130)\nbroadcast (TIMER! v)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop10 v]\nset [time! v] to [3]\ngo to x: (204) y: (37)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop11 v]\nset [time! v] to [8]\ngo to x: (-185) y: (105)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop12 v]\nset [time! v] to [7]\ngo to x: (-150) y: (135)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop13 v]\nset [time! v] to [3]\ngo to x: (177) y: (108)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop14 v]\nset [time! v] to [1]\ngo to x: (0) y: (-20)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop15 v]\nset [time! v] to [2]\ngo to x: (163) y: (-83)\npoint in direction (90)\n\nwhen backdrop switches to [backdrop17 v]\nset [timer enabled? v] to [0]\nhide variable [timer! v]\nhide\n\nwhen backdrop switches to [backdrop16 v]\nset [time! v] to [10]\ngo to x: (-222) y: (58)\npoint in direction (90)\n\n@Sprite2\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n
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Ready to go on a dizzy journey with a tricky ninja?\n\nUse the arrow keys to jump and move\nDodge lava\nReach the flag to complete a level
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Minecraft a platformer 4 #Trending#All#Games
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@Stage\n\n@tn\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nturn right (15) degrees\n\n@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (15) to (20)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (20) to (30)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\n@spikes\n\nwhen I receive [next lvl v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\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@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\nwhen flag clicked\nset size to (30) %\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) = [-157]> then\n go to x: (-203) y: (-71)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy2 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy3 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy4 v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (movespike v)?> then\n go to x: (-196) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n point in direction (90)\n end\n if <key (a v) pressed?> then\n point in direction (-90)\n end\nend\n\nforever\n \n go to (random position v)\n end\nend\n\n
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Welcome to MineCraft A Platformer 2 \narrow keys to move \nNEW GAME https://scratch.mit.edu/projects/804123271/\n\n\n\n\n\n\n\n#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials#trending #all #games #animations #art #music #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending#art #music #tutorials #trending #all #games #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #music #tutorials #trending #all #games #animations #art #mu\n
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◤Spring Platformer◢
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@Stage\n\nwhen I receive [rolling v]\nswitch backdrop to (game v)\n\nwhen I receive [reset v]\nhide variable [time v]\nset [stage v] to [1]\nhide variable [☁ world time v]\nswitch backdrop to (senntaku v)\n\nwhen I receive [start v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nbroadcast (reset v)\n\nwhen I receive [start v]\nforever\n if <(stage) > [9]> then\n broadcast (修理鵜 v)\n end\nend\n\nwhen I receive [修理鵜 v]\nstop [other scripts in sprite v]\nswitch backdrop to (game2 v)\nshow variable [☁ world time v]\nshow variable [time v]\nif <(Time) < (☁ World Time)> then\n set [☁ world time v] to (Time)\nend\n\nwhen I receive [start v]\nforever\n play sound [Tobu - Hope \(Original Mix\) v] until done\nend\n\n@軽量化\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\ndelete this clone\n\nstop all sounds\n\n@Player\n\ndefine 移動: speed X: (x) 加速力: (acceleration)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [_speed x v] by (x)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [_speed x v] by ((0) - (x))\nend\nset [_speed x v] to ((_speed X) * (acceleration))\nchange x by (_speed X)\n\ndefine 初期設定 :位置X: (x) Y: (y) size: (size) 待つ時間: (time)\nset [動ける? v] to [no]\nset [_speed x v] to [0]\nset [_speed y v] to [0]\nshow\nclear graphic effects\ngo to [front v] layer\nset size to (size) %\nswitch costume to (1 v)\ngo to x: (x) y: (y)\nset rotation style [left-right v]\npoint in direction (90)\nwait (time) seconds\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset [動ける? v] to [yes]\n\nwhen I receive [start v]\nforever\n if <(動ける?) = [yes]> then\n 移動: speed X: [1] 加速力: [0.88]\n 重力: speed Y: [1] ジャンプ力: [13] 壁ジャンプ: 幅:X: [8] 壁ジャンプ力: [13]\n Player Costume: 右.1: <<key (right arrow v) pressed?> or <key (d v) pressed?>> 左.1: <<key (left arrow v) pressed?> or <key (a v) pressed?>> 上.1: <<key (up arrow v) pressed?> or <key (w v) pressed?>> モバイル: 右 <<mouse down?> and <(x position) < (mouse x)>> 左.2 <<mouse down?> and <(mouse x) < (x position)>> 上.2 <<mouse down?> and <(y position) < (mouse y)>>\n NEXT Deathの判定\n end\nend\n\nwhen I receive [start v]\n初期設定 :位置X: [-190] Y: [50] size: [90] 待つ時間: []\n\nwhen I receive [reset v]\nstop [other scripts in sprite v]\nhide\n\ndefine 重力: speed Y: (y) ジャンプ力: (jump power) 壁ジャンプ: 幅:X: (x) 壁ジャンプ力: (壁jump power)\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (_speed X))\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 <(_speed X) > [0]> then\n set [_speed x v] to ((0) - (x))\n else\n set [_speed x v] to (x)\n end\n set [_speed y v] to (壁jump power)\n else\n set [_speed x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-1)\nif <touching (地面 v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [_speed y v] to (jump power)\n end\nend\nchange y by (1)\nchange [_speed y v] by ((0) - (y))\nchange y by (_speed Y)\nif <touching (地面 v)?> then\n change y by ((0) - (_speed Y))\n set [_speed y v] to [0]\nend\n\ndefine NEXT Deathの判定\nif <not <(stage) > [9]>> then\n if <(x position) > [240]> then\n broadcast (next v)\n end\nend\nif <<(y position) < [-195]> or <touching (障害物 v)?>> then\n broadcast (death v)\nend\n\nwhen I receive [next v]\nchange [stage v] by (1)\nstart sound [Zoop v]\n初期設定 :位置X: [-200] Y: [50] size: [90] 待つ時間: [1.5]\n\nwhen I receive [death v]\nDEATH: ジャンプ力: [12] 回転速度: [7] 落下速度: [1]\n初期設定 :位置X: [-200] Y: [50] size: [90] 待つ時間: [0]\n\ndefine Player Costume: 右.1: <右.1> 左.1: <左.1> 上.1: <上.1> モバイル: 右 <右.2> 左.2 <左.2> 上.2 <上.2>\nif <<右.1> or <右.2>> then\n switch costume to (2 v)\nend\nif <<左.1> or <左.2>> then\n switch costume to (3 v)\nend\nif <<上.1> or <上.2>> then\n switch costume to (4 v)\nend\nif <<<右.1> and <上.1>> or <<右.2> and <上.2>>> then\n switch costume to (5 v)\nend\nif <<<左.1> and <上.1>> or <<左.2> and <上.2>>> then\n switch costume to (6 v)\nend\nif <not <<<<右.1> or <右.2>> or <<左.1> or <左.2>>> or <<上.1> or <上.2>>>> then\n switch costume to (1 v)\nend\n\ndefine DEATH: ジャンプ力: (jump power) 回転速度: (rotational speed) 落下速度: (fall speed)\nset rotation style [all around v]\nset [動ける? v] to [no]\nset [_speed y v] to (jump power)\nrepeat (20)\n change [_speed y v] by ((0) - (fall speed))\n change [ghost v] effect by (5)\n turn right (rotational speed) degrees\n change y by (_speed Y)\nend\n\n@地面\n\nwhen I receive [start v]\nwait (0) seconds\nforever\n go [forward v] (2) layers\nend\n\nwhen I receive [reset v]\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\nwait (0) seconds\nswitch costume to (stage)\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\ngo to [front v] layer\n\nbroadcast (next v)\n\n@ローリング\n\nwhen I receive [rolling v]\ngo to x: (0) y: (0)\nclear graphic effects\ngo to [front v] layer\nshow\nswitch costume to (loding1 v)\nrepeat (3)\n repeat (3)\n wait (0.3) seconds\n next costume\n end\nend\nset [ghost v] effect to (0)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nbroadcast (start v)\n\nwhen I receive [reset v]\nhide\n\n@Play\n\nwhen I receive [reset v]\nset [_a v] to [0]\nshow\ngo to [front v] layer\ngo to x: (300) y: (20)\npoint in direction (90)\nwait (.5) seconds\nrepeat until <(round (x position)) = [60]>\n change x by (((60) - (x position)) / (5))\nend\nforever\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\nend\n\nwhen I receive [rolling v]\nhide\n\nwhen I receive [reset v]\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset size to (110) %\nwait (0) seconds\nset size to (100) %\nwait (0.1) seconds\nbroadcast (ROLLING v)\n\n@花粉?\n\nwhen I start as a clone\nset [_dir v] to (pick random (-1) to (1))\nset [_y v] to [0]\nshow\npoint in direction (90)\ngo to [back v] layer\nset size to (pick random (80) to (100)) %\nset rotation style [all around v]\nclear graphic effects\nswitch costume to (コスチューム2 v)\ngo to x: (pick random (-240) to (240)) y: (180)\nrepeat until <<(y position) < [-180]> or <touching (地面 v)?>>\n turn right ((_dir) * (3)) degrees\n change [_y v] by (-0.1)\n change y by (_y)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (pick random (0.05) to (0.3)) seconds\nend\n\nwhen I receive [reset v]\nhide\n\n@背景\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [next v]\nswitch costume to (stage)\n\nwhen I receive [reset v]\nhide\n\n@障害物\n\nwhen I receive [start v]\nwait (0) seconds\nshow\ngo to x: (item (1) of [位置:x v]) y: (item (1) of [位置:y v])\nswitch costume to (1 v)\n\nwhen I receive [next v]\ngo to x: (item (stage) of [位置:x v]) y: ((item (stage) of [位置:y v]) - (3))\nswitch costume to (stage)\n\nwhen I receive [reset v]\nhide\n\nbroadcast (next v)\n\n@NEXT\n\nwhen I start as a clone\nshow\nif <<[1] < (costume [number v])> and <(costume [number v]) < [6]>> then\n go to x: (450) y: (0)\n repeat until <(x position) < [1]>\n go to [front v] layer\n change x by (((0) - (x position)) / (5))\n end\n wait ((costume [name v]) * (0.2)) seconds\n set [next v] to [-1]\n if <(costume [number v]) = [5]> then\n repeat until <(x position) < [-329]>\n change [next v] by (-3)\n change x by (NEXT)\n end\n else\n repeat until <(x position) < [-449]>\n change [next v] by (-3)\n change x by (NEXT)\n end\n end\n delete this clone\nend\nif <<[6] < (costume [number v])> and <(costume [number v]) < [11]>> then\n go to x: (0) y: (360)\n repeat until <(y position) < [1]>\n go to [front v] layer\n change y by (((0) - (y position)) / (5))\n end\n wait (((costume [name v]) - (4)) * (0.2)) seconds\n set [next v] to [-1]\n if <(costume [number v]) = [10]> then\n repeat until <(y position) < [-349]>\n change [next v] by (-3)\n change y by (NEXT)\n end\n else\n repeat until <(y position) < [-359]>\n change [next v] by (-3)\n change y by (NEXT)\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\n\ndefine NEXT (色) (明るさ) (方向)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nswitch costume to (方向)\nrepeat (4)\n next costume\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\nwhen I receive [next v]\nNEXT (pick random (0) to (200)) [0] [x]\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n@Restart\n\nwhen I receive [start v]\nshow\ngo to x: (-200) y: (-155)\npoint in direction (90)\nforever\n go [forward v] (10) layers\n set [brightness v] effect to (<touching (mouse-pointer v)?> * (-10))\nend\n\ngo to [front v] layer\n\nwhen I receive [reset v]\nhide\n\nwhen I receive [start v]\nwait until <<mouse down?> and <touching (mouse-pointer v)?>>\nset size to (110) %\nwait (0) seconds\nset size to (100) %\nwait (0.1) seconds\nbroadcast (reset v)\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen [a v] key pressed\nif <(username) = [ojirou123]> then\n show\n go to [front v] layer\n go to x: (0) y: (0)\n set size to (0) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (4))\n end\n stop [all v]\nend\n\n
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:日本語は下です:\nハートと星、拡散お願いします!\nHearts and stars, please spread the word!\n旗3回押してください!\nPress the flag 3 times!\n\nEnglish:_____________________________________\n◀How to use▶\n・arrow keys\n・WASD keys\nto move.\nYou can also play on mobile!\n\n◀Description▶\nIt's already spring (?), so I made a spring-like platformer!\nThis platformer is difficult.\nThere is also a world record, so please do your best!\n: The author is 108 seconds!\n\n日本語:_____________________________________\n◀使い方▶\n・矢印キー\n・WASD キー\nで移動します。\nモバイルでも遊べるようにしました!\n\n◀説明▶\nもう春(?)なので、春っぽいプラットフォーマーを作りました!\nこのプラットフォーマーは難しいです.\n世界記録もありますので頑張ってください!\n:作者は108秒!
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Factory Platformer(工場プラットフォーマー)改正版
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@Stage\n\nwhen I receive [スタート v]\nforever\n wait (1) seconds\nend\n\nstart sound [Hi Na Tabla v]\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen [s v] key pressed\n\nwhen [s v] key pressed\n\nnext backdrop\n\nwhen flag clicked\nforever\n wait (10) seconds\n next backdrop\nend\n\nwhen flag clicked\n\nforever\n \nend\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [1]> or <(backdrop [number v]) = [11]>> then\n broadcast (6666 v)\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [6]> then\n broadcast (777777 v)\n end\nend\n\nwhen I receive [スタート v]\nforever\n play sound [いお v] until done\nend\n\n@キャラクター\n\nwhen flag clicked\nforever\n if <(ok) = [1]> then\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (-90)\n change [x v] by (1)\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 set [x v] to ((x) * (0.9))\n end\nend\n\nwhen I receive [next v]\nshow\nset size to (55) %\nset [y v] to [0]\nset [x v] to [0]\nset [ジャンプ v] to [1]\ngo to x: (-213) y: (-40)\nwait (0.4) seconds\nset [ok v] to [1]\n\nwhen backdrop switches to [背景10 v]\nbroadcast (ゴール v)\n\nwhen flag clicked\n\nforever\n if <touching (障害物 v)?> then\n change [y v] by (8)\n end\nend\n\nwhen flag clicked\nforever\n set [製作者記録producer record v] to [128]\nend\n\nwhen I receive [wa-i v]\nstop [other scripts in sprite v]\nset [☁ 記録record v] to (秒Seconds)\nshow variable [☁ 記録record v]\nif <<(☁ 世界記録World record) > (☁ 記録record)> and <(秒Seconds) > [0]>> then\n set [☁ 世界記録world record v] to (秒Seconds)\n wait (1) seconds\nend\nshow variable [☁ 世界記録world record v]\n\nwhen I receive [wa-i v]\nshow\nset size to (55) %\nset [y v] to [0]\nset [x v] to [0]\nset [ジャンプ v] to [1]\ngo to x: (-213) y: (-40)\npoint in direction (-90)\nwait (0.4) seconds\nset [ok v] to [1]\n\nwhen I receive [スタート v]\nset [☁ 記録record v] to [0]\nhide variable [☁ 記録record v]\nhide variable [☁ 世界記録world record v]\n\nwhen I receive [スタート v]\ngo to x: (-213) y: (-40)\nshow\nset [ジャンプ v] to [1]\nset [ok v] to [1]\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <(ok) = [1]> then\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 (-4)\n change x by ((0) - (x))\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [13]\n if <[0] < (x)> then\n start sound [革靴で歩く v]\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n if <[0] > (y)> then\n set [ジャンプ v] to [0]\n else\n set [ジャンプ v] to [1]\n end\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 <<(y position) < (mouse y)> and <mouse down?>>> and <<(ジャンプ) = [0]> and <touching (地面 v)?>>> then\n set [ジャンプ v] to [1]\n set [y v] to [13]\n end\n if <[230] < (x position)> then\n broadcast (次 v)\n go to x: (-190) y: (-20)\n set [y v] to [0]\n set [x v] to [0]\n hide\n set [ok v] to [0]\n end\n if <<<<touching (障害物 v)?> or <touching (ライト v)?>> or <touching (障害物2 v)?>> or <touching (障害物3 v)?>> then\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [ghost v] effect to (0)\n set size to (55) %\n go to x: (-190) y: (-20)\n set [ok v] to [1]\n set [y v] to [0]\n set [x v] to [0]\n show\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <key (up arrow v) pressed?> then\n if <touching (地面 v)?> then\n play sound [革靴で歩く v] until done\n end\n end\nend\n\nwhen flag clicked\nforever\n set [製作者記録producer record v] to [82]\nend\n\nwhen I receive [消す v]\nset [ok v] to [0]\nwait (2) seconds\nset [ok v] to [1]\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nforever\n if <not <key (any v) pressed?>> then\n switch costume to (コスチューム1 v)\n end\n if <key (right arrow v) pressed?> then\n switch costume to (コスチューム3 v)\n if <key (up arrow v) pressed?> then\n switch costume to (コスチューム4 v)\n end\n end\n if <key (left arrow v) pressed?> then\n switch costume to (コスチューム3 v)\n if <key (up arrow v) pressed?> then\n switch costume to (コスチューム4 v)\n end\n end\n if <<key (up arrow v) pressed?> and <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (コスチューム6 v)\n end\nend\n\n@押す\n\nwhen I receive [ボタン v]\nshow\nif <touching (キャラクター v)?> then\n start sound [決定ボタンを押す31 v]\n hide\n broadcast (消す v)\n start sound [建物が少し崩れる1 v]\nend\n\nwhen I receive [の v]\nhide\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nforever\n point towards (mouse-pointer v)\nend\n\nshow\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (0.5)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.5)\n end\n if <(x) < [-460]> then\n next costume\n end\nend\n\nbroadcast (wa-i v)\n\nwhen flag clicked\nhide variable [☁ 記録record v]\nhide variable [☁ 世界記録world record v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <<(costume [number v]) = [16]> or <<(costume [number v]) = [13]> or <<(costume [number v]) = [10]> or <<<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> or <(costume [number v]) = [7]>>>>> then\n set [i v] to [1]\n else\n set [i v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (ボタン v)\n else\n broadcast (の v)\n end\nend\n\nwhen I receive [消す v]\nrepeat (10)\n wait (0.01) seconds\n go to x: (0) y: (0)\n wait (0.01) seconds\n go to x: (2) y: (1)\n wait (0.01) seconds\n go to x: (1) y: (2)\n wait (0.01) seconds\n go to x: (-1) y: (-1)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [12]> or <(costume [number v]) = [17]>> then\n broadcast (w v)\n else\n broadcast (ww v)\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(costume [number v]) = [15]> then\n set [6 v] to [1]\n else\n set [6 v] to [0]\n end\nend\n\nwhen I receive [4 v]\nswitch costume to (コスチューム2 \(1\) v)\n\nif <(7) = [0]> then\n\nwhen I receive [消す v]\nswitch costume to (コスチューム9 v)\n\nwhen flag clicked\nset [maru v] to [0]\nrepeat until <(costume [number v]) = [19]>\n if <(costume [number v]) = [18]> then\n broadcast (fgu v)\n else\n broadcast (gy v)\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [19]> or <(costume [number v]) = [20]>> then\n broadcast (gu v)\n set [maru v] to [1]\n else\n broadcast (gi v)\n end\nend\n\nwhen I receive [ghftyfujr v]\nswitch costume to (コスチューム20 v)\n\n@NEXT\n\nwhen I receive [次 v]\ngo to [front v] layer\nhide\nshow\ngo to x: (591) y: (0)\nglide (0.5) secs to x: (0) y: (0)\nwait (0.2) seconds\nbroadcast (NEXT v)\nglide (0.5) secs to x: (-591) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@障害物\n\nwhen I receive [消す v]\nrepeat (10)\n wait (0.01) seconds\n go to x: (35) y: (27)\n wait (0.01) seconds\n go to x: (37) y: (28)\n wait (0.01) seconds\n go to x: (36) y: (29)\n wait (0.01) seconds\n go to x: (34) y: (26)\nend\ngo to x: (35) y: (27)\n\nwhen flag clicked\ngo to x: (35) y: (27)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [next v]\nnext costume\n\n@かざり\n\nwhen I receive [消す v]\nrepeat (10)\n wait (0.01) seconds\n go to x: (0) y: (0)\n wait (0.01) seconds\n go to x: (2) y: (1)\n wait (0.01) seconds\n go to x: (1) y: (2)\n wait (0.01) seconds\n go to x: (-1) y: (-1)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to [back v] layer\n\n@エフェクト\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n if <(i) = [1]> then\n wait (pick random (0.1) to (0.5)) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (30) %\nset y to (-80)\nchange x by (pick random (-30) to (100))\nrepeat (50)\n change y by (pick random (1) to (5))\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nhide\n\n@レンチ\n\nwhen flag clicked\ngo to x: (36) y: (15)\nset size to (100) %\nhide\n\nwhen I receive [fgu v]\nshow\nif <touching (キャラクター v)?> then\n set size to (60) %\n broadcast (hj v)\nend\n\nwhen I receive [gy v]\nhide\n\nwhen I receive [hj v]\nforever\n glide (0.000001) secs to (キャラクター v)\n show\nend\n\n@ライト\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [消す v]\nwait (2) seconds\nrepeat (10)\n change y by (30)\nend\nhide\n\nwhen I receive [ボタン v]\nshow\nstop [this script v]\n\nwhen flag clicked\nforever\n next costume\nend\n\n@設備\n\nwhen I receive [gu v]\nshow\n\nwhen I receive [gi v]\nhide\n\nwhen this sprite clicked\nif <(maru) = [1]> then\n set [88889 v] to [0]\n switch costume to (コスチューム2 v)\n broadcast (ghftyfujr v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [88889 v] to [1]\n\n@煙エフェクト\n\nwhen flag clicked\nhide\n\nwhen I receive [gi v]\nrepeat until <(88889) = [0]>\n wait (pick random (0.01) to (0.1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [brightness v] effect to (pick random (-30) to (30))\ngo to [back v] layer\ngo to (設備 v)\nshow\nset size to (pick random (10) to (50)) %\nchange x by (pick random (-20) to (20))\nset [color v] effect to (20)\nrepeat (50)\n change y by (pick random (1) to (5))\n change [ghost v] effect by (1.3)\nend\ndelete this clone\n\n@サムネイル\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\n@スプライト1\n\nwhen flag clicked\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)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\ngo to x: (50) y: (-120)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nforever\n if <(表示) = [1]> then\n play sound [Water \(1\) v] until done\n end\nend\n\nwhen I start as a clone\nset [表示 v] to [1]\nshow\nforever\n if <(costume [number v]) = [2]> then\n change y by ([sin v] of (動き) )\n change [動き v] by (11)\n go to [front v] layer\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 change y by ([sin v] of (動き) )\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [決定ボタンを押す2 v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n wait (0.8) seconds\n stop all sounds\n broadcast (スタート v)\n set [表示 v] to [0]\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(表示) = [0]> then\n delete this clone\n end\nend\n\nbroadcast (スタート v)\n\n@障害物2\n\nwhen flag clicked\nhide\nforever\n turn right (-4) degrees\nend\n\nwhen I receive [w v]\nshow\n\nwhen I receive [ww v]\nhide\n\n@時間\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n if <(letter (1) of (時間の流れ)) = [-]> then\n switch costume to (コスチューム10 v)\n end\n switch costume to (letter (時間) of (時間の流れ))\n if <(letter (時間) of (時間の流れ)) = [.]> then\n switch costume to (コスチューム12 v)\n end\n if <(letter (時間) of (時間の流れ)) = [e]> then\n switch costume to (コスチューム13 v)\n end\n if <(letter (時間) of (時間の流れ)) = [+]> then\n switch costume to (コスチューム14 v)\n end\n if <(letter (時間) of (時間の流れ)) = [G]> then\n switch costume to (コスチューム15 v)\n end\n if <(length of (時間の流れ)) < (時間)> then\n hide\n else\n show\n end\n go to [front v] layer\nend\n\nwhen I receive [スタート v]\nset [ghost v] effect to (0)\nset size to (70) %\nset [時間の流れ v] to [0]\nhide\nset [時間 v] to [0]\ngo to x: (145) y: (167)\nrepeat (37)\n change [時間 v] by (1)\n create clone of (_myself_ v)\n change x by (((size) / (100)) * (12))\nend\n\nwhen I receive [スタート v]\nrepeat until <([costume # v] of [地面 v]) = [21]>\n wait (1) seconds\n change [時間の流れ v] by (1)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to [front v] layer\nshow\n\n@障害物3\n\nwhen flag clicked\nset [whirl v] effect to (0)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n change [こう v] by (2)\n change [whirl v] effect by ([sin v] of (こう) )\nend\n\n
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これは改正版です。\nーーーーーーー操作方法ーーーーーーーーーーーーーー\nwasdキーまたは矢印キーまたは画面タップで操作。\nモバイル対応ってことさ!\nーーーーーーーその他色々ーーーーーーーーーーーーー\nギミックは多くしたつもり。レンチは最後に出てくるからサムネ詐欺じゃないよ。あとガラス瓶には気をつけよう!\nステージも多いしグラフィックもこだわりたかったので\nクソ時間かかった。\nーーーーーーー改正した所ーーーーーーーーーーーーー\n1.壁キックの音。「ジャンプのときと一緒。\n2.タイム時間の追加\n3.軽量化「いらんブロックを消しただけ。」\nーーーーーーーー作者雑談1ーーーーーーーーーーーー\nなんか釣り場行ったらフグを陸に捨てるバカがいる。人間にとって邪魔でもふぐはふぐなりに頑張って生きてるんだからちゃんと海に逃がしてあげよう。でもふぐ捨てる人ってだいたい釣り歴20年とかベテラン臭匂わせてる人。だからそういう人が捨てたふぐを逃がすと怒る。「そんなもん逃がすんじゃねぇ」って。え?僕が悪いん?\nーーーーーーーーーー雑談2ーーーーーーーーーーーー\n最近恥ずかしかったこと。\n学年に名字がおんなじ人がいてその人が呼ばれたとき僕も行ったら「誰?」って反応された。\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
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TOTALLY NORMAL GENERIC PLATFORMER #Games #all #Trending
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@Stage\n\n@Player\n\nwhen flag clicked\nforever\n if <(x) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\ngo to x: (-172) y: (-90)\nset [x vel v] to [0]\nset [y vel v] to [0]\nforever\n physics (11) (0.8) (0) (1) (11) (8)\nend\n\nrepeat ([abs v] of (y vel) )\n if <touching (terrain v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\nend\nif <touching (terrain v)?> then\n change y by (y vel)\nend\n\ndefine physics (jump height) (friction) (ceiling cling?) (slopes?) (wall jump horizontal power) (wall jump vertical power)\nchange y by (y vel)\nif <touching (terrain v)?> then\n repeat ([abs v] of (y vel) )\n if <touching (terrain v)?> then\n change y by (((y vel) / ([abs v] of (y vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change y by (y vel)\n end\n if <<<(y vel) < [0.01]> or <(ceiling cling?) = [1]>> and <key (up arrow v) pressed?>> then\n set [y vel v] to (jump height)\n else\n set [y vel v] to [0]\n end\nelse\n change [y vel v] by (-1)\nend\nif <key (right arrow v) pressed?> then\n change [x vel v] by (1)\nend\nif <key (left arrow v) pressed?> then\n change [x vel v] by (-1)\nend\nchange x by (x vel)\nif <touching (terrain v)?> then\n if <(slopes?) = [1]> then\n set [old_y v] to (y position)\n repeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (1)\n end\n end\n if <touching (terrain v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n else\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\n end\n if <<key (up arrow v) pressed?> and <<not <(wall jump horizontal power) = [0]>> and <not <(wall jump vertical power) = [0]>>>> then\n change y by (-1)\n if <touching (terrain v)?> then\n change y by (1)\n else\n change y by (1)\n change x by (1)\n if <<touching (terrain v)?> and <key (right arrow v) pressed?>> then\n set [x vel v] to (([abs v] of (wall jump horizontal power) ) * (-1))\n set [y vel v] to (wall jump vertical power)\n end\n change x by (-2)\n if <<touching (terrain v)?> and <key (left arrow v) pressed?>> then\n set [x vel v] to ([abs v] of (wall jump horizontal power) )\n set [y vel v] to (wall jump vertical power)\n end\n change x by (1)\n end\n end\nend\nset [x vel v] to ((x vel) * (friction))\n\nset [old_y v] to (y position)\nrepeat (([abs v] of (x vel) ) + (1))\n if <touching (terrain v)?> then\n change y by (1)\n end\nend\nif <touching (terrain v)?> then\n set y to (old_y)\n repeat ([ceiling v] of ([abs v] of (x vel) ) )\n if <touching (terrain v)?> then\n change x by (((x vel) / ([abs v] of (x vel) )) * (-1))\n end\n end\n if <touching (terrain v)?> then\n change x by (([ceiling v] of ([abs v] of (x vel) ) ) * ((x vel) / ([abs v] of (x vel) )))\n end\n set [x vel v] to [0]\nend\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n go to x: (-196) y: (-98)\n change [x v] by (1)\n end\nend\n\nwhen flag clicked\nif <touching color (#d60000)?> then\n go to x: (-153) y: (-149)\nend\n\nwhen flag clicked\nif <(y position) = [-186]> then\n go to x: (-155) y: (-149)\nend\n\nif <(username) = [Bill-0]> then\n move (10) steps\n physics (1) (1) (1) (1) (1) (1)\nend\n\nwhen flag clicked\nset size to (75) %\n\nwhen flag clicked\nshow\nset [x v] to [1]\n\nwhen flag clicked\nforever\n if <(y position) = [-184]> then\n go to x: (-196) y: (-98)\n end\nend\n\nwhen flag clicked\nforever\n play sound [2wei-SurvivorepicCover-TombRaider-Trailer2Music v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(x) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nshow\ngo to x: (207) y: (-113)\n\n@Terrain\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nshow\ngo to [front v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n switch costume to (x)\nend\n\nwhen flag clicked\nforever\n if <(timer) = [2000]> then\n stop [all v]\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\n\nif <(username) = [Bill-0]> then\n next costume\nend\n\nwhen flag clicked\nforever\n if <(x) = [21]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(x) = [21]> then\n hide\n end\nend\n\n@370-3703571_flappy-bird-sprite-png-clipart\n\nwhen flag clicked\nif <(x) = [9]> then\n show\nelse\n hide\nend\n\nforever\n if then\n end\nend\n\n\n\n@Sprite2\n\nwhen flag clicked\nforever\n if <(x) = [21]> then\n show\n switch costume to (costume1 v)\n wait (3) seconds\n switch costume to (costume2 v)\n wait (3) seconds\n end\nend\n\nswitch costume to (costume4 v)\n\nwhen flag clicked\nhide\n\nswitch costume to (costume4 v)\n\nshow\nswitch costume to (costume1 v)\nwait (3) seconds\nswitch costume to (costume2 v)\nhide\n\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\n
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This is so much more than what you think it is ;)\n\nThis is mostly a story-based game, and while the gameplay itself is rather typical, ( Theres like maybe 2 hard levels in this game) The story hopefully makes up for it :D
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Plain Platformer [Mobile Friendly] Updated !
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@Stage\n\nwhen stage clicked\nbroadcast (para-fin v)\n\[email protected]\n\nwhen flag clicked\nset [y-velocity v] to [0]\nset [x-velocity v] to [0]\nforever\n Platform [11.5] [-2] [0.7] [3]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x-velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n change [x-velocity v] by ((running speed) * (-1))\nend\nset [x-velocity v] to ((X-velocity) * (friction))\nchange x by (X-velocity)\nif <touching (ground v)?> then\n set [sprite2: slope v] to [0]\n repeat until <<(Sprite2: Slope) = [8]> or <not <touching (ground v)?>>>\n change [sprite2: slope v] by (1)\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((Sprite2: Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X-velocity) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (X-velocity) ) / (X-velocity)) * (-1))\n end\n end\n set [x-velocity v] to [0]\nend\nchange y by (Y-velocity)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Y-velocity) ) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (Y-velocity) ) / (Y-velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y-velocity) ) / (Y-velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y-velocity v] to (jump height)\n else\n set [y-velocity v] to [0]\n end\nelse\n if <touching (trampoline v)?> then\n set [y-velocity v] to [20]\n end\n change [y-velocity v] by (-1)\nend\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (15)\n change size by (-1)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-200) y: (-131)\nswitch costume to (player v)\nshow\n\nwhen flag clicked\nforever\n if <touching (d a n g e r v)?> then\n go to x: (-200) y: (-131)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-200) y: (-131)\n broadcast (FINI v)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (red v)\nforever\n wait (0.5) seconds\n change [color v] effect by (25)\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-131)\n\nwhen I receive [fini v]\ngo to x: (-200) y: (-130)\nset [x-velocity v] to [0]\nset [y-velocity v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (4) layers\nshow\nswitch costume to (costume16 v)\n\nwhen flag clicked\nshow\ngo to x: (2) y: (-31)\n\nwhen I receive [fini v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (para-fin v)\n\nwhen this sprite clicked\nbroadcast (para-fin v)\n\nwhen this sprite clicked\nbroadcast (para-fin v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (skip off v)\n end\nend\n\n@Neon Platformer\n\nwhen flag clicked\nhide\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fini v]\nnext costume\n\nwhen flag clicked\nshow\n\n@D A N G E R\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fini v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\n@Neon Light\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\ngo to [front v] layer\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (FINI v)\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\n\nwhen flag clicked\nforever\n change [color v] effect by (6)\nend\n\nwhen I receive [skip off v]\nhide\n\n@Player Light\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n go to (p.l.a.y.e.r v)\nend\n\nwhen [space v] key pressed\nswitch costume to (costume2 v)\nforever\n wait (0.5) seconds\n change [color v] effect by (25)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite1\n\nwhen flag clicked\nforever\n go to x: (55) y: (15)\n if <touching (p.l.a.y.e.r v)?> then\n broadcast (FINI v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nshow\n\n@music\n\nwhen I receive [music off v]\nchange volume by (-100)\n\nwhen I receive [music on v]\nchange volume by (100)\n\nwhen flag clicked\nstart sound [Nebula v]\n\n@cloud\n\nwhen flag clicked\nshow\ngo to x: (-300) y: (pick random (30) to (110))\nset size to (pick random (15) to (35)) %\nglide (10) secs to x: (315) y: (pick random (30) to (110))\nhide\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (-300) y: (pick random (30) to (110))\nset size to (pick random (15) to (35)) %\nglide (10) secs to x: (315) y: (pick random (30) to (110))\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back 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 (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Rain :D\n\nwhen I start as a clone\nshow\nset [y velocity ~ rain v] to (pick random (-2) to (-5))\nStart Particle\ngo to (random position v)\nset y to (180)\nchange y by (Y Velocity ~ Rain)\nrepeat until <(y position) < [-179]>\n change y by (Y Velocity ~ Rain)\n change [y velocity ~ rain v] by (-1.5)\nend\ndelete this clone\n\ndefine Start Particle\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (70)\nshow\n\nwhen flag clicked\nwait (0.2) seconds\nshow\nrepeat (50)\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.15)) seconds\nend\nforever\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.03)) seconds\nend\n\nwhen I receive [rain off v]\ngo to x: (0) y: (10000)\nhide\n\nwhen I receive [rain on v]\nshow\n\nwhen flag clicked\nplay sound [rain :D v] until done\n\nwhen I receive [rain off v]\nstop all sounds\n\n@paramètre\n\nwhen flag clicked\nshow\ngo to x: (204) y: (138)\nset size to (15) %\ngo to [front v] layer\n\nwhen this sprite clicked\nbroadcast (paramètres v)\n\n@Sprite2\n\nwhen flag clicked\nshow\nhide\ngo to x: (191) y: (54)\nset [ghost v] effect to (65)\ngo to [back v] layer\n\nwhen I receive [paramètres v]\nshow\n\nwhen I receive [para-fin v]\nhide\n\nwhen flag clicked\nshow\nhide\ngo to x: (191) y: (54)\nset [ghost v] effect to (65)\ngo to [front v] layer\n\nwhen I receive [paramètres v]\nshow\n\n@ Paramètres ~ Dossier//Sounds Effect On/Off\n\nwhen I receive [para-fin v]\nhide\n\nwhen this sprite clicked\nstart sound [Low Whoosh v]\nnext costume\n\nwhen I receive [paramètres v]\nshow\ngo to [front v] layer\ngo to x: (-51) y: (-35)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (rain on v)\n else\n broadcast (rain off v)\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\nhide\ngo to x: (191) y: (54)\n\nwhen I receive [paramètres v]\nshow\n\nwhen I receive [para-fin v]\nhide\n\nwhen flag clicked\nforever\n go [forward v] (10) layers\n go to [front v] layer\nend\n\nwhen I receive [paramètres v]\nshow\n\n@Giga\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\n@ Paramètres ~ Dossier//Sounds Effect On/Off2\n\nwhen I receive [para-fin v]\nhide\n\nwhen this sprite clicked\nstart sound [Low Whoosh v]\nnext costume\n\nwhen I receive [paramètres v]\nshow\ngo to [front v] layer\ngo to x: (-44) y: (-64)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (music on v) and wait\n else\n broadcast (music off v)\n end\nend\n\n@Giga2\n\nwhen flag clicked\ngo to x: (16) y: (-12)\nshow\n\n
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How to PLATFORMER | Ep. 2
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@Stage\n\n@Player\n\ndefine Switch Level\nif <(x) > [240]> then\n set [x v] to [-240]\n change [_level x v] by (1)\n set [_exit v] to [1]\nelse\n if <(x) < [-240]> then\n set [x v] to [240]\n change [_level x v] by (-1)\n set [_exit v] to [1]\n end\nend\nif <(y) > [180]> then\n set [y v] to [-180]\n change [_level y v] by (1)\n set [_exit v] to [1]\nelse\n if <(y) < [-180]> then\n set [y v] to [180]\n change [_level y v] by (-1)\n set [_exit v] to [1]\n end\nend\n\ndefine Spawn Player\nset size to (50) %\ngo to [front v] layer\nset rotation style [left-right v]\nset [_level x v] to [0]\nset [_level y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\ngo to x: (x) y: (y)\n\nwhen flag clicked\nSpawn Player\nforever\n set [_exit v] to [0]\n clear graphic effects\n broadcast (BEGIN LEVEL v) and wait\n repeat until <(_EXIT) > [0]>\n switch costume to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [xv v] by (2.5)\n else\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [xv v] by (-2.5)\n end\n end\n Change X by (xv)\n set [xv v] to ((xv) * (0.7))\n change [yv v] by (-1)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [yv v] to [11]\n end\n end\n change [in air v] by (1)\n Change Y by (yv)\n Switch Level\n if <touching (obstacles v)?> then\n set [_exit v] to [2]\n end\n switch costume to (player v)\n end\n if <(_EXIT) = [2]> then\n repeat (10)\n change y by (2)\n change [ghost v] effect by (10)\n end\n Spawn Player\n end\nend\n\ndefine Check Solid\ngo to x: (x) y: (y)\nif <touching (level v)?> then\n set [solid v] to [1]\nelse\n set [solid v] to [0]\nend\n\ndefine Change Y by (y)\nchange [y v] by (y)\nCheck Solid\nif <(solid) > [0]> then\n set [yv v] to [0]\n if <not <(y) > [0]>> then\n set [in air v] to [0]\n end\n repeat ([ceiling v] of ([abs v] of (y) ) )\n if <(solid) > [0]> then\n change [y v] by ((0) - ((y) / ([abs v] of (y) )))\n Check Solid\n else\n stop [this script v]\n end\n end\nend\n\ndefine Change X by (x)\nchange [x v] by (x)\nCheck Solid\nif <(solid) > [0]> then\n set [xv v] to [0]\n repeat ([ceiling v] of ([abs v] of (x) ) )\n if <(solid) > [0]> then\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n Check Solid\n else\n stop [this script v]\n end\n end\nend\n\n@Level\n\nwhen I receive [begin level v]\nset [costume v] to (join (join [x] (_LEVEL X)) (join [ y] (_LEVEL Y)))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n show\nelse\n hide\nend\n\n@Obstacles\n\nwhen I receive [begin level v]\nset [costume v] to (join (join [x] (_LEVEL X)) (join [ y] (_LEVEL Y)))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n show\nelse\n hide\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\n
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Madio Adventure (A platformer)
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@Stage\n\nwhen I receive [start v]\nswitch backdrop to (blank v)\n\nwhen flag clicked\nswitch backdrop to (menu v)\nforever\n play sound (pick random (1) to (5)) until done\nend\n\n@player\n\nwhen I receive [start v]\nshow\nstop [other scripts in sprite v]\nset size to (700) %\ngo to [front v] layer\nswitch costume to (madio v)\nset rotation style [left-right v]\nif <(player) = [madio]> then\n switch costume to (madio v)\n set size to (700) %\nend\nif <(player) = [luigee]> then\n switch costume to (luigee v)\n set size to (500) %\nend\nif <(player) = [pear]> then\n switch costume to (pear v)\n set size to (550) %\nend\nforever\n go to (hitbox v)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n end\nend\n\ndefine Size (size) Speed (speed)\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nshow\npoint in direction (90)\nset [player v] to [madio]\nforever\n if <(player) = [madio]> then\n switch costume to (madio v)\n set size to (3400) %\n go to x: (-128) y: (-35)\n end\n if <(player) = [luigee]> then\n switch costume to (luigee v)\n set size to (2400) %\n go to x: (-124) y: (-28)\n end\n if <(player) = [pear]> then\n switch costume to (pear v)\n set size to (2400) %\n go to x: (-124) y: (-28)\n end\nend\n\n@level\n\nwhen I receive [next level v]\nset [y v] to [0]\nset [x v] to [0]\nchange [level v] by (1)\nnext costume\n\nwhen flag clicked\nset [level v] to [0]\nswitch costume to (menu v)\n\nwhen I receive [start v]\nhide variable [end v]\nset [end v] to [no]\nset [level v] to [1]\nhide variable [level v]\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\nforever\n if <(level) = [1]> then\n set [end v] to [yes]\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n hide\nend\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@coins\n\nwhen flag clicked\nhide\n\nwhen I receive [more money v]\nstart sound [smw_coin v]\nhide\nchange [score v] by (1)\n\nwhen I receive [next level v]\nforever\n if <(level) = [2]> then\n go to x: (0) y: (46)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [3]> then\n go to x: (36) y: (-100)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [4]> then\n go to x: (26) y: (-99)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [5]> then\n go to x: (11) y: (-15)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [6]> then\n go to x: (210) y: (60)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [7]> then\n go to x: (0) y: (150)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [8]> then\n go to x: (30) y: (150)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [9]> then\n go to x: (-30) y: (136)\n show\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\n if <(level) = [10]> then\n hide\n end\nend\n\nwhen I receive [start v]\nshow\nset [score v] to [0]\nforever\n if <(level) = [1]> then\n show\n go to x: (-10) y: (-104)\n if <touching (hitbox v)?> then\n broadcast (more money v)\n stop [this script v]\n end\n end\nend\n\n@score\n\nwhen flag clicked\nhide\n\ndefine cloneCostume costume: (costume) xPos: (xpos) yPos: (ypos) lineSpace: (linespace)\nbroadcast (deleteClones v)\ngo to x: (xpos) y: (ypos)\nset [# v] to [1]\nrepeat (length of (costume))\n look color: [0] brightness: [0] size: [100]\n switch costume to (letter (#) of (costume))\n create clone of (_myself_ v)\n change x by ((linespace) * (size))\n change [# v] by (1)\nend\nhide\n\nwhen I receive [deleteclones v]\ndelete this clone\n\nwhen I start as a clone\nforever\n show\n if <(end) = [yes]> then\n stop [other scripts in sprite v]\n hide\n stop [this script v]\n end\nend\n\ndefine look color: (color) brightness: (brightness) size: (size)\nclear graphic effects\nset [color v] effect to (color)\nset [brightness v] effect to (brightness)\nset size to (size) %\n\nwhen I receive [end v]\nforever\n hide\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (100)\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (100)\nend\n\nwhen I receive [start v]\nshow\nforever\n cloneCostume costume: (score) xPos: [-220] yPos: [155] lineSpace: [0.25]\n set [oldscore v] to (score)\n wait until <not <(oldScore) = (score)>>\nend\n\n@hitbox\n\nwhen flag clicked\nhide\nforever\n if <(player) = [madio]> then\n switch costume to (madio hitbox v)\n end\n if <(player) = [pear]> then\n switch costume to (pear hitbox v)\n end\n if <(player) = [luigee]> then\n switch costume to (luigee hitbox v)\n end\nend\n\nwhen I receive [start v]\nset [jump power v] to [9]\nset size to (700) %\nset [ghost v] effect to (100)\nshow\ngo to x: (-200) y: (50)\nset rotation style [left-right v]\nhide variable [y v]\nhide variable [x v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-.5)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<touching color (#e2a56c)?> or <touching color (#73f171)?>> then\n change y by (0.5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n if <[0] < (X)> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to ((X) * (-1.3))\n change x by (X)\n set [x v] to [0]\n change x by ((X) / (5))\n end\n change y by (-4)\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.5)\n change y by (Y)\n if <<touching color (#73f171)?> or <touching color (#e2a56c)?>> then\n set [y v] to ((Y) * (-0.25))\n change y by (Y)\n if <<touching color (#73f171)?> or <touching color (#e2a56c)?>> then\n change y by (Y)\n if <<touching color (#73f171)?> or <touching color (#e2a56c)?>> then\n change y by (Y)\n if <<touching color (#73f171)?> or <touching color (#e2a56c)?>> then\n change y by (Y)\n end\n end\n end\n end\n change y by (-1)\n if <<<key (w v) pressed?> or <<key (up arrow v) pressed?> or <key (space v) pressed?>>> and <<touching color (#73f171)?> or <touching color (#e2a56c)?>>> then\n start sound [yt5s \(1\) v]\n set [y v] to (jump power)\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (next level v)\n go to x: (-200) y: (50)\n end\n if <touching color (#d2364d)?> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (50)\n play sound [Die v] until done\n end\n if <<touching color (#ff7a49)?> and <(level) = [6]>> then\n set [x v] to [0]\n set [y v] to [0]\n go to x: (208) y: (150)\n end\nend\n\n@start button\n\nwhen flag clicked\nshow\ngo to x: (146) y: (39)\nswitch costume to (costume1 v)\nset size to (200) %\nforever\n wait until <touching (mouse-pointer v)?>\n Size [220] Speed [3]\n wait until <not <touching (mouse-pointer v)?>>\n Size [200] Speed [3]\nend\n\ndefine Size (size) Speed (speed)\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) / (speed))\nend\n\nwhen this sprite clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nhide\n\n@logo\n\nwhen flag clicked\nshow\ngo to x: (129) y: (116)\nforever\n wait until <touching (mouse-pointer v)?>\n Size [115] Speed [3]\n wait until <not <touching (mouse-pointer v)?>>\n Size [100] Speed [3]\nend\n\ndefine Size (size) Speed (speed)\nrepeat until <(round (size)) = (size)>\n change size by (((size) - (size)) / (speed))\nend\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide variable [player v]\nset [player v] to [madio]\nswitch costume to (madio v)\nforever\n if <(costume [number v]) = [1]> then\n set [player v] to [pear]\n end\n if <(costume [number v]) = [2]> then\n set [player v] to [luigee]\n end\n if <(costume [number v]) = [3]> then\n set [player v] to [madio]\n end\nend\n\nwhen this sprite clicked\nnext costume\n\n@backround\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n repeat (2000)\n change [brightness v] effect by (-.04)\n end\n repeat (2000)\n change [brightness v] effect by (.04)\n end\nend\n\n@mountains\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [start v]\nnext costume\n\nwhen I receive [start v]\nshow\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\nforever\n repeat (2000)\n change [brightness v] effect by (-.04)\n end\n repeat (2000)\n change [brightness v] effect by (.04)\n end\nend\n\n@shop\n\nwhen flag clicked\nhide\ngo [backward v] (5) layers\nforever\n if <(level) = [14]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nrepeat (2)\n broadcast (shop open v)\nend\n\n@Shop board\n\nwhen I receive [shop open v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [shop closed v]\nhide\n\nwhen flag clicked\nhide\n\n@jump upgrade\n\nwhen I receive [shop open v]\nshow\nswitch costume to (costume1 v)\nset size to (230) %\ngo to x: (-125) y: (0)\ngo to [front v] layer\n\nwhen I receive [shop closed v]\nhide\n\nwhen flag clicked\nhide\n\nbroadcast (shop open v)\n\nbroadcast (shop closed v)\n\nwhen this sprite clicked\nstop [other scripts in sprite v]\nset [jump power v] to [12]\nshow\ngo to [front v] layer\nswitch costume to (costume2 v)\n\n@Sprite1\n\nwhen I receive [shop open v]\nshow\n\nwhen I receive [shop closed v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nbroadcast (shop closed v)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (205) y: (142)\nend\n\n
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New Project\nhttps://scratch.mit.edu/projects/804815283/\n200 likes= 15 more levels\nClick the Madio logo in the top right corner to change your Character.\nMy first Platformer \nThe Goal is to get to the Right side\nThe Toad shop is not available yet. Im working on being able to buy upgrades with the coins you collect.\nIt's a very easy platformer:D Try speed-running it.\nRelease date April 1st, 2023\n\nIgnore these tags please don't judge\n___________________________________________\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 #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 #stories #Stories #Stories #Stories #stories #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 #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 #Popular #Popular #Popular #popular #Popular #raccoon #raccoon #sega #sega #Blast_Raccoon #Blast #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 #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 #stories #Stories #Stories #Stories #Stories # #heart and star#Games #All #Trending #Music #Fun #Games #All #Trending #Music #Fun #Games #All \n\n
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SKY platformer! / 空のプラットフォーマー
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@Stage\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\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)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(x) > [0]> then\n 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)?> 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@地面\n\nwhen flag clicked\nshow\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@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@バネ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\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@空の雲\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (10) to (30))\n wait (pick random (2) to (0.7)) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (100) to (150))\nend\n\n
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4位まじでありがたいけど……\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
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Bobby | Platformer (Mobile Friendly)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nforever\n play sound [Hustle v] until done\nend\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen I receive [key v]\nnext backdrop\n\n@Levels\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (-73)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [key v]\nnext costume\n\n@Character\n\nwhen flag clicked\nswitch costume to (character v)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\nforever\n Y Movement\n X Movement\nend\n\ndefine Go Back Up\nif <touching (levels v)?> then\n set [y velocity v] to [0]\n repeat until <not <touching (levels v)?>>\n change y by (1)\n end\n change y by (-1)\nend\n\nwhen flag clicked\nforever\n if <<(Up Key Pressed) = [1]> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n start sound [Boing v]\n set [y velocity v] to [11]\n end\n wait until <touching (levels v)?>\nend\n\ndefine Y Movement\nchange y by (Y Velocity)\nif <not <touching (levels v)?>> then\n change [y velocity v] by (-1)\nend\nGo Back Up\n\ndefine X Movement\nif <(x position) > [250]> then\n set x to (-200)\n set [x velocity v] to [0]\n broadcast (Next Level v)\nend\nchange x by (X Velocity)\nif <touching (spikes v)?> then\n start sound [Drum Boing v]\n go to x: (-200) y: (0)\n set [x velocity v] to [0]\nend\nCheck\nif <<<(Right Key Pressed) = [1]> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> or <<(Left Key Pressed) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>> then\n change [x velocity v] by (<<(Right Key Pressed) = [1]> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> - <<(Left Key Pressed) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>)\n point in direction ((<<(Right Key Pressed) = [1]> or <<key (d v) pressed?> or <key (right arrow v) pressed?>>> - <<(Left Key Pressed) = [1]> or <<key (a v) pressed?> or <key (left arrow v) pressed?>>>) * (90))\nelse\n change [x velocity v] by ((-1) * ((X Velocity) / ([abs v] of (X Velocity) )))\nend\nif <<(X Velocity) > [9]> or <[-9] > (X Velocity)>> then\n set [x velocity v] to ((9) * ((X Velocity) / ([abs v] of (X Velocity) )))\nend\n\ndefine Check\nchange y by (1)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change x by ((-1) * ((direction) / ([abs v] of (direction) )))\n end\n set [x velocity v] to [0]\nend\nchange y by (-1)\n\nwhen flag clicked\nforever\n Mobile X Movement\n Mobile Y Movement\nend\n\ndefine Mobile X Movement\nif <mouse down?> then\n if <(mouse x) > (x position)> then\n set [right key pressed v] to [1]\n set [left key pressed v] to [0]\n else\n if <(x position) > (mouse x)> then\n set [left key pressed v] to [1]\n set [right key pressed v] to [0]\n else\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\n end\n end\nelse\n set [left key pressed v] to [0]\n set [right key pressed v] to [0]\nend\n\ndefine Mobile Y Movement\nif <mouse down?> then\n if <(mouse y) > (y position)> then\n set [up key pressed v] to [1]\n else\n set [up key pressed v] to [0]\n end\nelse\n set [up key pressed v] to [0]\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (-73)\n\nwhen I receive [next level v]\nnext costume\n\nwhen I receive [key v]\nnext costume\n\n@Keys\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (-73)\nforever\n if <touching (character v)?> then\n start sound [Coin v]\n broadcast (Key v)\n next costume\n wait until <not <touching (character v)?>>\n end\nend\n\nwhen I receive [next level v]\nnext costume\n\n@Love & Favorite\n\nwhen flag clicked\nswitch costume to (big v)\ngo to x: (0) y: (-220)\nswitch costume to (love & favorite v)\nforever\n if <not <(backdrop [name v]) = [Level 10]>> then\n wait (pick random (10) to (20)) seconds\n start sound [pop v]\n repeat until <(round (y position)) = [-160]>\n change y by (((-160) - (y position)) / (5))\n end\n wait (1) seconds\n repeat until <(round (y position)) = [-220]>\n change y by (((-220) - (y position)) / (5))\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
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Controls:\nWASD or ARROW or TOUCH\n
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Minecraft Platformer Part 1 (NOT GENERIC)
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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 art\n\nwhen flag clicked\nset [ghost v] effect to (0)\npoint in direction (90)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n switch costume to (right 1 v)\n set [last touched v] to [right]\n repeat until <<(costume [number v]) = [7]> or <not <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>>>>\n wait (0) seconds\n next costume\n end\n switch costume to (right 1 v)\n else\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 1 v)\n set [last touched v] to [left]\n repeat until <<(costume [number v]) = [14]> or <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>>>\n wait (0) seconds\n next costume\n end\n switch costume to (left 1 v)\n else\n if <(last touched) = [right]> then\n switch costume to (right 7 v)\n else\n switch costume to (left 7 v)\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n go to (player v)\nend\n\nwhen [space v] key pressed\nplay sound [yt1s \(3\) v] until done\n\nwhen flag clicked\nforever\n if <<key (any v) pressed?> or <mouse down?>> then\n if <touching (ground v)?> then\n if <(The Level) < [9]> then\n play sound [砂2 v] until done\n wait (0.05) seconds\n else\n play sound [stone3 v] until done\n wait (0.05) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nwait (.1) seconds\nrepeat until <(The Level) = [14]>\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\nstop all sounds\nplay sound [boss-撃破 v] until done\nrepeat until <(boss health) = [0]>\n play sound [boss-中 v] until done\nend\nstop all sounds\nplay sound [魔王魂 ピアノ39 v] until done\n\nwhen flag clicked\nforever\n if <(The Level) = [14]> then\n stop all sounds\n stop [this script v]\n end\nend\n\n@click\n\nwhen flag clicked\nset size to (80) %\ngo to x: (150) y: (-125)\nset [ghost v] effect to (30)\nforever\n if <mouse down?> then\n if <(touching fight) = [yes]> then\n broadcast (Fight v)\n set [ghost v] effect to (10)\n wait until <not <mouse down?>>\n set [ghost v] effect to (30)\n end\n end\nend\n\nwhen flag clicked\nset size to (80) %\ngo to x: (150) y: (-125)\nset [ghost v] effect to (30)\nforever\n if <touching (mouse-pointer v)?> then\n set [touching fight v] to [yes]\n else\n set [touching fight v] to [no]\n end\nend\n\n@Love fave\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [back 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@Art\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (The Level)\nend\n\n@cursor\n\nwhen flag clicked\nforever\n if <<(mouse x) > [-225]> and <(mouse x) < [-200]>> then\n set x to (-221)\n end\n if <<(mouse x) > [-200]> and <(mouse x) < [-160]>> then\n set x to (-181)\n end\n if <<(mouse x) > [-160]> and <(mouse x) < [-120]>> then\n set x to (-141)\n end\n if <<(mouse x) > [-120]> and <(mouse x) < [-80]>> then\n set x to (-101)\n end\n if <<(mouse x) > [-80]> and <(mouse x) < [-40]>> then\n set x to (-61)\n end\n if <<(mouse x) > [-40]> and <(mouse x) < [0]>> then\n set x to (-21)\n end\n if <<(mouse x) > [0]> and <(mouse x) < [40]>> then\n set x to (19)\n end\n if <<(mouse x) > [40]> and <(mouse x) < [80]>> then\n set x to (59)\n end\n if <<(mouse x) > [80]> and <(mouse x) < [120]>> then\n set x to (99)\n end\n if <<(mouse x) > [120]> and <(mouse x) < [160]>> then\n set x to (139)\n end\n if <<(mouse x) > [160]> and <(mouse x) < [200]>> then\n set x to (179)\n end\n if <<(mouse x) > [200]> and <(mouse x) < [240]>> then\n set x to (219)\n end\nend\n\nwhen flag clicked\nforever\n if <<(mouse y) > [-180]> and <(mouse y) < [-140]>> then\n set y to (-157)\n end\n if <<(mouse y) > [-140]> and <(mouse y) < [-100]>> then\n set y to (-120)\n end\n if <<(mouse y) > [-100]> and <(mouse y) < [-60]>> then\n set y to (-80)\n end\n if <<(mouse y) > [-60]> and <(mouse y) < [-20]>> then\n set y to (-41)\n end\n if <<(mouse y) > [-20]> and <(mouse y) < [20]>> then\n set y to (-1)\n end\n if <<(mouse y) > [20]> and <(mouse y) < [60]>> then\n set y to (39)\n end\n if <<(mouse y) > [60]> and <(mouse y) < [100]>> then\n set y to (79)\n end\n if <<(mouse y) > [100]> and <(mouse y) < [140]>> then\n set y to (119)\n end\n if <<(mouse y) > [140]> and <(mouse y) < [180]>> then\n set y to (159)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<<<not <touching (golem v)?>> and <not <touching (player v)?>>> and <not <touching (zombie v)?>>> and <not <touching (skeleton v)?>>> then\n if <not <touching (creeper v)?>> then\n set [touching v] to [no]\n else\n set [touching v] to [yes]\n end\n else\n set [touching v] to [yes]\n end\nend\n\n@sword\n\nwhen flag clicked\nforever\n set size to (80) %\n go to [back v] layer\n go to (player art v)\n if <(last touched) = [left]> then\n if <(sword type) = [wood]> then\n switch costume to (left wood v)\n else\n switch costume to (left stone v)\n end\n else\n if <(sword type) = [wood]> then\n switch costume to (right wood v)\n else\n switch costume to (right stone v)\n end\n end\nend\n\nwhen [space v] key pressed\nset [kill? v] to [yes]\nif <(last touched) = [left]> then\n point in direction (110)\n repeat (4)\n turn left (15) degrees\n end\n point in direction (90)\nelse\n point in direction (110)\n repeat (4)\n turn right (15) degrees\n end\n point in direction (90)\nend\nset [kill? v] to [no]\nwait until <not <key (space v) pressed?>>\n\nwhen I receive [fight v]\nset [kill? v] to [yes]\nif <(last touched) = [left]> then\n point in direction (160)\n repeat (10)\n turn left (15) degrees\n end\n point in direction (90)\nelse\n point in direction (25)\n repeat (10)\n turn right (15) degrees\n end\n point in direction (90)\nend\nset [kill? v] to [no]\nwait until <not <mouse down?>>\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n switch costume to (The Level)\nend\n\nwhen I receive [next level v]\ndelete all of [clone pos v]\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nswitch costume to (block v)\nset x to ([x position v] of [cursor v])\nset y to ([y position v] of [cursor v])\nadd (join ([x position v] of [cursor v]) ([y position v] of [cursor v])) to [clone pos v]\n\nwhen flag clicked\nshow list [clone pos v]\nforever\n if <<key (q v) pressed?> or <mouse down?>> then\n if <(touching) = [no]> then\n if <(touching fight) = [no]> then\n if <not <[clone pos v] contains (join ([x position v] of [cursor v]) ([y position v] of [cursor v]))?>> then\n create clone of (_myself_ v)\n wait (0) seconds\n wait until <not <mouse down?>>\n end\n end\n end\n end\nend\n\nwhen I receive [reset v]\ndelete all of [clone pos v]\nrepeat (10)\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n wait (.5) seconds\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n delete this clone\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (boom v)?> then\n delete this clone\n end\nend\n\n@zombie\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (0)\nend\n\nwhen I receive [reset v]\nif <(The Level) = [2]> then\n go to x: (100) y: (70)\n create clone of (_myself_ v)\n wait (.1) seconds\nelse\n if <(The Level) = [8]> then\n go to x: (100) y: (70)\n create clone of (_myself_ v)\n wait (.5) seconds\n go to x: (100) y: (70)\n create clone of (_myself_ v)\n else\n repeat (10)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n if <(kill?) = [yes]> then\n if <(sword type) = [wood]> then\n change [clone health v] by (-1)\n else\n if <(sword type) = [stone]> then\n change [clone health v] by (-2)\n end\n end\n set [y velocity v] to [10]\n if <(last touched) = [right]> then\n set [x velocity v] to [15]\n else\n set [x velocity v] to [-15]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(clone health) < [1]> or <<(health) < [1]> or <(health) = [1]>>> then\n change [clone amount v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nchange [clone amount v] by (1)\nset size to (40) %\nforever\n if <([x position v] of [player v]) < (x position)> then\n switch costume to (1 v)\n repeat until <<(costume [number v]) = [6]> or <(x position) < ([x position v] of [player v])>>\n next costume\n wait (0) seconds\n end\n switch costume to (1 v)\n else\n switch costume to (6 2 v)\n repeat until <<(costume [number v]) = [12]> or <([x position v] of [player v]) < (x position)>>\n next costume\n wait (0) seconds\n end\n switch costume to (6 2 v)\n end\nend\n\nwhen flag clicked\nset [fighting v] to [no]\n\nwhen flag clicked\nset [clone amount v] to [0]\n\nwhen I start as a clone\nset [clone health v] to [7]\nshow\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x velocity v] by (-.75)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x velocity v] by (.75)\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 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 <(y position) < (([y position v] of [player v]) - (20))>> then\n set [y velocity v] to [15]\n end\n change y by (1)\nend\n\nwhen I start as a clone\nplay sound [zombie v] until done\nforever\n if <<touching (sword v)?> and <(kill?) = [yes]>> then\n start sound [damage v]\n end\nend\n\n@golem\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (0)\nend\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(The Level) = [14]> then\n set [type v] to [golem]\n go to x: (100) y: (70)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone amount v] to [1]\nset [boss health v] to [100]\nshow\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x velocity v] by (-.75)\n switch costume to (left v)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x velocity v] by (.75)\n switch costume to (right 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 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 <(y position) < (([y position v] of [player v]) - (20))>> then\n set [y velocity v] to [15]\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n if <(kill?) = [yes]> then\n change [boss health v] by (-5)\n set [y velocity v] to [10]\n if <(last touched) = [right]> then\n set [x velocity v] to [13]\n else\n set [x velocity v] to [-13]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(boss health) < [1]> or <<(health) < [1]> or <(health) = [1]>>> then\n change [clone amount v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nset size to (80) %\n\nwhen I receive [reset v]\nif <[0] < (clone amount)> then\n change [clone amount v] by (-1)\n delete this clone\nend\n\nwhen flag clicked\nset [boss health v] to [100]\n\n@health\n\nwhen flag clicked\nset [health v] to [20]\nforever\n switch costume to ((health) + (1))\n if <<(health) < [0]> or <(health) = [0]>> then\n broadcast (Reset v)\n set [health v] to [20]\n end\nend\n\nwhen I receive [flicker v]\nrepeat (5)\n wait (.1) seconds\n change [brightness v] effect by (25)\n wait (.1) seconds\n change [brightness v] effect by (-25)\nend\n\nwhen flag clicked\nforever\n if <<[0] < (health)> and <(health) < [20]>> then\n wait (5) seconds\n change [health v] by (1)\n broadcast (flicker v)\n end\nend\n\nwhen I receive [damage v]\nrepeat (3)\n wait (.1) seconds\n change [ghost v] effect by (25)\n wait (.1) seconds\n change [ghost v] effect by (-25)\nend\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <[20] < (health)> then\n set [health v] to [20]\n end\nend\n\n@Boss health\n\nwhen I receive [next level v]\nif <(The Level) = [14]> then\n repeat until <(boss health) = [0]>\n set [health display v] to (boss health)\n erase all\n set pen size to (20)\n set pen color to (#000000)\n go to x: (-100) y: (150)\n pen down\n go to x: (100) y: (150)\n pen up\n set pen size to (15)\n go to x: (-100) y: (150)\n if <(boss health) > [51]> then\n pen up\n set pen color to (#0bce1b)\n pen down\n go to x: (((boss health) * (2)) - (100)) y: (150)\n else\n if <<[52] > (boss health)> and <(boss health) > [20]>> then\n pen up\n set pen color to (#f6d819)\n pen down\n go to x: (((boss health) * (2)) - (100)) y: (150)\n else\n if <<[21] > (boss health)> and <[0] < (boss health)>> then\n pen up\n set pen color to (#cd0000)\n pen down\n go to x: (((boss health) * (2)) - (100)) y: (150)\n else\n erase all\n end\n end\n end\n end\n erase all\nend\n\nwhen flag clicked\nerase all\n\n@sword upgrades\n\nwhen flag clicked\ngo to [back v] layer\nset [sword type v] to [wood]\nhide\n\nwhen I receive [next level v]\nhide\nif <(The Level) = [7]> then\n switch costume to (stone age v)\n show\n forever\n if <touching (player v)?> then\n wait (.5) seconds\n set [sword type v] to [stone]\n hide\n end\n end\nend\n\n@skeleton\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (0)\nend\n\nwhen I receive [reset v]\nif <(The Level) = [10]> then\n go to x: (100) y: (70)\n create clone of (_myself_ v)\n wait (.3) seconds\n go to x: (100) y: (70)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [clone health v] to [4]\nset [x velocity v] to [0]\nshow\nforever\n if <([x position v] of [player v]) < (x position)> then\n set [ad v] to [left]\n end\n if <(x position) < ([x position v] of [player v])> then\n set [ad v] to [right]\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 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 <(y position) < (([y position v] of [player v]) - (20))>> then\n set [y velocity v] to [15]\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n if <(kill?) = [yes]> then\n if <(sword type) = [wood]> then\n change [clone health v] by (-1)\n else\n if <(sword type) = [stone]> then\n change [clone health v] by (-2)\n end\n end\n set [y velocity v] to [10]\n if <(last touched) = [right]> then\n set [x velocity v] to [15]\n else\n set [x velocity v] to [-15]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(clone health) < [1]> or <<(health) < [1]> or <(health) = [1]>>> then\n change [clone amount v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nchange [clone amount v] by (1)\nset size to (25) %\nforever\n if <([x position v] of [player v]) < (x position)> then\n switch costume to (1 left v)\n repeat until <<(costume [number v]) = [6]> or <(x position) < ([x position v] of [player v])>>\n next costume\n wait (0.05) seconds\n end\n repeat until <<(costume [number v]) = [1]> or <(x position) < ([x position v] of [player v])>>\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\n end\n else\n switch costume to (1 right v)\n repeat until <<(costume [number v]) = [12]> or <([x position v] of [player v]) < (x position)>>\n next costume\n wait (0.05) seconds\n end\n repeat until <<(costume [number v]) = [7]> or <([x position v] of [player v]) < (x position)>>\n switch costume to ((costume [number v]) - (1))\n wait (0.05) seconds\n end\n end\nend\n\nwhen flag clicked\nset [fighting v] to [no]\n\nwhen flag clicked\nset [clone amount v] to [0]\n\nwhen I start as a clone\nforever\n wait (4) seconds\n broadcast (arrow v)\nend\n\nwhen I start as a clone\nforever\n set [ax v] to (x position)\n set [ay v] to (y position)\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [player v]) < (x position)> then\n if <(([x position v] of [player v]) + (150)) < (x position)> then\n change [x velocity v] by (-.75)\n else\n change [x velocity v] by (.75)\n end\n else\n if <(x position) < (([x position v] of [player v]) - (150))> then\n change [x velocity v] by (.75)\n else\n change [x velocity v] by (-.75)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n if <(kill?) = [yes]> then\n play sound [skeletonhurt2 v] until done\n end\n end\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset size to (200) %\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 <(x position) < (mouse x)>>> 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 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?>> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <touching (click v)?> then\n broadcast (Reset v)\n else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (click v)?> 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 [r v] key pressed\nif <not <(The Level) = [14]>> then\n broadcast (Reset v)\nend\n\nwhen flag clicked\nforever\n if <[200] < (x position)> then\n if <<(clone amount) < [0]> or <(clone amount) = [0]>> then\n broadcast (Next Level v)\n change [the level v] by (1)\n end\n end\n if <(y position) < [-200]> then\n broadcast (Reset v)\n end\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n if <touching (zombie v)?> then\n broadcast (damage v)\n change [health v] by (-4)\n set [y velocity v] to [10]\n if <(last touched) = [right]> then\n set [x velocity v] to [10]\n else\n set [x velocity v] to [-10]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\n if <touching (golem v)?> then\n broadcast (damage v)\n change [health v] by (-8)\n set [y velocity v] to [15]\n if <(last touched) = [right]> then\n set [x velocity v] to [15]\n else\n set [x velocity v] to [-15]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\n if <<touching (arrow v)?> or <touching (skeleton v)?>> then\n broadcast (damage v)\n change [health v] by (-4)\n set [y velocity v] to [15]\n if <(last touched) = [right]> then\n set [x velocity v] to [5]\n else\n set [x velocity v] to [-5]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (boom v)?> then\n broadcast (Reset v)\n end\nend\n\n@arrow\n\nwhen I receive [arrow v]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: ((ax) - (30)) y: (ay)\nif <(ad) = [left]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nrepeat until <touching (_edge_ v)?>\n move (10) steps\nend\ndelete this clone\n\n@fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next level v]\ngo to [back v] layer\nif <(The Level) = [9]> then\n set [ghost v] effect to (70)\n show\nend\nif <(The Level) = [12]> then\n set [ghost v] effect to (80)\n show\nend\nif <(The Level) = [13]> then\n set [ghost v] effect to (70)\n hide\nend\n\n@creeper\n\nwhen flag clicked\nhide\nforever\n set [ghost v] effect to (0)\nend\n\nwhen I receive [reset v]\nrepeat (10)\n delete this clone\nend\nif <(The Level) = [11]> then\n go to x: (100) y: (70)\n create clone of (_myself_ v)\n wait (.3) seconds\n go to x: (100) y: (70)\n create clone of (_myself_ v)\n wait (.3) seconds\n go to x: (100) y: (70)\n create clone of (_myself_ v)\nelse\nend\n\nwhen I start as a clone\nset size to (10) %\nset [clone health v] to [4]\nshow\nforever\n if <([x position v] of [player v]) < (x position)> then\n change [x velocity v] by (-.75)\n end\n if <(x position) < ([x position v] of [player v])> then\n change [x velocity v] by (.75)\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 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 <(y position) < (([y position v] of [player v]) - (20))>> then\n set [y velocity v] to [15]\n end\n change y by (1)\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n if <(kill?) = [yes]> then\n if <(sword type) = [wood]> then\n change [clone health v] by (-1)\n else\n if <(sword type) = [stone]> then\n change [clone health v] by (-2)\n end\n end\n set [y velocity v] to [10]\n if <(last touched) = [right]> then\n set [x velocity v] to [15]\n else\n set [x velocity v] to [-15]\n end\n repeat (5)\n change [brightness v] effect by (20)\n wait (.1) seconds\n change [brightness v] effect by (-20)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<(clone health) < [1]> or <<(health) < [1]> or <(health) = [1]>>> then\n change [clone amount v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nchange [clone amount v] by (1)\nset size to (20) %\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen flag clicked\nset [fighting v] to [no]\n\nwhen flag clicked\nset [clone amount v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (.2) seconds\n repeat (4)\n change [brightness v] effect by (25)\n wait (.2) seconds\n change [brightness v] effect by (-25)\n wait (.2) seconds\n end\n set [boom x v] to (x position)\n set [boom y v] to (y position)\n broadcast (explode v)\n change [clone amount v] by (-1)\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (sword v)?> then\n if <(kill?) = [yes]> then\n play sound [Creeper_hurt v] until done\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (player v)?> then\n wait (.2) seconds\n play sound [Fuse v] until done\n end\nend\n\n@boom\n\nwhen I receive [explode v]\nplay sound [yt1s \(2\) v] until done\n\nwhen flag clicked\nhide\n\nwhen I receive [explode v]\nset size to (400) %\nshow\ngo to x: (boom x) y: (boom y)\nswitch costume to (explosion_0 v)\nrepeat (7)\n next costume\n wait (0.05) seconds\nend\nhide\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n
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Press WASD, arrow keys, or screen to move. Press space or fight button to attack. Click an empty area or press Q while hovering over and empty are to build. \n FOLLOWERS CAN ADVERTISE!\n NO MORE FREE FOLLOWS!\nThere are so many generic minecraft platformers, so I decided to make this. Good luck calling it generic!
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A New Planet 2.0 (Platformer) (Mobile Friendly)
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@Stage\n\n@Player\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n else\n switch costume to (costume1 v)\n end\nend\n\ndefine Run physics (speed) (friction) (gravity) (jump height)\nchange [yvel v] by (gravity)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) * (-1))\nend\nset [xvel v] to ((Xvel) * (friction))\nchange x by (Xvel)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((Xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [yvel v] to ((jump height) - (3.5))\n if <[0] < (Xvel)> then\n set [xvel v] to [-6]\n else\n set [xvel v] to [6]\n end\n else\n set [xvel v] to [0]\n end\nend\nchange y by (Yvel)\nif <touching (ground v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <touching (ground v)?> then\n set [yvel v] to (jump height)\n end\nend\nchange y by (1)\n\nwhen I receive [ded v]\nstart sound [Roblox Death Sound OOF Sound Effect v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [next level v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nrepeat until <(Level) = [22]>\n if <[220] < (x position)> then\n broadcast (Next level v) and wait\n wait until <not <[220] < (x position)>>\n end\n if <<<(y position) < [-170]> or <touching (danger v)?>> or <<touching (danger v)?> or <touching (saw v)?>>> then\n broadcast (Ded v) and wait\n end\n if <touching (bouncy v)?> then\n set [yvel v] to [20]\n end\nend\n\nwhen flag clicked\nforever\n if <<touching color (#54ceff)?> or <touching color (#63d2ff)?>> then\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by (-1.3)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (1.3)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n change [yvel v] by (-1.3)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [yvel v] by (1.3)\n end\n set [xvel v] to ((Xvel) * (0.81))\n set [yvel v] to ((Yvel) * (0.81))\n change [yvel v] by (((Yvel) / (14.9)) + (0.1))\n end\n set size to (125) %\nend\n\nwhen I receive [respawn v]\ngo to x: (-180) y: (-50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <[220] < (x position)> then\n play sound [Ding Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncy v)?> then\n play sound [Mario_Jump_-_Gaming_Sound_Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <<<(y position) < [-170]> or <touching (danger v)?>> or <<touching (danger v)?> or <touching (saw v)?>>> then\n play sound [Roblox Death Sound OOF Sound Effect v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <[2] = (costume [number v])> then\n set [xvel v] to [0]\n wait until <not <[2] = (costume [number v])>>\n end\nend\n\nwhen flag clicked\nforever\n if <(y position) < [-160]> then\n broadcast (Next level v)\n broadcast (yt v)\n forever\n switch backdrop to (backdrop2 v)\n end\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen flag clicked\ngo to x: (-223) y: (-77)\n\nwhen flag clicked\nshow\n\nwhen I receive [rainbow v]\nforever\n change [color v] effect by (25)\nend\n\nwhen I receive [rainbow v]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [level v] to [1]\ngo to x: (-180) y: (-50)\nforever\n Run physics [0.9] [0.9] [-1] [15]\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <not <<touching color (#4c86ff)?> or <touching color (#437de0)?>>> then\n switch costume to (costume4 v)\n else\n switch costume to (costume3 v)\n end\n else\n switch costume to (costume3 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Ground\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (5) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [st v]\n\nwhen I receive [st v]\n\n@Danger\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to [front v] layer\n go [backward v] (10) layers\n set [level v] to (costume [number v])\n go to x: (0) y: (0)\nend\n\nwhen I receive [next level v]\nnext costume\n\n@lava\n\n@spikes\n\n@Thanks!\n\nwhen flag clicked\ngo to [front v] layer\nwait (0.05) seconds\nswitch costume to (nothing v)\nwait until <<(item (1) of [detect v]) = [1]> and <(item (2) of [detect v]) = [1]>>\nswitch costume to (thanks! v)\nwait (2) seconds\nswitch costume to (nothing v)\nbroadcast (Rainbow v)\n\nwhen I receive [rainbow v]\nforever\n go to [front v] layer\nend\n\n@Love and Fav\n\ndefine Detect (costume) At x: (x) y: (y) ID: (id)\nset size to (27000) %\ngo to x: (x) y: (y)\nswitch costume to (nothing v)\nset size to (100) %\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n replace item (id) of [timers v] with ((item (id) of [timers v]) + (1))\nelse\n replace item (id) of [timers v] with [0]\nend\nif <(item (id) of [timers v]) > [5]> then\n replace item (id) of [detect v] with [1]\nend\n\nwhen flag clicked\ndelete all of [detect v]\ndelete all of [timers v]\nrepeat (2)\n add [0] to [detect v]\n add [0] to [timers v]\nend\nforever\n wait (0.01) seconds\n Detect [Love] At x: [-196] y: [-210] ID: [1]\n Detect [Fav] At x: [-125] y: [-210] ID: [2]\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (2.6) seconds\nhide\n\nwhen flag clicked\nforever\n change [color v] effect by (25)\nend\n\n@visualThumbnail901297@2x\n\nwhen flag clicked\nhide\n\nmove (10) steps\n\nshow\n\ngo to [front v] layer\n\n
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No ads, please.\nANY Ads WILL be Deleted.\nMORE LEVELS ADDED!!!\nLIKE AND FAV FOR SUPER SPEED + RAINBOW!!!!!!!\nI know it's short but hope you enjoy it!\nPart 2: https://scratch.mit.edu/projects/828149151/\nFeel free to remix.\n It LAgged!:https://scratch.mit.edu/projects/830598582/fullscreen/\nLOVE+FAV=RAINBOW COLOR!!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nType This game is Awesome ;) If you see this!
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DUNGEON || Scroll Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\n@Time\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nif <(☁ わーるどれこーど) > (Time)> then\n set [☁ わーるどれこーど v] to (Time)\nend\nset size to (100) %\nswitch costume to (♡ ☆ follow v)\ngo to x: (0) y: (-100)\ncreate clone of (_myself_ v)\nswitch costume to (time v)\ngo to x: (-50) y: (50)\ncreate clone of (_myself_ v)\nif <(length of (Time)) = [2]> then\n switch costume to (letter (1) of (Time))\n go to x: (-75) y: (0)\n create clone of (_myself_ v)\n switch costume to (letter (2) of (Time))\n go to x: (-25) y: (0)\n create clone of (_myself_ v)\nelse\n if <(length of (Time)) = [3]> then\n switch costume to (letter (1) of (Time))\n go to x: (-100) y: (0)\n create clone of (_myself_ v)\n switch costume to (letter (2) of (Time))\n go to x: (-50) y: (0)\n create clone of (_myself_ v)\n switch costume to (letter (3) of (Time))\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n else\n switch costume to (9 v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n go to x: (-50) y: (0)\n create clone of (_myself_ v)\n go to x: (-100) y: (0)\n create clone of (_myself_ v)\n end\nend\nset size to (50) %\nswitch costume to (☁︎ v)\ngo to x: (87) y: (20)\ncreate clone of (_myself_ v)\nswitch costume to (letter (1) of (☁ わーるどれこーど))\ngo to x: (75) y: (-10)\ncreate clone of (_myself_ v)\nswitch costume to (letter (2) of (☁ わーるどれこーど))\ngo to x: (100) y: (-10)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@ぶらっく\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\ngo to x: (0) y: (348)\nshow\nrepeat (30)\n change y by (((0) - (y position)) / (4))\nend\n\n@カウンター\n\nwhen I start as a clone\nset [ghost v] effect to (60)\nshow\nwait until <(カウンター) = (n)>\nclear graphic effects\nwait until <(g) = [1]>\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (((10) - (size)) / (4))\nend\ndelete this clone\n\nwhen flag clicked\nset size to (100) %\nhide\n配置\n\ndefine 配置\nset [n v] to [0]\ngo to x: (130) y: (150)\nrepeat (3)\n change [n v] by (1)\n create clone of (_myself_ v)\n change x by (40)\nend\n\n@代わりのステージ\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 [2152] [35] [21]\nステージ配置 [1920] [0] [5]\nステージ配置 [0] [360] [6]\nステージ配置 [480] [360] [7]\nステージ配置 [1440] [360] [9]\nステージ配置 [1920] [360] [10]\nステージ配置 [960] [0] [11]\nステージ配置 [960] [0] [12]\nステージ配置 [960] [0] [13]\nステージ配置 [960] [0] [14]\nステージ配置 [960] [0] [15]\nステージ配置 [960] [360] [16]\nステージ配置 [2400] [0] [17]\nステージ配置 [1920] [0] [18]\nステージ配置 [1650] [-100] [19]\nステージ配置 [1850] [-100] [20]\nステージ配置 [1950] [-300] [19]\nステージ配置 [2100] [-400] [22]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n if <(costume [number v]) = [12]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (いどー1))\n end\n if <(costume [number v]) = [13]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (いどー2))\n end\n if <(costume [number v]) = [14]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (いどー3))\n end\n if <(costume [number v]) = [15]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (いどー4))\n end\n if <(costume [number v]) = [16]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (いどー5))\n end\n if <(costume [number v]) = [20]> then\n turn right (2) degrees\n end\n if <(costume [number v]) = [21]> then\n turn left (2) degrees\n end\nend\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\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\nwhen I start as a clone\nshow\nif <(costume [number v]) = [22]> then\n wait until <(g) = [1]>\n start sound [コイン v]\n delete this clone\nend\n\nwhen flag clicked\nset [いどー1 v] to [-200]\nforever\n repeat until <(いどー1) = [800]>\n change [いどー1 v] by (2)\n end\n set [いどー1 v] to [-200]\nend\n\nwhen flag clicked\nset [いどー2 v] to [0]\nforever\n repeat until <(いどー2) = [800]>\n change [いどー2 v] by (2)\n end\n set [いどー2 v] to [-200]\nend\n\nwhen flag clicked\nset [いどー3 v] to [200]\nforever\n repeat until <(いどー3) = [800]>\n change [いどー3 v] by (2)\n end\n set [いどー3 v] to [-200]\nend\n\nwhen flag clicked\nset [いどー4 v] to [400]\nforever\n repeat until <(いどー4) = [800]>\n change [いどー4 v] by (2)\n end\n set [いどー4 v] to [-200]\nend\n\nwhen flag clicked\nset [いどー5 v] to [600]\nforever\n repeat until <(いどー5) = [800]>\n change [いどー5 v] by (2)\n end\n set [いどー5 v] to [-200]\nend\n\n@水\n\nwhen flag clicked\nhide\nステージ配置 [1440] [360] [1]\nステージ配置 [1920] [360] [2]\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\nset [ghost v] effect to (60)\nshow\n\n@逆走くん\n\nwhen flag clicked\nhide\nステージ配置 [1440] [360] [1]\nステージ配置 [1920] [360] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\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\nset [ghost v] effect to (60)\nshow\n\n@障害物\n\nwhen flag clicked\npoint in direction (90)\nhide\nステージ配置 [300] [-50] [1]\nステージ配置 [450] [150] [2]\nステージ配置 [480] [0] [3]\nステージ配置 [670] [300] [4]\nステージ配置 [500] [530] [2]\nステージ配置 [0] [300] [4]\nステージ配置 [0] [360] [5]\nステージ配置 [0] [360] [6]\nステージ配置 [960] [360] [7]\nステージ配置 [1440] [360] [8]\nステージ配置 [1370] [300] [4]\nステージ配置 [1510] [300] [9]\nステージ配置 [1920] [265] [10]\nステージ配置 [1440] [360] [11]\nステージ配置 [1920] [530] [2]\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n go [backward v] (7) layers\n turn right (2) degrees\n end\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n go [backward v] (7) layers\n turn left (2) degrees\n end\n if <(costume [number v]) = [4]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) - (針のあっぷだうん))\n end\n if <(costume [number v]) = [5]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) - (([sin v] of ((timer) * (100)) ) * (100)))\n end\n if <(costume [number v]) = [6]> then\n 移動 (((My_x) - (Camera_x)) - (針のあっぷだうん)) ((My_y) - (Camera _y))\n end\n if <(costume [number v]) = [7]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) + (針のあっぷだうん))\n end\n if <(costume [number v]) = [8]> then\n go to [front v] layer\n go [backward v] (7) layers\n end\n if <(costume [number v]) = [10]> then\n 移動 ((My_x) - (Camera_x)) (((My_y) - (Camera _y)) - (([sin v] of (((timer) + (10)) * (100)) ) * (100)))\n end\n if <(costume [number v]) = [11]> then\n turn right (2) degrees\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\nforever\n set [針のあっぷだうん v] to [0]\n wait (1) seconds\n repeat (30)\n change [針のあっぷだうん v] by (((40) - (針のあっぷだうん)) / (4))\n end\n set [針のあっぷだうん v] to [40]\n wait (1) seconds\n repeat (30)\n change [針のあっぷだうん v] by (((0) - (針のあっぷだうん)) / (4))\n end\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [50]\nset [x v] to [0]\nset [y v] to [50]\nset [復活x v] to [0]\nset [復活y v] to [50]\n\ndefine 動作\nif <not <touching (水 v)?>> then\n change [yの力 v] by (-1)\nelse\n change [yの力 v] by (-0.1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (コスチューム1 v)\n if <not <touching (水 v)?>> then\n change [xの力 v] by (1)\n else\n change [xの力 v] by (0.5)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n if <not <touching (水 v)?>> then\n change [xの力 v] by (-1)\n else\n change [xの力 v] by (-0.5)\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (代わりのステージ v)?> then\n change y by (1)\n end\nend\nif <touching (代わりのステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <not <touching (水 v)?>> then\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\n end\nend\nif <touching (逆走くん v)?> then\n change [xの力 v] by (-0.5)\nend\nchange y by (yの力)\nif <touching (代わりのステージ 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 <not <touching (水 v)?>> then\n if <<touching (代わりのステージ 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]\n end\nelse\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [3]\n end\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n start sound [やられる 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 (代わりのステージ 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 (代わりのステージ 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 (代わりのステージ 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 (代わりのステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\n@ステージ(背面)\n\nwhen flag clicked\nset [g v] to [0]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [960] [360] [3]\nステージ配置 [960] [720] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [2152] [35] [5]\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))\n if <(costume [number v]) = [4]> then\n set [ghost v] effect to (50)\n end\n if <(costume [number v]) = [6]> then\n set [ghost v] effect to (100)\n end\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [6]> then\n wait until <<touching (player v)?> and <(カウンター) = [3]>>\n set [g v] to [1]\nend\n\n@鍵\n\nwhen flag clicked\nset [カウンター v] to [0]\nset size to (100) %\nhide\nステージ配置 [300] [410] [1]\nステージ配置 [2100] [220] [1]\nステージ配置 [2100] [450] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\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))\n point in direction ((90) + (([sin v] of ((timer) * (150)) ) * (20)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n change [カウンター v] by (1)\n start sound [コイン v]\n repeat (5)\n change [ghost v] effect by (20)\n change size by (((10) - (size)) / (4))\n end\n delete this clone\n end\nend\n\n@ボーナス鍵\n\nwhen flag clicked\nset size to (100) %\nhide\nステージ配置 [2100] [-330] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\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))\n point in direction ((90) + (([sin v] of ((timer) * (150)) ) * (20)))\nend\n\nwhen I start as a clone\nshow\nforever\n if <touching (player v)?> then\n start sound [コイン v]\n repeat (5)\n change [ghost v] effect by (20)\n change size by (((10) - (size)) / (4))\n end\n delete this clone\n end\nend\n\n@ゴール\n\nwhen flag clicked\nhide\nステージ配置 [2400] [50] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\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))\n if <touching (player v)?> then\n start sound [Collect v]\n switch costume to (コスチューム2 v)\n broadcast (ゴール v)\n end\nend\n\nwhen I start as a clone\nshow\n\n@さむねぇ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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鍵を3つ集め、扉へ向かおう。\nCollect 3 keys and go to the door.\n\n音楽 @-Xaf-\n\n効果音 効果音ラボ\n\nスクロールのプログラム @hiron0413\n\nデザインと効果音の参考 @YY-H\n\n鍵と扉 @yuki384\n\n背景 @hati32
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Lines - A Platformer
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@Stage\n\nwhen flag clicked\nset [winnable v] to [1]\nset [**showing time** v] to [0]\nhide variable [**frames** v]\nhide variable [time v]\nhide variable [☁ world record v]\nset [time v] to [0]\n\nwhen I receive [green flag clicked v]\nforever\n play sound (World) until done\nend\n\nwhen [t v] key pressed\nif <(**SHOWING TIME**) = [0]> then\n set [**showing time** v] to [1]\n show variable [time v]\n show variable [☁ world record v]\nelse\n set [**showing time** v] to [0]\n hide variable [time v]\n hide variable [☁ world record v]\nend\n\nwhen I receive [time v]\nTime\nif <<(winnable) = [2]> and <(Level) = [6]>> then\n broadcast (DONE v) and wait\n if <(TIME) < (☁ WORLD RECORD)> then\n set [☁ world record v] to (TIME)\n end\n set [!done v] to [0.2]\n switch backdrop to ((winnable) + (2))\n erase all\n reset timer\n stop [all v]\nend\n\ndefine Time\nset [time v] to ((round (((**FRAMES**) / (30)) * (100))) / (100))\nrepeat until <(length of (TIME)) > ((length of ([floor v] of (TIME) )) + (2))>\n if < (TIME) contains [.]?> then\n set [time v] to (join (TIME) [0])\n else\n set [time v] to (join (TIME) [.])\n end\nend\nif <(winnable) = [0]> then\n set [time v] to [N/A]\nend\n\nwhen [p v] key pressed\nset [winnable v] to [0]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait until <(World) = [3]>\nwait until <(World) = [5]>\nif <(winnable) > [0]> then\n set [winnable v] to [2]\nend\n\nset [☁ world record v] to [361]\n\nbroadcast (Green Flag Clicked v)\n\nwhen flag clicked\nset [!done v] to [0]\nset [world v] to [1]\nforever\n if <<(World) = [5]> and <(Level) = [6]>> then\n set [!done v] to [0.2]\n switch backdrop to ((winnable) + (2))\n erase all\n reset timer\n stop [all v]\n end\nend\n\nwhen [timer v] > (!done)\nif <(!done) = [0.2]> then\n set [!done v] to [100]\n erase all\nend\n\n@blank\n\n@pen\n\nGo To ((x) - (([cos v] of ((x) + (y)) ) * ((size) / (2)))) ((y) - (([sin v] of ((x) + (y)) ) * ((size) / (2))))\npen down\nGo To ((x) + (([cos v] of ((x) + (y)) ) * ((size) / (2)))) ((y) + (([sin v] of ((x) + (y)) ) * ((size) / (2))))\npen up\n\nGo To ((x) - (([cos v] of ((x) + (y)) ) * ((size) / (2)))) ((y) - (([sin v] of ((x) + (y)) ) * ((size) / (2))))\npen down\nGo To ((x) + (([cos v] of ((x) + (y)) ) * ((size) / (2)))) ((y) + (([sin v] of ((x) + (y)) ) * ((size) / (2))))\npen up\n\nset [a1 v] to ((((item (3) of [x v]) - (item (1) of [x v])) * ((item (4) of [y v]) - (item (1) of [y v]))) - (((item (4) of [x v]) - (item (1) of [x v])) * ((item (3) of [y v]) - (item (1) of [y v]))))\nset [a2 v] to ((((item (3) of [x v]) - (item (2) of [x v])) * ((item (4) of [y v]) - (item (2) of [y v]))) - (((item (4) of [x v]) - (item (2) of [x v])) * ((item (3) of [y v]) - (item (2) of [y v]))))\nset [a3 v] to ((((item (1) of [x v]) - (item (3) of [x v])) * ((item (2) of [y v]) - (item (3) of [y v]))) - (((item (2) of [x v]) - (item (3) of [x v])) * ((item (1) of [y v]) - (item (3) of [y v]))))\nset [a4 v] to ((((item (1) of [x v]) - (item (4) of [x v])) * ((item (2) of [y v]) - (item (4) of [y v]))) - (((item (2) of [x v]) - (item (4) of [x v])) * ((item (1) of [y v]) - (item (4) of [y v]))))\nset [collision? v] to (() + <<((a1) * (a2)) < [0]> and <((a3) * (a4)) < [0]>>)\n\nset [a1 v] to ((((item (3) of [x v]) - (item (1) of [x v])) * ((item (4) of [y v]) - (item (1) of [y v]))) - (((item (4) of [x v]) - (item (1) of [x v])) * ((item (3) of [y v]) - (item (1) of [y v]))))\nset [a2 v] to ((((item (3) of [x v]) - (item (2) of [x v])) * ((item (4) of [y v]) - (item (2) of [y v]))) - (((item (4) of [x v]) - (item (2) of [x v])) * ((item (3) of [y v]) - (item (2) of [y v]))))\nset [a3 v] to ((((item (1) of [x v]) - (item (3) of [x v])) * ((item (2) of [y v]) - (item (3) of [y v]))) - (((item (2) of [x v]) - (item (3) of [x v])) * ((item (1) of [y v]) - (item (3) of [y v]))))\nset [a4 v] to ((((item (1) of [x v]) - (item (4) of [x v])) * ((item (2) of [y v]) - (item (4) of [y v]))) - (((item (2) of [x v]) - (item (4) of [x v])) * ((item (1) of [y v]) - (item (4) of [y v]))))\nset [collision? v] to (() + <<((a1) * (a2)) < [0]> and <((a3) * (a4)) < [0]>>)\n\nset [a1 v] to ((((item (3) of [x v]) - (item (1) of [x v])) * ((item (4) of [y v]) - (item (1) of [y v]))) - (((item (4) of [x v]) - (item (1) of [x v])) * ((item (3) of [y v]) - (item (1) of [y v]))))\nset [a2 v] to ((((item (3) of [x v]) - (item (2) of [x v])) * ((item (4) of [y v]) - (item (2) of [y v]))) - (((item (4) of [x v]) - (item (2) of [x v])) * ((item (3) of [y v]) - (item (2) of [y v]))))\nset [a3 v] to ((((item (1) of [x v]) - (item (3) of [x v])) * ((item (2) of [y v]) - (item (3) of [y v]))) - (((item (2) of [x v]) - (item (3) of [x v])) * ((item (1) of [y v]) - (item (3) of [y v]))))\nset [a4 v] to ((((item (1) of [x v]) - (item (4) of [x v])) * ((item (2) of [y v]) - (item (4) of [y v]))) - (((item (2) of [x v]) - (item (4) of [x v])) * ((item (1) of [y v]) - (item (4) of [y v]))))\nset [collision? v] to (() + <<((a1) * (a2)) < [0]> and <((a3) * (a4)) < [0]>>)\n\nset [a1 v] to ((((item (3) of [x v]) - (item (1) of [x v])) * ((item (4) of [y v]) - (item (1) of [y v]))) - (((item (4) of [x v]) - (item (1) of [x v])) * ((item (3) of [y v]) - (item (1) of [y v]))))\nset [a2 v] to ((((item (3) of [x v]) - (item (2) of [x v])) * ((item (4) of [y v]) - (item (2) of [y v]))) - (((item (4) of [x v]) - (item (2) of [x v])) * ((item (3) of [y v]) - (item (2) of [y v]))))\nset [a3 v] to ((((item (1) of [x v]) - (item (3) of [x v])) * ((item (2) of [y v]) - (item (3) of [y v]))) - (((item (2) of [x v]) - (item (3) of [x v])) * ((item (1) of [y v]) - (item (3) of [y v]))))\nset [a4 v] to ((((item (1) of [x v]) - (item (4) of [x v])) * ((item (2) of [y v]) - (item (4) of [y v]))) - (((item (2) of [x v]) - (item (4) of [x v])) * ((item (1) of [y v]) - (item (4) of [y v]))))\nset [collision? v] to (() + <<((a1) * (a2)) < [0]> and <((a3) * (a4)) < [0]>>)\n\nwhen flag clicked\nerase all\n\ndefine Generate Level\ndelete all of [moving level v]\ndelete all of [level v]\nbroadcast (Generate Level v)\nif <(World) = [0]> then\n if <(Level) = [10]> then\n Add Circle [1] at [0] [-100] size [100]\n Add Circle [2] at [75] [-100] size [25]\n Add Circle [2] at [100] [-100] size [25]\n Add Circle [2] at [125] [-100] size [25]\n Add Circle [4] at [225] [-100] size [150]\n Add Circle [3] at [-100] [-25] size [14]\n Add Circle [6] at [0] [75] size [100]\n Add Circle [7] at [-400] [-400] size [800]\n Add Circle [8] at [100] [-150] size [50]\n Add Circle [9] at [225] [25] size [50]\n end\nend\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Draw Circle at (x) (y) size (size) rotation (r)\npen up\nif <(size) > [0]> then\n set pen size to (5)\n Go To ((x) - (([cos v] of (((x) + (y)) + (r)) ) * ((size) / (2)))) ((y) - (([sin v] of (((x) + (y)) + (r)) ) * ((size) / (2))))\n pen down\n Go To ((x) + (([cos v] of (((x) + (y)) + (r)) ) * ((size) / (2)))) ((y) + (([sin v] of (((x) + (y)) + (r)) ) * ((size) / (2))))\n pen up\nend\n\nset pen size to (size)\nGo To (x) (y)\npen down\npen up\nset pen color to (#b2fd87)\n\ndefine Render\nerase all\nDraw Grid\nDraw Level\nDraw Player\n\ndefine Get Color (color) (size)\nif <(color) = [1]> then\n set pen color to (#ffffff)\nend\nif <(color) = [2]> then\n set pen color to (#ff0000)\nend\nif <(color) = [3]> then\n set pen color to (#ff1edc)\nend\nif <(color) = [4]> then\n set pen color to (#8bf1ff)\nend\nif <(color) = [5]> then\n set pen color to (#16d400)\nend\nif <(color) = [6]> then\n set pen color to (#985b11)\nend\nif <(color) = [7]> then\n set pen color to (#0400ff)\nend\nif <(color) = [8]> then\n set pen color to (#babaef)\n set pen (transparency v) to ((100) - (size))\nend\nif <<(color) > [8]> and <(color) < [13]>> then\n set pen color to (#a805ef)\nend\nif <<(color) = [13]> or <(color) = [14]>> then\n set pen color to (#ae00ff)\n change pen (color v) by ((timer) * (20))\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\n\ndefine Physics\nKeys Pressed\nif <[keys pressed v] contains [L]?> then\n change [xv v] by (-1)\nend\nif <[keys pressed v] contains [R]?> then\n change [xv v] by (1)\nend\nchange [y v] by (-1)\nUpdate Collisions\nif <[collisions v] contains [4]?> then\n set [xv v] to ((xv) * (0.95))\nelse\n if <[collisions v] contains [6]?> then\n set [xv v] to ((xv) * (0.7))\n else\n set [xv v] to ((xv) * (0.9))\n end\nend\nchange [y v] by (1)\nChange X by (round (xv))\nchange [yv v] by (-1)\nif <<[keys pressed v] contains [U]?> and <(Can Jump?) = [1]>> then\n set [yv v] to [12]\nend\nchange [y v] by (-1)\nUpdate Collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [15]\n if <[keys pressed v] contains [U]?> then\n set [yv v] to [18]\n end\nend\nchange [y v] by (1)\nset [yv v] to (round (yv))\nChange Y by (round (yv))\nSwap Gravity\nDeath & Camera\n\ndefine Change X by (xv)\nchange [x v] by (xv)\nUpdate Collisions\nif <[collisions v] contains [1]?> then\n repeat (SLOPE SIZE)\n change [y v] by (1)\n Update Collisions\n if <not <[collisions v] contains [1]?>> then\n stop [this script v]\n end\n end\n change [y v] by (() - (SLOPE SIZE))\n repeat until <not <[collisions v] contains [1]?>>\n set [xv v] to [0]\n change [x v] by (() - (([abs v] of (xv) ) / (xv)))\n Update Collisions\n end\nend\n\ndefine Update Collisions\nUpdate Gravity\ndelete all of [collisions v]\nset [i2 v] to [1]\nrepeat until <(i2) > (length of [level v])>\n !Circle to Line Collisions (X) (Y) (Size) & (item ((i2) + (1)) of [level v]) (item ((i2) + (2)) of [level v]) (item ((i2) + (3)) of [level v])\n if <(!!colliding) = [1]> then\n add (item (i2) of [level v]) to [collisions v]\n if <[solids v] contains (item (i2) of [level v])?> then\n add [1] to [collisions v]\n if <(item (i2) of [level v]) = [8]> then\n replace item ((i2) + (3)) of [level v] with ((item ((i2) + (3)) of [level v]) - (1))\n if <(item ((i2) + (3)) of [level v]) < [10]> then\n replace item ((i2) + (3)) of [level v] with [-100]\n end\n end\n end\n if <<(item (i2) of [level v]) = [5]> and <(Clones) > [0]>> then\n replace item ((i2) + (3)) of [level v] with [-100]\n if <(clone #) = [0]> then\n set [x v] to (item (1) of [clones v])\n set [y v] to (item (2) of [clones v])\n set [xv v] to (item (3) of [clones v])\n set [yv v] to (item (4) of [clones v])\n set [can jump? v] to (item (5) of [clones v])\n set [portal fall? v] to (item (6) of [clones v])\n repeat (clone list length)\n delete (1) of [clones v]\n end\n change [clones v] by (-1)\n else\n repeat (clone list length)\n delete (clone #) of [clones v]\n end\n change [clones v] by (-1)\n end\n end\n if <(item (i2) of [level v]) = [13]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (1)\n if <(i3) > (length of [level v])> then\n set [i3 v] to [1]\n end\n end\n set [portal2 id v] to (i3)\n end\n if <(item (i2) of [level v]) = [14]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (-1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (-1)\n if <[1] > (i3)> then\n set [i3 v] to (length of [level v])\n end\n end\n set [portal2 id v] to (i3)\n end\n end\n change [i2 v] by (4)\nend\nif <<key (e v) pressed?> and <(username) = [04tmoody]>> then\n delete all of [collisions v]\nend\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nrepeat ([abs v] of (yv) )\n change [y v] by (([abs v] of (yv) ) / (yv))\n Update Collisions\n if <[collisions v] contains [1]?> then\n change [y v] by (() - (([abs v] of (yv) ) / (yv)))\n set [yv v] to [0]\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n end\nend\nif <<key (q v) pressed?> and <(username) = [04tmoody]>> then\n set [can jump? v] to [1]\nend\n\nchange [y v] by (yv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\n change [y v] by (() - (([abs v] of (yv) ) / (yv)))\n Update Collisions\nend\n\ndefine Draw Player\nset pen color to (#ffae00)\nDraw Circle at (X) (Y) size (Size) rotation [90]\nset pen (transparency v) to (50)\nif <(Gravity) = [1]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\nend\nif <(Gravity) = [2]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (-5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\nend\nif <(Gravity) = [3]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\nend\nif <(Gravity) = [4]> then\n Draw Circle at ((X) - ((Size) / (-5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\nend\nset [i v] to [1]\nset [old x2 v] to (X)\nset [old y2 v] to (Y)\nrepeat (Clones)\n set [x v] to (item ((i) + (0)) of [clones v])\n set [y v] to (item ((i) + (1)) of [clones v])\n set pen color to (#ffae00)\n Draw Circle at (X) (Y) size (Size) rotation [90]\n set pen (transparency v) to (50)\n if <(Gravity) = [1]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\n end\n if <(Gravity) = [2]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (-5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\n end\n if <(Gravity) = [3]> then\n Draw Circle at ((X) - ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n end\n if <(Gravity) = [4]> then\n Draw Circle at ((X) - ((Size) / (-5))) ((Y) + ((Size) / (5))) size ((Size) / (5)) rotation []\n Draw Circle at ((X) + ((Size) / (5))) ((Y) + ((Size) / (-5))) size ((Size) / (5)) rotation []\n end\n change [i v] by (clone list length)\nend\nset [x v] to (old x2)\nset [y v] to (old y2)\n\ndefine Draw Level\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n Get Color (item (i) of [level v]) (item ((i) + (3)) of [level v])\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size (item ((i) + (3)) of [level v]) rotation []\n if <(Lag) = [0]> then\n set pen (transparency v) to ((100) - ([abs v] of (([sin v] of ((timer) * (75)) ) * (25)) ))\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size ((item ((i) + (3)) of [level v]) + ([abs v] of (([sin v] of ((timer) * (75)) ) * (15)) )) rotation []\n end\n if <<(item (i) of [level v]) > [8]> and <[13] > (item (i) of [level v])>> then\n set pen color to (#000000)\n if <(Gravity) = ((item (i) of [level v]) - (8))> then\n set pen color to (#404040)\n end\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size ((item ((i) + (3)) of [level v]) - (10)) rotation []\n Draw arrow at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size (item ((i) + (3)) of [level v]) direction ((item (i) of [level v]) - (8))\n end\n change [i v] by (4)\nend\n\ndefine Draw Grid\nif <(Lag) = [0]> then\n pen up\n set pen color to (#2b2b2b)\n if <(World) = [3]> then\n set pen color to (#4a4a4a)\n set pen size to (600)\n go to x: (0) y: (0)\n pen down\n pen up\n set pen color to (#6b6b6b)\n end\n set pen size to (5)\n go to x: ((-240) - (((Camera X) * (0.5)) mod (30))) y: ((-180) - (((Camera Y) * (0.5)) mod (30)))\n repeat (13)\n set x to ((-240) - (((Camera X) * (0.5)) mod (30)))\n repeat (17)\n point in direction ((x position) + (y position))\n pen down\n move (15) steps\n move (-15) steps\n pen up\n change x by (30)\n end\n change y by (30)\n end\n pen up\n if <(World) = [2]> then\n set pen color to (#7fe8ff)\n set pen (transparency v) to (80)\n set pen size to (50)\n go to x: (-240) y: (-180)\n pen down\n go to x: (240) y: (-180)\n go to x: (240) y: (180)\n go to x: (-240) y: (180)\n go to x: (-240) y: (-180)\n pen up\n end\nend\n\ndefine Reset\ndelete all of [clones v]\nGenerate Level\nset [thickness v] to [5]\nset [gravity v] to [3]\nset [slope size v] to [4]\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [size v] to [30]\nset [old x v] to [0]\nset [old y v] to [0]\nset [clone list length v] to [6]\nset [portal fall? v] to [0]\nset [old x2 v] to [0]\nset [old y2 v] to [0]\nset [old xv2 v] to [0]\nset [old yv2 v] to [0]\nset [old can jump?2 v] to [0]\nset [old portal fall? v] to [0]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Move Level\nset [j v] to [1]\nrepeat until <(j) > (length of [moving level v])>\n set [i v] to (item (j) of [moving level v])\n replace item ((i) + (1)) of [level v] with ((item ((i) + (1)) of [level v]) + (item ((j) + (1)) of [moving level v]))\n if <[solids v] contains (item (i) of [level v])?> then\n if <([sqrt v] of ((((item ((i) + (1)) of [level v]) - (X)) * ((item ((i) + (1)) of [level v]) - (X))) + (((item ((i) + (2)) of [level v]) - (Y)) * ((item ((i) + (2)) of [level v]) - (Y)))) ) < (((item ((i) + (3)) of [level v]) + (Size)) / (2))> then\n change [x v] by (item ((j) + (1)) of [moving level v])\n Update Collisions\n if <[collisions v] contains [1]?> then\n set [die? v] to [1]\n repeat (SLOPE SIZE)\n if <(die?) = [1]> then\n change [y v] by (1)\n change [x v] by (1)\n Update Collisions\n if <not <[collisions v] contains [1]?>> then\n set [die? v] to [0]\n end\n end\n end\n if <(die?) = [1]> then\n repeat until <not <[collisions v] contains [1]?>>\n change [y v] by (1)\n Update Collisions\n end\n stop [this script v]\n end\n end\n end\n end\n replace item ((i) + (2)) of [level v] with ((item ((i) + (2)) of [level v]) + (item ((j) + (2)) of [moving level v]))\n if <[solids v] contains (item (i) of [level v])?> then\n if <([sqrt v] of ((((item ((i) + (1)) of [level v]) - (X)) * ((item ((i) + (1)) of [level v]) - (X))) + (((item ((i) + (2)) of [level v]) - (Y)) * ((item ((i) + (2)) of [level v]) - (Y)))) ) < (((item ((i) + (3)) of [level v]) + (Size)) / (2))> then\n change [y v] by (item ((j) + (2)) of [moving level v])\n Update Collisions\n if <[collisions v] contains [1]?> then\n repeat until <not <[collisions v] contains [1]?>>\n change [y v] by (1)\n Update Collisions\n end\n stop [this script v]\n end\n end\n end\n set [k v] to [1]\n repeat until <(k) > (length of [level v])>\n if <not <(i) = (k)>> then\n if <([sqrt v] of ((((item ((i) + (1)) of [level v]) - (item ((k) + (1)) of [level v])) * ((item ((i) + (1)) of [level v]) - (item ((k) + (1)) of [level v]))) + (((item ((i) + (2)) of [level v]) - (item ((k) + (2)) of [level v])) * ((item ((i) + (2)) of [level v]) - (item ((k) + (2)) of [level v])))) ) < (((item ((i) + (3)) of [level v]) + (item ((k) + (3)) of [level v])) / (2))> then\n replace item ((j) + (1)) of [moving level v] with ((item ((j) + (1)) of [moving level v]) * (-1))\n replace item ((j) + (2)) of [moving level v] with ((item ((j) + (2)) of [moving level v]) * (-1))\n end\n end\n change [k v] by (4)\n end\n change [j v] by (3)\nend\n\nReset\n\nReset\n\ndefine Water Physics\nKeys Pressed\nif <[keys pressed v] contains [L]?> then\n change [xv v] by (-0.9)\nend\nif <[keys pressed v] contains [R]?> then\n change [xv v] by (0.9)\nend\nset [xv v] to ((xv) * (0.91))\nChange X by (round (xv))\nif <[keys pressed v] contains [D]?> then\n change [yv v] by (-0.9)\nend\nif <[keys pressed v] contains [U]?> then\n change [yv v] by (0.9)\nend\nset [yv v] to ((((yv) + (1)) * (0.91)) - (1))\nChange Y by (round (yv))\nSwap Gravity\nDeath & Camera\n\ndefine Death & Camera\nUpdate Collisions\nif <<key (r v) pressed?> or <<[collisions v] contains [2]?> or <<<(Y) < [-360]> or <[3240] < (Y)>> or <<(X) < [-4320]> or <[4320] < (X)>>>>> then\n if <(reset?) = [0]> then\n Reset\n set [reset? v] to [1]\n end\nelse\n set [reset? v] to [0]\nend\nif <<<key (o v) pressed?> or <key (p v) pressed?>> or <[collisions v] contains [5]?>> then\n if <<[collisions v] contains [5]?> and <(Clones) > [0]>> then\nelse\n set [skip? v] to [0]\nend\nchange [camera x v] by (((X) - (Camera X)) / (6))\nchange [camera y v] by (((Y) - (Camera Y)) / (6))\nif <(Camera Y) < [-180]> then\n set [camera y v] to [-180]\nend\n\ndefine Draw arrow at (x) (y) size (size) direction (dir)\nset pen size to (round ((size) / (10)))\npen up\nset pen color to (#a805ef)\nif <(dir) = [1]> then\n Go To (x) ((y) + ((size) / (-4)))\n pen down\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (-4))) (y)\n pen up\nend\nif <(dir) = [2]> then\n Go To ((x) + ((size) / (-4))) (y)\n pen down\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n pen up\nend\nif <(dir) = [3]> then\n Go To (x) ((y) + ((size) / (4)))\n pen down\n Go To (x) ((y) + ((size) / (-4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n Go To ((x) + ((size) / (-4))) (y)\n pen up\nend\nif <(dir) = [4]> then\n Go To ((x) + ((size) / (4))) (y)\n pen down\n Go To ((x) + ((size) / (-4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (-4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n pen up\nend\n\ndefine Update Gravity\nset [change in x v] to ((X) - (old x))\nset [change in y v] to ((Y) - (old y))\nif <(Gravity) = [2]> then\n set [x v] to ((old x) - (change in y))\n set [y v] to ((old y) + (change in x))\nend\nif <(Gravity) = [1]> then\n set [x v] to ((old x) - (change in x))\n set [y v] to ((old y) - (change in y))\nend\nif <(Gravity) = [4]> then\n set [x v] to ((old x) + (change in y))\n set [y v] to ((old y) - (change in x))\nend\nset [old x v] to (X)\nset [old y v] to (Y)\n\ndefine Swap Gravity\nUpdate Collisions\nset [old xv v] to (xv)\nif <[collisions v] contains [9]?> then\n if <(Gravity) = [2]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n set [gravity v] to [1]\nend\nif <[collisions v] contains [10]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n set [gravity v] to [2]\nend\nif <[collisions v] contains [11]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [2]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n set [gravity v] to [3]\nend\nif <[collisions v] contains [12]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n if <(Gravity) = [2]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n set [gravity v] to [4]\nend\n\ndefine Keys Pressed\ndelete all of [keys pressed v]\nif <<<mouse down?> and <<<(mouse x) < ((X) - (Camera X))> and <(length of [clones v]) = [0]>> or <<(mouse x) < [0]> and <(length of [clones v]) > [0]>>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [D] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<((X) - (Camera X)) < (mouse x)> and <(length of [clones v]) = [0]>> or <<[0] < (mouse x)> and <(length of [clones v]) > [0]>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [U] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<(mouse y) < ((Y) - (Camera Y))> and <(length of [clones v]) = [0]>> or <<(mouse y) < [0]> and <(length of [clones v]) > [0]>>>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [R] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<((Y) - (Camera Y)) < (mouse y)> and <(length of [clones v]) = [0]>> or <<[0] < (mouse y)> and <(length of [clones v]) > [0]>>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [L] to [keys pressed v]\n end\nend\nif <key (space v) pressed?> then\n add [U] to [keys pressed v]\nend\n\ndefine Portal Physics\nif <(portal fall?) = [0]> then\n Update Collisions\n change [x v] by (((item ((Portal1 ID) + (1)) of [level v]) - (X)) / (5))\n change [y v] by (((item ((Portal1 ID) + (2)) of [level v]) - (Y)) / (5))\n if <<([abs v] of ((item ((Portal1 ID) + (1)) of [level v]) - (X)) ) < [0.1]> and <((item ((Portal1 ID) + (2)) of [level v]) - (Y)) < [0.1]>> then\n set [x v] to (item ((Portal2 ID) + (1)) of [level v])\n set [y v] to (item ((Portal2 ID) + (2)) of [level v])\n set [portal fall? v] to [1]\n end\n Death & Camera\nelse\n Physics\nend\n\ndefine Clone Animation\nchange [x v] by (3)\nreplace item (1) of [clones v] with ((item (1) of [clones v]) - (3))\nchange [clone animation v] by (-1)\n\nwhen I receive [clone setup v]\nClone Setup\n\ndefine Clone Setup\ndelete all of [clones v]\nset [clone animation v] to [0]\nrepeat (Clones)\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [clone animation v] to [20]\n repeat (clone list length)\n add [0] to [clones v]\n end\nend\n\ndefine Pre Clone Code\nset [old x2 v] to (X)\nset [old y2 v] to (Y)\nset [old xv2 v] to (xv)\nset [old yv2 v] to (yv)\nset [old can jump?2 v] to (Can Jump?)\nset [old portal fall? v] to (portal fall?)\n\ndefine Post Clone Code\nset [x v] to (old x2)\nset [y v] to (old y2)\nset [xv v] to (old xv2)\nset [yv v] to (old yv2)\nset [can jump? v] to (old can jump?2)\nset [portal fall? v] to (old portal fall?)\n\ndefine Clone Physics Loop\nset [clone # v] to [1]\nrepeat (Clones)\n set [x v] to (item ((clone #) + (0)) of [clones v])\n set [y v] to (item ((clone #) + (1)) of [clones v])\n set [xv v] to (item ((clone #) + (2)) of [clones v])\n set [yv v] to (item ((clone #) + (3)) of [clones v])\n set [can jump? v] to (item ((clone #) + (4)) of [clones v])\n set [portal fall? v] to (item ((clone #) + (5)) of [clones v])\n Update Collisions\n if <<[collisions v] contains [13]?> or <[collisions v] contains [14]?>> then\n Portal Physics\n else\n set [portal fall? v] to [0]\n if <[collisions v] contains [7]?> then\n Water Physics\n else\n Physics\n end\n end\n replace item ((clone #) + (0)) of [clones v] with (X)\n replace item ((clone #) + (1)) of [clones v] with (Y)\n replace item ((clone #) + (2)) of [clones v] with (xv)\n replace item ((clone #) + (3)) of [clones v] with (yv)\n replace item ((clone #) + (4)) of [clones v] with (Can Jump?)\n replace item ((clone #) + (5)) of [clones v] with (portal fall?)\n change [clone # v] by (clone list length)\nend\n\nwhen [l v] key pressed\nif <(Lag) = [0]> then\n set [lag v] to [1]\nelse\n set [lag v] to [0]\nend\n\nwhen I receive [green flag clicked v]\nset [lag v] to [0]\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nhide\nset [world v] to [1]\nset [level v] to [1]\nGenerate Level\nReset\nset [**frames** v] to [0]\nforever\n change [**frames** v] by (1)\n if <(clone animation) > [0]> then\n Clone Animation\n else\n Move Level\n Update Collisions\n if <<[collisions v] contains [13]?> or <[collisions v] contains [14]?>> then\n Portal Physics\n else\n set [portal fall? v] to [0]\n if <[collisions v] contains [7]?> then\n Water Physics\n else\n Physics\n end\n end\n Pre Clone Code\n Clone Physics Loop\n Post Clone Code\n set [clone # v] to [0]\n end\n Render\n broadcast (time v)\nend\n\ndefine !!Line Collisions (x1) (y1) (x2) (y2) (x3) (y3) (x4) (y4)\nset [!!colliding v] to [1]\n!direction (x3) (y3) (x4) (y4) (x1) (y1)\nif <<(return) = [0]> and <(colin) = [1]>> then\n stop [this script v]\nend\nset [a1 v] to (return)\n!direction (x3) (y3) (x4) (y4) (x2) (y2)\nif <<(return) = [0]> and <(colin) = [1]>> then\n stop [this script v]\nend\nset [a2 v] to (return)\n!direction (x1) (y1) (x2) (y2) (x3) (y3)\nif <<(return) = [0]> and <(colin) = [1]>> then\n stop [this script v]\nend\nset [a3 v] to (return)\n!direction (x1) (y1) (x2) (y2) (x4) (y4)\nif <<(return) = [0]> and <(colin) = [1]>> then\n stop [this script v]\nend\nset [a4 v] to (return)\nif <<not <(a1) = (a2)>> and <not <(a3) = (a4)>>> then\n stop [this script v]\nend\nset [!!colliding v] to [0]\n\nset [a1 v] to ((((x3) - (x1)) * ((y4) - (y1))) - (((x4) - (x1)) * ((y3) - (y1))))\nset [a2 v] to ((((x3) - (x2)) * ((y4) - (y2))) - (((x4) - (x2)) * ((y3) - (y2))))\nset [a3 v] to ((((x1) - (x3)) * ((y2) - (y3))) - (((x2) - (x3)) * ((y1) - (y3))))\nset [a4 v] to ((((x1) - (x4)) * ((y2) - (y4))) - (((x2) - (x4)) * ((y1) - (y4))))\nset [!!colliding v] to (() + <<((a1) * (a2)) < [0]> and <((a3) * (a4)) < [0]>>)\n\ndefine !Circle to Line Collisions (x1) (y1) (r1) & (x2) (y2) (r2)\nif <(r2) < [1]> then\n set [!!colliding v] to [0]\n stop [this script v]\nend\nset [*x1 v] to ((x1) - (([cos v] of (((x1) + (y1)) + (90)) ) * ((r1) / (2))))\nset [*y1 v] to ((y1) - (([sin v] of (((x1) + (y1)) + (90)) ) * ((r1) / (2))))\nset [*x2 v] to ((x1) + (([cos v] of (((x1) + (y1)) + (90)) ) * ((r1) / (2))))\nset [*y2 v] to ((y1) + (([sin v] of (((x1) + (y1)) + (90)) ) * ((r1) / (2))))\nset [*x3 v] to ((x2) - (([cos v] of ((x2) + (y2)) ) * ((r2) / (2))))\nset [*y3 v] to ((y2) - (([sin v] of ((x2) + (y2)) ) * ((r2) / (2))))\nset [*x4 v] to ((x2) + (([cos v] of ((x2) + (y2)) ) * ((r2) / (2))))\nset [*y4 v] to ((y2) + (([sin v] of ((x2) + (y2)) ) * ((r2) / (2))))\n!!Line Collisions (round (*x1)) (round (*y1)) (round (*x2)) (round (*y2)) (round (*x3)) (round (*y3)) (round (*x4)) (round (*y4))\n\nset [i2 v] to [1]\n!Circle to Line Collisions (X) (Y) (Size) & (item ((i2) + (1)) of [level v]) (item ((i2) + (2)) of [level v]) (item ((i2) + (3)) of [level v])\n\nchange [y v] by (-2)\n\nRender\n\ndefine !direction (x1) (y1) (x2) (y2) (x3) (y3)\nset [return v] to ((((y3) - (y1)) * ((x2) - (x1))) - (((x3) - (x1)) * ((y2) - (y1))))\nif <not <(return) = [0]>> then\n set [return v] to (([abs v] of (return) ) / (return))\nend\nset [colin v] to [0]\nif <not <([abs v] of ((((y3) - (y1)) * ((x2) - (x1))) - (((x3) - (x1)) * ((y2) - (y1)))) ) > ((Thickness) * ([sqrt v] of ((((x2) - (x1)) * ((x2) - (x1))) + (((y2) - (y1)) * ((y2) - (y1)))) ))>> then\n if <(x1) < (x2)> then\n set [*xmin v] to (x1)\n set [*xmax v] to (x2)\n else\n set [*xmin v] to (x2)\n set [*xmax v] to (x1)\n end\n if <(y1) < (y2)> then\n set [*ymin v] to (y1)\n set [*ymax v] to (y2)\n else\n set [*ymin v] to (y2)\n set [*ymax v] to (y1)\n end\n if <<<not <(x3) < ((*xmin) - (Thickness))>> and <not <((*xmax) + (Thickness)) < (x3)>>> and <<not <(y3) < ((*ymin) - (Thickness))>> and <not <((*ymax) + (Thickness)) < (y3)>>>> then\n set [colin v] to [1]\n end\nend\n\nReset\n\n@Word 1\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [1]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [80]\nAdd Circle [1] at [125] [-75] size [100]\nAdd Circle [1] at [250] [-75] size [75]\nAdd Circle [1] at [500] [-150] size [400]\nAdd Circle [1] at [650] [-75] size [50]\nAdd Circle [1] at [750] [0] size [90]\nAdd Circle [1] at [900] [0] size [90]\nAdd Circle [1] at [1050] [0] size [90]\nAdd Circle [5] at [1050] [125] size [40]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [87] [-75] size [25]\nAdd Circle [2] at [87] [-50] size [25]\nAdd Circle [2] at [87] [-25] size [25]\nAdd Circle [1] at [150] [-75] size [50]\nAdd Circle [2] at [200] [-75] size [25]\nAdd Circle [2] at [200] [-50] size [25]\nAdd Circle [2] at [200] [-25] size [25]\nAdd Circle [1] at [250] [-25] size [50]\nAdd Circle [2] at [300] [-25] size [25]\nAdd Circle [2] at [325] [-25] size [25]\nAdd Circle [2] at [350] [-25] size [25]\nAdd Circle [1] at [400] [-25] size [50]\nAdd Circle [2] at [450] [-50] size [25]\nAdd Circle [2] at [468] [-68] size [25]\nAdd Circle [2] at [486] [-86] size [25]\nAdd Circle [1] at [550] [-150] size [100]\nAdd Circle [5] at [650] [-50] size [50]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [3] at [100] [-50] size [50]\nAdd Circle [2] at [175] [-75] size [25]\nAdd Circle [2] at [175] [-50] size [25]\nAdd Circle [2] at [175] [-25] size [25]\nAdd Circle [2] at [175] [0] size [25]\nAdd Circle [2] at [175] [25] size [25]\nAdd Circle [1] at [350] [-135] size [300]\nAdd Circle [3] at [400] [-50] size [50]\nAdd Circle [1] at [550] [50] size [100]\nAdd Circle [3] at [650] [50] size [50]\nAdd Circle [2] at [700] [50] size [25]\nAdd Circle [2] at [725] [50] size [25]\nAdd Circle [2] at [750] [50] size [25]\nAdd Circle [2] at [775] [50] size [25]\nAdd Circle [2] at [800] [50] size [25]\nAdd Circle [2] at [825] [50] size [25]\nAdd Circle [1] at [900] [50] size [200]\nAdd Circle [5] at [950] [200] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [50] [-50] size [25]\nAdd Circle [2] at [75] [-25] size [25]\nAdd Circle [2] at [100] [-50] size [25]\nAdd Circle [1] at [150] [-100] size [100]\nAdd Circle [2] at [200] [-150] size [25]\nAdd Circle [2] at [225] [-175] size [25]\nAdd Circle [2] at [250] [-150] size [25]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [400] [-200] size [75]\nAdd Circle [1] at [300] [400] size [75]\nAdd Circle [1] at [500] [400] size [75]\nAdd Moving Circle [1] size [75] at [400] [200] speed [0] [-2]\nAdd Circle [2] at [350] [650] size [25]\nAdd Circle [2] at [375] [650] size [25]\nAdd Circle [2] at [400] [650] size [25]\nAdd Circle [2] at [425] [650] size [25]\nAdd Circle [2] at [450] [650] size [25]\nAdd Moving Circle [1] size [100] at [600] [400] speed [3] [0]\nAdd Circle [1] at [800] [400] size [75]\nAdd Circle [5] at [800] [500] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [100] [175] size [100]\nAdd Circle [1] at [100] [-250] size [100]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Moving Circle [2] size [25] at [100] [-25] speed [0] [-2]\nAdd Moving Circle [2] size [25] at [100] [25] speed [0] [2]\nAdd Circle [1] at [400] [-100] size [100]\nAdd Circle [2] at [400] [-25] size [25]\nAdd Circle [2] at [400] [0] size [25]\nAdd Circle [2] at [400] [25] size [25]\nAdd Circle [2] at [400] [50] size [25]\nAdd Circle [2] at [400] [75] size [25]\nAdd Moving Circle [2] size [25] at [275] [-100] speed [1] [0]\nAdd Circle [1] at [300] [-250] size [100]\nAdd Circle [5] at [400] [-250] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Moving Circle [1] size [200] at [300] [-100] speed [-2] [0]\nAdd Circle [2] at [400] [25] size [25]\nAdd Circle [2] at [700] [25] size [25]\nAdd Circle [5] at [900] [75] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-200] size [200]\nAdd Circle [1] at [100] [-150] size [50]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Circle [1] at [350] [-100] size [100]\nAdd Circle [2] at [275] [-100] size [25]\nAdd Circle [2] at [275] [-75] size [25]\nAdd Circle [2] at [275] [-50] size [25]\nAdd Circle [2] at [275] [-25] size [25]\nAdd Circle [1] at [400] [10] size [50]\nAdd Circle [3] at [350] [100] size [50]\nAdd Circle [1] at [400] [200] size [50]\nAdd Circle [3] at [500] [200] size [50]\nAdd Circle [2] at [575] [200] size [25]\nAdd Circle [2] at [600] [200] size [25]\nAdd Circle [2] at [625] [200] size [25]\nAdd Circle [1] at [700] [200] size [50]\nAdd Circle [1] at [775] [275] size [75]\nAdd Circle [1] at [900] [275] size [100]\nAdd Circle [5] at [1000] [375] size [50]\n\ndefine Level 8\nAdd Circle [1] at [0] [-100] size [50]\nAdd Circle [1] at [-100] [-50] size [50]\nAdd Circle [1] at [-50] [50] size [50]\nAdd Circle [1] at [50] [70] size [50]\nAdd Circle [1] at [645] [95] size [1000]\nAdd Circle [2] at [400] [125] size [25]\nAdd Circle [2] at [500] [255] size [25]\nAdd Circle [2] at [518] [275] size [25]\nAdd Circle [2] at [800] [225] size [25]\nAdd Circle [2] at [700] [255] size [25]\nAdd Circle [2] at [682] [275] size [25]\nAdd Circle [5] at [1150] [100] size [50]\n\ndefine Level 9\nAdd Circle [1] at [-100] [-100] size [200]\nAdd Circle [2] at [25] [-250] size [25]\nAdd Circle [2] at [50] [-250] size [25]\nAdd Circle [2] at [75] [-250] size [25]\nAdd Moving Circle [1] size [75] at [50] [-200] speed [0] [3]\nAdd Circle [1] at [25] [250] size [25]\nAdd Circle [1] at [50] [250] size [25]\nAdd Circle [1] at [75] [250] size [25]\nAdd Circle [1] at [150] [150] size [75]\nAdd Moving Circle [3] size [75] at [150] [450] speed [0] [4]\nAdd Circle [1] at [25] [425] size [25]\nAdd Circle [1] at [50] [425] size [25]\nAdd Circle [1] at [75] [425] size [25]\nAdd Circle [3] at [-75] [325] size [25]\nAdd Circle [3] at [-50] [325] size [25]\nAdd Circle [3] at [-25] [325] size [25]\nAdd Circle [2] at [125] [350] size [25]\nAdd Circle [2] at [150] [350] size [25]\nAdd Circle [2] at [175] [350] size [25]\nAdd Circle [3] at [125] [900] size [25]\nAdd Circle [3] at [150] [900] size [25]\nAdd Circle [3] at [175] [900] size [25]\nAdd Circle [1] at [50] [825] size [25]\nAdd Circle [1] at [75] [825] size [25]\nAdd Circle [1] at [100] [825] size [25]\nAdd Circle [1] at [200] [775] size [25]\nAdd Circle [1] at [225] [775] size [25]\nAdd Circle [1] at [250] [775] size [25]\nAdd Circle [5] at [150] [1100] size [50]\n\ndefine Level 10\nAdd Circle [1] at [0] [-100] size [150]\nAdd Moving Circle [1] size [50] at [-100] [0] speed [3] [1]\nAdd Circle [2] at [-150] [-25] size [25]\nAdd Circle [2] at [-150] [0] size [25]\nAdd Circle [2] at [-150] [25] size [25]\nAdd Circle [2] at [150] [50] size [25]\nAdd Circle [2] at [150] [75] size [25]\nAdd Circle [2] at [150] [100] size [25]\nAdd Circle [1] at [250] [75] size [125]\nAdd Circle [1] at [250] [175] size [50]\nAdd Circle [1] at [450] [75] size [150]\nAdd Moving Circle [1] size [50] at [350] [175] speed [3] [0]\nAdd Moving Circle [1] size [50] at [550] [250] speed [-3] [-1]\nAdd Circle [2] at [300] [150] size [25]\nAdd Circle [2] at [300] [175] size [25]\nAdd Circle [2] at [300] [200] size [25]\nAdd Circle [2] at [600] [150] size [25]\nAdd Circle [2] at [600] [175] size [25]\nAdd Circle [2] at [600] [200] size [25]\nAdd Circle [2] at [600] [225] size [25]\nAdd Circle [2] at [600] [250] size [25]\nAdd Circle [2] at [600] [275] size [25]\nAdd Circle [5] at [500] [350] size [50]\n\n@Word 2\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [2]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [7] at [200] [-50] size [200]\nAdd Circle [7] at [335] [-75] size [200]\nAdd Circle [7] at [300] [-25] size [200]\nAdd Circle [7] at [400] [0] size [200]\nAdd Circle [7] at [425] [-50] size [200]\nAdd Circle [7] at [500] [-75] size [200]\nAdd Circle [7] at [525] [0] size [200]\nAdd Circle [7] at [600] [0] size [200]\nAdd Circle [1] at [775] [-150] size [100]\nAdd Circle [1] at [830] [-100] size [50]\nAdd Circle [1] at [900] [-50] size [100]\nAdd Circle [7] at [900] [150] size [200]\nAdd Circle [7] at [900] [75] size [100]\nAdd Circle [7] at [900] [200] size [200]\nAdd Circle [7] at [875] [350] size [200]\nAdd Circle [7] at [925] [300] size [200]\nAdd Circle [7] at [950] [400] size [200]\nAdd Circle [7] at [900] [425] size [200]\nAdd Circle [7] at [875] [500] size [200]\nAdd Circle [7] at [950] [525] size [200]\nAdd Circle [7] at [950] [600] size [200]\nAdd Circle [5] at [1000] [615] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [7] at [175] [0] size [200]\nAdd Circle [7] at [175] [-100] size [200]\nAdd Circle [7] at [275] [0] size [200]\nAdd Circle [7] at [275] [-100] size [200]\nAdd Circle [2] at [225] [-75] size [25]\nAdd Circle [2] at [225] [-50] size [25]\nAdd Circle [2] at [250] [-75] size [25]\nAdd Circle [2] at [250] [-50] size [25]\nAdd Circle [1] at [450] [-75] size [100]\nAdd Circle [7] at [625] [-50] size [200]\nAdd Circle [7] at [625] [-150] size [200]\nAdd Circle [7] at [625] [-250] size [200]\nAdd Circle [7] at [725] [-50] size [200]\nAdd Circle [7] at [725] [-150] size [200]\nAdd Circle [7] at [725] [-250] size [200]\nAdd Circle [2] at [675] [-200] size [25]\nAdd Circle [2] at [675] [-175] size [25]\nAdd Circle [2] at [675] [-150] size [25]\nAdd Circle [2] at [675] [-125] size [25]\nAdd Circle [2] at [675] [-100] size [25]\nAdd Circle [2] at [675] [-75] size [25]\nAdd Circle [2] at [675] [-50] size [25]\nAdd Circle [2] at [675] [-25] size [25]\nAdd Circle [2] at [675] [0] size [25]\nAdd Circle [2] at [675] [25] size [25]\nAdd Circle [2] at [675] [50] size [25]\nAdd Circle [2] at [675] [75] size [25]\nAdd Circle [2] at [675] [100] size [25]\nAdd Circle [1] at [950] [-150] size [100]\nAdd Circle [5] at [950] [-15] size [50]\n\ndefine Level 3\nAdd Circle [1] at [100] [-250] size [500]\nAdd Circle [2] at [100] [15] size [25]\nAdd Circle [2] at [100] [35] size [25]\nAdd Circle [7] at [300] [-100] size [200]\nAdd Circle [4] at [600] [-170] size [500]\nAdd Circle [7] at [800] [100] size [200]\nAdd Circle [2] at [700] [15] size [25]\nAdd Circle [2] at [700] [40] size [25]\nAdd Circle [4] at [900] [0] size [25]\nAdd Circle [4] at [925] [0] size [25]\nAdd Circle [4] at [950] [0] size [25]\nAdd Circle [4] at [975] [0] size [25]\nAdd Circle [4] at [1000] [0] size [25]\nAdd Circle [4] at [1025] [0] size [25]\nAdd Circle [4] at [1050] [0] size [25]\nAdd Circle [4] at [1075] [0] size [25]\nAdd Circle [4] at [1100] [0] size [25]\nAdd Circle [4] at [1100] [150] size [25]\nAdd Moving Circle [2] size [25] at [1100] [100] speed [0] [4]\nAdd Circle [4] at [1125] [0] size [25]\nAdd Circle [4] at [1150] [0] size [25]\nAdd Circle [1] at [1150] [0] size [25]\nAdd Circle [1] at [1175] [0] size [25]\nAdd Circle [1] at [1200] [0] size [25]\nAdd Circle [5] at [1275] [-50] size [50]\n\ndefine Level 4\nAdd Circle [4] at [0] [-100] size [100]\nAdd Circle [4] at [90] [-10] size [75]\nAdd Circle [4] at [0] [100] size [50]\nAdd Circle [4] at [100] [170] size [25]\nAdd Circle [4] at [150] [225] size [25]\nAdd Circle [7] at [200] [360] size [300]\nAdd Circle [4] at [250] [350] size [25]\nAdd Circle [4] at [275] [350] size [25]\nAdd Circle [4] at [300] [350] size [25]\nAdd Circle [7] at [350] [350] size [100]\nAdd Circle [7] at [400] [350] size [100]\nAdd Circle [4] at [450] [350] size [25]\nAdd Circle [4] at [475] [350] size [25]\nAdd Circle [4] at [500] [350] size [25]\nAdd Circle [4] at [350] [600] size [25]\nAdd Circle [4] at [375] [600] size [25]\nAdd Circle [4] at [400] [600] size [25]\nAdd Moving Circle [2] size [25] at [350] [500] speed [0] [3]\nAdd Moving Circle [2] size [25] at [400] [500] speed [0] [-3]\nAdd Circle [2] at [375] [500] size [25]\nAdd Circle [2] at [550] [350] size [25]\nAdd Circle [2] at [575] [350] size [25]\nAdd Circle [2] at [575] [375] size [25]\nAdd Circle [2] at [600] [350] size [25]\nAdd Circle [4] at [650] [350] size [25]\nAdd Circle [4] at [675] [375] size [25]\nAdd Circle [4] at [700] [400] size [25]\nAdd Moving Circle [1] size [50] at [725] [500] speed [0] [4]\nAdd Circle [4] at [650] [600] size [25]\nAdd Circle [4] at [675] [600] size [25]\nAdd Circle [4] at [700] [600] size [25]\nAdd Circle [3] at [600] [575] size [75]\nAdd Circle [5] at [375] [700] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [100] [-100] size [100]\nAdd Circle [4] at [200] [-100] size [100]\nAdd Circle [2] at [300] [-100] size [75]\nAdd Circle [2] at [400] [-100] size [75]\nAdd Circle [2] at [500] [-100] size [75]\nAdd Circle [7] at [350] [0] size [200]\nAdd Circle [7] at [450] [0] size [200]\nAdd Circle [4] at [600] [-100] size [100]\nAdd Circle [1] at [700] [-300] size [100]\nAdd Circle [4] at [800] [-300] size [100]\nAdd Circle [4] at [900] [-300] size [100]\nAdd Circle [2] at [1000] [-100] size [75]\nAdd Circle [2] at [1100] [-100] size [75]\nAdd Circle [2] at [1200] [-100] size [75]\nAdd Circle [7] at [1050] [-200] size [200]\nAdd Circle [7] at [1150] [-200] size [200]\nAdd Circle [4] at [1300] [-300] size [100]\nAdd Circle [3] at [1400] [-300] size [100]\nAdd Circle [7] at [1550] [-150] size [200]\nAdd Circle [7] at [1600] [-100] size [200]\nAdd Circle [7] at [1650] [-50] size [200]\nAdd Circle [7] at [1700] [0] size [200]\nAdd Circle [7] at [1750] [50] size [200]\nAdd Circle [7] at [1850] [50] size [200]\nAdd Circle [5] at [1900] [50] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [75] [-100] size [25]\nAdd Circle [4] at [100] [-100] size [25]\nAdd Circle [4] at [125] [-100] size [25]\nAdd Circle [4] at [150] [-100] size [25]\nAdd Circle [4] at [175] [-100] size [25]\nAdd Circle [2] at [200] [-100] size [25]\nAdd Circle [2] at [200] [-75] size [25]\nAdd Circle [2] at [200] [-50] size [25]\nAdd Circle [4] at [225] [-100] size [25]\nAdd Circle [4] at [250] [-100] size [25]\nAdd Circle [4] at [275] [-100] size [25]\nAdd Circle [2] at [300] [-100] size [25]\nAdd Circle [2] at [300] [-75] size [25]\nAdd Circle [2] at [300] [-50] size [25]\nAdd Circle [4] at [325] [-100] size [25]\nAdd Circle [4] at [350] [-100] size [25]\nAdd Circle [4] at [375] [-100] size [25]\nAdd Circle [4] at [400] [-100] size [25]\nAdd Circle [4] at [425] [-100] size [25]\nAdd Circle [4] at [450] [-100] size [25]\nAdd Circle [4] at [475] [-100] size [25]\nAdd Circle [4] at [500] [-100] size [25]\nAdd Circle [2] at [525] [-100] size [25]\nAdd Circle [2] at [550] [-100] size [25]\nAdd Circle [2] at [575] [-100] size [25]\nAdd Circle [2] at [600] [-100] size [25]\nAdd Circle [2] at [625] [-100] size [25]\nAdd Circle [2] at [650] [-100] size [25]\nAdd Circle [1] at [675] [-100] size [25]\nAdd Circle [1] at [700] [-100] size [25]\nAdd Circle [1] at [725] [-100] size [25]\nAdd Circle [7] at [700] [-170] size [300]\nAdd Circle [7] at [800] [-150] size [50]\nAdd Circle [7] at [750] [-150] size [50]\nAdd Circle [7] at [700] [-150] size [50]\nAdd Circle [7] at [650] [-150] size [50]\nAdd Circle [7] at [600] [-150] size [50]\nAdd Circle [5] at [500] [-150] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-100] size [150]\nAdd Circle [1] at [0] [400] size [100]\nAdd Circle [1] at [100] [200] size [100]\nAdd Circle [1] at [600] [200] size [100]\nAdd Moving Circle [7] size [100] at [0] [100] speed [0] [-3]\nAdd Moving Circle [7] size [100] at [-100] [100] speed [0] [-3]\nAdd Moving Circle [7] size [100] at [100] [100] speed [0] [-3]\nAdd Moving Circle [1] size [100] at [200] [200] speed [3] [0]\nAdd Circle [4] at [1200] [200] size [100]\nAdd Moving Circle [4] size [100] at [800] [200] speed [5] [0]\nAdd Circle [4] at [800] [125] size [25]\nAdd Circle [4] at [825] [125] size [25]\nAdd Circle [4] at [850] [125] size [25]\nAdd Circle [4] at [900] [275] size [25]\nAdd Circle [4] at [925] [275] size [25]\nAdd Circle [4] at [950] [275] size [25]\nAdd Circle [1] at [1300] [125] size [25]\nAdd Circle [1] at [1325] [125] size [25]\nAdd Circle [1] at [1350] [125] size [25]\nAdd Circle [2] at [1375] [125] size [25]\nAdd Circle [2] at [1400] [125] size [25]\nAdd Circle [2] at [1425] [125] size [25]\nAdd Circle [1] at [1450] [125] size [25]\nAdd Circle [1] at [1475] [125] size [25]\nAdd Circle [1] at [1500] [125] size [25]\nAdd Circle [4] at [1600] [300] size [100]\nAdd Moving Circle [4] size [50] at [1400] [250] speed [4] [0]\nAdd Circle [5] at [1600] [450] size [50]\n\ndefine Level 8\nAdd Circle [5] at [0] [-200] size [50]\nAdd Circle [7] at [0] [0] size [400]\nAdd Circle [7] at [300] [300] size [400]\nAdd Circle [7] at [600] [0] size [400]\nAdd Circle [7] at [900] [300] size [400]\nAdd Circle [7] at [1200] [600] size [400]\nAdd Circle [7] at [900] [900] size [400]\nAdd Circle [7] at [600] [1200] size [400]\nAdd Circle [7] at [300] [1500] size [400]\nAdd Circle [7] at [600] [1800] size [400]\nAdd Circle [5] at [750] [2000] size [50]\nAdd Circle [2] at [50] [0] size [25]\nAdd Circle [2] at [0] [50] size [25]\nAdd Circle [2] at [-50] [100] size [25]\nAdd Circle [2] at [-100] [150] size [25]\nAdd Circle [2] at [-50] [-100] size [25]\nAdd Circle [2] at [-100] [-150] size [25]\nAdd Circle [2] at [50] [100] size [25]\nAdd Circle [2] at [100] [150] size [25]\nAdd Circle [2] at [150] [200] size [25]\nAdd Circle [2] at [200] [250] size [25]\nAdd Circle [2] at [250] [300] size [25]\nAdd Circle [2] at [300] [350] size [25]\nAdd Circle [2] at [350] [300] size [25]\nAdd Circle [2] at [250] [125] size [25]\nAdd Circle [2] at [300] [175] size [25]\nAdd Circle [2] at [350] [125] size [25]\nAdd Circle [2] at [400] [250] size [25]\nAdd Circle [2] at [450] [200] size [25]\nAdd Circle [2] at [500] [200] size [25]\nAdd Circle [2] at [550] [150] size [25]\nAdd Circle [2] at [550] [100] size [25]\nAdd Circle [2] at [550] [50] size [25]\nAdd Circle [2] at [550] [0] size [25]\nAdd Circle [2] at [550] [-50] size [25]\nAdd Circle [2] at [550] [-100] size [25]\nAdd Circle [2] at [650] [-175] size [25]\nAdd Circle [2] at [650] [-125] size [25]\nAdd Circle [2] at [650] [-75] size [25]\nAdd Circle [2] at [650] [-25] size [25]\nAdd Circle [2] at [650] [25] size [25]\nAdd Circle [2] at [650] [75] size [25]\nAdd Circle [2] at [700] [100] size [25]\nAdd Circle [2] at [800] [150] size [25]\nAdd Circle [2] at [850] [200] size [25]\nAdd Circle [2] at [900] [250] size [25]\nAdd Circle [2] at [950] [300] size [25]\nAdd Circle [2] at [1000] [350] size [25]\nAdd Circle [2] at [1050] [400] size [25]\nAdd Circle [2] at [775] [350] size [25]\nAdd Circle [2] at [825] [400] size [25]\nAdd Circle [2] at [875] [450] size [25]\nAdd Circle [2] at [925] [500] size [25]\nAdd Circle [2] at [725] [300] size [25]\nAdd Circle [2] at [1030] [600] size [50]\nAdd Circle [2] at [1200] [600] size [250]\nAdd Circle [2] at [1085] [785] size [25]\nAdd Circle [5] at [900] [900] size [50]\nAdd Circle [2] at [600] [1200] size [275]\nAdd Circle [2] at [300] [1500] size [300]\nAdd Circle [2] at [600] [1800] size [350]\nAdd Circle [2] at [785] [1085] size [25]\n\ndefine Level 9\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [200] [-100] size [75]\nAdd Circle [4] at [250] [0] size [70]\nAdd Circle [4] at [300] [100] size [65]\nAdd Circle [4] at [450] [150] size [60]\nAdd Circle [4] at [575] [200] size [55]\nAdd Circle [4] at [450] [275] size [50]\nAdd Circle [4] at [300] [275] size [45]\nAdd Circle [4] at [160] [325] size [40]\nAdd Circle [4] at [100] [425] size [35]\nAdd Circle [4] at [250] [450] size [30]\nAdd Circle [4] at [400] [475] size [25]\nAdd Circle [4] at [500] [550] size [20]\nAdd Circle [4] at [400] [625] size [15]\nAdd Circle [4] at [350] [625] size [10]\nAdd Circle [4] at [300] [650] size [5]\nAdd Circle [5] at [200] [700] size [50]\n\ndefine Level 10\nAdd Circle [4] at [0] [-100] size [100]\nAdd Moving Circle [2] size [25] at [100] [-100] speed [5] [0]\nAdd Circle [4] at [200] [-100] size [25]\nAdd Circle [4] at [200] [-75] size [25]\nAdd Circle [4] at [200] [-50] size [25]\nAdd Circle [4] at [200] [-25] size [25]\nAdd Circle [4] at [200] [0] size [25]\nAdd Circle [4] at [200] [25] size [25]\nAdd Circle [7] at [100] [-200] size [100]\nAdd Circle [7] at [150] [-175] size [100]\nAdd Circle [7] at [200] [-225] size [100]\nAdd Circle [7] at [250] [-200] size [100]\nAdd Circle [7] at [225] [-175] size [100]\nAdd Circle [7] at [300] [-150] size [100]\nAdd Circle [2] at [200] [-125] size [25]\nAdd Circle [2] at [200] [-150] size [25]\nAdd Circle [2] at [200] [-175] size [25]\nAdd Moving Circle [2] size [25] at [250] [-75] speed [4] [0]\nAdd Circle [4] at [400] [-100] size [75]\nAdd Circle [4] at [500] [-100] size [25]\nAdd Circle [4] at [525] [-100] size [25]\nAdd Circle [4] at [550] [-100] size [25]\nAdd Circle [4] at [575] [-100] size [25]\nAdd Circle [4] at [600] [-100] size [25]\nAdd Circle [4] at [625] [-100] size [25]\nAdd Circle [4] at [650] [-100] size [25]\nAdd Circle [4] at [675] [-100] size [25]\nAdd Circle [4] at [700] [-100] size [25]\nAdd Circle [2] at [725] [-100] size [25]\nAdd Circle [2] at [750] [-100] size [25]\nAdd Circle [2] at [775] [-100] size [25]\nAdd Circle [2] at [800] [-100] size [25]\nAdd Circle [2] at [825] [-100] size [25]\nAdd Circle [2] at [850] [-100] size [25]\nAdd Circle [4] at [875] [-100] size [25]\nAdd Circle [4] at [900] [-100] size [25]\nAdd Circle [4] at [950] [-100] size [25]\nAdd Circle [4] at [1000] [-100] size [25]\nAdd Circle [4] at [1050] [-100] size [25]\nAdd Circle [4] at [1100] [-100] size [25]\nAdd Moving Circle [5] size [75] at [1200] [0] speed [-5] [-5]\nAdd Moving Circle [5] size [75] at [1500] [300] speed [5] [5]\nAdd Circle [4] at [2000] [800] size [25]\nAdd Circle [4] at [2025] [800] size [25]\nAdd Circle [4] at [2050] [800] size [25]\nAdd Circle [5] at [2025] [925] size [50]\n\n@Word 3\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [3]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [80] [0] size [75]\nAdd Circle [1] at [150] [100] size [50]\nAdd Circle [8] at [300] [100] size [100]\nAdd Circle [1] at [450] [100] size [100]\nAdd Circle [2] at [500] [145] size [25]\nAdd Circle [2] at [520] [160] size [25]\nAdd Circle [2] at [540] [175] size [25]\nAdd Circle [1] at [590] [190] size [75]\nAdd Circle [8] at [750] [190] size [100]\nAdd Circle [8] at [900] [200] size [100]\nAdd Circle [1] at [1100] [150] size [150]\nAdd Circle [5] at [1300] [125] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [8] at [150] [-100] size [100]\nAdd Circle [8] at [325] [-100] size [100]\nAdd Circle [8] at [450] [-100] size [100]\nAdd Circle [2] at [512] [-100] size [25]\nAdd Circle [2] at [512] [-75] size [25]\nAdd Circle [2] at [512] [-50] size [25]\nAdd Circle [8] at [575] [-100] size [100]\nAdd Circle [2] at [650] [-100] size [25]\nAdd Circle [2] at [675] [-100] size [25]\nAdd Circle [2] at [700] [-100] size [25]\nAdd Circle [8] at [775] [-100] size [100]\nAdd Circle [8] at [900] [-100] size [50]\nAdd Circle [1] at [1000] [-100] size [50]\nAdd Circle [8] at [1100] [-100] size [50]\nAdd Circle [2] at [1150] [-100] size [25]\nAdd Circle [2] at [1175] [-100] size [25]\nAdd Circle [2] at [1200] [-100] size [25]\nAdd Circle [8] at [1250] [-100] size [50]\nAdd Circle [1] at [1375] [-100] size [100]\nAdd Circle [8] at [1500] [-50] size [100]\nAdd Circle [5] at [1600] [0] size [50]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [100] [-100] size [100]\nAdd Circle [8] at [100] [0] size [100]\nAdd Circle [8] at [100] [100] size [100]\nAdd Circle [3] at [200] [-50] size [100]\nAdd Circle [1] at [-50] [100] size [100]\nAdd Circle [1] at [0] [150] size [50]\nAdd Circle [1] at [-150] [200] size [100]\nAdd Circle [8] at [-75] [300] size [50]\nAdd Circle [8] at [-25] [300] size [50]\nAdd Circle [8] at [25] [300] size [50]\nAdd Circle [8] at [75] [300] size [50]\nAdd Circle [8] at [125] [300] size [50]\nAdd Circle [8] at [175] [300] size [50]\nAdd Circle [8] at [225] [300] size [50]\nAdd Circle [8] at [275] [300] size [50]\nAdd Circle [2] at [50] [325] size [25]\nAdd Circle [2] at [50] [350] size [25]\nAdd Circle [2] at [150] [325] size [25]\nAdd Circle [2] at [150] [350] size [25]\nAdd Circle [8] at [375] [350] size [100]\nAdd Moving Circle [1] size [100] at [375] [250] speed [0] [-3]\nAdd Circle [2] at [350] [150] size [25]\nAdd Circle [2] at [375] [150] size [25]\nAdd Circle [2] at [400] [150] size [25]\nAdd Circle [5] at [375] [650] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [6] at [400] [-350] size [700]\nAdd Circle [6] at [750] [-350] size [700]\nAdd Circle [6] at [1300] [-250] size [500]\nAdd Circle [8] at [150] [-75] size [75]\nAdd Circle [8] at [225] [0] size [50]\nAdd Circle [8] at [400] [0] size [25]\nAdd Circle [1] at [700] [-50] size [100]\nAdd Circle [1] at [900] [-50] size [75]\nAdd Moving Circle [1] size [100] at [1000] [50] speed [5] [0]\nAdd Circle [8] at [1100] [-25] size [75]\nAdd Circle [8] at [1500] [-100] size [100]\nAdd Circle [6] at [1700] [-100] size [200]\nAdd Circle [2] at [1775] [-12] size [25]\nAdd Circle [2] at [1800] [-12] size [25]\nAdd Circle [2] at [1825] [-12] size [25]\nAdd Circle [2] at [1850] [-12] size [25]\nAdd Circle [2] at [1875] [-12] size [25]\nAdd Circle [2] at [1900] [-12] size [25]\nAdd Circle [2] at [1925] [-12] size [25]\nAdd Circle [2] at [1950] [-12] size [25]\nAdd Circle [2] at [1975] [-12] size [25]\nAdd Circle [2] at [2000] [-12] size [25]\nAdd Circle [6] at [2075] [-100] size [200]\nAdd Circle [8] at [1825] [25] size [25]\nAdd Circle [8] at [1862] [25] size [50]\nAdd Circle [8] at [1900] [25] size [25]\nAdd Circle [5] at [2250] [-100] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-150] size [100]\nAdd Moving Circle [8] size [100] at [300] [-225] speed [-5] [0]\nAdd Circle [6] at [500] [-150] size [100]\nAdd Circle [8] at [600] [-50] size [100]\nAdd Circle [6] at [800] [-50] size [50]\nAdd Circle [8] at [850] [-50] size [50]\nAdd Circle [8] at [850] [-300] size [50]\nAdd Moving Circle [8] size [100] at [900] [-200] speed [0] [10]\nAdd Circle [5] at [900] [500] size [50]\n\ndefine Level 6\nAdd Circle [8] at [100] [-100] size [200]\nAdd Moving Circle [6] size [100] at [400] [-100] speed [-3] [0]\nAdd Circle [8] at [600] [-100] size [200]\nAdd Circle [6] at [800] [-100] size [125]\nAdd Moving Circle [1] size [200] at [1000] [-50] speed [5] [0]\nAdd Circle [8] at [1330] [-75] size [100]\nAdd Circle [5] at [1330] [-240] size [35]\nAdd Circle [8] at [1750] [-100] size [50]\nAdd Circle [6] at [1800] [-50] size [50]\nAdd Circle [5] at [2100] [-50] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [6] at [170] [-100] size [100]\nAdd Moving Circle [1] size [75] at [300] [-200] speed [0] [2]\nAdd Moving Circle [1] size [75] at [450] [-400] speed [0] [3]\nAdd Moving Circle [6] size [75] at [600] [-700] speed [0] [4]\nAdd Moving Circle [1] size [75] at [550] [-900] speed [1] [5]\nAdd Moving Circle [2] size [75] at [900] [-1200] speed [0] [6]\nAdd Moving Circle [6] size [75] at [900] [-1100] speed [0] [6]\nAdd Moving Circle [5] size [50] at [900] [3000] speed [0] [-6]\n\ndefine Level 8\nAdd Circle [1] at [0] [-75] size [100]\nAdd Circle [8] at [-75] [0] size [100]\nAdd Circle [8] at [75] [0] size [100]\nAdd Circle [8] at [225] [0] size [100]\nAdd Circle [8] at [375] [0] size [100]\nAdd Circle [8] at [525] [0] size [100]\nAdd Circle [8] at [0] [75] size [100]\nAdd Circle [8] at [150] [75] size [100]\nAdd Circle [8] at [300] [75] size [100]\nAdd Circle [8] at [450] [75] size [100]\nAdd Circle [5] at [600] [75] size [50]\nAdd Circle [8] at [150] [-75] size [100]\nAdd Circle [8] at [300] [-75] size [100]\nAdd Circle [8] at [450] [-75] size [100]\nAdd Circle [6] at [-75] [150] size [100]\nAdd Circle [6] at [75] [150] size [100]\nAdd Circle [6] at [225] [150] size [100]\nAdd Circle [6] at [375] [150] size [100]\nAdd Circle [6] at [525] [150] size [100]\nAdd Circle [2] at [150] [225] size [100]\nAdd Circle [2] at [300] [225] size [100]\nAdd Circle [2] at [450] [225] size [100]\n\ndefine Level 9\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [8] at [75] [-75] size [25]\nAdd Circle [8] at [100] [-75] size [25]\nAdd Circle [8] at [125] [-75] size [25]\nAdd Circle [8] at [150] [-75] size [25]\nAdd Circle [8] at [175] [-75] size [25]\nAdd Circle [8] at [200] [-75] size [25]\nAdd Circle [2] at [225] [-75] size [25]\nAdd Circle [2] at [250] [-75] size [25]\nAdd Circle [2] at [275] [-75] size [25]\nAdd Circle [2] at [300] [-75] size [25]\nAdd Circle [8] at [325] [-75] size [25]\nAdd Circle [8] at [350] [-75] size [25]\nAdd Circle [8] at [375] [-75] size [25]\nAdd Circle [8] at [400] [-75] size [25]\nAdd Circle [8] at [450] [-75] size [25]\nAdd Circle [8] at [500] [-75] size [25]\nAdd Circle [8] at [550] [-75] size [25]\nAdd Circle [8] at [600] [-75] size [25]\nAdd Circle [6] at [650] [-75] size [25]\nAdd Circle [6] at [675] [-75] size [25]\nAdd Circle [6] at [700] [-75] size [25]\nAdd Circle [6] at [725] [-75] size [25]\nAdd Circle [6] at [750] [-150] size [25]\nAdd Circle [6] at [775] [-150] size [25]\nAdd Circle [6] at [800] [-150] size [25]\nAdd Circle [6] at [825] [-150] size [25]\nAdd Circle [6] at [850] [-150] size [25]\nAdd Circle [6] at [875] [-150] size [25]\nAdd Circle [6] at [900] [-150] size [25]\nAdd Circle [6] at [925] [-150] size [25]\nAdd Circle [6] at [950] [-150] size [25]\nAdd Circle [6] at [975] [-75] size [25]\nAdd Circle [6] at [1000] [-75] size [25]\nAdd Circle [6] at [1025] [-75] size [25]\nAdd Circle [6] at [1050] [-75] size [25]\nAdd Circle [8] at [850] [0] size [200]\nAdd Moving Circle [1] size [50] at [775] [-112] speed [0] [6]\nAdd Moving Circle [1] size [25] at [825] [-115] speed [0] [6]\nAdd Moving Circle [1] size [25] at [850] [-115] speed [0] [6]\nAdd Moving Circle [1] size [25] at [875] [-115] speed [0] [6]\nAdd Moving Circle [1] size [50] at [925] [-112] speed [0] [6]\nAdd Circle [8] at [725] [400] size [100]\nAdd Circle [8] at [975] [400] size [100]\nAdd Circle [8] at [850] [600] size [100]\nAdd Circle [3] at [725] [800] size [100]\nAdd Circle [3] at [975] [800] size [100]\nAdd Circle [5] at [850] [1200] size [50]\n\ndefine Level 10\nAdd Circle [6] at [300] [-250] size [700]\nAdd Circle [6] at [400] [-200] size [700]\nAdd Circle [6] at [500] [-150] size [250]\nAdd Circle [6] at [600] [-100] size [300]\nAdd Circle [6] at [700] [-150] size [700]\nAdd Circle [6] at [800] [-200] size [700]\nAdd Circle [6] at [900] [-250] size [500]\nAdd Circle [6] at [1000] [-300] size [700]\nAdd Circle [2] at [200] [40] size [100]\nAdd Circle [2] at [210] [0] size [100]\nAdd Circle [2] at [240] [-50] size [100]\nAdd Circle [2] at [400] [150] size [100]\nAdd Circle [2] at [375] [100] size [100]\nAdd Circle [2] at [400] [50] size [100]\nAdd Circle [2] at [600] [225] size [100]\nAdd Circle [2] at [550] [160] size [100]\nAdd Circle [2] at [575] [100] size [100]\nAdd Circle [8] at [1060] [250] size [100]\nAdd Circle [8] at [1000] [160] size [100]\nAdd Circle [8] at [1200] [300] size [100]\nAdd Circle [8] at [1300] [375] size [100]\nAdd Circle [8] at [1400] [375] size [100]\nAdd Circle [8] at [1550] [375] size [100]\nAdd Circle [8] at [1650] [400] size [75]\nAdd Circle [8] at [1800] [450] size [75]\nAdd Circle [8] at [1850] [525] size [75]\nAdd Circle [8] at [1700] [600] size [75]\nAdd Circle [5] at [1700] [700] size [50]\n\nAdd Moving Circle [1] size [50] at [900] [-] speed [-2] [3]\n\n@World 4\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [4]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [-40] [-100] size [200]\nAdd Circle [1] at [275] [-150] size [300]\nAdd Circle [9] at [275] [50] size [50]\nAdd Circle [1] at [275] [350] size [300]\nAdd Circle [1] at [500] [350] size [250]\nAdd Circle [1] at [650] [300] size [75]\nAdd Circle [1] at [800] [350] size [250]\nAdd Circle [11] at [800] [150] size [50]\nAdd Circle [1] at [800] [-100] size [200]\nAdd Circle [1] at [950] [-100] size [25]\nAdd Circle [1] at [975] [-100] size [25]\nAdd Circle [1] at [1000] [-100] size [25]\nAdd Circle [9] at [1050] [-125] size [75]\nAdd Circle [1] at [1100] [-100] size [25]\nAdd Circle [1] at [1125] [-100] size [25]\nAdd Circle [1] at [1150] [-100] size [25]\nAdd Circle [1] at [1175] [-100] size [25]\nAdd Circle [1] at [1200] [-100] size [25]\nAdd Circle [1] at [1225] [-100] size [25]\nAdd Circle [1] at [1025] [75] size [25]\nAdd Circle [1] at [1050] [75] size [25]\nAdd Circle [1] at [1075] [75] size [25]\nAdd Circle [1] at [1100] [75] size [25]\nAdd Circle [1] at [1125] [75] size [25]\nAdd Circle [1] at [1150] [75] size [25]\nAdd Circle [11] at [1200] [100] size [75]\nAdd Circle [1] at [1250] [75] size [25]\nAdd Circle [1] at [1275] [75] size [25]\nAdd Circle [1] at [1300] [75] size [25]\nAdd Circle [5] at [1125] [200] size [50]\n\ndefine Level 2\nAdd Circle [1] at [50] [-100] size [100]\nAdd Circle [1] at [-225] [-75] size [25]\nAdd Circle [1] at [-225] [-50] size [25]\nAdd Circle [1] at [-225] [-25] size [25]\nAdd Circle [1] at [-225] [0] size [25]\nAdd Circle [1] at [-225] [25] size [25]\nAdd Circle [1] at [-175] [75] size [25]\nAdd Circle [1] at [-175] [100] size [25]\nAdd Circle [1] at [-175] [125] size [25]\nAdd Circle [1] at [-225] [175] size [25]\nAdd Circle [1] at [-225] [200] size [25]\nAdd Circle [1] at [-225] [225] size [25]\nAdd Circle [1] at [-225] [250] size [25]\nAdd Circle [1] at [-225] [275] size [25]\nAdd Circle [5] at [-75] [100] size [50]\nAdd Circle [10] at [150] [-100] size [50]\nAdd Circle [1] at [600] [-200] size [50]\nAdd Circle [1] at [600] [-150] size [50]\nAdd Circle [1] at [600] [-100] size [50]\nAdd Circle [1] at [600] [-50] size [50]\nAdd Circle [2] at [675] [-25] size [25]\nAdd Circle [2] at [675] [0] size [25]\nAdd Circle [2] at [675] [25] size [25]\nAdd Circle [1] at [600] [50] size [50]\nAdd Circle [3] at [600] [100] size [50]\nAdd Circle [1] at [500] [151] size [50]\nAdd Circle [3] at [500] [325] size [100]\nAdd Circle [11] at [325] [300] size [50]\nAdd Circle [12] at [325] [100] size [50]\n\ndefine Level 3\nAdd Circle [1] at [-25] [-100] size [25]\nAdd Circle [1] at [0] [-100] size [25]\nAdd Circle [1] at [25] [-100] size [25]\nAdd Circle [1] at [50] [-100] size [25]\nAdd Circle [1] at [75] [-100] size [25]\nAdd Circle [1] at [100] [-100] size [25]\nAdd Circle [1] at [125] [-100] size [25]\nAdd Circle [1] at [150] [-100] size [25]\nAdd Circle [1] at [175] [-100] size [25]\nAdd Circle [1] at [200] [-100] size [25]\nAdd Circle [1] at [225] [-100] size [25]\nAdd Circle [1] at [225] [-75] size [25]\nAdd Circle [1] at [225] [-50] size [25]\nAdd Circle [1] at [225] [-25] size [25]\nAdd Circle [1] at [225] [0] size [25]\nAdd Circle [1] at [225] [25] size [25]\nAdd Circle [1] at [225] [50] size [25]\nAdd Circle [1] at [225] [75] size [25]\nAdd Circle [1] at [225] [100] size [25]\nAdd Circle [1] at [250] [100] size [25]\nAdd Circle [1] at [275] [100] size [25]\nAdd Circle [1] at [300] [100] size [25]\nAdd Circle [1] at [500] [100] size [100]\nAdd Circle [10] at [175] [-50] size [30]\nAdd Circle [2] at [50] [-75] size [25]\nAdd Circle [2] at [50] [-50] size [25]\nAdd Circle [2] at [75] [-75] size [25]\nAdd Circle [2] at [75] [-50] size [25]\nAdd Circle [2] at [200] [50] size [25]\nAdd Circle [2] at [175] [50] size [25]\nAdd Circle [11] at [262] [150] size [50]\nAdd Circle [1] at [500] [400] size [100]\nAdd Circle [9] at [600] [100] size [50]\nAdd Circle [9] at [700] [100] size [50]\nAdd Circle [9] at [800] [100] size [50]\nAdd Circle [11] at [650] [400] size [50]\nAdd Circle [11] at [750] [400] size [50]\nAdd Circle [11] at [850] [400] size [50]\nAdd Circle [2] at [600] [0] size [50]\nAdd Circle [2] at [700] [0] size [50]\nAdd Circle [2] at [800] [0] size [50]\nAdd Circle [2] at [650] [500] size [50]\nAdd Circle [2] at [750] [500] size [50]\nAdd Circle [2] at [850] [500] size [50]\nAdd Circle [1] at [600] [50] size [50]\nAdd Circle [1] at [700] [50] size [50]\nAdd Circle [1] at [800] [50] size [50]\nAdd Circle [1] at [650] [450] size [50]\nAdd Circle [1] at [750] [450] size [50]\nAdd Circle [1] at [850] [450] size [50]\nAdd Circle [5] at [900] [100] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [9] at [100] [-100] size [50]\nAdd Circle [1] at [100] [-200] size [100]\nAdd Circle [1] at [100] [100] size [100]\nAdd Circle [1] at [200] [75] size [25]\nAdd Circle [1] at [225] [75] size [25]\nAdd Circle [1] at [250] [75] size [25]\nAdd Circle [1] at [275] [75] size [25]\nAdd Circle [2] at [275] [100] size [25]\nAdd Circle [2] at [300] [100] size [25]\nAdd Circle [2] at [325] [100] size [25]\nAdd Circle [2] at [350] [100] size [25]\nAdd Circle [2] at [375] [100] size [25]\nAdd Circle [2] at [400] [100] size [25]\nAdd Circle [3] at [400] [75] size [25]\nAdd Circle [3] at [425] [75] size [25]\nAdd Circle [3] at [450] [75] size [25]\nAdd Circle [3] at [475] [75] size [25]\nAdd Circle [1] at [500] [-25] size [75]\nAdd Circle [1] at [550] [50] size [50]\nAdd Circle [1] at [575] [125] size [40]\nAdd Circle [1] at [600] [200] size [50]\nAdd Circle [1] at [650] [275] size [75]\nAdd Circle [1] at [650] [-25] size [75]\nAdd Circle [1] at [700] [50] size [50]\nAdd Circle [1] at [725] [125] size [40]\nAdd Circle [1] at [750] [200] size [50]\nAdd Circle [1] at [800] [275] size [75]\nAdd Circle [11] at [725] [275] size [50]\nAdd Circle [5] at [100] [250] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [125]\nAdd Circle [1] at [125] [-50] size [75]\nAdd Circle [1] at [100] [100] size [75]\nAdd Circle [1] at [-75] [0] size [75]\nAdd Circle [1] at [200] [25] size [75]\nAdd Circle [1] at [25] [200] size [75]\nAdd Circle [1] at [150] [300] size [75]\nAdd Circle [1] at [225] [200] size [75]\nAdd Circle [5] at [150] [450] size [50]\nAdd Circle [10] at [0] [100] size [50]\nAdd Circle [11] at [100] [25] size [50]\nAdd Circle [12] at [175] [125] size [50]\nAdd Circle [9] at [100] [175] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [10] at [100] [-100] size [50]\nAdd Circle [2] at [200] [100] size [25]\nAdd Circle [2] at [200] [-300] size [25]\nAdd Moving Circle [2] size [25] at [200] [-100] speed [0] [2]\nAdd Circle [1] at [400] [-150] size [100]\nAdd Circle [9] at [400] [-50] size [50]\nAdd Circle [2] at [250] [0] size [25]\nAdd Circle [2] at [550] [0] size [25]\nAdd Moving Circle [2] size [25] at [400] [0] speed [6] [0]\nAdd Circle [1] at [400] [300] size [200]\nAdd Circle [2] at [200] [400] size [25]\nAdd Circle [12] at [275] [250] size [50]\nAdd Moving Circle [2] size [25] at [200] [300] speed [0] [12]\nAdd Circle [1] at [50] [250] size [100]\nAdd Circle [5] at [50] [400] size [50]\nAdd Circle [11] at [50] [330] size [50]\n\ndefine Level 7\nAdd Circle [9] at [0] [0] size [50]\nAdd Circle [1] at [0] [400] size [50]\nAdd Circle [1] at [-100] [350] size [50]\nAdd Circle [1] at [-50] [250] size [50]\nAdd Circle [1] at [50] [230] size [50]\nAdd Circle [1] at [290] [240] size [1000]\nAdd Circle [2] at [400] [-225] size [25]\nAdd Circle [2] at [500] [-255] size [25]\nAdd Circle [2] at [518] [-275] size [25]\nAdd Circle [2] at [800] [-225] size [25]\nAdd Circle [2] at [700] [-255] size [25]\nAdd Circle [2] at [682] [-275] size [25]\nAdd Circle [5] at [850] [200] size [50]\n\ndefine Level 8\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [75] [-75] size [25]\nAdd Circle [2] at [100] [-75] size [25]\nAdd Circle [2] at [125] [-75] size [25]\nAdd Circle [1] at [200] [-50] size [100]\nAdd Circle [10] at [200] [50] size [50]\nAdd Circle [1] at [300] [75] size [100]\nAdd Circle [2] at [225] [125] size [25]\nAdd Circle [2] at [250] [125] size [25]\nAdd Circle [1] at [240] [200] size [100]\nAdd Circle [11] at [300] [275] size [50]\nAdd Circle [2] at [375] [75] size [25]\nAdd Circle [2] at [400] [75] size [25]\nAdd Circle [2] at [425] [75] size [25]\nAdd Circle [1] at [500] [75] size [100]\nAdd Circle [9] at [525] [188] size [50]\nAdd Circle [1] at [550] [300] size [100]\nAdd Circle [1] at [650] [200] size [100]\nAdd Circle [1] at [600] [100] size [50]\nAdd Circle [5] at [0] [-225] size [50]\nAdd Circle [2] at [-50] [-250] size [25]\nAdd Circle [2] at [-50] [-225] size [25]\nAdd Circle [2] at [-50] [-200] size [25]\n\ndefine Level 9\nAdd Circle [1] at [50] [-100] size [100]\nAdd Circle [1] at [100] [0] size [100]\nAdd Circle [1] at [250] [0] size [100]\nAdd Circle [1] at [400] [0] size [100]\nAdd Circle [1] at [400] [150] size [100]\nAdd Circle [1] at [400] [300] size [100]\nAdd Circle [1] at [250] [300] size [100]\nAdd Circle [1] at [100] [300] size [100]\nAdd Circle [1] at [100] [150] size [100]\nAdd Circle [2] at [250] [150] size [150]\nAdd Circle [10] at [0] [0] size [50]\nAdd Circle [2] at [50] [225] size [25]\nAdd Circle [2] at [75] [225] size [25]\nAdd Circle [2] at [100] [225] size [25]\nAdd Circle [11] at [100] [400] size [50]\nAdd Circle [1] at [175] [300] size [25]\nAdd Circle [2] at [325] [300] size [25]\nAdd Circle [2] at [325] [325] size [25]\nAdd Circle [2] at [325] [350] size [25]\nAdd Circle [2] at [325] [375] size [25]\nAdd Circle [12] at [500] [300] size [50]\nAdd Circle [2] at [400] [85] size [20]\nAdd Circle [2] at [420] [85] size [20]\nAdd Circle [2] at [440] [85] size [20]\nAdd Circle [2] at [460] [85] size [20]\nAdd Circle [2] at [400] [65] size [20]\nAdd Circle [2] at [420] [65] size [20]\nAdd Circle [2] at [440] [65] size [20]\nAdd Circle [2] at [460] [65] size [20]\nAdd Circle [2] at [175] [0] size [25]\nAdd Circle [5] at [250] [-100] size [50]\n\ndefine Level 10\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [-75] [-50] size [50]\nAdd Circle [1] at [25] [100] size [100]\nAdd Circle [1] at [150] [-90] size [30]\nAdd Circle [1] at [150] [-120] size [30]\nAdd Circle [1] at [150] [-150] size [30]\nAdd Circle [1] at [150] [-180] size [30]\nAdd Circle [1] at [150] [-210] size [30]\nAdd Circle [10] at [-150] [-100] size [50]\nAdd Circle [3] at [150] [25] size [150]\nAdd Circle [1] at [-50] [175] size [100]\nAdd Circle [11] at [-50] [275] size [50]\nAdd Circle [2] at [225] [100] size [25]\nAdd Circle [2] at [225] [125] size [25]\nAdd Circle [2] at [225] [150] size [25]\nAdd Circle [2] at [225] [175] size [25]\nAdd Circle [1] at [300] [140] size [75]\nAdd Circle [12] at [375] [40] size [50]\nAdd Circle [1] at [325] [-150] size [100]\nAdd Circle [5] at [475] [-150] size [50]\n\nAdd Circle [9] at [0] [-100] size [50]\n\n@World 5\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nGenerate Level\n\ndefine Level 1\nAdd Circle [1] at [0] [-85] size [100]\nAdd Circle [13] at [0] [50] size [40]\nAdd Circle [2] at [100] [-25] size [25]\nAdd Circle [2] at [100] [0] size [25]\nAdd Circle [2] at [100] [25] size [25]\nAdd Circle [2] at [100] [50] size [25]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Circle [14] at [200] [50] size [40]\nAdd Circle [1] at [400] [-230] size [300]\nAdd Circle [13] at [500] [-100] size [40]\nAdd Circle [1] at [750] [-150] size [300]\nAdd Circle [14] at [650] [-100] size [40]\nAdd Circle [2] at [575] [-125] size [25]\nAdd Circle [2] at [575] [-100] size [25]\nAdd Circle [2] at [575] [-75] size [25]\nAdd Circle [2] at [575] [-50] size [25]\nAdd Circle [2] at [575] [-25] size [25]\nAdd Circle [13] at [750] [-25] size [40]\nAdd Circle [2] at [710] [-25] size [40]\nAdd Circle [2] at [790] [-25] size [40]\nAdd Circle [1] at [710] [15] size [40]\nAdd Circle [1] at [790] [15] size [40]\nAdd Circle [14] at [1000] [25] size [40]\nAdd Circle [1] at [1040] [25] size [40]\nAdd Circle [1] at [960] [25] size [40]\nAdd Circle [1] at [875] [20] size [40]\nAdd Circle [2] at [1040] [-15] size [40]\nAdd Circle [2] at [960] [-15] size [40]\nAdd Circle [2] at [940] [-80] size [40]\nAdd Circle [5] at [1000] [-80] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [150] [-100] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [0] [150] size [100]\nAdd Circle [1] at [150] [150] size [100]\nAdd Circle [1] at [300] [105] size [100]\nAdd Circle [13] at [-300] [50] size [50]\nAdd Circle [14] at [0] [50] size [50]\nAdd Circle [14] at [150] [50] size [50]\nAdd Circle [13] at [300] [0] size [50]\nAdd Circle [14] at [0] [300] size [50]\nAdd Circle [14] at [150] [300] size [50]\nAdd Circle [14] at [300] [300] size [50]\nAdd Moving Circle [1] size [75] at [400] [150] speed [3] [0]\nAdd Circle [1] at [750] [150] size [100]\nAdd Circle [3] at [900] [190] size [200]\nAdd Circle [13] at [900] [300] size [50]\nAdd Circle [14] at [1100] [300] size [50]\nAdd Circle [1] at [1150] [360] size [50]\nAdd Circle [5] at [1150] [460] size [50]\n\ndefine Level 3\nset [clones v] to [1]\nAdd Circle [1] at [-60] [-100] size [100]\nAdd Circle [1] at [60] [-100] size [100]\nAdd Circle [1] at [180] [-160] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [450] [-75] size [150]\nAdd Circle [1] at [700] [-150] size [200]\nAdd Circle [5] at [650] [0] size [50]\nAdd Circle [1] at [900] [-150] size [150]\nAdd Circle [2] at [800] [-75] size [25]\nAdd Circle [2] at [800] [-50] size [25]\nAdd Circle [2] at [800] [-25] size [25]\nAdd Circle [5] at [1025] [-150] size [50]\n\ndefine Level 4\nset [clones v] to [1]\nAdd Circle [1] at [-60] [-100] size [100]\nAdd Circle [1] at [60] [-100] size [100]\nAdd Circle [13] at [-60] [50] size [50]\nAdd Circle [14] at [180] [50] size [50]\nAdd Circle [1] at [180] [-100] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [400] [-25] size [75]\nAdd Circle [1] at [475] [-25] size [50]\nAdd Circle [1] at [525] [-25] size [50]\nAdd Circle [2] at [575] [-25] size [50]\nAdd Circle [2] at [625] [-25] size [50]\nAdd Circle [2] at [675] [-25] size [50]\nAdd Circle [2] at [675] [25] size [50]\nAdd Circle [2] at [675] [75] size [50]\nAdd Circle [13] at [500] [100] size [50]\nAdd Circle [14] at [500] [-100] size [50]\nAdd Circle [1] at [525] [-190] size [100]\nAdd Circle [1] at [600] [-200] size [75]\nAdd Circle [1] at [650] [-200] size [50]\nAdd Circle [2] at [700] [-200] size [25]\nAdd Circle [2] at [700] [-175] size [25]\nAdd Circle [2] at [700] [-150] size [25]\nAdd Circle [1] at [750] [-200] size [50]\nAdd Circle [1] at [800] [-200] size [75]\nAdd Circle [1] at [875] [-200] size [100]\nAdd Circle [1] at [1000] [-175] size [100]\nAdd Circle [1] at [1150] [-150] size [100]\nAdd Circle [5] at [1000] [-25] size [50]\nAdd Circle [5] at [1150] [0] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [125]\nAdd Circle [2] at [75] [-50] size [25]\nAdd Circle [2] at [75] [-25] size [25]\nAdd Circle [2] at [75] [0] size [25]\nAdd Circle [1] at [150] [-25] size [100]\nAdd Circle [13] at [250] [115] size [50]\nAdd Circle [14] at [400] [115] size [50]\nAdd Circle [1] at [500] [-25] size [100]\nAdd Circle [13] at [600] [-25] size [50]\nAdd Circle [14] at [800] [150] size [50]\nAdd Circle [1] at [900] [-35] size [100]\nAdd Circle [5] at [100] [-100] size [50]\nAdd Circle [1] at [150] [-200] size [100]\nAdd Circle [2] at [250] [-100] size [100]\nAdd Circle [1] at [250] [-100] size [90]\nAdd Circle [13] at [1100] [-35] size [50]\nAdd Circle [14] at [170] [-110] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 7\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 8\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 9\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 10\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Generate Level\nset [clones v] to [0]\nif <(World) = [5]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\n if <(Clones) > [0]> then\n broadcast (Clone Setup v)\n end\nend\n\nAdd Moving Circle [1] size [100] at [300] [0] speed [0] [-5]\n\n@World 6\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [6]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 4\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 5\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 6\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 7\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 8\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 9\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 10\nAdd Circle [1] at [-100] [0] size [100]\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset [show v] to [1]\ngo to [front v] layer\nrepeat (5)\n wait (0.5) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n next costume\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\nnext costume\nhide\nset [show v] to [0]\nnext costume\nbroadcast (Green Flag Clicked v)\n\nwhen [s v] key pressed\nif <(show) = [1]> then\n stop [all v]\nend\n\nstop [other scripts in sprite v]\nhide\nset [show v] to [0]\nnext costume\nbroadcast (Green Flag Clicked v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicked v]\nwait (5) seconds\ngo to x: (0) y: (90)\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n change y by (2)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (-2)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nshow\n\n
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From the studio that brought you circles and squares, we are proud to release a completely new and original concept with original levels, physics, and mechanics.\n\nArrow Keys to Move, P to skip levels, O to go back, R to reset. Press T for timer and L to reduce lag. Have a wonderful April First!
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Desert Platformer [Mobile Friendly] Updated !
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@Stage\n\nwhen stage clicked\nbroadcast (para-fin v)\n\[email protected]\n\nwhen flag clicked\nset [y-velocity v] to [0]\nset [x-velocity v] to [0]\nforever\n Platform [11.5] [-2] [0.7] [3]\nend\n\ndefine Platform (jump height) (gravity) (friction) (running speed)\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x-velocity v] by (running speed)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (90)\n change [x-velocity v] by ((running speed) * (-1))\nend\nset [x-velocity v] to ((X-velocity) * (friction))\nchange x by (X-velocity)\nif <touching (ground v)?> then\n set [sprite2: slope v] to [0]\n repeat until <<(Sprite2: Slope) = [8]> or <not <touching (ground v)?>>>\n change [sprite2: slope v] by (1)\n change y by (1)\n end\nend\nif <touching (ground v)?> then\n change y by ((Sprite2: Slope) * (-1))\n repeat ([ceiling v] of ([abs v] of (X-velocity) ) )\n if <touching (ground v)?> then\n change x by ((([abs v] of (X-velocity) ) / (X-velocity)) * (-1))\n end\n end\n set [x-velocity v] to [0]\nend\nchange y by (Y-velocity)\nif <touching (ground v)?> then\n repeat ([ceiling v] of ([abs v] of (Y-velocity) ) )\n if <touching (ground v)?> then\n change y by ((([abs v] of (Y-velocity) ) / (Y-velocity)) * (-1))\n end\n end\n if <<(([abs v] of (Y-velocity) ) / (Y-velocity)) = [-1]> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y-velocity v] to (jump height)\n else\n set [y-velocity v] to [0]\n end\nelse\n if <touching (trampoline v)?> then\n set [y-velocity v] to [20]\n end\n change [y-velocity v] by (-1)\nend\n\nwhen flag clicked\nforever\n wait (0.005) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (15)\n change size by (-1)\n change [ghost v] effect by (8)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-200) y: (-131)\nswitch costume to (player v)\nshow\n\nwhen flag clicked\nforever\n if <touching (d a n g e r v)?> then\n go to x: (-200) y: (-131)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (goal v)?> then\n go to x: (-200) y: (-131)\n broadcast (FINI v)\n end\nend\n\nwhen [space v] key pressed\nswitch costume to (red v)\nforever\n wait (0.01) seconds\n change [color v] effect by (10)\nend\n\nwhen [r v] key pressed\ngo to x: (-200) y: (-131)\n\nwhen I receive [fini v]\ngo to x: (-200) y: (-130)\nset [x-velocity v] to [0]\nset [y-velocity v] to [0]\n\nwhen flag clicked\ngo to [front v] layer\n\n@Ground\n\nwhen flag clicked\ngo to [front v] layer\nshow\nswitch costume to (costume16 v)\n\nwhen flag clicked\nshow\ngo to x: (2) y: (-31)\n\nwhen I receive [fini v]\nnext costume\n\nwhen this sprite clicked\nbroadcast (para-fin v)\n\nwhen this sprite clicked\nbroadcast (para-fin v)\n\nwhen this sprite clicked\nbroadcast (para-fin v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (skip off v)\n end\nend\n\n@Trampoline\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fini v]\nnext costume\n\nwhen flag clicked\nshow\n\n@D A N G E R\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [fini v]\nnext costume\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\n@Neon Light\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\ngo to [front v] layer\n\nwhen I receive [fineshed v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Skip\n\nwhen this sprite clicked\nbroadcast (FINI v)\n\nwhen flag clicked\ngo to x: (36) y: (28)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n change [color v] effect by (6)\nend\n\nwhen I receive [skip off v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Player Light\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\nforever\n go to [back v] layer\n go to (p.l.a.y.e.r v)\nend\n\nwhen [space v] key pressed\nswitch costume to (costume2 v)\nforever\n wait (0.01) seconds\n change [color v] effect by (10)\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@cloud\n\nwhen flag clicked\nshow\ngo to x: (-300) y: (pick random (30) to (110))\nset size to (pick random (15) to (35)) %\nglide (10) secs to x: (315) y: (pick random (30) to (110))\nhide\nforever\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (-300) y: (pick random (30) to (110))\nset size to (pick random (15) to (35)) %\nglide (10) secs to x: (315) y: (pick random (30) to (110))\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back 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 (20) to (30)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@sand\n\nwhen I start as a clone\nshow\nset [y velocity ~ rain v] to (pick random (-2) to (-5))\nStart Particle\ngo to (random position v)\nset y to (180)\nchange y by (Y Velocity ~ Rain)\nrepeat until <(y position) < [-179]>\n change y by (Y Velocity ~ Rain)\n change [y velocity ~ rain v] by (-1.5)\nend\ndelete this clone\n\ndefine Start Particle\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (70)\nshow\n\nwhen flag clicked\nwait (0.2) seconds\nshow\nrepeat (50)\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.15)) seconds\nend\nforever\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.03)) seconds\nend\n\nwhen I receive [rain off v]\ngo to x: (0) y: (10000)\nhide\n\nwhen I receive [rain on v]\nshow\n\nwhen flag clicked\nplay sound [rain :D v] until done\n\nwhen flag clicked\ngo to [back v] layer\n\n@paramètre\n\nwhen flag clicked\nshow\ngo to x: (204) y: (138)\nset size to (15) %\n\nwhen this sprite clicked\nbroadcast (paramètres v)\n\n@Sprite2\n\nwhen flag clicked\nshow\nhide\ngo to x: (191) y: (54)\nset [ghost v] effect to (65)\ngo to [back v] layer\n\nwhen I receive [paramètres v]\nshow\n\nwhen I receive [para-fin v]\nhide\n\nwhen flag clicked\nshow\nhide\ngo to x: (191) y: (54)\nset [ghost v] effect to (65)\ngo to [back v] layer\n\nwhen I receive [paramètres v]\nshow\n\n@ Paramètres ~ Dossier//Sounds Effect On/Off\n\nwhen I receive [para-fin v]\nhide\n\nwhen this sprite clicked\nstart sound [Low Whoosh v]\nnext costume\n\nwhen I receive [paramètres v]\nshow\ngo to [front v] layer\ngo to x: (-51) y: (-35)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (rain on v)\n else\n broadcast (rain off v)\n end\nend\n\n@paramètres\n\nwhen flag clicked\nshow\nhide\ngo to x: (191) y: (54)\n\nwhen I receive [paramètres v]\nshow\n\nwhen I receive [para-fin v]\nhide\n\nwhen flag clicked\nshow\nhide\ngo to x: (188) y: (54)\n\nwhen I receive [paramètres v]\nshow\n\n@Giga\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nshow\n\n@ Paramètres ~ Dossier//Sounds Effect On/Off2\n\nwhen I receive [para-fin v]\nhide\n\nwhen this sprite clicked\nstart sound [Low Whoosh v]\nnext costume\n\nwhen I receive [paramètres v]\nshow\ngo to [front v] layer\ngo to x: (-44) y: (-64)\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nhide\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (music on v)\n else\n broadcast (music off v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n go to x: (55) y: (15)\n if <touching (p.l.a.y.e.r v)?> then\n broadcast (FINI v)\n wait (1) seconds\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nstart sound [TheFatRat JJD - Prelude VIP Edit.mp3 v]\n\nwhen I receive [music on v]\nchange volume by (100)\n\nwhen I receive [music off v]\nchange volume by (-100)\n\n@Desert Platformer\n\nwhen flag clicked\nhide\n\n@sand2\n\nwhen I start as a clone\nshow\nset [y velocity ~ rain v] to (pick random (-2) to (-5))\nStart Particle\ngo to (random position v)\nset y to (180)\nchange y by (Y Velocity ~ Rain)\nrepeat until <(y position) < [-179]>\n change y by (Y Velocity ~ Rain)\n change [y velocity ~ rain v] by (-1.5)\nend\ndelete this clone\n\ndefine Start Particle\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (70)\nshow\n\nwhen flag clicked\nwait (0.2) seconds\nshow\nrepeat (50)\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.15)) seconds\nend\nforever\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.03)) seconds\nend\n\nwhen I receive [rain off v]\ngo to x: (0) y: (10000)\nhide\n\nwhen I receive [rain on v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@sand3\n\nwhen I start as a clone\nshow\nset [y velocity ~ rain v] to (pick random (-2) to (-5))\nStart Particle\ngo to (random position v)\nset y to (180)\nchange y by (Y Velocity ~ Rain)\nrepeat until <(y position) < [-179]>\n change y by (Y Velocity ~ Rain)\n change [y velocity ~ rain v] by (-1.5)\nend\ndelete this clone\n\ndefine Start Particle\ngo to [back v] layer\nset size to (100) %\nset [ghost v] effect to (70)\nshow\n\nwhen flag clicked\nwait (0.2) seconds\nshow\nrepeat (50)\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.15)) seconds\nend\nforever\n create clone of (_myself_ v)\n wait (pick random (0.0) to (0.03)) seconds\nend\n\nwhen I receive [rain off v]\ngo to x: (0) y: (10000)\nhide\n\nwhen I receive [rain on v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n@sand4\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (8))\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (40) to (85))\nset size to (pick random (50) to (100)) %\ngo to x: (pick random (240) to (-240)) y: (180)\npoint in direction (90)\nshow\nglide (pick random (1) to (9)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\ngo [forward v] (999) layers\nforever\n wait (pick random (0) to (0.001)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [rain off v]\ngo to x: (0) y: (10000)\nhide\n\nwhen I receive [rain on v]\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\n
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Scroll PLATFORMER #game #platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat+-+Unity v] until done\nend\n\nwhen flag clicked\nset [☁ 0 v] to ((☁ 0) + (1))\n\n@スプライト1\n\nwhen flag clicked\nshow\nset volume to (100) %\nswitch costume to (1 v)\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nset [scrollx v] to [0]\nset [scrolly v] to [0]\nset [speedx v] to [0]\nset [speedy v] to [0]\nset [y v] to [0]\nset [x v] to [0]\ngo to x: (0) y: (0)\nforever\n broadcast (game stuff v)\n broadcast (tick v)\nend\n\nwhen I receive [game stuff v]\nコントロール [1] [-1] [15] [0.9]\n\ndefine セットY (speedy)\nchange [y v] by (speedy)\nposition\nif <touching (スプライト2 v)?> then\n repeat until <not <touching (スプライト2 v)?>>\n if <(speedy) > [0]> then\n change [y v] by (-1)\n else\n set [地面に触れた v] to [1]\n change [y v] by (1)\n end\n set [speedy v] to [0]\n position\n end\nend\n\ndefine セットX (speedx)\nchange [x v] by (speedx)\nposition\nif <touching (スプライト2 v)?> then\n repeat until <not <touching (スプライト2 v)?>>\n if <(speedx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n set [speedx v] to [0]\n position\n end\n if <key (up arrow v) pressed?> then\n set [speedx v] to [-10]\n set [speedy v] to [10]\n start sound [壁キック \(1\) v]\n end\nend\n\ndefine position\ngo to x: ((X) - (scrollX)) y: ((Y) - (scrollY))\n\ndefine コントロール (speed) (重力) (ジャンプの高さ) (スライド)\nif <[4580] < (X)> then\n broadcast (FINISH v)\n go to x: (-114) y: (129)\n stop [this script v]\nelse\n if <<(Y) < [-150]> or <touching (障害物 v)?>> then\n set [y v] to [0]\n set [x v] to [-50]\n if <touching (障害物 v)?> then\n start sound [やられる v]\n set [speedx v] to [0]\n set [speedy v] to [0]\n else\n start sound [crash v]\n end\n end\nend\nset [speedx v] to ((スライド) * (speedx))\nif <<key (right arrow v) pressed?> or <<[1] < (mouse x)> and <mouse down?>>> then\n change [speedx v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [speedx v] by ((0) - (speed))\nend\nif <<key (up arrow v) pressed?> or <<[50] < (mouse y)> and <mouse down?>>> then\n if <(地面に触れた) = [1]> then\n start sound [suck1 v]\n set [地面に触れた v] to [0]\n set [speedy v] to (ジャンプの高さ)\n end\nend\nchange [speedy v] by (重力)\nセットX (speedx)\nセットY (speedY)\nchange [scrollx v] by ((X) - (scrollX))\nchange [scrolly v] by ((Y) - (scrollY))\nposition\n\nset [x v] to [4580]\n\nwhen I receive [finish v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト2\n\nwhen I receive [tick v]\ngo to x: ((AX) - (scrollX)) y: ((AY) - (scrollY))\nif <<((AX) - (scrollX)) = (x position)> and <((AY) - (scrollY)) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [スタート v]\nset [ax v] to [0]\nset [ay v] to [0]\nrepeat (1)\n switch costume to (1 \(7\) v)\n set [ax v] to [0]\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to [480]\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (2))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (3))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (4))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (5))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (6))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (7))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (8))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (9))\n create clone of (_myself_ v)\nend\n\nrepeat (1)\n next costume\n set [ax v] to ((480) * (10))\n create clone of (_myself_ v)\nend\n\nchange [6 v] by (1)\n\nswitch costume to (コスチューム1 v)\n\nnext costume\n\nswitch costume to (コスチューム1 v)\n\nswitch costume to (コスチューム1 v)\n\nswitch costume to (コスチューム1 v)\n\nswitch costume to (コスチューム1 v)\n\nset [ax v] to [0]\n\nset [ax v] to [0]\n\nset [ax v] to [0]\n\nset [ax v] to [0]\n\nwhen I receive [finish v]\nshow\ngo to [front v] layer\nswitch costume to (クリア v)\ngo to x: (0) y: (0)\nwait (1.5) seconds\nstop [other scripts in sprite v]\nhide\nwait (0.1) seconds\nstop [all v]\n\nwhen flag clicked\ngo to x: ((AX) - (scrollX)) y: ((AY) - (scrollY))\nif <<((AX) - (scrollX)) = (x position)> and <((AY) - (scrollY)) = (y position)>> then\n show\nelse\n hide\nend\n\n@障害物\n\nwhen I receive [スタート v]\nhide\nset [ax v] to [0]\nset [ay v] to [0]\nrepeat (1)\n switch costume to (1 v)\n set [ax v] to [0]\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to [480]\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (2))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (3))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (4))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (5))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (6))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (7))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (8))\n create clone of (_myself_ v)\nend\nrepeat (1)\n next costume\n set [ax v] to ((480) * (9))\n create clone of (_myself_ v)\nend\n\nwhen I receive [tick v]\ngo to x: ((AX) - (scrollX)) y: ((AY) - (scrollY))\nif <<((AX) - (scrollX)) = (x position)> and <((AY) - (scrollY)) = (y position)>> then\n show\nelse\n hide\nend\n\nrepeat (1)\n next costume\n set [ax v] to ((480) * (11))\n create clone of (_myself_ v)\nend\n\nrepeat (1)\n next costume\n set [ax v] to ((480) * (10))\n create clone of (_myself_ v)\nend\n\nwhen I receive [finish v]\nhide\n\n@背景\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\nswitch costume to (2 v)\n\n
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【日本語は下】\nVolume 20% recommended.\nIf you find it interesting, please give me stars and hearts! ! !\nOperate with arrow keys.\nPlease take a look at this too.\nSimple PLATFORMER\n→https://scratch.mit.edu/projects/813498711\n------------------------------------------------------------------------\n音量20%推奨。\n面白かったら星とハートお願いします!!!\n矢印キーで操作です。\nこっちも是非見てください。\nSimple PLATFORMER\n→https://scratch.mit.edu/projects/813498711\n\n\n
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Under - A Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <([costume # v] of [mute button v]) = [2]> then\n forever\n stop all sounds\n wait until <([costume # v] of [mute button v]) = [1]>\n play sound [Intro Music v] until done\n wait (0.1) seconds\n end\n end\n if <key (right arrow v) pressed?> then\n play sound [In Game Music v] until done\n wait (0.1) seconds\n else\n play sound [Intro Music v] until done\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nswitch backdrop to ( v)\nforever\n if <<(Scene Num.) = [304]> or <(Scene Num.) = [303]>> then\n switch backdrop to (2 v)\n else\n switch backdrop to ( v)\n end\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Main Menu v)\n\ndefine MOOving (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed x) / (steps))\n Hmmm2...\n if <(Touching) > [0]> then\n X - / or ||\n end\n set [last value v] to (y position)\n change y by ((Speed y) / (steps))\n Hmmm2...\n if <(Touching) > [0]> then\n Y?\n end\nend\n\ndefine Hmmm2...\nif <<touching (level v)?> or <touching (platforms v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hitbox costume? v] to (costume [name v])\nif <(Hitbox Costume?) = [Hitbox2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (water puddles v)?> then\n if <(Water Puddle Jump) < [1]> then\n change y by (-6)\n if <(Hitbox Costume?) = [Hitbox2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (water puddles v)?> then\n set [touching v] to [1]\n else\n set [water puddle jump v] to [1]\n end\n change y by (6)\n end\nelse\n set [water puddle jump v] to [0]\nend\nswitch costume to (Hitbox Costume?)\n\nwhen I receive [tick - player v]\nWOOO... Platform\nUp and Down Controls\n<Controls>\nMOOving (([abs v] of (Speed x) ) + ([abs v] of (Speed y) ))\n21\n\ndefine Up and Down Controls\nif <(Joystick Button) > [0]> then\n if <<(Wall Slide) > [0]> and <(Jumping) = [0]>> then\n start sound [Jumping Sound v]\n set [jumping v] to [1]\n set [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n start sound [Jumping Sound v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (Jump Duration)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (Gravity)\nif <(Wall Slide) > [0]> then\n Hmmm...\n if <(Speed y) < [0]> then\n set [speed y v] to ((Speed y) * (0.6))\n end\nend\n\ndefine <Controls>\nif <(LONG Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (Stick X)\nif <([abs v] of (Key X) ) < [0.3]> then\n if <<(Falling) > [2]> and <(Wall Slide) < [1]>> then\n set [speed x v] to ((Speed x) * (0.95))\n stop [this script v]\n end\n set [frame v] to [0]\nelse\n change [speed x v] by ((Key X) * (Acceleration))\n if <not <(direction) = ((Key X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((Key X) * (90))\n change [frame v] by (0.3)\nend\nset [speed x v] to ((Speed x) * (Resistance))\n\ndefine Reset and Begin level\nset [inv. v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\n0 (Spawn Scene) x, y: (Spawn X?) (Spawn Y?)\n\nwhen I receive [game loop v]\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\n set [color v] effect to (Skin)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n 0 ((Scene Num.) + (1)) x, y: [-235] []\nend\nif <(x position) < [-235]> then\n 0 ((Scene Num.) + (-1)) x, y: [235] []\nend\nif <(y position) > [180]> then\n 0 ((Scene Num.) + (100)) x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n 0 ((Scene Num.) + (-100)) x, y: [] [180]\nend\nif <touching (obstacles v)?> then\n broadcast (Life Lost! v)\nend\n\ndefine 0 (scene num) x, y: (x) (y)\nset [scene num. v] to (scene num)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Exit Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix 1 [0]\nelse\n Fix 1 [90]\nend\n21\nbroadcast (Game Loop v)\n\ndefine Fix 1 (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (128)\n Hmmm2...\n if <(Touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine 21\nset rotation style [left-right v]\nif <(Wall Slide) > [0]> then\n switch costume to (wall slide v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(Speed y) > [0]> then\n switch costume to (jump up v)\n else\n switch costume to (jump down v)\n end\n stop [this script v]\nend\nif <(Frame) > [0]> then\n switch costume to ([floor v] of ((1) + ((Frame) mod (14))) )\nelse\n switch costume to (slope1 hitbox v)\n repeat (3)\n Hmmm2...\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (9))\n stop [this script v]\n end\n next costume\n end\n switch costume to (run1 v)\nend\n\ndefine X - / or ||\nHmmm...\nchange y by (1)\nHmmm2...\nif <(Touching) > [0]> then\n change y by (1)\n Hmmm2...\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))\nWAAA\n\ndefine Y?\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 WAAA\nend\nset [speed y v] to ((Speed y) * (0.8))\n\ndefine WAAA\nchange y by (-2)\nchange x by (1)\nHmmm2...\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\nend\nchange x by (-2)\nHmmm2...\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\nend\nchange y by (2)\nchange x by (1)\n\ndefine Hmmm...\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (wall slide hitbox v)\nset rotation style [left-right v]\nHmmm2...\nset [wall slide v] to (Touching)\nswitch costume to (hitbox2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [life lost! v]\nset [inv. v] to [1]\nstop [other scripts in sprite v]\nstart sound [Pew v]\nrepeat (10)\n change [color v] effect by (25)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(Lives) > [0]> then\n Reset and Begin level\nelse\n broadcast (Game Over! v)\nend\n\ndefine WOOO... Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nHmmm2...\nif <(Touching) > [0]> then\n CLOSEST (x position) (y position) Max [16]\n if <(Touching) > [0]> then\n broadcast (Life Lost! v)\n end\nend\n\ndefine CLOSEST (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 Hmmm2...\n if <(Touching) < [1]> then\n point in direction (temp)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [play again??? v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [5]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x? v] to [-195]\nset [spawn y? v] to [-63]\nReset and Begin level\n\nwhen I receive [bounce v]\nset [speed y v] to [8]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (Scene Num.))\n\nwhen flag clicked\nforever\n if <(Scene Num.) = [304]> then\n if <([x position v] of [player v]) < [232]> then\n set [scene num. v] to [303]\n switch costume to (join [Scene] (Scene Num.))\n change [sun particles v] by (10)\n end\n end\nend\n\n@Obstacles\n\nwhen flag clicked\ngo to x: (0) y: (0)\nrepeat (3)\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (nothing v)\nswitch costume to (join [Scene] (Scene Num.))\nif <<<<<<(Scene Num.) = [2]> or <(Scene Num.) = [5]>> or <(Scene Num.) = [102]>> or <(Scene Num.) = [103]>> or <(Scene Num.) = [6]>> or <(Scene Num.) = [105]>> then\n forever\n set y to ((2) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene Num.) = [104]> then\n forever\n set y to ((-63) * ([sin v] of ((timer) * (100)) ))\n end\nend\nif <(Scene Num.) = [307]> then\n forever\n set y to ((150) * ([sin v] of ((timer) * (25)) ))\n end\nend\nif <(Scene Num.) = [305]> then\n wait (4) seconds\n repeat until <not <(Scene Num.) = [305]>>\n hide\n go to (random position v)\n broadcast (Warning! v)\n wait (4.5) seconds\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [show v]\nshow\nwait (2) seconds\n\n@Platforms\n\nwhen I receive [change scene v]\nswitch costume to (costume1 v)\nhide\nif <(Scene Num.) = [2]> then\n set size to (150) %\n Spawn [JumpSpinner] at [50] [-52] Dir. [0] Turn [1]\n Spawn [JumpSpinner] at [-60] [-52] Dir. [0] Turn [-1]\nend\nif <(Scene Num.) = [4]> then\n set size to (300) %\n Spawn [costume1] at [-26] [-26] Dir. [0] Turn []\nend\nif <(Scene Num.) = [7]> then\n set size to (100) %\n Spawn [WaterDroplet 1] at [-67] [-52] Dir. [90] Turn []\nend\nif <(Scene Num.) = [8]> then\n set size to (100) %\n Spawn [BIGcircle] at [78] [-110] Dir. [90] Turn [-10]\nend\nif <(Scene Num.) = [102]> then\n set size to (120) %\n Spawn [costume1] at [205] [-160] Dir. [90] Turn []\nend\nif <(Scene Num.) = [103]> then\n set size to (100) %\n Spawn [costume1] at [47] [-42] Dir. [90] Turn []\nend\nif <(Scene Num.) = [104]> then\n set size to (500) %\n Spawn [costume1] at [-123] [94] Dir. [90] Turn []\nend\nif <(Scene Num.) = [105]> then\n set size to (120) %\n Spawn [costume1] at [-36] [57] Dir. [90] Turn []\n Spawn [costume1] at [124] [54] Dir. [90] Turn []\nend\nif <(Scene Num.) = [108]> then\n set size to (100) %\n Spawn [Tri-Pattern] at [-33] [134] Dir. [90] Turn [2]\n Spawn [Tri-Pattern] at [-136] [35] Dir. [-90] Turn [1]\n Spawn [Tri-Pattern] at [-23] [-27] Dir. [90] Turn [1]\nend\nif <(Scene Num.) = [208]> then\n set size to (150) %\n Spawn [WaterDroplet 2] at [-115] [119] Dir. [90] Turn []\nend\nif <(Scene Num.) = [308]> then\n set size to (200) %\n Spawn [JumpSpinner] at [1] [19] Dir. [0] Turn [-1]\n Spawn [JumpSpinner] at [-111] [62] Dir. [0] Turn [-1]\nend\n\ndefine Move Platform\npoint in direction (90)\nforever\n glide (1) secs to x: (47) y: (-45)\n wait (0.5) seconds\n glide (1) secs to x: (175) y: (-45)\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\ntick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine tick (x) (y)\nif <(Turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Math ((0) - (Turn))\n end\nelse\n if <(y) > (Last y)> then\n change y by (1)\n else\n set y to ((Last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((x) - (Last x))\n set [platform dy v] to ((y) - (Last y))\n end\nend\ngo to x: (x) y: (y)\n\ndefine Move Platform2\nshow\nforever\n glide (1) secs to x: (x position) y: ((y position) + (139))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) - (139))\n wait (0.5) seconds\nend\n\ndefine Move Platform3\nforever\n glide (1) secs to x: (205) y: (11)\n wait (0.5) seconds\n glide (1) secs to x: (205) y: (-160)\n wait (0.5) seconds\nend\n\ndefine Move Platform4\nwait (5) seconds\nglide (50) secs to x: (-123) y: (-34)\n\ndefine Move Platform5\nforever\n glide (1) secs to x: (x position) y: ((y position) - (58))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) + (58))\n wait (0.5) seconds\nend\n\ndefine WaterDroplet Blocker (x) (y) WaterDroplet (waterdroplet name)\ngo to x: (x) y: (y)\nset [ghost v] effect to (0)\nshow\nswitch costume to (waterdroplet name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected? v] contains (waterdroplet name)?> then\n start sound [Open Water Blocker!!! v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n go to x: (x) y: (y)\n wait (2) seconds\n start sound [Open Water Blocker!!! v]\n go to x: (x) y: (y)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n show\n start sound [Water Blocker Close v]\n else\n start sound [No WaterDroplet!!! v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) Dir. (dir.) Turn (degree)\nset [turn v] to (degree)\ngo to x: (x) y: (y)\npoint in direction (dir.)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nif < (costume [name v]) contains [WaterDroplet]?> then\n WaterDroplet Blocker (x position) (y position) WaterDroplet (costume [name v])\nend\nif <(Turn) > []> then\n set rotation style [all around v]\n forever\n turn right (Turn) degrees\n end\nend\nif <(Scene Num.) = [4]> then\n Move Platform2\nend\nif <(Scene Num.) = [102]> then\n Move Platform3\nend\nif <(Scene Num.) = [103]> then\n Move Platform\nend\nif <(Scene Num.) = [104]> then\n Move Platform4\nend\nif <(Scene Num.) = [105]> then\n Move Platform5\nend\n\ndefine Rotation Math (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [dx v] to ((((DX) * (COS)) - ((DY) * (SIN))) - (DX))\nset [dy v] to ((((DX) * (SIN)) + ((DY) * (COS))) - (DY))\n\n@Collect Sprite\n\nwhen I receive [change scene v]\nif <(Scene Num.) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.3) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [number v]) = [1]> then\n start sound [Magic Spell v]\n change [sun particles v] by (1)\nelse\n if <(costume [number v]) = [3]> then\n start sound [Glug v]\n set [spawn scene v] to (Scene Num.)\n set [spawn x? v] to ([x position v] of [player v])\n set [spawn y? v] to ([y position v] of [player v])\n else\n start sound [Drip Drop v]\n add (costume [name v]) to [collected? v]\n end\nend\nrepeat (20)\n change [ghost v] effect by (5)\n change [color v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected? v]\nhide\nPosition [Sun Partical] Scene [1] x, y [9] [-80]\nPosition [Sun Partical] Scene [1] x, y [190] [-58]\nPosition [Sun Partical] Scene [2] x, y [-3] [-1]\nPosition [Sun Partical] Scene [3] x, y [74] [-69]\nPosition [Sun Partical] Scene [4] x, y [58] [-80]\nPosition [Check Points] Scene [4] x, y [183] [3]\nPosition [Sun Partical] Scene [5] x, y [45] [-11]\nPosition [Sun Partical] Scene [6] x, y [-102] [-13]\nPosition [Sun Partical] Scene [7] x, y [120] [-80]\nPosition [Sun Partical] Scene [7] x, y [154] [-81]\nPosition [Check Points] Scene [8] x, y [-128] [-64]\nPosition [Sun Partical] Scene [101] x, y [177] [-5]\nPosition [Sun Partical] Scene [101] x, y [-131] [15]\nPosition [Sun Partical] Scene [102] x, y [86] [32]\nPosition [Sun Partical] Scene [103] x, y [-61] [29]\nPosition [Check Points] Scene [104] x, y [176] [-34]\nPosition [Sun Partical] Scene [104] x, y [79] [-39]\nPosition [Sun Partical] Scene [105] x, y [46] [75]\nPosition [Sun Partical] Scene [105] x, y [207] [-45]\nPosition [WaterDroplet 1] Scene [106] x, y [189] [-45]\nPosition [Sun Partical] Scene [108] x, y [-26] [-129]\nPosition [WaterDroplet 2] Scene [108] x, y [-87] [-129]\nPosition [Sun Partical] Scene [108] x, y [-141] [-129]\nPosition [Sun Partical] Scene [108] x, y [152] [-102]\nPosition [Sun Partical] Scene [108] x, y [152] [-26]\nPosition [Sun Partical] Scene [108] x, y [152] [95]\nPosition [Sun Partical] Scene [307] x, y [-83] [55]\nPosition [Sun Partical] Scene [307] x, y [36] [55]\nPosition [Check Points] Scene [307] x, y [-225] [22]\nPosition [Sun Partical] Scene [308] x, y [-117] [118]\nPosition [Sun Partical] Scene [308] x, y [-226] [109]\nPosition [Sun Partical] Scene [308] x, y [1] [75]\nPosition [Heal Before Boss] Scene [306] x, y [-8] [106]\n\ndefine Position (costume name) Scene (scene) x, y (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\nwhen flag clicked\nset [sun particles v] to [0]\nset [skin v] to [0]\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [Heal Before Boss]> then\n if <(Lives) < [3]> then\n if <touching (player v)?> then\n wait until <not <touching (player v)?>>\n change [lives v] by (1)\n end\n end\n end\nend\n\n@Messages\n\nwhen flag clicked\nshow variable [sun particles v]\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [game over! v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [play again??? v]\nshow variable [sun particles v]\nhide\n\nwhen I receive [switch to home screen v]\nshow variable [sun particles v]\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [reset game v]\nshow variable [sun particles v]\n\nwhen flag clicked\nforever\n glide (1) secs to x: (0) y: (0)\n wait (0.3) seconds\n glide (1) secs to x: (0) y: (2)\n wait (0.3) seconds\nend\n\n@Play Button\n\nwhen I receive [main menu v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (-65)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((140) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Play Again??? v)\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [shop open v]\nhide\n\nwhen I receive [shop close; ready v]\nshow\n\nwhen backdrop switches to [2 v]\nshow\n\n@Play Again Button\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Play Again??? v)\n\nwhen I receive [game over! v]\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (-3) y: (-105)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((140) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [play again??? v]\nhide\n\nwhen backdrop switches to [2 v]\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (-3) y: (-105)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((140) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\n@Water Droplets\n\nwhen I receive [switch to home screen v]\nrepeat (10)\n go to [front v] layer\nend\nforever\n switch costume to (pick random (1) to (5))\n go to x: (36) y: (28)\n show\n repeat (50)\n change y by (-2)\n end\n hide\n wait (pick random (1) to (5)) seconds\nend\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [reset game v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nrepeat (10)\n go to [front v] layer\nend\nforever\n switch costume to (pick random (1) to (5))\n go to x: (36) y: (28)\n show\n repeat (50)\n change y by (-2)\n end\n hide\n wait (pick random (1) to (5)) seconds\nend\n\n@Home Button\n\nwhen I receive [game over! v]\nrepeat (10)\n go to [front v] layer\n show\nend\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nhide\ngo to x: (-164) y: (-78)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((140) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [reset game v]\nhide\n\nwhen this sprite clicked\nbroadcast (Main Menu v)\nbroadcast (Switch to Home Screen v)\nhide\n\nwhen backdrop switches to [2 v]\ngo to x: (-200) y: (30)\nshow\n\n@Mute Button\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [name v]) = [Off]> then\n forever\n stop all sounds\n wait until <(costume [name v]) = [On]>\n end\n end\nend\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [reset game v]\nhide\n\nwhen I receive [main menu v]\nset [ghost v] effect to (25)\ngo to x: (-125) y: (-64)\nrepeat (3)\n go to [front v] layer\nend\n\nwhen flag clicked\nswitch costume to (on v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [switch to home screen v]\nshow\n\nwhen I receive [shop open v]\nhide\n\nwhen I receive [shop close; ready v]\nshow\n\n@Enemies\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nset size to (80) %\nif <(Scene Num.) = [106]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Enemie] at [186] [-43] Dir. [-90]\n else\n Spawn [Enemie] at [111] [-44] Dir. [90]\n end\nend\nif <(Scene Num.) = [6]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Enemie] at [186] [-43] Dir. [-90]\n else\n Spawn [Enemie] at [111] [-44] Dir. [90]\n end\nend\nif <(Scene Num.) = [208]> then\n Spawn [Enemie] at [15] [-116] Dir. [-90]\nend\nif <(Scene Num.) = [306]> then\n set size to (100) %\n if <([x position v] of [player v]) < [0]> then\n Spawn [Enemie] at [200] [26] Dir. [-90]\n Spawn [Enemie] at [107] [26] Dir. [-90]\n Spawn [Enemie] at [57] [26] Dir. [-90]\n else\n Spawn [Enemie] at [-200] [26] Dir. [90]\n Spawn [Enemie] at [-107] [26] Dir. [90]\n Spawn [Enemie] at [-57] [26] Dir. [90]\n end\nend\nif <(Scene Num.) = [305]> then\n set size to (200) %\n if <([x position v] of [player v]) < [0]> then\n Spawn [Enemie] at [100] [26] Dir. [-90]\n else\n Spawn [Enemie] at [-100] [26] Dir. [90]\n end\nend\n\nwhen I start as a clone\nshow\nset [speed - y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (enemie1 v)\n set rotation style [don't rotate v]\n X - Movement\n Down Movement\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<(INV.) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [exit scene v]\ndelete this clone\n\ndefine Down Movement\nchange [speed - y v] by (-1)\nchange y by (Speed - Y)\nrepeat until <not <<touching (level v)?> or <touching (water puddles v)?>>>\n change y by (1)\n set [speed - y v] to [0]\nend\n\ndefine X - Movement\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (_edge_ v)?>>> then\n if <not <<touching (blockers v)?> or <touching (platforms v)?>>> then\n if <not <touching (water puddles v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Bounce v)\n start sound [Water Stomp v]\n start sound [pop v]\n switch costume to (stepped on v)\n wait (0.3) seconds\n repeat (10)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Life Lost! v)\n\ndefine Spawn (type) at (x) (y) Dir. (dir.)\ngo to x: (x) y: (y)\npoint in direction (dir.)\ncreate clone of (_myself_ v)\n\n@Blockers\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nrepeat (3)\n go to [back v] layer\nend\n\nwhen I receive [change scene v]\ngo to x: (0) y: (0)\nswitch costume to (nothing v)\nswitch costume to (join [Scene] (Scene Num.))\n\n@Water Puddles\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (nothing v)\nswitch costume to (join [Scene] (Scene Num.))\n\n@Joystick\n\ndefine Key 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 (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [joystick button v] by (1)\nelse\n set [joystick button v] to [0]\nend\n\ndefine ACTIVATED\ngo to (mouse-pointer v)\nswitch costume to (ready! v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (active v)\nset [joystick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Joystick Movement?\n Joystick Button?\nend\nbroadcast (BYE Stick v)\n\ndefine Joystick 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 Joystick Button?\nif <mouse down?> then\n if <(Joystick Button) > []> then\n change [joystick button v] by (1)\n end\nelse\n set [joystick button v] to [0]\nend\n\nwhen I receive [bye 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 (joystick v)\n change x by ((Stick X) * (RANGE))\n change y by ((Stick Y) * (RANGE))\n end\nend\ngo to x: (185) y: (-129)\nwait until <not <mouse down?>>\nswitch costume to (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 flag clicked\nset size to (80) %\nset [ghost v] effect to (70)\nset [range v] to ((size) / (2.5))\nforever\n go [forward v] (50) layers\n switch costume to (joy v)\n go to x: (-184) y: (-130)\n repeat until <not <mouse down?>>\n Key Controls\n end\n repeat until <mouse down?>\n Key Controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n ACTIVATED\n end\nend\n\nwhen I receive [mobile controls v]\nshow\n\nwhen I receive [com. controls v]\nhide\n\n@Switch Controls\n\nwhen this sprite clicked\nnext costume\nforever\n if <(costume [name v]) = [Mobile]> then\n switch costume to (mobile v)\n broadcast (COM. CONTROLS v) and wait\n end\n if <(costume [name v]) = [Computer]> then\n switch costume to (computer v)\n broadcast (MOBILE CONTROLS v) and wait\n end\nend\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [reset game v]\nhide\n\nwhen I receive [main menu v]\ngo to x: (102) y: (-62)\nrepeat (3)\n go to [front v] layer\nend\n\nwhen flag clicked\nbroadcast (COM. CONTROLS v) and wait\nswitch costume to (mobile v)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((120) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [switch to home screen v]\nshow\n\nwhen I receive [shop open v]\nhide\n\nwhen I receive [shop close; ready v]\nshow\n\n@Shop Open Button\n\nwhen I receive [switch to home screen v]\ngo to [front v] layer\ngo to x: (-23) y: (-172)\nshow\n\nwhen flag clicked\nshow\nwait (0.01) seconds\ngo to [front v] layer\ngo to x: (-23) y: (-172)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((105) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Shop Open v)\nhide\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [shop close; ready v]\nhide\n\nwhen I receive [shop close; ready v]\ngo to x: (-23) y: (-172)\ngo to [front v] layer\nshow\n\n@Shop Background\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [shop open v]\nshow\ngo [forward v] (60) layers\ngo to x: (0) y: (-172)\nrepeat (86)\n change y by (2)\nend\nbroadcast (Shop Ready v)\n\nwhen flag clicked\nhide\n\nwhen I receive [shop close v]\nshow\ngo [forward v] (60) layers\nrepeat (86)\n change y by (-2)\nend\nhide\nbroadcast (Shop Close; READY v)\n\n@Shop Close Button\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((105) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen this sprite clicked\nbroadcast (Shop Close v)\nhide\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [shop ready v]\nwait (0.01) seconds\ngo [forward v] (59) layers\ngo to x: (-257) y: (-29)\nshow\nrepeat (30)\n change x by (2)\nend\n\n@Skins\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [shop close v]\nhide\n\nwhen this sprite clicked\nbroadcast (Change Skin!!! v)\n\nwhen I start as a clone\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(Sun Particles) < (Cost For Skin)>> then\n Buy Skin\n wait until <not <mouse down?>>\n else\n broadcast (NOT ENOUGH v)\n stop [this script v]\n end\n end\nend\n\ndefine Make Skin (name) (cost)\nset [skin name v] to (name)\nset [cost for skin v] to (cost)\nswitch costume to (name)\ncreate clone of (_myself_ v)\nchange x by (100)\nstop [this script v]\n\ndefine Buy Skin\nbroadcast (Purchased item! v)\nchange [sun particles v] by ((Cost For Skin) * (-1))\nif <(Skin Name) = [1]> then\n set [skin v] to [75]\nelse\n if <(Skin Name) = [2]> then\n set [skin v] to [100]\n else\n if <(Skin Name) = [3]> then\n set [skin v] to [150]\n else\n if <(Skin Name) = [4]> then\n set [skin v] to [687]\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [shop ready v]\ngo [forward v] (60) layers\ngo to x: (-120) y: (-90)\nshow\nMake Skin [1] [20]\nMake Skin [2] [50]\nMake Skin [3] [90]\nMake Skin [4] [140]\n\n@Not Enough Sign\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((105) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [not enough v]\nswitch costume to (not enough v)\ngo [forward v] (70) layers\ngo to x: (-257) y: (-70)\nshow\nrepeat (22)\n change x by (2)\nend\nwait (2.5) seconds\nrepeat (30)\n change x by (-2)\nend\nhide\nstop [this script v]\n\nwhen I receive [shop close v]\nhide\n\nwhen I receive [purchased item! v]\nswitch costume to (purchased! v)\ngo [forward v] (70) layers\ngo to x: (-257) y: (-70)\nshow\nrepeat (22)\n change x by (2)\nend\nwait (2.5) seconds\nrepeat (30)\n change x by (-2)\nend\nhide\nstop [this script v]\n\n@Lives\n\nwhen I receive [switch to home screen v]\nhide\n\nwhen I receive [reset game v]\nset [lives v] to [3]\ngo to [front v] layer\nswitch costume to (3 v)\nshow\n\nwhen I receive [play again??? v]\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (-117) y: (161)\nswitch costume to (3 v)\nhide\nforever\n go to [front v] layer\n switch costume to (Lives)\n if <(Lives) = [0]> then\n hide\n end\nend\n\n@Headlines\n\nwhen flag clicked\ngo to [front v] layer\nrepeat until <touching (messages v)?>\n wait (3.5) seconds\n go to x: (98) y: (155)\n hide\n wait (6) seconds\n next costume\n show\nend\nforever\n if <touching (messages v)?> then\n hide\n end\nend\n\n@Hide Skins\n\nwhen I receive [play again??? v]\nhide\n\nwhen I receive [shop close v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I start as a clone\ngo [forward v] (65) layers\nif <(Skin) = [75]> then\n switch costume to (1 v)\n show\nend\nif <(Skin) = [100]> then\n switch costume to (2 v)\n show\nend\nif <(Skin) = [150]> then\n switch costume to (3 v)\n show\nend\nif <(Skin) = [687]> then\n switch costume to (4 v)\n show\nend\n\nwhen I receive [shop ready v]\ncreate clone of (_myself_ v)\n\nwhen I receive [purchased item! v]\ncreate clone of (_myself_ v)\n\n@Warning\n\nwhen I receive [warning! v]\ngo to (obstacles v)\nrepeat (4)\n show\n wait (0.1) seconds\n hide\nend\nhide\nbroadcast (SHOW v) and wait\n\nwhen flag clicked\nhide\n\n@Outdoors!!!\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(Scene Num.) = [305]> then\n if <(Lives) > [0]> then\n switch costume to (light v)\n set [ghost v] effect to (30)\n set [brightness v] effect to (15)\n show\n end\n else\n if <(Scene Num.) = [303]> then\n switch costume to (talk v)\n show\n else\n hide\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n
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【online】猫人間 (cat platformer)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<key (space v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> 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?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [28]\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]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until <<<not <(reload) = (☁ ONLINE)>> or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (タイム))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [今やっている人 v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [タイム v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join [.] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [タイム v] to (join ((t) mod (6)) (タイム))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [タイム v] to (join ['] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [タイム v] to (join [:] (タイム))\nset [タイム v] to (join ((t) mod (10)) (タイム))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [タイム v] to (join ((t) mod (10)) (タイム))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [今やっている人 v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <(~y) < [10000]> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [parsestr v] to []\n stop [this script v]\nend\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [forward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (5400) (166)\nsetup clone at x,y: (3022) (88)\nsetup clone at x,y: (1150) (110)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif then\n forever\n play sound [Tobu - Candyland \[NCS Release\] v] until done\n end\nend\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Splash\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\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\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n
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MINECRAFT PLATFORMER 10000000000 HOURS OF WORK
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@Stage\n\nwhen flag clicked\nswitch backdrop to (minecraft_cover v)\nforever\n play sound [haha bad quality go brrrr v] until done\nend\n\nwhen I receive [animation v]\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\nstop all sounds\n\nwhen flag clicked\nforever\n change [color v] effect by (5)\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [:0 v]\nforever\n repeat (5)\n change [brightness v] effect by (2)\n end\n repeat (5)\n change [brightness v] effect by (-2)\n end\n wait (0.35) seconds\n clear graphic effects\nend\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\nset [level!!! v] to [1]\nshow\nclear graphic effects\ngo to x: (-182) y: (-12)\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (4)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-4)\n end\n set [x v] to ((x) * (0.7))\n change x by (x)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\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 end\n end\n end\n end\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <key (down arrow v) pressed?>> then\n start sound [Metal pipe v]\n set [y v] to [14]\n end\n change y by (1)\n if <touching (danger v)?> then\n start sound [GET NOOB v]\n Death Animation\n go to x: (-182) y: (-12)\n end\n if <(x position) > [249]> then\n change [level!!! v] by (1)\n broadcast (LevelUp v)\n end\n if <key (up arrow v) pressed?> then\n start sound [Big Boing v]\n end\nend\n\ndefine Death Animation\nrepeat (10)\n change [ghost v] effect by (25)\n change size by (10)\nend\nset size to (100) %\nclear graphic effects\n\nwhen I receive [levelup v]\ngo to x: (-182) y: (-12)\n\nwhen flag clicked\nshow variable [level!!! v]\nshow variable [my variable v]\nshow variable [my variable2 v]\nforever\n if <(LEVEL!!!) = [6]> then\n start sound [Tada v]\n stop [other scripts in sprite v]\n wait (4) seconds\n hide variable [level!!! v]\n hide variable [my variable v]\n hide variable [my variable2 v]\n broadcast (animation v)\n stop [this script v]\n end\nend\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\n\nwhen I receive [animation v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (costume2 v)\n\nwhen I receive [levelup v]\nnext costume\ngo to [back v] layer\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [animation v]\nhide\n\n@Danger\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [animation v]\nhide\n\n@Sam\n\nwhen flag clicked\ngo to x: (-1) y: (42)\nswitch costume to (sam v)\nset size to (100) %\nhide\nforever\n if <(LEVEL!!!) = [4]> then\n start sound [Dramatic v]\n start sound [Dramatic2 v]\n start sound [Dramatic3 v]\n start sound [Dramatic4 v]\n start sound [Dramatic5 v]\n show\n go to [front v] layer\n switch costume to (sam v)\n wait (1) seconds\n switch costume to (sam4 v)\n wait (1) seconds\n switch costume to (sam2 v)\n wait (2) seconds\n switch costume to (sam3 v)\n wait (2) seconds\n hide\n stop [this script v]\n else\n hide\n end\nend\n\nchange size by (10)\n\nset size to (10000000000) %\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\n\nwhen I receive [animation v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\nclone\nforever\n switch costume to (costume2 v)\n go to x: (pick random (-200) to (200)) y: (200)\n wait (pick random (0.1) to (3)) seconds\n start sound [Ping v]\n glide (1) secs to x: (x position) y: (-200)\nend\n\nwhen I start as a clone\nforever\n switch costume to (costume1 v)\n go to x: (pick random (-200) to (200)) y: (200)\n wait (pick random (0.1) to (3)) seconds\n start sound [Ping v]\n glide (1) secs to x: (x position) y: (-200)\nend\n\nwhen flag clicked\nforever\n if <(LEVEL!!!) = [6]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nforever\n if <(LEVEL!!!) = [6]> then\n delete this clone\n end\n if <key (r v) pressed?> then\n delete this clone\n end\nend\n\ndefine clone\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\n\nwhen I receive [animation v]\nhide\n\n@29:3:23\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [animation v]\nwait (0) seconds\nstart sound [FEAR ME v]\nshow\ngo to [front v] layer\nswitch costume to (29:3:23 v)\nwait (2) seconds\ncreate clone of (_myself_ v)\nrepeat (5)\n switch costume to (29:3:232 v)\n start sound [Low Boing2 v]\n wait (0.1) seconds\n switch costume to (29:3:233 v)\n start sound [Low Boing2 v]\n wait (0.1) seconds\nend\nrepeat (7)\n next costume\n start sound [Low Boing2 v]\n wait (0.2) seconds\nend\nwait (1) seconds\nswitch costume to (why v)\nrepeat (8)\n next costume\n start sound [Low Boing2 v]\n wait (0.1) seconds\nend\nwait (1) seconds\nswitch costume to (1:4:2300 v)\nrepeat (4)\n wait (0.2) seconds\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (4) seconds\nswitch costume to (costume2 v)\nwait (1.8) seconds\nset [ghost v] effect to (100)\nswitch costume to (1:4:2300 6 v)\nwait (1) seconds\nrepeat (150)\n change [ghost v] effect by (-0.75)\nend\nwait (0.8) seconds\nbroadcast (end v)\ndelete this clone\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\n\nforever\n play sound [FEAR ME v] until done\nend\n\nwhen I receive [end v]\nhide\n\n@rick astley\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (200) %\nhide\n\nwhen [r v] key pressed\nhide variable [level!!! v]\nhide variable [my variable v]\nhide variable [my variable2 v]\nshow\ngo to [front v] layer\nforever\n wait (0.001) seconds\n next costume\nend\n\nstop all sounds\n\nwhen [r v] key pressed\nforever\n play sound [Never Gonna Give You Up Original v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\nforever\n wait (3) seconds\n start sound [AJ's Samsung Skyline Notification Sound6 v]\n start sound [AJ's Samsung Skyline Notification Sound2 v]\n start sound [AJ's Samsung Skyline Notification Sound3 v]\n start sound [AJ's Samsung Skyline Notification Sound4 v]\n show\n wait (3) seconds\n hide\nend\n\nwhen [r v] key pressed\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(LEVEL!!!) = [6]> then\n hide\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nstop all sounds\n\nwhen I receive [animation v]\nhide\n\n@spin\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen [r v] key pressed\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n if <(LEVEL!!!) = [6]> then\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [animation v]\nhide\n\n@help\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (1) seconds\nbroadcast (:0 v)\nset size to (18) %\nshow\nrepeat (5)\n change size by (20)\nend\nset [size v] to [2]\nrepeat (20)\n change size by (size)\n change [size v] by (-0.1)\nend\n\n
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COMMENT ANIMATIONS OMG!!! https://scratch.mit.edu/projects/822896755/\n\nUSE UP AND DOWN AND ALL AROUND ARROW KEYS ON KEYBOARD ON COMPUTOR ON EARTH PLS THANKJ YOU PLEASE\n\nBTW SMACK THE FLAG 10 TIMES SO YOU CAN GET 1000000000 FPS!!!!! TOTALLY NOT BECAUSE MY CODE DOESNT WORK!!!!!!!!!!
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Simple - A Platformer | #trending #games #all #popular
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nwait (10.7) seconds\nswitch backdrop to (blue sky v)\nforever\n play sound [Itro & Tobu - Cloud 9 \[NCS Release\] v] until done\nend\n\nwhen flag clicked\nwait (10.7) seconds\nforever\n if <(Level) = [14]> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (blue sky v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to [front v] layer\nwait (10.7) seconds\nshow\nforever\n switch costume to (Level)\nend\n\n@Saw\n\nwhen flag clicked\ngo to [back v] layer\nhide\nwait (10) seconds\nshow\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n turn right (-5) degrees\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n go to x: (200) y: (-35)\n show\n repeat until <(Level) > [2]>\n glide (0.7) secs to x: (40) y: (-40)\n glide (0.7) secs to x: (200) y: (-35)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n go to x: (0) y: (40)\n show\n repeat until <(Level) > [6]>\n go to x: (0) y: (40)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [10]> then\n go to x: (20) y: (130)\n show\n repeat until <(Level) > [10]>\n glide (0.7) secs to x: (20) y: (130)\n glide (0.7) secs to x: (20) y: (-40)\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [15]> then\n go to x: (0) y: (30)\n show\n repeat until <(Level) > [15]>\n go to x: (0) y: (30)\n end\n stop [this script v]\n end\nend\n\n@Bouncy\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to [back v] layer\nwait (10.7) seconds\nshow\nforever\n switch costume to (Level)\nend\n\n@Spike\n\nwhen flag clicked\nhide\nset [level v] to [1]\ngo to [back v] layer\nwait (10.7) seconds\nshow\nforever\n switch costume to (Level)\nend\n\n@Player\n\nwhen flag clicked\nwait (10.7) seconds\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume1 v)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume3 v)\n end\n if <not <key (any v) pressed?>> then\n switch costume to (player body v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n switch costume to (costume5 v)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (costume6 v)\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (costume4 v)\n end\nend\n\nwhen I start as a clone\nif <(Clone type) = [Eye]> then\n switch costume to (costume2 v)\n go to [front v] layer\n forever\n go to x: (X pos) y: (Y pos)\n change x by ((x eye) / (2))\n change y by ((Speed y) / (3))\n end\nend\nif <(Clone type) = [trail]> then\n switch costume to (costume2 v)\n repeat (12)\n change size by (-6)\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nwait (12) seconds\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nset size to (100) %\ngo to x: (-190) y: (0)\nset rotation style [left-right v]\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?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [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 (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [Jump v]\n set [y v] to [13.7]\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 (ground v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n start sound [Jump v]\n set [y v] to [13.2]\n end\n change y by (1)\n if <<touching (lava v)?> or <<touching (spike v)?> or <touching (saw v)?>>> then\n start sound [GG v]\n set rotation style [all around v]\n repeat (14)\n change size by (-3)\n change [ghost v] effect by (3)\n turn right (10) degrees\n end\n clear graphic effects\n set size to (100) %\n set rotation style [left-right v]\n point in direction (90)\n go to x: (-185) y: (-10)\n set [y v] to [0]\n set [x v] to [0]\n end\n if <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y v] to [17]\n end\nend\n\ndefine collide x\nchange y by (1)\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> 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))\n\ndefine collide y\nset y to (Last Value)\nif <[0] < (Speed y)> then\n set [speed y v] to [0]\n stop [this script v]\nend\nset [falling v] to [0]\nset [speed y v] to [0]\n\nwhen flag clicked\nwait (10) seconds\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (10) seconds\nforever\n if <(x position) > [225]> then\n start sound [Low Whoosh v]\n change [level v] by (1)\n go to x: (-185) y: (-10)\n end\nend\n\n@Lava\n\nwhen flag clicked\nhide\nwait (10.7) seconds\ngo to x: (0) y: (-30)\nshow\nswitch costume to (wave2 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nrepeat (4)\n next costume\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nhide\n\nwhen I start as a clone\nforever\n repeat (10)\n change y by (3)\n end\n repeat (5)\n change y by (2)\n end\n repeat (10)\n change y by (-3)\n end\n repeat (5)\n change y by (-2)\n end\nend\n\n@Clouds\n\nwhen flag clicked\nwait (10.7) seconds\nforever\n if <(Level) = [14]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nchange [ghost v] effect by (30)\nswitch costume to (costume1 v)\nwait (10.7) seconds\ngo to [back v] layer\nshow\ncreate clone of (_myself_ v)\ngo to x: (200) y: (80)\nforever\n point in direction (90)\n glide (3.3) secs to x: (25) y: (80)\n glide (2.9) secs to x: (-270) y: (80)\n hide\n hide\n point in direction (-90)\n go to x: (-263) y: (80)\n show\n glide (2.9) secs to x: (25) y: (80)\n glide (3.3) secs to x: (270) y: (80)\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nshow\ngo to [back v] layer\ngo to x: (-200) y: (120)\nchange [ghost v] effect by (25)\nforever\n point in direction (90)\n glide (2.9) secs to x: (25) y: (120)\n glide (3.3) secs to x: (270) y: (120)\n repeat (10)\n hide\n end\n point in direction (90)\n go to x: (263) y: (120)\n show\n glide (3.3) secs to x: (25) y: (120)\n glide (2.9) secs to x: (-270) y: (120)\nend\n\nwhen I start as a clone\nforever\n if <(Level) = [14]> then\n hide\n else\n show\n end\nend\n\n@Love and Fav banner\n\nwhen flag clicked\nwait (13.2) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (11.7) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (175)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (15) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@Win\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [16]> then\n go to x: (0) y: (70)\n show\n switch costume to (costume2 v)\n else\n hide\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n
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Help my friend out please! He doesn't have enough entries nor pgs so please check him and his contest out! @SplinterGames and https://scratch.mit.edu/projects/831655177/ \nNew platformer! https://scratch.mit.edu/projects/833017492/\n2x click the green flag! This is my new platformer called Simple, it has 15 levels! This took a very long time to make and plus this is mobile friendly, so please ❤ and ⭐ if you like it! \n------------------------------Instructions-------------------------------\nArrow keys, wasd, or finger to move\nDodge spikes, lava, and saws, bounce on trampolines\nComplete all levels to win\n❤ and ⭐ please!\n-----------------------------Fan appreciation-------------------------\nThanks to you all for all the support on my recent platformers! I really appreciate it! Please get me to the 130 follower mark! 31st on trending!!!\n------------------------------------Tags----------------------------------\n#trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all #trending #games #popular #all
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Maze The Platformer
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@Stage\n\nwhen flag clicked\nset [color v] effect to (0)\n\nwhen I receive [world 2 v]\nset [color v] effect to (125)\n\nwhen I receive [world 3 v]\nset [color v] effect to (75)\n\n@TN\n\nwhen flag clicked\nhide\n\ngo to (random position v)\n\n@guy\n\nwhen flag clicked\nerase all\nset [world v] to [1]\nset [checkpoint v] to [1]\nset [level v] to [1]\ndie\nforever\n Tick\nend\n\ndefine Tick\nif <not <touching (end v)?>> then\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [x speed v] to [4]\n change x by (X speed)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [x speed v] to [-4]\n change x by (X speed)\n end\n change x by (X speed)\n if <touching (platforms v)?> then\n set [x speed v] to ((0) - (X speed))\n repeat until <not <touching (platforms v)?>>\n change x by (X speed)\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change y by (-1)\n if <touching (platforms v)?> then\n repeat until <not <touching (platforms v)?>>\n change y by (.1)\n end\n set [y speed v] to [15]\n else\n change y by (1)\n end\n end\n change [y speed v] by (-1)\n change y by (Y speed)\n if <touching (platforms v)?> then\n if <(Y speed) < [0]> then\n set [y speed v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (.1)\n end\n end\n if <[0] < (Y speed)> then\n set [y speed v] to [0]\n repeat until <not <touching (platforms v)?>>\n change y by (-0.1)\n end\n end\n end\n if <[0] < (X speed)> then\n change [x speed v] by (-0.5)\n end\n if <(X speed) < [0]> then\n change [x speed v] by (0.5)\n end\n if <[230] < (x position)> then\n broadcast (next level v)\n change [level v] by (1)\n set x to (-230)\n set y to (0)\n collide\n end\n collide\nend\n\nwhen flag clicked\nforever\n if <<touching (spikes v)?> or <touching (enemy v)?>> then\n start sound [Crunch v]\n die\n set [level v] to (CHECKPOINT)\n collide\n end\n wait until <<not <touching (spikes v)?>> and <not <touching (enemy v)?>>>\nend\n\ndefine die\nbroadcast (next level v)\ngo to x: (-191) y: (-50)\nset [y speed v] to [0]\nset [x speed v] to [0]\ncollide\n\nwhen flag clicked\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [pop v]\n end\n wait until <<not <key (up arrow v) pressed?>> and <not <key (w v) pressed?>>>\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n wait (pick random (8) to (10)) seconds\n switch costume to (costume2 v)\n wait (.2) seconds\n switch costume to (costume3 v)\n wait (.2) seconds\n switch costume to (costume2 v)\n wait (.2) seconds\n switch costume to (costume1 v)\nend\n\nwhen flag clicked\nforever\n if <<<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (a v) pressed?>> or <key (d v) pressed?>> and <(TOUCH) = [1]>> then\n play sound (pick random (3) to (5)) until done\n end\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to [front v] layer\nforever\n if <touching (end v)?> then\n repeat until <<(round (x position)) = ([x position v] of [end v])> and <(round (y position)) = ([y position v] of [end v])>>\n change x by ((([x position v] of [end v]) - (x position)) / (9))\n change y by ((([y position v] of [end v]) - (y position)) / (9))\n end\n if <(WORLD) = [1]> then\n broadcast (world 2 v)\n set [world v] to [2]\n set [level v] to [1]\n set [checkpoint v] to [1]\n die\n else\n if <(WORLD) = [2]> then\n broadcast (world 3 v)\n set [world v] to [3]\n set [level v] to [1]\n set [checkpoint v] to [1]\n die\n end\n end\n wait until <not <touching (end v)?>>\n end\nend\n\ndefine collide\nrepeat until <not <touching (platforms v)?>>\n change y by (0.1)\nend\n\nwhen flag clicked\nforever\n if <touching (bounce pad v)?> then\n start sound [Boing v]\n set [y speed v] to [20]\n end\nend\n\n@Guy check\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to x: ([x position v] of [guy v]) y: ([y position v] of [guy v])\n if <touching (platforms v)?> then\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\nend\n\n@Instructions\n\nwhen flag clicked\nset [display v] to (join (join [Time:] [0 ]) (join (join [Level:] (LEVEL)) (join (join [ ] [World:]) (WORLD))))\nswitch costume to (costume1 v)\nrepeat until <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) + (100))\nend\nbroadcast (Timer start v)\nup\nwait until <(LEVEL) = [5]>\nswitch costume to (costume2 v)\ndown\nrepeat until <[100] < ([x position v] of [guy v])>\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) + (100))\nend\nup\nwait until <(LEVEL) = [19]>\nswitch costume to (costume3 v)\ndown\nrepeat until <[100] < ([x position v] of [guy v])>\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) + (100))\nend\nup\nwait until <(LEVEL) = [12]>\nswitch costume to (costume4 v)\ndown\nrepeat until <[100] < ([x position v] of [guy v])>\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) + (100))\nend\nup\nwait until <(LEVEL) = [1]>\nswitch costume to (costume5 v)\ndown\nrepeat until <[100] < ([x position v] of [guy v])>\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) + (100))\nend\nup\nwait until <(LEVEL) = [14]>\nswitch costume to (costume6 v)\ndown\n\n go to x: (0) y: ((([sin v] of ((timer) * (300)) ) * (8)) + (100))\nend\n\ndefine up\nrepeat until <(round (y position)) = [250]>\n change y by (((250) - (y position)) / (8))\nend\n\nwhen I receive [timer start v]\nreset timer\nrepeat until <<(WORLD) = [3]> and <(LEVEL) = [14]>>\n set [display v] to (join (join (join [Time:] (timer)) [ ]) (join (join [Level:] (LEVEL)) (join (join [ ] [World:]) (WORLD))))\nend\nset [display v] to (join (join (join [Time:] (timer)) [ ]) (join (join [Level:] [14]) (join (join [ ] [World:]) (WORLD))))\nset [time v] to (timer)\nshow variable [☁ highscore v]\nif <(time) < (☁ Highscore)> then\n set [☁ highscore v] to (time)\nend\n\ndefine down\nrepeat until <(round (y position)) = [100]>\n change y by (((100) - (y position)) / (8))\nend\n\nwhen flag clicked\nhide variable [☁ highscore v]\n\n@End\n\nwhen flag clicked\ngo to x: (178) y: (-77)\nforever\n if <(LEVEL) = [19]> then\n show\n else\n hide\n end\nend\n\n@platforms\n\ndefine Stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine stamp outline\nset rotation style [don't rotate v]\nrepeat (8)\n set [brightness v] effect to (-100)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (join (WORLD) (join [ ] (LEVEL)))\nwait (0) seconds\nsetup\nforever\n switch costume to (join (WORLD) (join [ ] (LEVEL)))\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nsetup\n\ndefine setup\nstamp outline\nStamp shadow\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (join (WORLD) (join [ ] (LEVEL)))\nwait (0) seconds\nstamp outline\nforever\n switch costume to (join (WORLD) (join [ ] (LEVEL)))\nend\n\nwhen I receive [next level v]\nerase all\nwait (0) seconds\nstamp outline\n\ndefine stamp outline\nset rotation style [don't rotate v]\nrepeat (8)\n set [brightness v] effect to (-100)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@checkpoint\n\nwhen I start as a clone\nif <(WORLD) = [1]> then\n switch costume to (flag v)\nelse\n if <(WORLD) = [2]> then\n switch costume to (flag2 v)\n else\n switch costume to (flag3 v)\n end\nend\nset size to (30) %\npoint in direction (pick random (-90) to (90))\nset [flag velocity v] to [20]\nrepeat until <(flag velocity) < [1]>\n change [flag velocity v] by (-1)\n move (flag velocity) steps\nend\nrepeat until <touching (_edge_ v)?>\n change [flag velocity v] by (-1)\n change y by (flag velocity)\nend\ndelete this clone\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (join (WORLD) (join [ ] (LEVEL)))\nend\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n clone\n start sound [Flag v]\n end\n wait until <not <touching (guy v)?>>\nend\n\ndefine clone\nrepeat (10)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (guy v)?> then\n set [checkpoint v] to (LEVEL)\n end\n wait until <not <touching (guy v)?>>\nend\n\n@bounce pad\n\nwhen flag clicked\nswitch costume to (1 1 v)\nshow\nforever\n switch costume to (join (WORLD) (join [ ] (LEVEL)))\nend\n\nhide\n\nwait until <<(WORLD) = [2]> and <[11] < (LEVEL)>>\n\ndefine stamp outline\nset rotation style [don't rotate v]\nrepeat (8)\n set [brightness v] effect to (-100)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [next level v]\nwait (0) seconds\nstamp outline\n\n@Enemy\n\nwhen flag clicked\nshow\nswitch costume to (1 1 v)\nforever\n switch costume to (join (WORLD) (join [ ] (LEVEL)))\n go to x: (([sin v] of ((timer) * (200)) ) * (50)) y: (0)\nend\n\n
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MAZE THE PLATFORMER\n___________________________________________\nWARNING: \nThis game is EXTREMELY HARD and it is basically rage fuel. So if you get very "passionate" about certain things I suggest you don't play it so you don't break your monitor/laptop.\n___________________________________________\nStory:\nYou are Bob. Your only purpose in life is to run through levels as fast as you can.\n___________________________________________\nInstructions:\nInstructions are inside the project :)\n___________________________________________\nCredits:\n@griffpatch for the shading and outline engine. It really helped the game feel more polished.\n\nI don't know who made the background but whoever did, thank you.\n\nScratch made most of the sound so thank you to them.\n\nThank you to @jlmonkeys for playtesting
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チーズプラットフォーマー/Cheese platformer
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [チーズ v] until done\nend\n\n@プ・ラットフォーマーくん\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (みぎ v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (みぎ v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (ひだり v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.9)\n change y by (Y)\n if <touching (ステージ v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (ステージ v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (ネクスト v)\n wait (1.3) seconds\n end\n if <<(y position) < [-180]> and <not <(ステージ) = [17]>>> then\n 初期設定プログラム\n end\n if <touching (トゲ v)?> then\n 初期設定プログラム\n end\n if <<(y position) < [-180]> and <(ステージ) = [17]>> then\n broadcast (隠し発見!! v)\n 初期設定プログラム\n end\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nset [time v] to [0]\nrepeat until <(ステージ) = [18]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@ステージ\n\nwhen I receive [スタート v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nset [ステージ v] to [1]\n\nwhen I receive [ネクスト v]\nchange [ステージ v] by (1)\n\n@トゲ\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\npoint in direction (90)\nshow\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n if <(ステージ) = [7]> then\n turn left (2) degrees\n end\n if <(ステージ) = [8]> then\n point in direction (90)\n end\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\ngo to [front v] layer\nshow\ngo to x: (465) y: (0)\nglide (0.2) secs to x: (0) y: (0)\nwait (0.6) seconds\nglide (0.2) secs to x: (-465) y: (0)\nhide\n\n@おサムネですわ~~~\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@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset size to (100) %\nset [三角関数 v] to [0]\nforever\n go to [back v] layer\n change [三角関数 v] by (5)\n change size by ([sin v] of (三角関数) )\nend\n\n@雲ピッピww\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset size to (100) %\nset [三角関数 v] to [0]\nforever\n go to [back v] layer\n change [三角関数 v] by (5)\n change size by ([sin v] of (三角関数) )\nend\n\n
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ランキング復活!(嘘、ターボモードだと判断した場合は載せません)\n何かバグがあったら教えてください\nPlease let me know if there are any bugs\n日本語は下!\n~English~\nThe main character has wandered into the country of cheese! Avoid the thorns and escape! enjoy!\n~日本語~\n主人公はチーズの国に迷い込んでしまった…\n華麗にトゲをよけて脱出しよう!\n楽しんでね!
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Minecraft Platformer (EPIC)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (download \(12\) v)\nset [winnable v] to [1]\nset [**showing time** v] to [0]\nhide variable [**frames** v]\nhide variable [time v]\nhide variable [☁ world record v]\nset [time v] to [0]\n\nwhen I receive [green flag clicked v]\nforever\n play sound [Volume Alpha - 08 - Minecraft.mp3 v] until done\nend\n\nwhen [t v] key pressed\nif <(**SHOWING TIME**) = [0]> then\n set [**showing time** v] to [1]\n show variable [time v]\n show variable [☁ world record v]\nelse\n set [**showing time** v] to [0]\n hide variable [time v]\n hide variable [☁ world record v]\nend\n\nwhen I receive [time v]\nTime\nif <<(winnable) = [2]> and <(Level) = [6]>> then\n broadcast (DONE v) and wait\n if <(TIME) < (☁ WORLD RECORD)> then\n set [☁ world record v] to (TIME)\n end\n stop [all v]\nend\n\ndefine Time\nset [time v] to ((round (((**FRAMES**) / (30)) * (100))) / (100))\nrepeat until <(length of (TIME)) > ((length of ([floor v] of (TIME) )) + (2))>\n if < (TIME) contains [.]?> then\n set [time v] to (join (TIME) [0])\n else\n set [time v] to (join (TIME) [.])\n end\nend\nif <(winnable) = [0]> then\n set [time v] to [N/A]\nend\n\nwhen [p v] key pressed\nset [winnable v] to [0]\n\nwhen flag clicked\nwait until <(World) = [3]>\nwait until <(World) = [5]>\nif <(winnable) > [0]> then\n set [winnable v] to [2]\nend\n\nwhen flag clicked\n\nset [sfx v] to [1]\nforever\n if <<(mouse y) > [135]> and <(mouse y) < [175]>> then\n show variable [sfx v]\n else\n hide variable [sfx v]\n end\nend\n\n@blank\n\n@pen\n\nwhen flag clicked\nerase all\nforever\n if <[collisions v] contains [1]?> then\n Fix\n end\nend\n\ndefine Generate Level\ndelete all of [moving level v]\ndelete all of [level v]\nbroadcast (Generate Level v)\nif <(World) = [0]> then\n if <(Level) = [10]> then\n Add Circle [1] at [0] [-100] size [100]\n Add Circle [2] at [75] [-100] size [25]\n Add Circle [2] at [100] [-100] size [25]\n Add Circle [2] at [125] [-100] size [25]\n Add Circle [4] at [225] [-100] size [150]\n Add Circle [3] at [-100] [-25] size [14]\n Add Circle [6] at [0] [75] size [100]\n Add Circle [7] at [-400] [-400] size [800]\n Add Circle [8] at [100] [-150] size [50]\n Add Circle [9] at [225] [25] size [50]\n end\nend\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Draw Circle at (x) (y) size (size)\nif <(size) > [0]> then\n switch costume to (costume2 v)\n set size to (10000) %\n switch costume to (costume1 v)\n Go To (x) (y)\n switch costume to (costume2 v)\n set size to ((((size) + (5)) * (100)) / (40)) %\n if <((((size) + (5)) * (100)) / (40)) > ((size) + (2))> then\n switch costume to (costume1 v)\n set size to ((((size) + (5)) * (100)) / (40)) %\n end\n switch costume to (***costume)\n if <((size) - (2)) > ((((size) + (5)) * (100)) / (40))> then\n set size to ((((size) + (5)) * (100)) / (40)) %\n end\n stamp\n switch costume to (costume2 v)\n set size to (10000) %\n switch costume to (costume1 v)\nend\n\ndefine Render\nerase all\nDraw Grid\nDraw Level\nDraw Player\n\ndefine Get Color (color) (size)\nset [***costume v] to ((color) + (3))\nif <(color) = [1]> then\n set pen color to (#ffffff)\nend\nif <(color) = [2]> then\n set pen color to (#ff0000)\nend\nif <(color) = [3]> then\n set pen color to (#ff1edc)\nend\nif <(color) = [4]> then\n set pen color to (#8bf1ff)\nend\nif <(color) = [5]> then\n set pen color to (#16d400)\nend\nif <(color) = [6]> then\n set pen color to (#985b11)\nend\nif <(color) = [7]> then\n set pen color to (#0400ff)\nend\nif <(color) = [8]> then\n set pen color to (#babaef)\n set pen (transparency v) to ((100) - (size))\nend\nif <<(color) > [8]> and <(color) < [13]>> then\n set pen color to (#a805ef)\nend\nif <<(color) = [13]> or <(color) = [14]>> then\n set pen color to (#ae00ff)\n change pen (color v) by ((timer) * (20))\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) - (Camera X)) y: ((y) - (Camera Y))\n\ndefine Physics\nKeys Pressed\nif <[keys pressed v] contains [L]?> then\n change [xv v] by (-1)\nend\nif <[keys pressed v] contains [R]?> then\n change [xv v] by (1)\nend\nchange [y v] by (-1)\nUpdate Collisions\nif <[collisions v] contains [4]?> then\n set [xv v] to ((xv) * (0.95))\nelse\n if <[collisions v] contains [6]?> then\n set [xv v] to ((xv) * (0.7))\n else\n set [xv v] to ((xv) * (0.9))\n end\nend\nchange [y v] by (1)\nChange X by (round (xv))\nchange [yv v] by (-1)\nif <<[keys pressed v] contains [U]?> and <(Can Jump?) = [1]>> then\n set [yv v] to [12]\nend\nchange [y v] by (-1)\nUpdate Collisions\nif <[collisions v] contains [3]?> then\n set [yv v] to [15]\n if <[keys pressed v] contains [U]?> then\n set [yv v] to [18]\n end\nend\nchange [y v] by (1)\nset [yv v] to (round (yv))\nChange Y by (round (yv))\nSwap Gravity\nDeath & Camera\n\ndefine Change X by (xv)\nchange [x v] by (xv)\nUpdate Collisions\nif <[collisions v] contains [1]?> then\n repeat (SLOPE SIZE)\n change [y v] by (1)\n Update Collisions\n if <not <[collisions v] contains [1]?>> then\n stop [this script v]\n end\n end\n change [y v] by (() - (SLOPE SIZE))\n repeat until <not <[collisions v] contains [1]?>>\n set [xv v] to [0]\n change [x v] by (() - (([abs v] of (xv) ) / (xv)))\n Update Collisions\n end\nend\n\ndefine Update Collisions\nUpdate Gravity\ndelete all of [collisions v]\nset [i2 v] to [1]\nrepeat until <(i2) > (length of [level v])>\n if <<<((item ((i2) + (1)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (-2))) < ((X) + ((Size) / (2)))> and <((item ((i2) + (1)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (2))) > ((X) + ((Size) / (-2)))>> and <<((item ((i2) + (2)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (-2))) < ((Y) + ((Size) / (2)))> and <((item ((i2) + (2)) of [level v]) + ((item ((i2) + (3)) of [level v]) / (2))) > ((Y) + ((Size) / (-2)))>>> then\n add (item (i2) of [level v]) to [collisions v]\n if <[solids v] contains (item (i2) of [level v])?> then\n add [1] to [collisions v]\n if <(item (i2) of [level v]) = [8]> then\n replace item ((i2) + (3)) of [level v] with ((item ((i2) + (3)) of [level v]) - (1))\n if <(item ((i2) + (3)) of [level v]) < [10]> then\n replace item ((i2) + (3)) of [level v] with [-100]\n end\n end\n end\n if <<(item (i2) of [level v]) = [5]> and <(Clones) > [0]>> then\n replace item ((i2) + (3)) of [level v] with [-100]\n if <(clone #) = [0]> then\n set [x v] to (item (1) of [clones v])\n set [y v] to (item (2) of [clones v])\n set [xv v] to (item (3) of [clones v])\n set [yv v] to (item (4) of [clones v])\n set [can jump? v] to (item (5) of [clones v])\n set [portal fall? v] to (item (6) of [clones v])\n repeat (clone list length)\n delete (1) of [clones v]\n end\n change [clones v] by (-1)\n else\n repeat (clone list length)\n delete (clone #) of [clones v]\n end\n change [clones v] by (-1)\n end\n end\n if <(item (i2) of [level v]) = [13]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (1)\n if <(i3) > (length of [level v])> then\n set [i3 v] to [1]\n end\n end\n set [portal2 id v] to (i3)\n end\n if <(item (i2) of [level v]) = [14]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (-1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (-1)\n if <[1] > (i3)> then\n set [i3 v] to (length of [level v])\n end\n end\n set [portal2 id v] to (i3)\n end\n end\n change [i2 v] by (4)\nend\nif <<key (e v) pressed?> and <(username) = [04tmoody]>> then\n delete all of [collisions v]\nend\n\ndefine Change Y by (yv)\nset [can jump? v] to [0]\nchange [y v] by (yv)\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n if <(yv) < [0]> then\n set [can jump? v] to [1]\n end\n set [yv v] to [0]\n change [y v] by (() - (([abs v] of (yv) ) / (yv)))\n Update Collisions\nend\nif <<key (q v) pressed?> and <(username) = [04tmoody]>> then\n set [can jump? v] to [1]\nend\n\ndefine Draw Player\nset pen size to (6)\nset pen color to (#ffae00)\nset [***costume v] to [3]\npoint in direction (((Gravity) + (2)) * (90))\nDraw Circle at (X) (Y) size ((Size) - (0))\nset [i v] to [1]\nset [old x2 v] to (X)\nset [old y2 v] to (Y)\nrepeat (Clones)\n set [x v] to (item ((i) + (0)) of [clones v])\n set [y v] to (item ((i) + (1)) of [clones v])\n set pen color to (#ffae00)\n set [***costume v] to [18]\n point in direction (((Gravity) + (2)) * (90))\n Draw Circle at (X) (Y) size ((Size) - (0))\n change [i v] by (clone list length)\nend\nset [x v] to (old x2)\nset [y v] to (old y2)\npoint in direction (90)\n\ndefine Draw Level\nset [i v] to [1]\nrepeat until <(i) > (length of [level v])>\n set pen size to (6)\n Get Color (item (i) of [level v]) (item ((i) + (3)) of [level v])\n Draw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size ((item ((i) + (3)) of [level v]) - (10))\n if <(Lag) = [0]> then\n set pen size to (6)\n if <<(item (i) of [level v]) > [8]> and <[13] > (item (i) of [level v])>> then\n Draw arrow at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size (item ((i) + (3)) of [level v]) direction ((item (i) of [level v]) - (8))\n end\n change [i v] by (4)\nend\n\nset pen color to (#000000)\nif <(Gravity) = ((item (i) of [level v]) - (8))> then\n set pen color to (#404040)\nend\nDraw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size ((item ((i) + (3)) of [level v]) - (20))\n\ndefine Draw Grid\n\ndefine Reset\ndelete all of [clones v]\nGenerate Level\nset [gravity v] to [3]\nset [slope size v] to [4]\nset [x v] to [0]\nset [y v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [size v] to [30]\nset [old x v] to [0]\nset [old y v] to [0]\nset [clone list length v] to [6]\nset [portal fall? v] to [0]\nset [old x2 v] to [0]\nset [old y2 v] to [0]\nset [old xv2 v] to [0]\nset [old yv2 v] to [0]\nset [old can jump?2 v] to [0]\nset [old portal fall? v] to [0]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Move Level\nset [j v] to [1]\nrepeat until <(j) > (length of [moving level v])>\n set [i v] to (item (j) of [moving level v])\n replace item ((i) + (1)) of [level v] with ((item ((i) + (1)) of [level v]) + (item ((j) + (1)) of [moving level v]))\n if <[solids v] contains (item (i) of [level v])?> then\n if <<<((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((X) + ((Size) / (2)))> and <((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((X) + ((Size) / (-2)))>> and <<((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((Y) + ((Size) / (2)))> and <((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((Y) + ((Size) / (-2)))>>> then\n change [x v] by (item ((j) + (1)) of [moving level v])\n Update Collisions\n if <[collisions v] contains [1]?> then\n set [die? v] to [1]\n repeat (SLOPE SIZE)\n if <(die?) = [1]> then\n change [y v] by (1)\n change [x v] by (1)\n Update Collisions\n if <not <[collisions v] contains [1]?>> then\n set [die? v] to [0]\n end\n end\n end\n if <(die?) = [1]> then\n Reset\n end\n end\n end\n end\n replace item ((i) + (2)) of [level v] with ((item ((i) + (2)) of [level v]) + (item ((j) + (2)) of [moving level v]))\n if <[solids v] contains (item (i) of [level v])?> then\n if <<<((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((X) + ((Size) / (2)))> and <((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((X) + ((Size) / (-2)))>> and <<((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((Y) + ((Size) / (2)))> and <((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((Y) + ((Size) / (-2)))>>> then\n change [y v] by (item ((j) + (2)) of [moving level v])\n Update Collisions\n if <[collisions v] contains [1]?> then\n Reset\n end\n end\n end\n set [k v] to [1]\n repeat until <(k) > (length of [level v])>\n if <not <(i) = (k)>> then\n if <<<((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((item ((k) + (1)) of [level v]) + ((item ((k) + (3)) of [level v]) / (2)))> and <((item ((i) + (1)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((item ((k) + (1)) of [level v]) + ((item ((k) + (3)) of [level v]) / (-2)))>> and <<((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (-2))) < ((item ((k) + (2)) of [level v]) + ((item ((k) + (3)) of [level v]) / (2)))> and <((item ((i) + (2)) of [level v]) + ((item ((i) + (3)) of [level v]) / (2))) > ((item ((k) + (2)) of [level v]) + ((item ((k) + (3)) of [level v]) / (-2)))>>> then\n replace item ((j) + (1)) of [moving level v] with ((item ((j) + (1)) of [moving level v]) * (-1))\n replace item ((j) + (2)) of [moving level v] with ((item ((j) + (2)) of [moving level v]) * (-1))\n end\n end\n change [k v] by (4)\n end\n change [j v] by (3)\nend\n\ndefine Water Physics\nKeys Pressed\nif <[keys pressed v] contains [L]?> then\n change [xv v] by (-0.9)\nend\nif <[keys pressed v] contains [R]?> then\n change [xv v] by (0.9)\nend\nset [xv v] to ((xv) * (0.91))\nChange X by (round (xv))\nif <[keys pressed v] contains [D]?> then\n change [yv v] by (-0.9)\nend\nif <[keys pressed v] contains [U]?> then\n change [yv v] by (0.9)\nend\nset [yv v] to ((((yv) + (1)) * (0.91)) - (1))\nChange Y by (round (yv))\nSwap Gravity\nDeath & Camera\n\ndefine Death & Camera\nUpdate Collisions\nif <<key (r v) pressed?> or <<[collisions v] contains [2]?> or <<<(Y) < [-360]> or <[3240] < (Y)>> or <<(X) < [-4320]> or <[4320] < (X)>>>>> then\n if <(reset?) = [0]> then\n Reset\n set [reset? v] to [1]\n end\nelse\n set [reset? v] to [0]\nend\nif <<<key (o v) pressed?> or <key (p v) pressed?>> or <[collisions v] contains [5]?>> then\n if <<[collisions v] contains [5]?> and <(Clones) > [0]>> then\nelse\n set [skip? v] to [0]\nend\nchange [camera x v] by (((X) - (Camera X)) / (6))\nchange [camera y v] by (((Y) - (Camera Y)) / (6))\nif <(Camera Y) < [-180]> then\n set [camera y v] to [-180]\nend\n\ndefine Draw arrow at (x) (y) size (size) direction (dir)\nset pen size to (round ((size) / (10)))\npen up\nset pen color to (#ff0000)\nset pen (transparency v) to (50)\nif <(dir) = [1]> then\n Go To (x) ((y) + ((size) / (-4)))\n pen down\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (-4))) (y)\n pen up\nend\nif <(dir) = [2]> then\n Go To ((x) + ((size) / (-4))) (y)\n pen down\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n pen up\nend\nif <(dir) = [3]> then\n Go To (x) ((y) + ((size) / (4)))\n pen down\n Go To (x) ((y) + ((size) / (-4)))\n Go To ((x) + ((size) / (4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n Go To ((x) + ((size) / (-4))) (y)\n pen up\nend\nif <(dir) = [4]> then\n Go To ((x) + ((size) / (4))) (y)\n pen down\n Go To ((x) + ((size) / (-4))) (y)\n Go To (x) ((y) + ((size) / (4)))\n Go To ((x) + ((size) / (-4))) (y)\n Go To (x) ((y) + ((size) / (-4)))\n pen up\nend\n\ndefine Update Gravity\nset [change in x v] to ((X) - (old x))\nset [change in y v] to ((Y) - (old y))\nif <(Gravity) = [2]> then\n set [x v] to ((old x) - (change in y))\n set [y v] to ((old y) + (change in x))\nend\nif <(Gravity) = [1]> then\n set [x v] to ((old x) - (change in x))\n set [y v] to ((old y) - (change in y))\nend\nif <(Gravity) = [4]> then\n set [x v] to ((old x) + (change in y))\n set [y v] to ((old y) - (change in x))\nend\nset [old x v] to (X)\nset [old y v] to (Y)\n\ndefine Swap Gravity\nUpdate Collisions\nset [old xv v] to (xv)\nif <[collisions v] contains [9]?> then\n if <(Gravity) = [2]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n set [gravity v] to [1]\nend\nif <[collisions v] contains [10]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n set [gravity v] to [2]\nend\nif <[collisions v] contains [11]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [2]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n if <(Gravity) = [4]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n set [gravity v] to [3]\nend\nif <[collisions v] contains [12]?> then\n if <(Gravity) = [1]> then\n set [xv v] to ((yv) * (1))\n set [yv v] to ((old xv) * (1))\n end\n if <(Gravity) = [2]> then\n set [xv v] to ((old xv) * (-1))\n set [yv v] to ((yv) * (-1))\n end\n if <(Gravity) = [3]> then\n set [xv v] to ((yv) * (-1))\n set [yv v] to ((old xv) * (-1))\n end\n set [gravity v] to [4]\nend\n\ndefine Keys Pressed\ndelete all of [keys pressed v]\nif <<<mouse down?> and <<<(mouse x) < ((X) - (Camera X))> and <(length of [clones v]) = [0]>> or <<(mouse x) < [0]> and <(length of [clones v]) > [0]>>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [D] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<((X) - (Camera X)) < (mouse x)> and <(length of [clones v]) = [0]>> or <<[0] < (mouse x)> and <(length of [clones v]) > [0]>>>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [U] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<(mouse y) < ((Y) - (Camera Y))> and <(length of [clones v]) = [0]>> or <<(mouse y) < [0]> and <(length of [clones v]) > [0]>>>> or <<key (down arrow v) pressed?> or <key (s v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [L] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [R] to [keys pressed v]\n end\nend\nif <<<mouse down?> and <<<((Y) - (Camera Y)) < (mouse y)> and <(length of [clones v]) = [0]>> or <<[0] < (mouse y)> and <(length of [clones v]) > [0]>>>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(Gravity) = [1]> then\n add [D] to [keys pressed v]\n end\n if <(Gravity) = [2]> then\n add [R] to [keys pressed v]\n end\n if <(Gravity) = [3]> then\n add [U] to [keys pressed v]\n end\n if <(Gravity) = [4]> then\n add [L] to [keys pressed v]\n end\nend\nif <key (space v) pressed?> then\n add [U] to [keys pressed v]\nend\n\ndefine Portal Physics\nif <(portal fall?) = [0]> then\n Update Collisions\n change [x v] by (((item ((Portal1 ID) + (1)) of [level v]) - (X)) / (5))\n change [y v] by (((item ((Portal1 ID) + (2)) of [level v]) - (Y)) / (5))\n if <<([abs v] of ((item ((Portal1 ID) + (1)) of [level v]) - (X)) ) < [0.1]> and <((item ((Portal1 ID) + (2)) of [level v]) - (Y)) < [0.1]>> then\n set [x v] to (item ((Portal2 ID) + (1)) of [level v])\n set [y v] to (item ((Portal2 ID) + (2)) of [level v])\n set [portal fall? v] to [1]\n end\n Death & Camera\nelse\n Physics\nend\n\ndefine Clone Animation\nchange [x v] by (3)\nreplace item (1) of [clones v] with ((item (1) of [clones v]) - (3))\nchange [clone animation v] by (-1)\n\nwhen I receive [clone setup v]\nClone Setup\n\ndefine Clone Setup\ndelete all of [clones v]\nset [clone animation v] to [0]\nrepeat (Clones)\n set [camera x v] to [0]\n set [camera y v] to [0]\n set [clone animation v] to [20]\n repeat (clone list length)\n add [0] to [clones v]\n end\nend\n\ndefine Pre Clone Code\nset [old x2 v] to (X)\nset [old y2 v] to (Y)\nset [old xv2 v] to (xv)\nset [old yv2 v] to (yv)\nset [old can jump?2 v] to (Can Jump?)\nset [old portal fall? v] to (portal fall?)\n\ndefine Post Clone Code\nset [x v] to (old x2)\nset [y v] to (old y2)\nset [xv v] to (old xv2)\nset [yv v] to (old yv2)\nset [can jump? v] to (old can jump?2)\nset [portal fall? v] to (old portal fall?)\n\ndefine Clone Physics Loop\nset [clone # v] to [1]\nrepeat (Clones)\n set [x v] to (item ((clone #) + (0)) of [clones v])\n set [y v] to (item ((clone #) + (1)) of [clones v])\n set [xv v] to (item ((clone #) + (2)) of [clones v])\n set [yv v] to (item ((clone #) + (3)) of [clones v])\n set [can jump? v] to (item ((clone #) + (4)) of [clones v])\n set [portal fall? v] to (item ((clone #) + (5)) of [clones v])\n Update Collisions\n if <<[collisions v] contains [13]?> or <[collisions v] contains [14]?>> then\n Portal Physics\n else\n set [portal fall? v] to [0]\n if <[collisions v] contains [7]?> then\n Water Physics\n else\n Physics\n end\n end\n replace item ((clone #) + (0)) of [clones v] with (X)\n replace item ((clone #) + (1)) of [clones v] with (Y)\n replace item ((clone #) + (2)) of [clones v] with (xv)\n replace item ((clone #) + (3)) of [clones v] with (yv)\n replace item ((clone #) + (4)) of [clones v] with (Can Jump?)\n replace item ((clone #) + (5)) of [clones v] with (portal fall?)\n change [clone # v] by (clone list length)\nend\n\nwhen [l v] key pressed\nif <(Lag) = [0]> then\n set [lag v] to [1]\nelse\n set [lag v] to [0]\nend\n\nwhen I receive [green flag clicked v]\nset [lag v] to [0]\nswitch costume to (costume2 v)\nset size to (1000) %\nswitch costume to (costume1 v)\nhide\nset [world v] to [1]\nset [level v] to [1]\nGenerate Level\nReset\nset [**frames** v] to [0]\nforever\n change [**frames** v] by (1)\n if <(clone animation) > [0]> then\n Clone Animation\n else\n Move Level\n Update Collisions\n if <<[collisions v] contains [13]?> or <[collisions v] contains [14]?>> then\n Portal Physics\n else\n set [portal fall? v] to [0]\n if <[collisions v] contains [7]?> then\n Water Physics\n else\n Physics\n end\n end\n Pre Clone Code\n Clone Physics Loop\n Post Clone Code\n set [clone # v] to [0]\n end\n Render\n broadcast (time v)\nend\n\nset [r v] to [1]\nrepeat (3)\n pen up\n set pen size to ((size) * (r))\n Go To (x) ((y) + ((size) * ((1) - ((r) * (0.5)))))\n pen down\n pen up\n set [r v] to ((r) * (0.5))\nend\n\nUpdate Gravity\ndelete all of [collisions v]\nset [i2 v] to [1]\nrepeat until <(i2) > (length of [level v])>\n if <([sqrt v] of ((((item ((i2) + (1)) of [level v]) - (X)) * ((item ((i2) + (1)) of [level v]) - (X))) + (((item ((i2) + (2)) of [level v]) - (Y)) * ((item ((i2) + (2)) of [level v]) - (Y)))) ) < (((item ((i2) + (3)) of [level v]) + (Size)) / (2))> then\n add (item (i2) of [level v]) to [collisions v]\n if <[solids v] contains (item (i2) of [level v])?> then\n add [1] to [collisions v]\n if <(item (i2) of [level v]) = [8]> then\n replace item ((i2) + (3)) of [level v] with ((item ((i2) + (3)) of [level v]) - (1))\n if <(item ((i2) + (3)) of [level v]) < [10]> then\n replace item ((i2) + (3)) of [level v] with [-100]\n end\n end\n end\n if <<(item (i2) of [level v]) = [5]> and <(Clones) > [0]>> then\n replace item ((i2) + (3)) of [level v] with [-100]\n if <(clone #) = [0]> then\n set [x v] to (item (1) of [clones v])\n set [y v] to (item (2) of [clones v])\n set [xv v] to (item (3) of [clones v])\n set [yv v] to (item (4) of [clones v])\n set [can jump? v] to (item (5) of [clones v])\n set [portal fall? v] to (item (6) of [clones v])\n repeat (clone list length)\n delete (1) of [clones v]\n end\n change [clones v] by (-1)\n else\n repeat (clone list length)\n delete (clone #) of [clones v]\n end\n change [clones v] by (-1)\n end\n end\n if <(item (i2) of [level v]) = [13]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (1)\n if <(i3) > (length of [level v])> then\n set [i3 v] to [1]\n end\n end\n set [portal2 id v] to (i3)\n end\n if <(item (i2) of [level v]) = [14]> then\n set [portal1 id v] to (i2)\n set [i3 v] to ((i2) + (-1))\n repeat until <<(item (i3) of [level v]) = [13]> or <(item (i3) of [level v]) = [14]>>\n change [i3 v] by (-1)\n if <[1] > (i3)> then\n set [i3 v] to (length of [level v])\n end\n end\n set [portal2 id v] to (i3)\n end\n end\n change [i2 v] by (4)\nend\nif <<key (e v) pressed?> and <(username) = [04tmoody]>> then\n delete all of [collisions v]\nend\n\nUpdate Collisions\n\ndefine Fix\nUpdate Collisions\nrepeat until <not <[collisions v] contains [1]?>>\n change [y v] by (5)\n Update Collisions\nend\n\nset pen (transparency v) to ((100) - ([abs v] of (([sin v] of ((timer) * (75)) ) * (25)) ))\nchange pen size by ([abs v] of (([sin v] of ((timer) * (75)) ) * (5)) )\nDraw Circle at (item ((i) + (1)) of [level v]) (item ((i) + (2)) of [level v]) size (((item ((i) + (3)) of [level v]) - (15)) + ([abs v] of (([sin v] of ((timer) * (75)) ) * (15)) ))\n\npen up\nset pen color to (#2b2b2b)\nif <(World) = [3]> then\n set pen color to (#4a4a4a)\n set pen size to (600)\n go to x: (0) y: (0)\n pen down\n pen up\n set pen color to (#6b6b6b)\nend\nset pen size to (105)\ngo to x: ((-240) - (((Camera X) * (0.5)) mod (100))) y: ((-180) - (((Camera Y) * (0.5)) mod (100)))\nrepeat (10)\n set y to ((-180) - (((Camera Y) * (0.5)) mod (100)))\n repeat (8)\n pen down\n pen up\n change pen (brightness v) by (-20)\n change pen size by (-10)\n pen down\n pen up\n change pen (brightness v) by (20)\n change pen size by (10)\n change y by (100)\n end\n change x by (100)\nend\npen up\nif <(World) = [2]> then\n set pen color to (#7fe8ff)\n set pen (transparency v) to (80)\n set pen size to (50)\n go to x: (-240) y: (-180)\n pen down\n go to x: (240) y: (-180)\n go to x: (240) y: (180)\n go to x: (-240) y: (180)\n go to x: (-240) y: (-180)\n pen up\nend\n\npen up\nGo To ((x) - ((size) * (0.5))) ((y) - ((size) * (0.5)))\npen down\nGo To ((x) + ((size) * (0.5))) ((y) - ((size) * (0.5)))\nGo To ((x) + ((size) * (0.5))) ((y) + ((size) * (0.5)))\nGo To ((x) - ((size) * (0.5))) ((y) + ((size) * (0.5)))\nGo To ((x) - ((size) * (0.5))) ((y) - ((size) * (0.5)))\npen up\n\n@Word 1\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [1]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [80]\nAdd Circle [1] at [125] [-75] size [100]\nAdd Circle [1] at [250] [-75] size [75]\nAdd Circle [1] at [500] [-300] size [400]\nAdd Circle [1] at [650] [-50] size [50]\nAdd Circle [1] at [750] [0] size [90]\nAdd Circle [1] at [900] [0] size [90]\nAdd Circle [1] at [1050] [0] size [90]\nAdd Circle [5] at [1050] [125] size [40]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [87] [-75] size [25]\nAdd Circle [2] at [87] [-50] size [25]\nAdd Circle [2] at [87] [-25] size [25]\nAdd Circle [1] at [150] [-75] size [50]\nAdd Circle [2] at [200] [-75] size [25]\nAdd Circle [2] at [200] [-50] size [25]\nAdd Circle [2] at [200] [-25] size [25]\nAdd Circle [1] at [250] [-25] size [50]\nAdd Circle [2] at [300] [-25] size [25]\nAdd Circle [2] at [325] [-25] size [25]\nAdd Circle [2] at [350] [-25] size [25]\nAdd Circle [1] at [400] [-25] size [50]\nAdd Circle [2] at [450] [-50] size [25]\nAdd Circle [2] at [468] [-68] size [25]\nAdd Circle [2] at [486] [-86] size [25]\nAdd Circle [1] at [550] [-150] size [100]\nAdd Circle [5] at [650] [-50] size [50]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [3] at [100] [-75] size [50]\nAdd Circle [2] at [175] [-75] size [25]\nAdd Circle [2] at [175] [-50] size [25]\nAdd Circle [2] at [175] [-25] size [25]\nAdd Circle [2] at [175] [0] size [25]\nAdd Circle [2] at [175] [25] size [25]\nAdd Circle [1] at [350] [-200] size [300]\nAdd Circle [3] at [450] [-50] size [50]\nAdd Circle [1] at [550] [50] size [100]\nAdd Circle [3] at [650] [50] size [50]\nAdd Circle [2] at [700] [50] size [25]\nAdd Circle [2] at [725] [50] size [25]\nAdd Circle [2] at [750] [50] size [25]\nAdd Circle [2] at [775] [50] size [25]\nAdd Circle [2] at [800] [50] size [25]\nAdd Circle [2] at [825] [50] size [25]\nAdd Circle [1] at [950] [50] size [200]\nAdd Circle [5] at [950] [250] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [50] [-50] size [25]\nAdd Circle [2] at [75] [-25] size [25]\nAdd Circle [2] at [100] [-50] size [25]\nAdd Circle [1] at [150] [-100] size [100]\nAdd Circle [2] at [200] [-150] size [25]\nAdd Circle [2] at [225] [-175] size [25]\nAdd Circle [2] at [250] [-150] size [25]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [400] [-200] size [75]\nAdd Circle [1] at [300] [400] size [75]\nAdd Circle [1] at [500] [400] size [75]\nAdd Moving Circle [1] size [75] at [400] [200] speed [0] [-2]\nAdd Circle [2] at [350] [650] size [25]\nAdd Circle [2] at [375] [650] size [25]\nAdd Circle [2] at [400] [650] size [25]\nAdd Circle [2] at [425] [650] size [25]\nAdd Circle [2] at [450] [650] size [25]\nAdd Moving Circle [1] size [100] at [600] [400] speed [3] [0]\nAdd Circle [1] at [800] [400] size [75]\nAdd Circle [5] at [800] [500] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [100] [175] size [100]\nAdd Circle [1] at [100] [-250] size [100]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Moving Circle [2] size [25] at [100] [-25] speed [0] [-2]\nAdd Moving Circle [2] size [25] at [100] [25] speed [0] [2]\nAdd Circle [1] at [400] [-100] size [100]\nAdd Circle [2] at [400] [-25] size [25]\nAdd Circle [2] at [400] [0] size [25]\nAdd Circle [2] at [400] [25] size [25]\nAdd Circle [2] at [400] [50] size [25]\nAdd Circle [2] at [400] [75] size [25]\nAdd Moving Circle [2] size [25] at [275] [-100] speed [1] [0]\nAdd Circle [1] at [300] [-250] size [100]\nAdd Circle [5] at [400] [-250] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Moving Circle [1] size [200] at [300] [-100] speed [-2] [0]\nAdd Circle [2] at [400] [25] size [25]\nAdd Moving Circle [2] size [25] at [600] [-250] speed [0] [1]\nAdd Circle [2] at [700] [-25] size [25]\nAdd Moving Circle [1] size [200] at [1600] [-100] speed [-2] [0]\nAdd Moving Circle [2] size [25] at [400] [-500] speed [0] [1]\nAdd Moving Circle [2] size [25] at [1000] [-550] speed [0] [0]\nAdd Circle [5] at [1200] [100] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-200] size [200]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Circle [1] at [350] [-100] size [100]\nAdd Circle [2] at [275] [-100] size [25]\nAdd Circle [2] at [275] [-75] size [25]\nAdd Circle [2] at [275] [-50] size [25]\nAdd Circle [2] at [275] [-25] size [25]\nAdd Circle [1] at [400] [0] size [50]\nAdd Circle [3] at [350] [90] size [30]\nAdd Circle [1] at [400] [200] size [50]\nAdd Circle [3] at [500] [200] size [50]\nAdd Circle [2] at [575] [200] size [25]\nAdd Circle [2] at [600] [200] size [25]\nAdd Circle [2] at [625] [200] size [25]\nAdd Circle [1] at [700] [200] size [50]\nAdd Circle [1] at [775] [275] size [75]\nAdd Circle [1] at [900] [275] size [100]\nAdd Circle [5] at [1000] [375] size [50]\n\ndefine Level 8\nAdd Circle [1] at [0] [-100] size [50]\nAdd Circle [1] at [-100] [-50] size [50]\nAdd Circle [1] at [-200] [0] size [50]\nAdd Circle [1] at [-50] [50] size [50]\nAdd Circle [1] at [50] [70] size [50]\nAdd Circle [1] at [100] [135] size [50]\nAdd Circle [1] at [0] [200] size [50]\nAdd Circle [1] at [-100] [250] size [50]\nAdd Circle [1] at [-200] [300] size [50]\nAdd Circle [1] at [-50] [350] size [50]\nAdd Circle [1] at [50] [370] size [50]\nAdd Circle [1] at [100] [435] size [50]\nAdd Circle [1] at [0] [500] size [50]\nAdd Circle [1] at [-100] [550] size [50]\nAdd Circle [1] at [-200] [600] size [50]\nAdd Circle [1] at [-50] [650] size [50]\nAdd Circle [1] at [50] [670] size [50]\nAdd Circle [1] at [600] [50] size [1000]\nAdd Circle [2] at [400] [525] size [25]\nAdd Circle [2] at [500] [555] size [25]\nAdd Circle [2] at [518] [575] size [25]\nAdd Circle [2] at [800] [525] size [25]\nAdd Circle [2] at [700] [555] size [25]\nAdd Circle [2] at [682] [575] size [25]\nAdd Circle [5] at [1150] [100] size [50]\n\ndefine Level 9\nAdd Circle [1] at [-100] [-100] size [200]\nAdd Circle [2] at [25] [-250] size [25]\nAdd Circle [2] at [50] [-250] size [25]\nAdd Circle [2] at [75] [-250] size [25]\nAdd Moving Circle [1] size [75] at [50] [-200] speed [0] [3]\nAdd Circle [1] at [25] [250] size [25]\nAdd Circle [1] at [50] [250] size [25]\nAdd Circle [1] at [75] [250] size [25]\nAdd Circle [1] at [150] [150] size [75]\nAdd Moving Circle [3] size [75] at [150] [450] speed [0] [4]\nAdd Circle [1] at [25] [425] size [25]\nAdd Circle [1] at [50] [425] size [25]\nAdd Circle [1] at [75] [425] size [25]\nAdd Circle [3] at [-75] [325] size [25]\nAdd Circle [3] at [-50] [325] size [25]\nAdd Circle [3] at [-25] [325] size [25]\nAdd Circle [2] at [125] [350] size [25]\nAdd Circle [2] at [150] [350] size [25]\nAdd Circle [2] at [175] [350] size [25]\nAdd Circle [3] at [125] [900] size [25]\nAdd Circle [3] at [150] [900] size [25]\nAdd Circle [3] at [175] [900] size [25]\nAdd Circle [1] at [50] [825] size [25]\nAdd Circle [1] at [75] [825] size [25]\nAdd Circle [1] at [100] [825] size [25]\nAdd Circle [1] at [200] [775] size [25]\nAdd Circle [1] at [225] [775] size [25]\nAdd Circle [1] at [250] [775] size [25]\nAdd Circle [5] at [150] [1100] size [50]\n\ndefine Level 10\nAdd Circle [1] at [0] [-100] size [150]\nAdd Moving Circle [1] size [50] at [-100] [0] speed [3] [1]\nAdd Circle [2] at [-150] [-25] size [25]\nAdd Circle [2] at [-150] [0] size [25]\nAdd Circle [2] at [-150] [25] size [25]\nAdd Circle [2] at [150] [50] size [25]\nAdd Circle [2] at [150] [75] size [25]\nAdd Circle [2] at [150] [100] size [25]\nAdd Circle [1] at [250] [75] size [125]\nAdd Circle [1] at [250] [175] size [50]\nAdd Circle [1] at [450] [75] size [150]\nAdd Moving Circle [1] size [50] at [350] [175] speed [3] [0]\nAdd Moving Circle [1] size [50] at [550] [250] speed [-3] [-1]\nAdd Circle [2] at [300] [150] size [25]\nAdd Circle [2] at [300] [175] size [25]\nAdd Circle [2] at [300] [200] size [25]\nAdd Circle [2] at [600] [150] size [25]\nAdd Circle [2] at [600] [175] size [25]\nAdd Circle [2] at [600] [200] size [25]\nAdd Circle [2] at [600] [225] size [25]\nAdd Circle [2] at [600] [250] size [25]\nAdd Circle [2] at [600] [275] size [25]\nAdd Circle [5] at [500] [350] size [50]\n\n@Word 2\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nif <(Level) = [9]> then\n add ((y) * (0.82)) to [level v]\n add ((size) * (0.75)) to [level v]\nelse\n add (y) to [level v]\n add (size) to [level v]\nend\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [2]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [7] at [200] [-50] size [200]\nAdd Circle [7] at [350] [-75] size [200]\nAdd Circle [7] at [300] [-25] size [200]\nAdd Circle [7] at [400] [0] size [200]\nAdd Circle [7] at [425] [-50] size [200]\nAdd Circle [7] at [500] [-75] size [200]\nAdd Circle [7] at [525] [0] size [200]\nAdd Circle [7] at [600] [0] size [200]\nAdd Circle [1] at [775] [-150] size [100]\nAdd Circle [1] at [900] [-50] size [100]\nAdd Circle [7] at [900] [150] size [200]\nAdd Circle [7] at [900] [200] size [200]\nAdd Circle [7] at [875] [350] size [200]\nAdd Circle [7] at [925] [300] size [200]\nAdd Circle [7] at [950] [400] size [200]\nAdd Circle [7] at [900] [425] size [200]\nAdd Circle [7] at [875] [500] size [200]\nAdd Circle [7] at [950] [525] size [200]\nAdd Circle [7] at [950] [600] size [200]\nAdd Circle [5] at [1100] [625] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [7] at [175] [0] size [200]\nAdd Circle [7] at [175] [-100] size [200]\nAdd Circle [7] at [275] [0] size [200]\nAdd Circle [7] at [275] [-100] size [200]\nAdd Circle [2] at [225] [-75] size [25]\nAdd Circle [2] at [225] [-50] size [25]\nAdd Circle [2] at [250] [-75] size [25]\nAdd Circle [2] at [250] [-50] size [25]\nAdd Circle [1] at [450] [-75] size [100]\nAdd Circle [7] at [625] [-50] size [200]\nAdd Circle [7] at [625] [-150] size [200]\nAdd Circle [7] at [625] [-250] size [200]\nAdd Circle [7] at [725] [-50] size [200]\nAdd Circle [7] at [725] [-150] size [200]\nAdd Circle [7] at [725] [-250] size [200]\nAdd Circle [2] at [675] [-200] size [25]\nAdd Circle [2] at [675] [-175] size [25]\nAdd Circle [2] at [675] [-150] size [25]\nAdd Circle [2] at [675] [-125] size [25]\nAdd Circle [2] at [675] [-100] size [25]\nAdd Circle [2] at [675] [-75] size [25]\nAdd Circle [2] at [675] [-50] size [25]\nAdd Circle [2] at [675] [-25] size [25]\nAdd Circle [2] at [675] [0] size [25]\nAdd Circle [2] at [675] [25] size [25]\nAdd Circle [2] at [675] [50] size [25]\nAdd Circle [2] at [675] [75] size [25]\nAdd Circle [2] at [675] [100] size [25]\nAdd Circle [1] at [950] [-150] size [100]\nAdd Circle [5] at [950] [0] size [50]\n\ndefine Level 3\nAdd Circle [1] at [100] [-250] size [500]\nAdd Circle [2] at [100] [15] size [25]\nAdd Circle [2] at [100] [35] size [25]\nAdd Circle [7] at [400] [100] size [200]\nAdd Circle [4] at [700] [-250] size [500]\nAdd Circle [2] at [700] [15] size [25]\nAdd Circle [2] at [700] [40] size [25]\nAdd Circle [4] at [900] [0] size [25]\nAdd Circle [4] at [925] [0] size [25]\nAdd Circle [4] at [950] [0] size [25]\nAdd Circle [4] at [975] [0] size [25]\nAdd Circle [4] at [1000] [0] size [25]\nAdd Circle [4] at [1025] [0] size [25]\nAdd Circle [4] at [1050] [0] size [25]\nAdd Circle [4] at [1075] [0] size [25]\nAdd Circle [4] at [1100] [0] size [25]\nAdd Circle [4] at [1100] [150] size [25]\nAdd Moving Circle [2] size [25] at [1100] [100] speed [0] [4]\nAdd Circle [4] at [1125] [0] size [25]\nAdd Circle [4] at [1150] [0] size [25]\nAdd Circle [1] at [1150] [0] size [25]\nAdd Circle [1] at [1175] [0] size [25]\nAdd Circle [1] at [1200] [0] size [25]\nAdd Circle [5] at [1275] [-50] size [50]\n\ndefine Level 4\nAdd Circle [4] at [0] [-100] size [100]\nAdd Circle [4] at [100] [0] size [50]\nAdd Circle [4] at [113] [30] size [25]\nAdd Circle [4] at [0] [90] size [50]\nAdd Circle [4] at [100] [175] size [25]\nAdd Circle [4] at [150] [200] size [25]\nAdd Circle [7] at [125] [400] size [200]\nAdd Circle [4] at [250] [400] size [25]\nAdd Circle [4] at [275] [400] size [25]\nAdd Circle [4] at [300] [400] size [25]\nAdd Circle [7] at [350] [350] size [100]\nAdd Circle [7] at [400] [350] size [100]\nAdd Circle [4] at [450] [400] size [25]\nAdd Circle [4] at [475] [400] size [25]\nAdd Circle [4] at [500] [400] size [25]\nAdd Circle [4] at [350] [600] size [25]\nAdd Circle [4] at [375] [600] size [25]\nAdd Circle [4] at [400] [600] size [25]\nAdd Moving Circle [2] size [25] at [350] [500] speed [0] [3]\nAdd Moving Circle [2] size [25] at [400] [500] speed [0] [-3]\nAdd Circle [2] at [375] [500] size [25]\nAdd Circle [2] at [550] [400] size [25]\nAdd Circle [2] at [575] [400] size [25]\nAdd Circle [2] at [575] [425] size [25]\nAdd Circle [2] at [600] [400] size [25]\nAdd Circle [4] at [650] [400] size [25]\nAdd Circle [4] at [675] [400] size [25]\nAdd Circle [4] at [700] [400] size [25]\nAdd Moving Circle [1] size [50] at [725] [500] speed [0] [4]\nAdd Circle [4] at [650] [600] size [25]\nAdd Circle [4] at [675] [600] size [25]\nAdd Circle [4] at [700] [600] size [25]\nAdd Circle [3] at [600] [575] size [75]\nAdd Circle [5] at [375] [700] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [100] [-100] size [100]\nAdd Circle [4] at [200] [-100] size [100]\nAdd Circle [2] at [300] [-100] size [75]\nAdd Circle [2] at [400] [-100] size [75]\nAdd Circle [2] at [500] [-100] size [75]\nAdd Circle [7] at [350] [0] size [50]\nAdd Circle [7] at [450] [0] size [50]\nAdd Circle [4] at [600] [-100] size [100]\nAdd Circle [1] at [700] [-300] size [100]\nAdd Circle [4] at [800] [-300] size [100]\nAdd Circle [4] at [900] [-300] size [100]\nAdd Circle [2] at [1000] [-100] size [75]\nAdd Circle [2] at [1100] [-100] size [75]\nAdd Circle [2] at [1200] [-100] size [75]\nAdd Circle [7] at [1050] [-200] size [50]\nAdd Circle [7] at [1150] [-200] size [50]\nAdd Circle [4] at [1300] [-300] size [100]\nAdd Circle [3] at [1400] [-300] size [100]\nAdd Circle [7] at [1550] [-150] size [50]\nAdd Circle [7] at [1600] [-100] size [50]\nAdd Circle [7] at [1650] [-50] size [50]\nAdd Circle [7] at [1700] [0] size [50]\nAdd Circle [7] at [1750] [50] size [50]\nAdd Circle [7] at [1850] [50] size [50]\nAdd Circle [5] at [1900] [50] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [75] [-100] size [25]\nAdd Circle [4] at [100] [-100] size [25]\nAdd Circle [4] at [125] [-100] size [25]\nAdd Circle [4] at [150] [-100] size [25]\nAdd Circle [4] at [175] [-100] size [25]\nAdd Circle [2] at [200] [-100] size [25]\nAdd Circle [2] at [200] [-75] size [25]\nAdd Circle [2] at [200] [-50] size [25]\nAdd Circle [4] at [225] [-100] size [25]\nAdd Circle [4] at [250] [-100] size [25]\nAdd Circle [4] at [275] [-100] size [25]\nAdd Circle [2] at [300] [-100] size [25]\nAdd Circle [2] at [300] [-75] size [25]\nAdd Circle [2] at [300] [-50] size [25]\nAdd Circle [4] at [325] [-100] size [25]\nAdd Circle [4] at [350] [-100] size [25]\nAdd Circle [4] at [375] [-100] size [25]\nAdd Circle [4] at [400] [-100] size [25]\nAdd Circle [4] at [425] [-100] size [25]\nAdd Circle [4] at [450] [-100] size [25]\nAdd Circle [4] at [475] [-100] size [25]\nAdd Circle [4] at [500] [-100] size [25]\nAdd Circle [2] at [525] [-100] size [25]\nAdd Circle [2] at [550] [-100] size [25]\nAdd Circle [2] at [575] [-100] size [25]\nAdd Circle [2] at [600] [-100] size [25]\nAdd Circle [2] at [625] [-100] size [25]\nAdd Circle [2] at [650] [-100] size [25]\nAdd Circle [1] at [675] [-100] size [25]\nAdd Circle [1] at [700] [-100] size [25]\nAdd Circle [1] at [725] [-100] size [25]\nAdd Circle [7] at [650] [-250] size [200]\nAdd Circle [5] at [500] [-150] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [0] [400] size [100]\nAdd Circle [1] at [100] [200] size [100]\nAdd Circle [1] at [600] [200] size [100]\nAdd Moving Circle [7] size [100] at [0] [200] speed [0] [-3]\nAdd Moving Circle [7] size [100] at [200] [200] speed [3] [0]\nAdd Circle [4] at [1200] [200] size [100]\nAdd Moving Circle [7] size [100] at [700] [200] speed [5] [0]\nAdd Circle [2] at [800] [125] size [25]\nAdd Circle [2] at [825] [125] size [25]\nAdd Circle [2] at [850] [125] size [25]\nAdd Circle [2] at [900] [275] size [25]\nAdd Circle [2] at [925] [275] size [25]\nAdd Circle [2] at [950] [275] size [25]\nAdd Circle [1] at [1300] [125] size [25]\nAdd Circle [1] at [1325] [125] size [25]\nAdd Circle [1] at [1350] [125] size [25]\nAdd Circle [2] at [1375] [125] size [25]\nAdd Circle [2] at [1400] [125] size [25]\nAdd Circle [2] at [1425] [125] size [25]\nAdd Circle [1] at [1450] [125] size [25]\nAdd Circle [1] at [1475] [125] size [25]\nAdd Circle [1] at [1500] [125] size [25]\nAdd Circle [4] at [1600] [300] size [100]\nAdd Moving Circle [4] size [50] at [1400] [250] speed [4] [0]\nAdd Circle [5] at [1600] [450] size [50]\n\ndefine Level 8\nAdd Circle [7] at [0] [0] size [400]\nAdd Circle [7] at [300] [300] size [400]\nAdd Circle [7] at [600] [0] size [400]\nAdd Circle [7] at [900] [300] size [400]\nAdd Circle [7] at [1200] [600] size [400]\nAdd Circle [7] at [900] [900] size [400]\nAdd Circle [7] at [600] [1200] size [400]\nAdd Circle [7] at [300] [1500] size [400]\nAdd Circle [7] at [600] [1800] size [400]\nAdd Circle [5] at [750] [2000] size [50]\nAdd Circle [2] at [50] [0] size [25]\nAdd Circle [2] at [0] [50] size [25]\nAdd Circle [2] at [-50] [100] size [25]\nAdd Circle [2] at [-100] [150] size [25]\nAdd Circle [2] at [-50] [-100] size [25]\nAdd Circle [2] at [-100] [-150] size [25]\nAdd Circle [2] at [50] [100] size [25]\nAdd Circle [2] at [100] [150] size [25]\nAdd Circle [2] at [150] [200] size [25]\nAdd Circle [2] at [200] [250] size [25]\nAdd Circle [2] at [250] [300] size [25]\nAdd Circle [2] at [300] [350] size [25]\nAdd Circle [2] at [350] [300] size [25]\nAdd Circle [2] at [250] [125] size [25]\nAdd Circle [2] at [300] [175] size [25]\nAdd Circle [2] at [350] [125] size [25]\nAdd Circle [2] at [400] [250] size [25]\nAdd Circle [2] at [450] [200] size [25]\nAdd Circle [2] at [500] [200] size [25]\nAdd Circle [2] at [550] [150] size [25]\nAdd Circle [2] at [550] [100] size [25]\nAdd Circle [2] at [550] [50] size [25]\nAdd Circle [2] at [550] [0] size [25]\nAdd Circle [2] at [550] [-50] size [25]\nAdd Circle [2] at [550] [-100] size [25]\nAdd Circle [2] at [650] [-175] size [25]\nAdd Circle [2] at [650] [-125] size [25]\nAdd Circle [2] at [650] [-75] size [25]\nAdd Circle [2] at [650] [-25] size [25]\nAdd Circle [2] at [650] [25] size [25]\nAdd Circle [2] at [650] [75] size [25]\nAdd Circle [2] at [700] [100] size [25]\nAdd Circle [2] at [800] [150] size [25]\nAdd Circle [2] at [850] [200] size [25]\nAdd Circle [2] at [900] [250] size [25]\nAdd Circle [2] at [950] [300] size [25]\nAdd Circle [2] at [1000] [350] size [25]\nAdd Circle [2] at [1050] [400] size [25]\nAdd Circle [2] at [775] [350] size [25]\nAdd Circle [2] at [825] [400] size [25]\nAdd Circle [2] at [875] [450] size [25]\nAdd Circle [2] at [925] [500] size [25]\nAdd Circle [2] at [725] [300] size [25]\nAdd Circle [2] at [1030] [600] size [50]\nAdd Circle [2] at [1200] [600] size [250]\nAdd Circle [2] at [1085] [785] size [25]\nAdd Circle [5] at [900] [900] size [50]\nAdd Circle [2] at [600] [1200] size [275]\nAdd Circle [2] at [300] [1500] size [300]\nAdd Circle [2] at [600] [1800] size [350]\nAdd Circle [2] at [785] [1085] size [25]\n\ndefine Level 9\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [4] at [200] [-100] size [75]\nAdd Circle [4] at [300] [0] size [70]\nAdd Circle [4] at [250] [100] size [65]\nAdd Circle [4] at [450] [150] size [60]\nAdd Circle [4] at [575] [200] size [55]\nAdd Circle [4] at [450] [275] size [50]\nAdd Circle [4] at [300] [275] size [45]\nAdd Circle [4] at [125] [325] size [40]\nAdd Circle [4] at [100] [425] size [35]\nAdd Circle [4] at [250] [450] size [30]\nAdd Circle [4] at [400] [475] size [25]\nAdd Circle [4] at [500] [550] size [20]\nAdd Circle [4] at [400] [625] size [15]\nAdd Circle [4] at [350] [625] size [10]\nAdd Circle [4] at [300] [650] size [5]\nAdd Circle [5] at [200] [700] size [50]\n\ndefine Level 10\nAdd Circle [4] at [0] [-100] size [100]\nAdd Moving Circle [2] size [25] at [100] [-100] speed [5] [0]\nAdd Circle [4] at [200] [-100] size [25]\nAdd Circle [4] at [200] [-75] size [25]\nAdd Circle [4] at [200] [-50] size [25]\nAdd Circle [4] at [200] [-25] size [25]\nAdd Circle [4] at [200] [0] size [25]\nAdd Circle [4] at [200] [25] size [25]\nAdd Circle [7] at [100] [-200] size [100]\nAdd Circle [7] at [150] [-175] size [100]\nAdd Circle [7] at [200] [-225] size [100]\nAdd Circle [7] at [250] [-200] size [100]\nAdd Circle [7] at [225] [-175] size [100]\nAdd Circle [7] at [300] [-150] size [100]\nAdd Circle [2] at [200] [-125] size [25]\nAdd Circle [2] at [200] [-150] size [25]\nAdd Circle [2] at [200] [-175] size [25]\nAdd Moving Circle [2] size [25] at [250] [-75] speed [4] [0]\nAdd Circle [4] at [400] [-100] size [75]\nAdd Circle [4] at [500] [-100] size [25]\nAdd Circle [4] at [525] [-100] size [25]\nAdd Circle [4] at [550] [-100] size [25]\nAdd Circle [4] at [575] [-100] size [25]\nAdd Circle [4] at [600] [-100] size [25]\nAdd Circle [4] at [625] [-100] size [25]\nAdd Circle [4] at [650] [-100] size [25]\nAdd Circle [4] at [675] [-100] size [25]\nAdd Circle [4] at [700] [-100] size [25]\nAdd Circle [2] at [725] [-100] size [25]\nAdd Circle [2] at [750] [-100] size [25]\nAdd Circle [2] at [775] [-100] size [25]\nAdd Circle [2] at [800] [-100] size [25]\nAdd Circle [2] at [825] [-100] size [25]\nAdd Circle [2] at [850] [-100] size [25]\nAdd Circle [4] at [875] [-100] size [25]\nAdd Circle [4] at [900] [-100] size [25]\nAdd Circle [4] at [950] [-100] size [25]\nAdd Circle [4] at [1000] [-100] size [25]\nAdd Circle [4] at [1050] [-100] size [25]\nAdd Circle [4] at [1100] [-100] size [25]\nAdd Moving Circle [7] size [75] at [1200] [0] speed [-5] [-5]\nAdd Moving Circle [7] size [75] at [1500] [300] speed [5] [5]\nAdd Circle [4] at [2000] [800] size [25]\nAdd Circle [4] at [2025] [800] size [25]\nAdd Circle [4] at [2050] [800] size [25]\nAdd Circle [5] at [2025] [925] size [50]\n\n@Word 3\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [3]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-70] size [100]\nAdd Circle [1] at [100] [15] size [75]\nAdd Circle [1] at [150] [100] size [50]\nAdd Circle [8] at [300] [100] size [100]\nAdd Circle [1] at [450] [100] size [100]\nAdd Circle [2] at [500] [145] size [25]\nAdd Circle [2] at [520] [160] size [25]\nAdd Circle [2] at [540] [175] size [25]\nAdd Circle [1] at [590] [190] size [75]\nAdd Circle [8] at [750] [190] size [100]\nAdd Circle [8] at [900] [200] size [100]\nAdd Circle [1] at [1100] [150] size [150]\nAdd Circle [5] at [1100] [325] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [8] at [200] [-100] size [100]\nAdd Circle [8] at [325] [-100] size [100]\nAdd Circle [8] at [450] [-100] size [100]\nAdd Circle [2] at [512] [-100] size [25]\nAdd Circle [2] at [512] [-75] size [25]\nAdd Circle [2] at [512] [-50] size [25]\nAdd Circle [8] at [575] [-100] size [100]\nAdd Circle [2] at [650] [-100] size [25]\nAdd Circle [2] at [675] [-100] size [25]\nAdd Circle [2] at [700] [-100] size [25]\nAdd Circle [8] at [775] [-100] size [100]\nAdd Circle [8] at [900] [-100] size [50]\nAdd Circle [1] at [1000] [-100] size [50]\nAdd Circle [8] at [1100] [-100] size [50]\nAdd Circle [2] at [1150] [-100] size [25]\nAdd Circle [2] at [1175] [-100] size [25]\nAdd Circle [2] at [1200] [-100] size [25]\nAdd Circle [8] at [1250] [-100] size [50]\nAdd Circle [1] at [1375] [-100] size [100]\nAdd Circle [8] at [1500] [-50] size [100]\nAdd Circle [5] at [1600] [0] size [50]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [100] [-100] size [100]\nAdd Circle [8] at [100] [0] size [100]\nAdd Circle [8] at [100] [100] size [100]\nAdd Circle [3] at [200] [-50] size [100]\nAdd Circle [1] at [-50] [100] size [100]\nAdd Circle [1] at [-150] [200] size [50]\nAdd Circle [8] at [-75] [300] size [50]\nAdd Circle [8] at [-25] [300] size [50]\nAdd Circle [8] at [25] [300] size [50]\nAdd Circle [8] at [75] [300] size [50]\nAdd Circle [8] at [125] [300] size [50]\nAdd Circle [8] at [175] [300] size [50]\nAdd Circle [8] at [225] [300] size [50]\nAdd Circle [8] at [275] [300] size [50]\nAdd Circle [2] at [50] [325] size [25]\nAdd Circle [2] at [50] [350] size [25]\nAdd Circle [2] at [150] [325] size [25]\nAdd Circle [2] at [150] [350] size [25]\nAdd Circle [8] at [375] [350] size [100]\nAdd Moving Circle [1] size [100] at [375] [250] speed [0] [-3]\nAdd Circle [2] at [350] [150] size [25]\nAdd Circle [2] at [375] [150] size [25]\nAdd Circle [2] at [400] [150] size [25]\nAdd Circle [5] at [375] [650] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [6] at [400] [-600] size [700]\nAdd Circle [6] at [750] [-600] size [700]\nAdd Circle [6] at [1300] [-500] size [500]\nAdd Circle [8] at [150] [-75] size [75]\nAdd Circle [8] at [225] [0] size [50]\nAdd Circle [8] at [400] [0] size [25]\nAdd Circle [1] at [700] [-50] size [100]\nAdd Moving Circle [1] size [50] at [880] [-220] speed [-2] [3]\nAdd Circle [1] at [900] [-50] size [75]\nAdd Moving Circle [1] size [100] at [1000] [-50] speed [5] [0]\nAdd Circle [8] at [1100] [-25] size [75]\nAdd Circle [8] at [1500] [-100] size [100]\nAdd Circle [6] at [1700] [-100] size [200]\nAdd Circle [2] at [1775] [-12] size [25]\nAdd Circle [2] at [1800] [-12] size [25]\nAdd Circle [2] at [1825] [-12] size [25]\nAdd Circle [2] at [1850] [-12] size [25]\nAdd Circle [2] at [1875] [-12] size [25]\nAdd Circle [2] at [1900] [-12] size [25]\nAdd Circle [2] at [1925] [-12] size [25]\nAdd Circle [2] at [1950] [-12] size [25]\nAdd Circle [2] at [1975] [-12] size [25]\nAdd Circle [2] at [2000] [-12] size [25]\nAdd Circle [6] at [2075] [-100] size [200]\nAdd Circle [8] at [1825] [25] size [25]\nAdd Circle [8] at [1862] [25] size [50]\nAdd Circle [8] at [1900] [25] size [25]\nAdd Circle [5] at [2250] [-100] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-150] size [100]\nAdd Moving Circle [8] size [125] at [300] [-225] speed [-5] [0]\nAdd Circle [6] at [500] [-150] size [100]\nAdd Circle [8] at [600] [-50] size [100]\nAdd Circle [6] at [800] [-50] size [50]\nAdd Circle [8] at [850] [-50] size [50]\nAdd Circle [8] at [850] [-300] size [50]\nAdd Moving Circle [8] size [100] at [900] [-200] speed [0] [10]\nAdd Circle [5] at [900] [500] size [50]\n\ndefine Level 6\nAdd Circle [8] at [100] [-120] size [200]\nAdd Moving Circle [6] size [100] at [400] [-100] speed [-3] [0]\nAdd Circle [8] at [600] [-100] size [200]\nAdd Circle [6] at [800] [-100] size [125]\nAdd Moving Circle [1] size [375] at [1050] [-300] speed [5] [0]\nAdd Circle [8] at [1300] [-75] size [100]\nAdd Circle [8] at [1750] [-100] size [50]\nAdd Circle [6] at [1800] [-50] size [50]\nAdd Circle [5] at [2100] [-50] size [50]\n\ndefine Level 7\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [6] at [200] [-100] size [100]\nAdd Moving Circle [1] size [75] at [300] [-200] speed [0] [2]\nAdd Moving Circle [1] size [75] at [450] [-400] speed [0] [3]\nAdd Moving Circle [6] size [75] at [600] [-700] speed [0] [4]\nAdd Moving Circle [1] size [75] at [550] [-900] speed [1] [5]\nAdd Moving Circle [2] size [75] at [900] [-1200] speed [0] [6]\nAdd Moving Circle [6] size [75] at [900] [-1100] speed [0] [6]\nAdd Moving Circle [5] size [50] at [900] [3000] speed [0] [-6]\n\ndefine Level 8\nAdd Circle [1] at [0] [-75] size [100]\nAdd Circle [8] at [-75] [0] size [100]\nAdd Circle [8] at [75] [0] size [100]\nAdd Circle [8] at [225] [0] size [100]\nAdd Circle [8] at [375] [0] size [100]\nAdd Circle [8] at [525] [0] size [100]\nAdd Circle [8] at [0] [75] size [100]\nAdd Circle [8] at [150] [75] size [100]\nAdd Circle [8] at [300] [75] size [100]\nAdd Circle [8] at [450] [75] size [100]\nAdd Circle [5] at [600] [75] size [50]\nAdd Circle [8] at [150] [-75] size [100]\nAdd Circle [8] at [300] [-75] size [100]\nAdd Circle [8] at [450] [-75] size [100]\nAdd Circle [6] at [-75] [150] size [100]\nAdd Circle [6] at [75] [150] size [100]\nAdd Circle [6] at [225] [150] size [100]\nAdd Circle [6] at [375] [150] size [100]\nAdd Circle [6] at [525] [150] size [100]\nAdd Circle [2] at [150] [225] size [100]\nAdd Circle [2] at [300] [225] size [100]\nAdd Circle [2] at [450] [225] size [100]\n\ndefine Level 9\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [8] at [75] [-75] size [25]\nAdd Circle [8] at [100] [-75] size [25]\nAdd Circle [8] at [125] [-75] size [25]\nAdd Circle [8] at [150] [-75] size [25]\nAdd Circle [8] at [175] [-75] size [25]\nAdd Circle [8] at [200] [-75] size [25]\nAdd Circle [2] at [225] [-75] size [25]\nAdd Circle [2] at [250] [-75] size [25]\nAdd Circle [2] at [275] [-75] size [25]\nAdd Circle [2] at [300] [-75] size [25]\nAdd Circle [8] at [325] [-75] size [25]\nAdd Circle [8] at [350] [-75] size [25]\nAdd Circle [8] at [375] [-75] size [25]\nAdd Circle [8] at [400] [-75] size [25]\nAdd Circle [8] at [450] [-75] size [25]\nAdd Circle [8] at [500] [-75] size [25]\nAdd Circle [8] at [550] [-75] size [25]\nAdd Circle [8] at [600] [-75] size [25]\nAdd Circle [6] at [650] [-75] size [25]\nAdd Circle [6] at [675] [-75] size [25]\nAdd Circle [6] at [700] [-75] size [25]\nAdd Circle [6] at [725] [-75] size [25]\nAdd Circle [6] at [750] [-150] size [25]\nAdd Circle [6] at [775] [-150] size [25]\nAdd Circle [6] at [800] [-150] size [25]\nAdd Circle [6] at [825] [-150] size [25]\nAdd Circle [6] at [850] [-150] size [25]\nAdd Circle [6] at [875] [-150] size [25]\nAdd Circle [6] at [900] [-150] size [25]\nAdd Circle [6] at [925] [-150] size [25]\nAdd Circle [6] at [950] [-150] size [25]\nAdd Circle [6] at [975] [-75] size [25]\nAdd Circle [6] at [1000] [-75] size [25]\nAdd Circle [6] at [1025] [-75] size [25]\nAdd Circle [6] at [1050] [-75] size [25]\nAdd Circle [8] at [850] [0] size [200]\nAdd Moving Circle [1] size [50] at [775] [-112] speed [0] [6]\nAdd Moving Circle [1] size [25] at [825] [-115] speed [0] [6]\nAdd Moving Circle [1] size [25] at [850] [-115] speed [0] [6]\nAdd Moving Circle [1] size [25] at [875] [-115] speed [0] [6]\nAdd Moving Circle [1] size [50] at [925] [-112] speed [0] [6]\nAdd Circle [8] at [725] [400] size [100]\nAdd Circle [8] at [975] [400] size [100]\nAdd Circle [8] at [850] [600] size [100]\nAdd Circle [3] at [725] [800] size [100]\nAdd Circle [3] at [975] [800] size [100]\nAdd Circle [5] at [850] [1200] size [50]\n\ndefine Level 10\nAdd Circle [6] at [300] [-250] size [700]\nAdd Circle [6] at [400] [-200] size [700]\nAdd Circle [6] at [500] [-150] size [700]\nAdd Circle [6] at [600] [-100] size [700]\nAdd Circle [6] at [700] [-150] size [700]\nAdd Circle [6] at [800] [-200] size [700]\nAdd Circle [6] at [900] [-250] size [700]\nAdd Circle [6] at [1000] [-300] size [700]\nAdd Circle [2] at [200] [40] size [100]\nAdd Circle [2] at [210] [0] size [100]\nAdd Circle [2] at [240] [-50] size [100]\nAdd Circle [2] at [400] [150] size [100]\nAdd Circle [2] at [375] [100] size [100]\nAdd Circle [2] at [400] [50] size [100]\nAdd Circle [2] at [600] [225] size [100]\nAdd Circle [2] at [550] [160] size [100]\nAdd Circle [2] at [575] [100] size [100]\nAdd Circle [8] at [850] [250] size [100]\nAdd Circle [8] at [1050] [250] size [100]\nAdd Circle [8] at [1200] [300] size [100]\nAdd Circle [8] at [1300] [375] size [100]\nAdd Circle [8] at [1550] [375] size [100]\nAdd Circle [8] at [1650] [400] size [75]\nAdd Circle [8] at [1800] [450] size [75]\nAdd Circle [8] at [1850] [525] size [75]\nAdd Circle [8] at [1700] [600] size [75]\nAdd Circle [5] at [1700] [750] size [50]\n\n@World 4\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [4]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [275] [-150] size [300]\nAdd Circle [9] at [275] [50] size [50]\nAdd Circle [1] at [275] [350] size [300]\nAdd Circle [1] at [500] [350] size [250]\nAdd Circle [1] at [800] [350] size [250]\nAdd Circle [11] at [800] [150] size [50]\nAdd Circle [1] at [800] [-100] size [200]\nAdd Circle [1] at [950] [-100] size [25]\nAdd Circle [1] at [975] [-100] size [25]\nAdd Circle [1] at [1000] [-100] size [25]\nAdd Circle [9] at [1050] [-125] size [75]\nAdd Circle [1] at [1100] [-100] size [25]\nAdd Circle [1] at [1125] [-100] size [25]\nAdd Circle [1] at [1150] [-100] size [25]\nAdd Circle [1] at [1175] [-100] size [25]\nAdd Circle [1] at [1200] [-100] size [25]\nAdd Circle [1] at [1225] [-100] size [25]\nAdd Circle [1] at [1025] [75] size [25]\nAdd Circle [1] at [1050] [75] size [25]\nAdd Circle [1] at [1075] [75] size [25]\nAdd Circle [1] at [1100] [75] size [25]\nAdd Circle [1] at [1125] [75] size [25]\nAdd Circle [1] at [1150] [75] size [25]\nAdd Circle [11] at [1200] [100] size [75]\nAdd Circle [1] at [1250] [75] size [25]\nAdd Circle [1] at [1275] [75] size [25]\nAdd Circle [1] at [1300] [75] size [25]\nAdd Circle [5] at [1125] [200] size [50]\n\ndefine Level 2\nAdd Circle [1] at [50] [-100] size [100]\nAdd Circle [1] at [-225] [-75] size [25]\nAdd Circle [1] at [-225] [-50] size [25]\nAdd Circle [1] at [-225] [-25] size [25]\nAdd Circle [1] at [-225] [0] size [25]\nAdd Circle [1] at [-225] [25] size [25]\nAdd Circle [1] at [-175] [75] size [25]\nAdd Circle [1] at [-175] [100] size [25]\nAdd Circle [1] at [-175] [125] size [25]\nAdd Circle [1] at [-225] [175] size [25]\nAdd Circle [1] at [-225] [200] size [25]\nAdd Circle [1] at [-225] [225] size [25]\nAdd Circle [1] at [-225] [250] size [25]\nAdd Circle [1] at [-225] [275] size [25]\nAdd Circle [5] at [-75] [100] size [50]\nAdd Circle [10] at [150] [-100] size [50]\nAdd Circle [1] at [600] [-200] size [50]\nAdd Circle [1] at [600] [-150] size [50]\nAdd Circle [1] at [600] [-100] size [50]\nAdd Circle [1] at [600] [-50] size [50]\nAdd Circle [2] at [675] [-25] size [25]\nAdd Circle [2] at [675] [0] size [25]\nAdd Circle [2] at [675] [25] size [25]\nAdd Circle [1] at [600] [50] size [50]\nAdd Circle [3] at [600] [100] size [50]\nAdd Circle [1] at [500] [150] size [50]\nAdd Circle [1] at [500] [300] size [100]\nAdd Circle [11] at [325] [300] size [50]\nAdd Circle [12] at [325] [100] size [50]\n\ndefine Level 3\nAdd Circle [1] at [-25] [-100] size [25]\nAdd Circle [1] at [0] [-100] size [25]\nAdd Circle [1] at [25] [-100] size [25]\nAdd Circle [1] at [50] [-100] size [25]\nAdd Circle [1] at [75] [-100] size [25]\nAdd Circle [1] at [100] [-100] size [25]\nAdd Circle [1] at [125] [-100] size [25]\nAdd Circle [1] at [150] [-100] size [25]\nAdd Circle [1] at [175] [-100] size [25]\nAdd Circle [1] at [200] [-100] size [25]\nAdd Circle [1] at [225] [-100] size [25]\nAdd Circle [1] at [225] [-75] size [25]\nAdd Circle [1] at [225] [-50] size [25]\nAdd Circle [1] at [225] [-25] size [25]\nAdd Circle [1] at [225] [0] size [25]\nAdd Circle [1] at [225] [25] size [25]\nAdd Circle [1] at [225] [50] size [25]\nAdd Circle [1] at [225] [75] size [25]\nAdd Circle [1] at [225] [100] size [25]\nAdd Circle [1] at [250] [100] size [25]\nAdd Circle [1] at [275] [100] size [25]\nAdd Circle [1] at [300] [100] size [25]\nAdd Circle [1] at [500] [100] size [100]\nAdd Circle [10] at [175] [-50] size [30]\nAdd Circle [2] at [50] [-75] size [25]\nAdd Circle [2] at [50] [-50] size [25]\nAdd Circle [2] at [75] [-75] size [25]\nAdd Circle [2] at [75] [-50] size [25]\nAdd Circle [2] at [200] [50] size [25]\nAdd Circle [2] at [175] [50] size [25]\nAdd Circle [11] at [262] [150] size [50]\nAdd Circle [1] at [500] [400] size [100]\nAdd Circle [9] at [600] [100] size [50]\nAdd Circle [9] at [700] [100] size [50]\nAdd Circle [9] at [800] [100] size [50]\nAdd Circle [11] at [650] [400] size [50]\nAdd Circle [11] at [750] [400] size [50]\nAdd Circle [11] at [850] [400] size [50]\nAdd Circle [2] at [600] [0] size [50]\nAdd Circle [2] at [700] [0] size [50]\nAdd Circle [2] at [800] [0] size [50]\nAdd Circle [2] at [650] [500] size [50]\nAdd Circle [2] at [750] [500] size [50]\nAdd Circle [2] at [850] [500] size [50]\nAdd Circle [1] at [600] [50] size [50]\nAdd Circle [1] at [700] [50] size [50]\nAdd Circle [1] at [800] [50] size [50]\nAdd Circle [1] at [650] [450] size [50]\nAdd Circle [1] at [750] [450] size [50]\nAdd Circle [1] at [850] [450] size [50]\nAdd Circle [5] at [900] [100] size [50]\n\ndefine Level 4\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [9] at [100] [-100] size [50]\nAdd Circle [1] at [100] [-200] size [100]\nAdd Circle [1] at [100] [100] size [100]\nAdd Circle [1] at [200] [75] size [25]\nAdd Circle [1] at [225] [75] size [25]\nAdd Circle [1] at [250] [75] size [25]\nAdd Circle [1] at [275] [75] size [25]\nAdd Circle [2] at [275] [100] size [25]\nAdd Circle [2] at [300] [100] size [25]\nAdd Circle [2] at [325] [100] size [25]\nAdd Circle [2] at [350] [100] size [25]\nAdd Circle [2] at [375] [100] size [25]\nAdd Circle [2] at [400] [100] size [25]\nAdd Circle [3] at [400] [75] size [25]\nAdd Circle [3] at [425] [75] size [25]\nAdd Circle [3] at [450] [75] size [25]\nAdd Circle [3] at [475] [75] size [25]\nAdd Circle [1] at [500] [-25] size [75]\nAdd Circle [1] at [550] [50] size [50]\nAdd Circle [1] at [575] [125] size [40]\nAdd Circle [1] at [600] [200] size [50]\nAdd Circle [1] at [650] [275] size [75]\nAdd Circle [1] at [650] [-25] size [75]\nAdd Circle [1] at [700] [50] size [50]\nAdd Circle [1] at [725] [125] size [40]\nAdd Circle [1] at [750] [200] size [50]\nAdd Circle [1] at [800] [275] size [75]\nAdd Circle [11] at [725] [275] size [50]\nAdd Circle [5] at [100] [250] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [125]\nAdd Circle [1] at [125] [-50] size [75]\nAdd Circle [1] at [100] [100] size [75]\nAdd Circle [1] at [-75] [0] size [75]\nAdd Circle [1] at [200] [25] size [75]\nAdd Circle [1] at [25] [200] size [75]\nAdd Circle [1] at [150] [300] size [75]\nAdd Circle [1] at [225] [200] size [75]\nAdd Circle [5] at [150] [450] size [50]\nAdd Circle [10] at [0] [100] size [50]\nAdd Circle [11] at [100] [25] size [50]\nAdd Circle [12] at [175] [125] size [50]\nAdd Circle [9] at [100] [175] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [10] at [100] [-100] size [50]\nAdd Circle [2] at [200] [100] size [25]\nAdd Circle [2] at [200] [-300] size [25]\nAdd Moving Circle [2] size [25] at [200] [-100] speed [0] [2]\nAdd Circle [1] at [400] [-150] size [100]\nAdd Circle [9] at [400] [-50] size [50]\nAdd Circle [2] at [250] [0] size [25]\nAdd Circle [2] at [550] [0] size [25]\nAdd Moving Circle [2] size [25] at [400] [0] speed [6] [0]\nAdd Circle [1] at [400] [300] size [200]\nAdd Circle [2] at [200] [400] size [25]\nAdd Circle [12] at [275] [250] size [50]\nAdd Moving Circle [2] size [25] at [200] [300] speed [0] [12]\nAdd Circle [1] at [50] [250] size [100]\nAdd Circle [5] at [50] [400] size [50]\nAdd Circle [11] at [50] [330] size [50]\n\ndefine Level 7\nAdd Circle [10] at [0] [0] size [50]\nAdd Circle [9] at [150] [-275] size [50]\nAdd Circle [1] at [0] [400] size [50]\nAdd Circle [1] at [-100] [350] size [50]\nAdd Circle [1] at [-50] [250] size [50]\nAdd Circle [1] at [50] [230] size [50]\nAdd Circle [1] at [600] [250] size [1000]\nAdd Circle [2] at [400] [-225] size [25]\nAdd Circle [2] at [500] [-255] size [25]\nAdd Circle [2] at [518] [-275] size [25]\nAdd Circle [2] at [800] [-225] size [25]\nAdd Circle [2] at [700] [-255] size [25]\nAdd Circle [2] at [682] [-275] size [25]\nAdd Circle [5] at [1150] [200] size [50]\n\ndefine Level 8\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [75] [-75] size [25]\nAdd Circle [2] at [100] [-75] size [25]\nAdd Circle [2] at [125] [-75] size [25]\nAdd Circle [1] at [200] [-50] size [100]\nAdd Circle [10] at [200] [50] size [50]\nAdd Circle [1] at [300] [75] size [100]\nAdd Circle [1] at [275] [0] size [50]\nAdd Circle [2] at [225] [125] size [25]\nAdd Circle [2] at [250] [125] size [25]\nAdd Circle [1] at [240] [200] size [100]\nAdd Circle [11] at [300] [275] size [50]\nAdd Circle [2] at [375] [75] size [25]\nAdd Circle [2] at [400] [75] size [25]\nAdd Circle [2] at [425] [75] size [25]\nAdd Circle [1] at [500] [75] size [100]\nAdd Circle [9] at [525] [188] size [50]\nAdd Circle [1] at [550] [300] size [100]\nAdd Circle [3] at [650] [200] size [50]\nAdd Circle [1] at [600] [100] size [50]\nAdd Circle [5] at [0] [-225] size [50]\nAdd Circle [2] at [-50] [-250] size [25]\nAdd Circle [2] at [-50] [-225] size [25]\nAdd Circle [2] at [-50] [-200] size [25]\n\ndefine Level 9\nAdd Circle [1] at [50] [-100] size [100]\nAdd Circle [1] at [100] [0] size [100]\nAdd Circle [1] at [250] [0] size [100]\nAdd Circle [1] at [400] [0] size [100]\nAdd Circle [1] at [400] [150] size [100]\nAdd Circle [1] at [400] [300] size [100]\nAdd Circle [1] at [250] [300] size [100]\nAdd Circle [1] at [100] [300] size [100]\nAdd Circle [1] at [100] [150] size [100]\nAdd Circle [2] at [250] [150] size [150]\nAdd Circle [10] at [0] [0] size [50]\nAdd Circle [2] at [50] [225] size [25]\nAdd Circle [2] at [75] [225] size [25]\nAdd Circle [2] at [100] [225] size [25]\nAdd Circle [11] at [100] [400] size [50]\nAdd Circle [1] at [175] [300] size [25]\nAdd Circle [2] at [325] [300] size [25]\nAdd Circle [2] at [325] [325] size [25]\nAdd Circle [2] at [325] [350] size [25]\nAdd Circle [2] at [325] [375] size [25]\nAdd Circle [12] at [500] [300] size [50]\nAdd Circle [2] at [400] [85] size [20]\nAdd Circle [2] at [420] [85] size [20]\nAdd Circle [2] at [440] [85] size [20]\nAdd Circle [2] at [460] [85] size [20]\nAdd Circle [2] at [400] [65] size [20]\nAdd Circle [2] at [420] [65] size [20]\nAdd Circle [2] at [440] [65] size [20]\nAdd Circle [2] at [460] [65] size [20]\nAdd Circle [2] at [175] [0] size [25]\nAdd Circle [5] at [250] [-100] size [50]\n\ndefine Level 10\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [2] at [-75] [-50] size [50]\nAdd Circle [1] at [25] [100] size [100]\nAdd Circle [1] at [150] [-90] size [30]\nAdd Circle [1] at [150] [-120] size [30]\nAdd Circle [1] at [150] [-150] size [30]\nAdd Circle [1] at [150] [-180] size [30]\nAdd Circle [1] at [150] [-210] size [30]\nAdd Circle [10] at [-150] [-100] size [50]\nAdd Circle [3] at [150] [25] size [150]\nAdd Circle [1] at [-50] [175] size [100]\nAdd Circle [11] at [-50] [275] size [50]\nAdd Circle [2] at [225] [100] size [25]\nAdd Circle [2] at [225] [125] size [25]\nAdd Circle [2] at [225] [150] size [25]\nAdd Circle [2] at [225] [175] size [25]\nAdd Circle [1] at [300] [140] size [75]\nAdd Circle [12] at [375] [40] size [50]\nAdd Circle [1] at [325] [-150] size [100]\nAdd Circle [5] at [475] [-150] size [50]\n\nAdd Circle [9] at [0] [-100] size [50]\n\n@World 5\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nGenerate Level\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [13] at [0] [50] size [40]\nAdd Circle [2] at [100] [-25] size [25]\nAdd Circle [2] at [100] [0] size [25]\nAdd Circle [2] at [100] [25] size [25]\nAdd Circle [2] at [100] [50] size [25]\nAdd Circle [1] at [200] [-100] size [100]\nAdd Circle [14] at [200] [50] size [40]\nAdd Circle [1] at [400] [-250] size [300]\nAdd Circle [13] at [500] [-100] size [40]\nAdd Circle [1] at [750] [-250] size [300]\nAdd Circle [14] at [650] [-100] size [40]\nAdd Circle [2] at [575] [-125] size [25]\nAdd Circle [2] at [575] [-100] size [25]\nAdd Circle [2] at [575] [-75] size [25]\nAdd Circle [2] at [575] [-50] size [25]\nAdd Circle [2] at [575] [-25] size [25]\nAdd Circle [13] at [750] [-25] size [40]\nAdd Circle [2] at [710] [-25] size [40]\nAdd Circle [2] at [790] [-25] size [40]\nAdd Circle [1] at [710] [15] size [40]\nAdd Circle [1] at [790] [15] size [40]\nAdd Circle [14] at [1000] [25] size [40]\nAdd Circle [1] at [1040] [25] size [40]\nAdd Circle [1] at [960] [25] size [40]\nAdd Circle [1] at [875] [20] size [40]\nAdd Circle [2] at [1040] [-15] size [40]\nAdd Circle [2] at [960] [-15] size [40]\nAdd Circle [2] at [940] [-80] size [40]\nAdd Circle [5] at [1000] [-80] size [50]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\nAdd Circle [1] at [150] [-100] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [0] [150] size [100]\nAdd Circle [1] at [150] [150] size [100]\nAdd Circle [1] at [300] [150] size [100]\nAdd Circle [13] at [-300] [50] size [50]\nAdd Circle [14] at [0] [50] size [50]\nAdd Circle [14] at [150] [50] size [50]\nAdd Circle [13] at [300] [50] size [50]\nAdd Circle [14] at [0] [300] size [50]\nAdd Circle [14] at [150] [300] size [50]\nAdd Circle [14] at [300] [300] size [50]\nAdd Moving Circle [1] size [75] at [400] [150] speed [3] [0]\nAdd Circle [1] at [750] [150] size [100]\nAdd Circle [3] at [900] [100] size [200]\nAdd Circle [13] at [900] [300] size [50]\nAdd Circle [14] at [1100] [300] size [50]\nAdd Circle [1] at [1150] [375] size [50]\nAdd Circle [5] at [1150] [500] size [50]\n\ndefine Level 3\nset [clones v] to [1]\nAdd Circle [1] at [-60] [-100] size [100]\nAdd Circle [1] at [60] [-100] size [100]\nAdd Circle [1] at [180] [-160] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [450] [-75] size [150]\nAdd Circle [1] at [700] [-150] size [200]\nAdd Circle [5] at [700] [0] size [50]\nAdd Circle [1] at [900] [-150] size [150]\nAdd Circle [2] at [800] [-75] size [25]\nAdd Circle [2] at [800] [-50] size [25]\nAdd Circle [2] at [800] [-25] size [25]\nAdd Circle [5] at [1025] [-150] size [50]\n\ndefine Level 4\nset [clones v] to [1]\nAdd Circle [1] at [-60] [-100] size [100]\nAdd Circle [1] at [60] [-100] size [100]\nAdd Circle [13] at [-60] [50] size [50]\nAdd Circle [14] at [180] [50] size [50]\nAdd Circle [1] at [180] [-100] size [100]\nAdd Circle [1] at [300] [-100] size [100]\nAdd Circle [1] at [400] [-25] size [75]\nAdd Circle [1] at [475] [-25] size [50]\nAdd Circle [1] at [525] [-25] size [50]\nAdd Circle [2] at [575] [-25] size [50]\nAdd Circle [2] at [625] [-25] size [50]\nAdd Circle [2] at [675] [-25] size [50]\nAdd Circle [2] at [675] [25] size [50]\nAdd Circle [2] at [675] [75] size [50]\nAdd Circle [13] at [500] [100] size [50]\nAdd Circle [14] at [500] [-100] size [50]\nAdd Circle [1] at [525] [-190] size [100]\nAdd Circle [1] at [600] [-200] size [75]\nAdd Circle [1] at [650] [-200] size [50]\nAdd Circle [2] at [700] [-200] size [25]\nAdd Circle [2] at [700] [-175] size [25]\nAdd Circle [2] at [700] [-150] size [25]\nAdd Circle [1] at [750] [-200] size [50]\nAdd Circle [1] at [800] [-200] size [75]\nAdd Circle [1] at [875] [-200] size [100]\nAdd Circle [1] at [1000] [-175] size [100]\nAdd Circle [1] at [1150] [-150] size [100]\nAdd Circle [5] at [1000] [-25] size [50]\nAdd Circle [5] at [1150] [0] size [50]\n\ndefine Level 5\nAdd Circle [1] at [0] [-100] size [125]\nAdd Circle [2] at [75] [-50] size [25]\nAdd Circle [2] at [75] [-25] size [25]\nAdd Circle [2] at [75] [0] size [25]\nAdd Circle [1] at [150] [-25] size [100]\nAdd Circle [13] at [250] [115] size [50]\nAdd Circle [14] at [400] [115] size [50]\nAdd Circle [1] at [500] [-25] size [100]\nAdd Circle [13] at [600] [-25] size [50]\nAdd Circle [14] at [800] [150] size [50]\nAdd Circle [1] at [900] [-35] size [100]\nAdd Circle [5] at [100] [-100] size [50]\nAdd Circle [1] at [150] [-200] size [100]\nAdd Circle [2] at [250] [-100] size [100]\nAdd Circle [1] at [250] [-100] size [90]\nAdd Circle [13] at [1100] [-35] size [50]\nAdd Circle [14] at [170] [-110] size [50]\n\ndefine Level 6\nAdd Circle [1] at [0] [-100] size [100]\nstop [all v]\n\ndefine Level 7\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 8\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 9\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 10\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Generate Level\nset [clones v] to [0]\nif <(World) = [5]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\n if <(Clones) > [0]> then\n broadcast (Clone Setup v)\n end\nend\n\nAdd Moving Circle [1] size [100] at [300] [0] speed [0] [-5]\n\n@World 6\n\ndefine Add Circle (type) at (x) (y) size (size)\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\ndefine Add Moving Circle (type) size (size) at (x) (y) speed (xv) (yv)\nadd ((length of [level v]) + (1)) to [moving level v]\nadd (xv) to [moving level v]\nadd (yv) to [moving level v]\nadd (type) to [level v]\nadd (x) to [level v]\nadd (y) to [level v]\nadd (size) to [level v]\n\nwhen I receive [generate level v]\nif <(World) = [6]> then\n if <(Level) = [1]> then\n Level 1\n end\n if <(Level) = [2]> then\n Level 2\n end\n if <(Level) = [3]> then\n Level 3\n end\n if <(Level) = [4]> then\n Level 4\n end\n if <(Level) = [5]> then\n Level 5\n end\n if <(Level) = [6]> then\n Level 6\n end\n if <(Level) = [7]> then\n Level 7\n end\n if <(Level) = [8]> then\n Level 8\n end\n if <(Level) = [9]> then\n Level 9\n end\n if <(Level) = [10]> then\n Level 10\n end\nend\n\ndefine Level 1\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 2\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 3\nAdd Circle [1] at [0] [-100] size [100]\n\ndefine Level 4\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 5\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 6\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 7\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 8\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 9\nAdd Circle [1] at [-100] [0] size [100]\n\ndefine Level 10\nAdd Circle [1] at [-100] [0] size [100]\n\n@Sprite1\n\nwhen flag clicked\nbroadcast (Green Flag Clicked v)\n\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nshow\nset [show v] to [1]\ngo to [front v] layer\nrepeat (7)\n wait (3) seconds\n repeat (10)\n change [brightness v] effect by (-10)\n end\n next costume\n repeat (10)\n change [brightness v] effect by (10)\n end\nend\nnext costume\nhide\nset [show v] to [0]\nnext costume\n\nwhen [s v] key pressed\n\nif <(show) = [1]> then\n stop [other scripts in sprite v]\n hide\n set [show v] to [0]\n next costume\n broadcast (Green Flag Clicked v)\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nadd [1] to [level v]\nadd [0] to [level v]\nadd [-100] to [level v]\nadd [100] to [level v]\nadd [2] to [level v]\nshow\nswitch backdrop to (download \(12\)2 v)\nforever\n set [camera y v] to [20]\nend\n\n
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https://scratch.mit.edu/projects/778451102/\nCAN WE PLEASE GET TO 100 LOVES :D!\nSTOP ASKING HOW TO MOVE!! use the arrow keys\nPlease follow me i am tryna get 6K!\nEnglish:\n⭐ Minecraft⭐\n\n⭐ About⭐\nTHIS IS A MY BIGGEST PROJECT YET! Part 2 will come soon!!!!! I spent 23 weeks and 9 hours on this project so please love and star it means so much to me.\n\n⭐ Instructions⭐\n-Arrow Keys Or Mobile to Move!\n-Don't touch LAVA or fall into PITS\n-Try beating the high score !\n\n日本:\n⭐ Майнкрафт⭐\n\n⭐ О нас⭐\nЭТО МОЙ САМЫЙ БОЛЬШОЙ ПРОЕКТ! Скоро будет 2 часть!!!!! Я потратил 23 недели и 9 часов на этот проект, поэтому, пожалуйста, полюбите его и поставьте звезду, это так много значит для меня.\n\n⭐ Инструкции⭐\n-Клавиши со стрелками или мобильный телефон для перемещения!\n-Не прикасайтесь к ЛАВЕ и не попадайте в ЯМЫ\n-Попробуйте побить высокий балл !\n\n⭐ #Tags⭐\n#all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular #all #games #game #art #music #stories #bigprojects #fungame #tutorials #1 #scratch #trending #popular\n\nif u scroled down this far pls leave a heart and folow @04tmoody
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NONGENERIC! Jump! - a crabby Platformer #games #all #animations
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@Stage\n\nwhen flag clicked\nforever\n play sound [Alan Walker - Fade \[NCS Release\] \(1\).mp3 v] until done\nend\n\n@cycleps kyube\n\nwhen flag clicked\nforever\n if <[-180] > (y position)> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [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 <(x position) > (mouse x)>>>> then\n change [x vel v] by (-2)\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 vel v] by (2)\n end\n set [x vel v] to ((x vel) * (0.8))\n change x by (x vel)\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (-4)\n change x by ((x vel) * (-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 vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (gaem v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (gaem v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y vel v] to [15]\n end\n change y by (1)\n if <(x position) > [250]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spiek v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\nerase all\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\n@gaem\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@spiek\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@noob\n\ndefine advance (#)\nswitch costume to (#)\nif <(#) = [9]> then\n if <mouse down?> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n advance (Level)\nend\n\nwhen this sprite clicked\nif <(Level) = [9]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\nend\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\ngo to x: (444) y: (pick random (-30) to (180))\nshow\nset size to (pick random (100) to (145)) %\nset [ghost v] effect to (25)\nforever\n change x by (-1)\n if <touching (_edge_ v)?> then\n if <(x position) < [0]> then\n repeat (60)\n change x by (-1)\n change [ghost v] effect by (1.25)\n end\n end\n end\nend\n\n@Figur1\n\nwhen flag clicked\nhide\n\n
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⚠️PLAY THIS GAME INSTEAD!!!!⚠️\nhttps://scratch.mit.edu/projects/817455885/\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWERE SO CLOSE LIKE AND FAV!!! \nFOLLOW ME\n\nLOVE AND FAV TO UNLOCK THE LAST LEVELS!\n\nMOBiLE FRIENDDLDLYYY!!!!!!!!!!!\n\nEscape the spikes and get to the end!\n\n\n\ninspo: https://scratch.mit.edu/projects/828036576/\nthis isn't generic because it has a good story!
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Minecraft platformer-part 1 #games #all #music #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft - Piano 2 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)\nset rotation style [left-right v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n 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 else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n end\n end\nend\n\nbroadcast (Reset v)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [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 (sprite1 v)?> then\n set [sword grabbed? v] to [1]\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nhide variable [dead v]\nforever\n if <not <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>>> then\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\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to x: (0) y: (0)\nend\n\n
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trending!\nPart 2 is out: https://scratch.mit.edu/projects/829822972/
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Minecraft! Platformer #games #all
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@Stage\n\nwhen flag clicked\nforever\n play sound [SWORED v] until done\nend\n\n@cycleps kyube\n\nwhen flag clicked\nforever\n if <[-180] > (y position)> then\n broadcast (restart v)\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nset [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 <(x position) > (mouse x)>>>> then\n change [x vel v] by (-2)\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 vel v] by (2)\n end\n set [x vel v] to ((x vel) * (0.8))\n change x by (x vel)\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (1)\n end\n if <touching (gaem v)?> then\n change y by (-4)\n change x by ((x vel) * (-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 vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (y vel)\n if <touching (gaem v)?> then\n change y by ((y vel) - ((y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (gaem v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y vel v] to [15]\n end\n change y by (1)\n if <(x position) > [242]> then\n change [level v] by (1)\n broadcast (NEXT LEVEL v) and wait\n end\n if <touching (spiek v)?> then\n broadcast (restart v)\n end\n if <touching (bounce v)?> then\n set [y vel v] to [19]\n end\n if <touching (enemy v)?> then\n set [y vel v] to [15]\n end\nend\n\nwhen I receive [next level v]\nbroadcast (restart v)\n\nwhen I receive [restart v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-226) y: (-4)\n\nwhen flag clicked\nerase all\ngo to x: (-224) y: (-3)\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n broadcast (restart v)\n end\nend\n\nwhen [r v] key pressed\nbroadcast (restart v)\n\nwhen I receive [diamond swrondd v]\nswitch costume to (2 v)\n\n@gaem\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@spiek\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@noob\n\ndefine advance (#)\nswitch costume to (#)\nif <(#) = [9]> then\n if <mouse down?> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\n broadcast (diamond swrondd v)\n end\nend\n\nwhen flag clicked\nforever\n advance (Level)\nend\n\nwhen this sprite clicked\nif <(Level) = [9]> then\n broadcast (NEXT LEVEL v)\n change [level v] by (1)\nend\n\nwhen flag clicked\nask [What should you I name this new world?] and wait\nsay (join (answer) [! Great Idea. Starting world generation now...]) for (5) seconds\n\n@cloud\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (444) y: (pick random (-30) to (180))\nshow\nset size to (pick random (100) to (145)) %\nset [ghost v] effect to (25)\nforever\n change x by (-1)\n if <touching (_edge_ v)?> then\n if <(x position) < [0]> then\n repeat (60)\n change x by (-1)\n change [ghost v] effect by (1.25)\n end\n delete this clone\n end\n end\nend\n\n@Figur2\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
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⚠️ATTENTION! PLEASE PLAY INSTEAD! ⚠️ https://scratch.mit.edu/projects/817455885/ \n\nlove and fav and i will follow you too!\n\nINSANE GRAPHICS SO LIKE AND FAV!!!\nThis is my mOST ORIGINAL GAME SO FAR!\nPLEASE LOVE AND FAV\n\nLIKE AND FAV FOR A FOLLOW!\n\nMinecraft... A 3D platformer.\n\nIt is 3D because look at steve and zombie they look 3D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nAPRIL FOOOLS JOKE ITS NOT 3D!!!!!!!\n\n\n\n\n\nplz dont judge me D:\n\n#games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games #games #all #animations #trending #fun #games
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Minecraft platformer 2! #games #all #trending #music
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@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft - Piano 3 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)\nset rotation style [left-right v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n 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 else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n end\n end\nend\n\nbroadcast (Reset v)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [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 (sprite1 v)?> then\n set [sword grabbed? v] to [1]\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nhide variable [dead v]\nforever\n if <not <<<(costume [number v]) = [4]> or <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>>> or <(costume [number v]) = [11]>>> then\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\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to x: (0) y: (0)\nend\n\n
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part 2 is out!!!
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draw a platformer 2
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@Stage\n\n@end2\n\nwhen I receive [end v]\nshow\nwait (1) seconds\nglide (23) secs to x: (34) y: (61)\n\nwhen flag clicked\nhide\ngo to x: (-1) y: (-862)\n\n@end\n\nwhen I receive [end v]\nif <(all Achievements) = [7]> then\n add [finished all Achievements] to [achived v]\n stop [this script v]\nend\n\nwhen I receive [40 jumps v]\nadd [40 jumps] to [achived v]\nchange [all achievements v] by (1)\n\nwhen I receive [died to enemy v]\nadd [died to enemy] to [achived v]\nchange [all achievements v] by (1)\n\nwhen I receive [draw done v]\nadd [draw] to [achived v]\nchange [all achievements v] by (1)\n\nwhen I receive [20 v]\nadd [20 jumps] to [achived v]\nchange [all achievements v] by (1)\n\nwhen I receive [10 jumps done v]\nadd [10 jumps] to [achived v]\nchange [all achievements v] by (1)\n\nwhen flag clicked\ngo to x: (-9) y: (-13)\nset [all achievements v] to [0]\ndelete all of [achived v]\nshow list [achived v]\nhide\n\nwhen I receive [end v]\nshow\nhide list [achived v]\n\nwhen I receive [30 jumps v]\nadd [30 jumps] to [achived v]\nchange [all achievements v] by (1)\n\nwhen I receive [died to void v]\nadd [die to void] to [achived v]\nchange [all achievements v] by (1)\n\nwhen I receive [end v]\nwait (14) seconds\nshow list [achived v]\n\nwhen I receive [end v]\nforever\n show list [achievements v]\nend\n\n@ Achievements done\n\nwhen flag clicked\ngo to [front v] layer\nhide\ngo to x: (1) y: (348)\n\nwhen I receive [10 jumps done v]\nswitch costume to (10 jumps v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\nwhen I receive [20 v]\nswitch costume to (20 jumps v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\nwhen I receive [30 jumps v]\nswitch costume to (30 jumps v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\nwhen I receive [40 jumps v]\nswitch costume to (40 jumps v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\nwhen I receive [draw done v]\nswitch costume to (draw v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\nwhen I receive [died to enemy v]\nswitch costume to (die to enemy v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\nwhen I receive [died to void v]\nswitch costume to (die to void v)\nshow\nglide (0.5) secs to x: (1) y: (307)\nwait (1) seconds\nglide (1) secs to x: (1) y: (348)\nhide\n\n@enemy2\n\nwhen I receive [enemy stand still v]\nshow\ngo to x: (-56) y: (-40)\n\nwhen flag clicked\nswitch costume to (costume3 v)\nhide\n\nwhen I receive [lava v]\nswitch costume to (costume2 v)\ngo to x: (-35) y: (-76)\n\nwhen I receive [enemie 2 hide v]\nhide\n\nwhen I receive [enemies 2 1 v]\nshow\nswitch costume to (costume4 v)\ngo to x: (-62) y: (23)\n\nwhen I receive [hide link v]\nshow\nswitch costume to (costume5 v)\ngo to x: (-47) y: (-40)\n\nwhen I receive [enemy 11 v]\nshow\nswitch costume to (costume6 v)\ngo to x: (107) y: (-92)\n\nwhen I receive [13 enemies v]\nshow\nswitch costume to (costume7 v)\ngo to x: (-59) y: (-49)\n\nwhen I receive [14 enemies v]\nshow\nswitch costume to (costume8 v)\ngo to x: (-48) y: (-49)\n\ngo to x: (-54) y: (-39)\n\nwhen I receive [enemy 17 v]\nshow\nswitch costume to (costume9 v)\ngo to x: (109) y: (-35)\n\nwhen I receive [20 enemies v]\nshow\nswitch costume to (costume10 v)\ngo to x: (-59) y: (-49)\n\nwhen I receive [end v]\nhide\n\n@enemy\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (138) y: (-65)\nhide\n\nwhen I receive [enemy v]\nshow\nrepeat until <(enemy) = [1]>\n glide (1) secs to x: (-1) y: (-65)\n wait (0.01) seconds\n glide (1) secs to x: (138) y: (-65)\nend\n\nwhen I receive [enemy hide v]\n\nhide\n\nwhen I receive [enemy stand still v]\nhide\n\nwhen I receive [end v]\nhide\n\n@line\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\n\n@Player\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [play v]\nset volume to (80) %\nhide\nshow\ngo to x: (-207) y: (70)\nforever\n set [x v] to [0]\n set [y v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n change x by (x)\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (1)\n end\n if <<touching (platforms v)?> or <touching color (#654d4d)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [8]\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 (platforms v)?> or <<touching color (#00b543)?> or <touching color (#654d4d)?>>> 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 (platforms v)?> or <touching color (#654d4d)?>>> then\n broadcast (jump v)\n change [y v] by (14)\n end\n change y by (1)\n if <<not <<(level) = [5]> or <(level) = [13]>>> or <(level) = [16]>> then\n if <(y position) < [-179]> then\n broadcast (play v)\n end\n else\n if <(y position) < [-179]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n if <touching (dangers v)?> then\n broadcast (play v)\n end\n if <touching (bounce v)?> then\n change [y v] by (32)\n end\n if <(level) = [8]> then\n if <(y position) > [175]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n if <(level) = [16]> then\n if <(x position) < [-230]> then\n change [level v] by (1)\n broadcast (new level v)\n end\n end\n end\nend\n\nwhen flag clicked\nset [die to enemy v] to [0]\nset [end v] to [0]\nhide\n\nwhen flag clicked\nforever\n if <touching (lava v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line v)?> then\n go to x: (-207) y: (70)\n erase all\n broadcast (new level v)\n end\nend\n\nwhen I receive [reset v]\ngo to x: (-207) y: (70)\n\nwhen flag clicked\nforever\n if <touching (line 2 v)?> then\n broadcast (new level v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line 2 for line 1 v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nset [end v] to [1]\n\nwhen flag clicked\nforever\n if <touching (line 3 v)?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line start v)?> then\n broadcast (new level v)\n end\nend\n\nwhen I receive [new level v]\ngo to x: (-207) y: (70)\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n go to x: (-207) y: (70)\n erase all\n change [die to enemy v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy2 v)?> then\n go to x: (-207) y: (70)\n erase all\n change [die to enemy v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (line botton v)?> then\n go to x: (-207) y: (70)\n erase all\n set [die to void v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n go to x: (-207) y: (70)\n erase all\n end\nend\n\nwhen I receive [end v]\nhide\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n hide list [achievements v]\n wait (0.3) seconds\n wait until <key (a v) pressed?>\n show list [achievements v]\n wait (0.3) seconds\n end\nend\n\nwhen flag clicked\ndelete all of [achievements v]\nadd [10 jumps] to [achievements v]\nadd [20 jumps] to [achievements v]\nadd [30 jumps] to [achievements v]\nadd [40 jumps] to [achievements v]\nadd [die to void] to [achievements v]\nadd [draw!] to [achievements v]\nadd [die to an enemy] to [achievements v]\nadd [finish all Achievements] to [achievements v]\n\nwhen flag clicked\nset [die to void v] to [0]\nset [10 sec no jump v] to [0]\nset [time stop when v] to [0]\nset [time v] to [0]\n\nwhen flag clicked\nshow list [achievements v]\nrepeat until <(time stop when) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [end v]\nset [time stop when v] to [1]\n\nwhen flag clicked\nset [10 jumps v] to [0]\nforever\n if <key (up arrow v) pressed?> then\n change [10 jumps v] by (1)\n wait (0.89) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(10 jumps) = [10]> then\n broadcast (10 jumps done v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(10 jumps) = [20]> then\n broadcast (20 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(10 jumps) = [30]> then\n broadcast (30 jumps v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(10 jumps) = [40]> then\n broadcast (40 jumps v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n broadcast (draw done v)\n stop [this script v]\n end\nend\n\nwhen I receive [end v]\nforever\n if <(time) > [200]> then\n broadcast (time under 200 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(die to enemy) = [1]> then\n broadcast (died to enemy v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(die to void) = [1]> then\n broadcast (died to void v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bottum line v)?> then\n go to x: (-207) y: (70)\n erase all\n change [die to void v] by (1)\n end\nend\n\n@lava\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [lava v]\nshow\n\nwhen I receive [hide lava v]\nhide\n\nwhen I receive [end v]\nhide\n\nwhen I receive [end v]\nhide\n\n@platforms\n\nwhen flag clicked\nset [enemy v] to [0]\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (lava v)\n else\n broadcast (hide lava v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [5]> then\n broadcast (enemie 2 hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [7]> then\n broadcast (enemies 2 1 v)\n end\nend\n\nwhen flag clicked\nwait until <(costume [number v]) = [2]>\nif <(costume [number v]) = [2]> then\n broadcast (enemy v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [8]> then\n broadcast (enemie 2 hide v)\n end\nend\n\nwhen I receive [new level v]\nnext costume\n\nwhen flag clicked\nwait until <(costume [number v]) = [3]>\nif <(costume [number v]) = [3]> then\n set [enemy v] to [1]\n broadcast (enemy stand still v)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [9]> then\n broadcast (link v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [10]> then\n broadcast (hide link v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n broadcast (enemy 11 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (enemie 2 hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (13 enemies v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (14 enemies v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [17]> then\n broadcast (enemy 17 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [15]> then\n broadcast (enemie 2 hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [19]> then\n broadcast (enemie 2 hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (20 enemies v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [21]> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@text\n\nwhen flag clicked\nshow\ngo to [front v] layer\ndelete all of [link v]\nadd [https://scratch.mit.edu/projects/817134451/] to [link v]\nshow list [link v]\nswitch costume to (costume1 v)\n\nwhen I receive [new level v]\nnext costume\n\nwhen I receive [link v]\nhide list [link v]\n\nwhen I receive [hide link v]\nshow list [link v]\n\nwhen I receive [end v]\nhide\n\n@pen\n\nwhen I receive [play v]\nset pen size to (15)\nerase all\nwait (0.02) seconds\nforever\n if <not <(level) = [21]>> then\n pen up\n if <mouse down?> then\n if <touching (protect player v)?> then\n pen up\n else\n pen down\n end\n end\n go to x: (mouse x) y: (mouse y)\n else\n pen up\n end\nend\n\nwhen flag clicked\nbroadcast (play v)\n\nwhen I receive [new level v]\nerase all\n\nwhen flag clicked\nforever\n set pen color to (#654d4d)\nend\n\nwhen flag clicked\nforever\n play sound [Vexento - Pixel Party v] until done\nend\n\n@bottum line\n\nwhen flag clicked\nshow\ngo to x: (10) y: (-74)\n\nwhen I receive [end v]\nhide\n\n@thumpnail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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draw a platformer 2 by @-mrme-\n-----------------------------------------------------------------------------\ndraw a platformer 1\nhttps://scratch.mit.edu/projects/817134451/\ndraw a platformer 3\nhttps://scratch.mit.edu/projects/869149733/\n-----------------------------------------------------------------------------\ndraw a platformer 1 smashed 70k veiws in a week so here we go draw a platformer 2 BABY\n\ninstructions:\narrow keys to move\nmouse down to draw\nr to reset\na for achievements\n-----------------------------------------------------------------------------\nnote:\nif you add this to 15 studios and then write ''done'' in the comments you will be added to my studio.\n\n-------------------------------------------------------------------------------\ncredits\n@Debility_Kheops for the draw code\n\n\ntags\n\n#all #games #music #draw #-mrme- #platformer #stories (hehe)\n#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories#all #games #music #draw #-mrme- #platformer #stories
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プラットフォーマー Platformer
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@Stage\n\nwhen flag clicked\nhide variable [タイム v]\nhide variable [☁ 世界記録 v]\nreset timer\nswitch backdrop to (背景1 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen I receive [next v]\nforever\n if <<(backdrop [number v]) = [10]> and <(タイム) < (☁ 世界記録)>> then\n set [☁ 世界記録 v] to (タイム)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [10]> then\n set [タイム v] to (timer)\n wait (1) seconds\n show variable [タイム v]\n show variable [☁ 世界記録 v]\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [1]> then\n hide variable [☁ 世界記録 v]\n hide variable [タイム v]\n reset timer\nend\n\nwhen flag clicked\nforever\n play sound [ゲーム v] until done\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen flag clicked\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [xのやつ v] to [0]\nset [yだー v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <(y position) < [-170]> then\n start sound [やられる 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 <<touching (spike v)?> or <touching (spike2 v)?>> then\n start sound [やられる 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)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [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)?> or <touching (地面 v)?>> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (1.5) seconds\n go to x: (-216) y: (50)\n end\n end\nend\n\nwhen flag clicked\nshow\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\n\n@ターボストップ\n\nwhen flag clicked\nforever\n point in direction (0)\n wait (1) seconds\nend\n\nwhen flag clicked\nforever\n turn right (1) degrees\n wait () seconds\n if <(direction) > [39]> then\n stop [all v]\n end\nend\n\n@road-\n\nwhen flag clicked\nset [三角 v] to [0]\nshow\n\nwhen flag clicked\nrepeat until <(ぱざ) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\nbroadcast (aasdasdas v)\nif <(TIME) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (TIME)\nend\n\nwhen flag clicked\nset [ぱざ v] to [1]\nset [time v] to [0]\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\n\nwhen flag clicked\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen I receive [next v]\nnext costume\nset [三角 v] to [1]\n\n@spike2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I start as a clone\nforever\n if <(axsasxasxasxsaxa) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nset [axsasxasxasxsaxa v] to [1]\nwait (0.1) seconds\nset [axsasxasxasxsaxa v] to [0]\n\nwhen I receive [next v]\nset [qq v] to [0]\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [3]> then\n wait (5) seconds\n switch costume to (コスチューム2 v)\n wait (2) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [6]> then\n show\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [4]> then\n go to x: (-2) y: (58)\n switch costume to (costume2 v)\n hide\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [3]> then\n go to x: (4) y: (3)\n switch costume to (costume3 v)\n show\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [7]> then\n go to x: (-2) y: (58)\n switch costume to (costume4 v)\n show\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [8]> then\n go to x: (154) y: (68)\n switch costume to (costume4 v)\n show\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [9]> then\n hide\nend\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (costume3 v)\ngo to x: (135) y: (64)\n\nwhen I start as a clone\nforever\n if <(axsasxasxasxsaxa) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [next v]\nset [axsasxasxasxsaxa v] to [1]\nwait (0.1) seconds\nset [axsasxasxasxsaxa v] to [0]\n\nwhen I receive [next v]\nset [qq v] to [0]\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [3]> then\n wait (5) seconds\n switch costume to (コスチューム2 v)\n wait (2) seconds\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [1]> then\n go to x: (115) y: (62)\n switch costume to (costume3 v)\n show\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [2]> then\n hide\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [5]> then\n switch costume to (costume2 v)\n go to x: (115) y: (20)\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [7]> then\n hide\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [4]> then\n switch costume to (costume4 v)\n show\n forever\n glide (0.5) secs to x: (111) y: (58)\n glide (0.5) secs to x: (111) y: (-60)\n end\nend\n\nwhen I receive [next v]\nif <(backdrop [number v]) = [6]> then\n hide\nend\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (180)\nstart sound [Finger Snap v]\nrepeat (10)\n change y by ((-1) - ((y position) / (3)))\nend\nwait (0.5) seconds\nrepeat until <(y position) > [179]>\n change y by ((y position) / (3))\nend\nhide\n\n@スプライト1\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@BB7F6D7A-5D16-45CD-991E-96F00075E829\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@報告感知\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> or <mouse down?>> then\n change [☁ 報告押した人のユーザー名10 v] by (1)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> or <mouse down?>> then\n change [☁ 報告押した人のユーザー名10 v] by (1)\n end\nend\n\n
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全部で10ステージ‼︎\n10 stages in total!!︎\n\n操作方法\n矢印キーかタップで操作\nHow to operate\nOperate with arrow keys or taps\n\n世界記録目指して頑張ろう〜\nLet's do our best to aim for a world record!!︎\n\n無変更リミックス禁止\nUnchanged remix prohibited\n\nバグあった場合コメントで教えてください\nIf there is a bug, please let me know in the comments.
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[Online]Platformer!Server1
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@Stage\n\nwhen flag clicked\nforever\n play sound [Teruto_Among v] until done\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nforever\n switch backdrop to (Mode)\nend\n\n@オンライン\n\nwhen I receive [オンライン v]\nset [online v] to [1]\nwait (1) seconds\nset [☁ p1 v] to [0]\nset [☁ p2 v] to [0]\nset [☁ p3 v] to [0]\nset [☁ p4 v] to [0]\nset [☁ p5 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p6 v] to [0]\nset [☁ p8 v] to [0]\nset [☁ p9 v] to [0]\nset [☁ p10 v] to [0]\nset [1p? v] to [0]\nwait (1) seconds\nbroadcast (オンライン! v)\nforever\n if <(☁ p1) = [0]> then\n ユーザー名数値化\n forever\n set [1p? v] to [1]\n set [☁ p1 v] to (join (プレーヤーPlayer2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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Player2) (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Chat) + (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player v] to [0]\nset [プレーヤーplayer2 v] to []\nrepeat (length of (username))\n change [プレーヤーplayer v] by (1)\n switch costume to (letter (プレーヤーPlayer) of (username))\n set [プレーヤーplayer2 v] to (join (プレーヤーPlayer2) (costume [number v]))\nend\nrepeat ((40) - (length of (プレーヤーPlayer2)))\n set [プレーヤーplayer2 v] to (join (プレーヤーPlayer2) [0])\nend\n\nwhen I receive [オンライン v]\nbroadcast (言う v)\nforever\n 復元1\nend\n\ndefine 復元1\ndelete all of [ユーザー v]\nset [% v] to [0]\nrepeat (10)\n switch costume to ( v)\n change [% v] by (1)\n set [~ v] to [0]\n set [4th 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 [4th v] to (join (4th) (costume [name v]))\n end\n end\n add (4th) to [ユーザー v]\nend\n\nwhen flag clicked\nbroadcast (オンライン v)\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 [player1〜10 2 v]\n add (☁ p1) to [player1〜10 2 v]\n add (☁ p2) to [player1〜10 2 v]\n add (☁ p3) to [player1〜10 2 v]\n add (☁ p4) to [player1〜10 2 v]\n add (☁ p5) to [player1〜10 2 v]\n add (☁ p6) to [player1〜10 2 v]\n add (☁ p7) to [player1〜10 2 v]\n add (☁ p8) to [player1〜10 2 v]\n add (☁ p9) to [player1〜10 2 v]\n add (☁ p10) to [player1〜10 2 v]\n wait (1.5) seconds\n if <(letter (53) of (item (1) of [p1〜10 v])) = (letter (53) of (item (1) of [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 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 [player1〜10 2 v]))> then\n set [☁ p10 v] to [0]\n end\nend\n\n@Toge\n\nwhen flag clicked\npoint in direction (90)\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [800] [-100] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [300] [9]\n配置 ((1920) + (2500)) [300] [10]\n配置 (((1900) + (1150)) + (1000)) [160] [3]\n配置 (((2100) + (1150)) + (1000)) [160] [3]\n配置 (((1850) + (1150)) + (1000)) [510] [3]\n配置 (((2000) + (1150)) + (1000)) [570] [1]\n\ndefine 配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [tototo]> then\n turn right (10) degrees\n end\nend\n\n@かざり\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to ((コスチューム) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [back v] layer\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\nwhen I receive [start v]\nhide\n配置 [0] [0] [1]\n配置 [480] [0] [2]\n配置 [960] [0] [3]\n配置 [1440] [0] [4]\n配置 [1920] [0] [5]\n配置 ((1920) + (500)) [0] [6]\n配置 ((1920) + (1000)) [0] [7]\n配置 ((1920) + (1500)) [300] [8]\n配置 ((1920) + (2000)) [70] [9]\n配置 ((1920) + (2500)) [70] [10]\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 (1 v)\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <<(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\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\nset [monster coin? v] to [0]\n配置 [-200] [110] [1]\n配置 [-200] [60] [1]\n配置 [-200] [10] [1]\n配置 [130] [-61] [1]\n配置 [180] [-61] [1]\n配置 [340] [-61] [1]\n配置 [390] [-61] [1]\n配置 [520] [10] [1]\n配置 [570] [80] [1]\n配置 [630] [40] [1]\n配置 [1200] [80] [1]\n配置 [1250] [120] [1]\n配置 [1300] [80] [1]\n配置 [1800] [15] [1]\n配置 [2050] [60] [1]\n配置 [2170] [60] [1]\n配置 [2450] [45] [1]\n配置 [2600] [85] [1]\n配置 [3170] [50] [1]\n配置 [3750] [90] [1]\n配置 (((2380) + (1150)) + (1000)) [20] [1]\n配置 (((2450) + (1150)) + (1000)) [20] [1]\n配置 (((2222) + (1150)) + (1000)) [100] [1]\n配置 (((2222) + (1150)) + (1000)) [50] [1]\n配置 (((2222) + (1150)) + (1000)) [0] [1]\n配置 (((2222) + (1150)) + (1000)) [-50] [1]\n配置 (((1950) + (1150)) + (1000)) [-80] [1]\n配置 (((1900) + (1150)) + (1000)) [-80] [1]\n配置 (((1850) + (1150)) + (1000)) [-80] [1]\n配置 (((1800) + (1150)) + (1000)) [-80] [1]\n配置 (((2000) + (1150)) + (1000)) [-80] [1]\n配置 (((2050) + (1150)) + (1000)) [-80] [1]\n配置 (((2100) + (1150)) + (1000)) [-80] [1]\n配置 (((2150) + (1150)) + (1000)) [-80] [1]\n配置 (((1950) + (1150)) + (1000)) [0] [1]\n配置 (((1900) + (1150)) + (1000)) [0] [1]\n配置 (((1850) + (1150)) + (1000)) [0] [1]\n配置 (((1800) + (1150)) + (1000)) [0] [1]\n配置 (((2000) + (1150)) + (1000)) [0] [1]\n配置 (((2050) + (1150)) + (1000)) [0] [1]\n配置 (((2100) + (1150)) + (1000)) [0] [1]\n配置 (((2150) + (1150)) + (1000)) [0] [1]\n配置 (((1900) + (1150)) + (1000)) [850] [1]\n配置 (((1950) + (1150)) + (1000)) [850] [1]\n配置 (((1900) + (1150)) + (1000)) [900] [1]\n配置 (((1950) + (1150)) + (1000)) [900] [1]\n配置 (((1800) + (1150)) + (1000)) [850] [1]\n配置 (((1850) + (1150)) + (1000)) [850] [1]\n配置 (((1800) + (1150)) + (1000)) [900] [1]\n配置 (((1850) + (1150)) + (1000)) [900] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n start sound [Coin v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [ok? v] to [1]\n change [coin v] by (1)\n end\nend\n\nwhen I receive [monster coin v]\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n set [monster coin? v] to [1]\n 配置 (Xx) ((Yy) + (10)) [1]\nend\n\nwhen I start as a clone\nif <(monster coin?) = [1]> then\n wait until <<(!!!!!) = [1]> and <(OK?) = [1]>>\n wait until <(!!!!!) = [0]>\n delete this clone\nend\n\n@サムネ\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow variable [mode v]\nreset timer\nforever\n set [タイムだよ v] to (timer)\nend\n\nwhen [timer v] > (タイムだよ)\nhide variable [mode v]\ngo to [front v] layer\nshow\nclear graphic effects\nset [ghost v] effect to (100)\nset [whirl v] effect to (100)\nrepeat (20)\n change [whirl v] effect by (-5)\n change [ghost v] effect by (-5)\nend\nclear graphic effects\n\n@ステージ\n\nwhen flag clicked\nset [チャットchat v] to []\nhide\nZimen配置 [0] [0] [1]\nZimen配置 [480] [0] [2]\nZimen配置 [960] [0] [3]\nZimen配置 [1440] [0] [4]\nZimen配置 [1920] [0] [5]\nZimen配置 ((1920) + (700)) [250] [6]\nZimen配置 ((1920) + (1150)) [250] [7]\nZimen配置 (((1920) + (1150)) + (500)) [250] [8]\nZimen配置 (((1920) + (1150)) + (1000)) [250] [9]\nZimen配置 (((1920) + (1150)) + (1000)) [250] [10]\nZimen配置 (((2500) + (1150)) + (1000)) [0] [11]\nZimen配置 [1300] [600] [12]\nZimen配置 (((1920) + (1150)) + (1000)) [600] [13]\n\ndefine Zimen配置 (1) (2) (3)\nset [1 v] to (1)\nset [2 v] to (2)\nset [3 v] to ((3) + (1))\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n switch costume to (なし v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n show\n switch costume to (3)\nend\n\n@チャット\n\nwhen flag clicked\nset [チャット表示chatひょおじ v] to [0]\ngo to [front v] layer\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chat v] to []\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n forever\n go to x: (-180) y: (150)\n set [ghost v] effect to (0)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [決定 v]\n set [ghost v] effect to (50)\n set [チャット表示chatひょおじ v] to [1]\n ask [] and wait\n set [チャット表示chatひょおじ v] to [0]\n if <<[0] < (answer)> and <(answer) < [25]>> then\n set [チャットchat v] to (answer)\n broadcast (チャット v)\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n forever\n go to x: (0) y: (0)\n set [ghost v] effect to (20)\n go to [front v] layer\n if <(チャット表示Chatひょおじ) = [1]> then\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ndelete all of [_チャット v]\nadd [Hello!//こんにちは!] to [_チャット v]\nadd [Hi//やあ] to [_チャット v]\nadd [Nice//おぉナイス] to [_チャット v]\nadd [Let's go together// 一緒に行こう] to [_チャット v]\nadd [Good!//\(・∀・\)イイネ!!] to [_チャット v]\nadd [Good luck!//頑張れ!] to [_チャット v]\nadd [difficult//難しいw] to [_チャット v]\nadd [Ok//わかった] to [_チャット v]\nadd [Sorry,I'm out.// ごめん抜ける] to [_チャット v]\nadd [Follow me//フォローして~ww] to [_チャット v]\nadd [Thanks!//ありがとう!] to [_チャット v]\nadd [wwwwwwwwww] to [_チャット v]\nadd [Let's run backwards lol//逆走しようwww] to [_チャット v]\nadd [いいだろうwwww] to [_チャット v]\nadd [上手すぎィイ] to [_チャット v]\nadd [作者いるww] to [_チャット v]\nadd [うんムズイ★] to [_チャット v]\nadd [\(^^♪] to [_チャット v]\nadd [\(*´▽`*\)] to [_チャット v]\nadd [\(´◉◞౪◟◉\)ww] to [_チャット v]\nadd [バグかな?] to [_チャット v]\nadd [どうもプロです\)\)\)] to [_チャット v]\nadd [上手だね] to [_チャット v]\nadd [ホワッツ???????????] to [_チャット v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@BOT\n\ndefine BOT定義 (x) (y) (costume) (botの距離)\nset [+ v] to (botの距離)\nset [bot1 v] to (x)\nset [bot2 v] to (y)\nset [3番目のbot v] to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: (((Bot1) + (+X)) - (スクロールx)) y: ((BOt2) - (スクロールy))\n if <<(x position) = (((Bot1) + (+X)) - (スクロールx))> and <<(判定検査) = [0]> and <(y position) = ((BOt2) - (スクロールy))>>> then\n show\n else\n if <[0] < (判定検査)> then\n set size to (100) %\n set [ghost v] effect to (0)\n hide\n end\n end\n switch costume to ((1) + (3番目のBOT))\n if <[0] < (モンスターx)> then\n switch costume to ((3番目のBOT) + (2))\n else\n switch costume to ((3番目のBOT) + (3))\n end\nend\n\nwhen I start as a clone\nset [+x v] to [0]\nset [モンスターx v] to [0]\nforever\n repeat (+)\n change [モンスターx v] by (1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (判定検査)>\n end\n repeat (+)\n change [モンスターx v] by (-1)\n set [モンスターx v] to ((モンスターx) * (0.85))\n change [+x v] by (モンスターx)\n wait until <[-1] < (判定検査)>\n end\nend\n\nwhen I start as a clone\nset [判定検査 v] to [0]\nforever\n if <touching (プレーヤー v)?> then\n if <(y) < [0]> then\n start sound [ニュッ v]\n set [y v] to [18]\n set [xx v] to ((Bot1) + (+X))\n set [yy v] to (BOt2)\n broadcast (monster coin v)\n set [判定検査 v] to [-1]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (5)\n end\n set [判定検査 v] to [1]\n else\n broadcast (初期化 v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\nBOT定義 [550] [-82] [1] [40]\nBOT定義 [3250] [150] [1] [20]\nBOT定義 [3650] [30] [1] [40]\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ぷれいやああ\npoint in direction (90)\nif <(!!!!!) = [0]> then\n if <not <(username) = []>> then\n if <(チャットChat) = []> then\n say (username)\n else\n say (join (username) (join [:] (item (チャットChat) of [_チャット v])))\n end\n end\n if <<<mouse down?> and <[50] < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<<not <<[130] < (mouse y)> and <(mouse x) < [-100]>>> and <<mouse down?> and <(mouse x) < [-50]>>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.87))\n change x by (round (x))\n if <touching (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 壁体制Part1\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(ゆか)\n end\n change [スクロールx v] by (round ((x position) / (10)))\n change x by ((0) - ((round ((x position) / (10))) * <not <<(スクロールx) < [0]> or <[4500] < (スクロールx)>>>))\n if <(スクロールx) < [0]> then\n set [スクロールx v] to [0]\n end\n if <[4500] < (スクロールx)> then\n set [スクロールx v] to [4500]\n end\n change [スクロールy v] by (round ((y position) / (10)))\n change y by ((0) - ((round ((y position) / (10))) * <not <(スクロールy) < [0]>>))\n if <(スクロールy) < [0]> then\n set [スクロールy v] to [0]\n end\n if <(y) < [-21]> then\n change [y v] by (1.5)\n end\nend\nset y to (round (y position))\n\ndefine 初期化1\nstart sound [Kill 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 壁体制Part1\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 set [y v] to [18]\n set [x v] to ((-7) * ((x) / ([abs v] of (x) )))\n else\n set [x v] to [0]\n end\nend\n\ndefine 床(ゆか)\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 set [y v] to [18]\nelse\n set [y v] to [0]\nend\n\nwhen I receive [start v]\nshow\nset [!!!!! v] to [0]\nset [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ぷれいやああ\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 (toge v)?>> then\n set [!!!!! v] to [1]\n 初期化1\n set [!!!!! v] to [0]\n end\nend\n\nwhen I receive [初期化 v]\nset [!!!!! v] to [1]\n初期化1\nset [!!!!! v] to [0]\n\nwhen flag clicked\nbroadcast (START v)\n\nwhen [timer v] > (タイムだよ)\nhide\n\n@プレーヤー2\n\nwhen I receive [オンライン! v]\nhide\n配置\n\ndefine 配置\nset [prayer2 v] to [0]\nrepeat (10)\n change [prayer2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n show\n set [ghost v] effect to (0)\n if <<(1p?) = (prayer2)> or <<(item (prayer2) of [p1〜10 v]) = [0]> or <[1] = (letter (54) of (item (prayer2) of [p1〜10 v]))>>> then\n hide\n end\n switch costume to (コスチューム7 v)\n xy (((join (letter (41) of (item (prayer2) of [p1〜10 v])) (join (letter (42) of (item (prayer2) of [p1〜10 v])) (join (letter (43) of (item (prayer2) of [p1〜10 v])) (letter (44) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールx)) (((join (letter (45) of (item (prayer2) of [p1〜10 v])) (join (letter (46) of (item (prayer2) of [p1〜10 v])) (join (letter (47) of (item (prayer2) of [p1〜10 v])) (letter (48) of (item (prayer2) of [p1〜10 v]))))) - (1500)) - (スクロールy))\n point in direction (join (letter (55) of (item (prayer2) of [p1〜10 v])) (letter (56) of (item (prayer2) of [p1〜10 v])))\n switch costume to ((join (letter (49) of (item (prayer2) of [p1〜10 v])) (letter (50) of (item (prayer2) of [p1〜10 v]))) - (10))\n if <((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) = [0]> then\n say (item (prayer2) of [ユーザー v])\n else\n say (join (item (prayer2) of [ユーザー v]) (join [:] (item ((join (letter (51) of (item (prayer2) of [p1〜10 v])) (letter (52) of (item (prayer2) of [p1〜10 v]))) - (10)) of [_チャット 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@はた\n\ndefine 配置 (x) (y) (コスチューム)\nset [ごーる v] to (x)\nset [second v] to (y)\nset [third v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((ごーる) - (スクロールx)) y: ((second) - (スクロールy))\n if <<(x position) = ((ごーる) - (スクロールx))> and <(y position) = ((second) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (third))\nend\n\nwhen I receive [start v]\nhide\n配置 (((2580) + (1150)) + (1000)) [-70] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n set [!!!!! v] to [1]\n change [third v] by (1)\n wait (0) seconds\n broadcast (ゴール v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\n@はた2\n\ndefine 配置 (x) (y) (コスチューム)\nset [1 v] to (x)\nset [2 v] to (y)\nset [3 v] to (コスチューム)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n switch costume to (コスチューム1 v)\n go to x: ((1) - (スクロールx)) y: ((2) - (スクロールy))\n if <<(x position) = ((1) - (スクロールx))> and <(y position) = ((2) - (スクロールy))>> then\n show\n else\n hide\n end\n switch costume to ((1) + (3))\nend\n\nwhen I receive [start v]\nhide\n配置 [1500] [297] [1]\n配置 [3050] [120] [1]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n start sound [Collect v]\n set [xx v] to (1)\n set [yy v] to (2)\n change [3 v] by (1)\n stop [this script v]\n end\nend\n\n@タイマー\n\nwhen flag clicked\nhide\n\nwhen I receive [切り替え v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [クローン削除 v]\ndelete this clone\n\nwhen I receive [ゴール v]\ngo to [front v] layer\nstop [other scripts in sprite v]\nbroadcast (クローン削除 v)\nset [タイム v] to ((round ((timer) * (100))) / (100))\nbroadcast (世界記録判定 v)\nclear graphic effects\ngo to x: (-30) y: (5)\n数字 (タイム) (length of (タイム))\nwait (5) seconds\nbroadcast (クローン削除 v)\nstop [all v]\n\nwhen I start as a clone\ngo to [front v] layer\nforever\n クローン表示 ((round ((timer) * (100))) / (100))\nend\n\ndefine クローン表示 (タイマー)\nif <(y position) = [5]> then\n show\nelse\n if <[80] < (x position)> then\n if <(length of (タイマー)) < (順番)> then\n hide\n else\n switch costume to (letter (順番) of (タイマー))\n show\n if <(タイマー長さ) < (length of (タイマー))> then\n change [タイマー長さ v] by (1)\n broadcast (再描画 v)\n end\n end\n else\n if <(length of (Coin)) < (順番)> then\n hide\n else\n switch costume to (letter (順番) of (Coin))\n show\n end\n end\nend\n\nwhen I receive [再描画 v]\nbroadcast (クローン削除 v)\n数字配置\n\ndefine 数字配置\ngo to x: (-15) y: (150)\n数字 (Coin) [2]\ngo to x: (90) y: (150)\n数字 (timer) (タイマー長さ)\n\ndefine 数字 (値) (クローン数)\nset [順番 v] to [1]\nrepeat (クローン数)\n switch costume to (letter (順番) of (値))\n create clone of (_myself_ v)\n change [順番 v] by (1)\n change x by (15)\nend\n\nwhen I receive [start v]\nset [coin v] to [0]\nset [タイマー長さ v] to [4]\n数字配置\n\n@あなたのタイム\n\nwhen I receive [ゴール v]\nstart sound [シーン切り替え1 v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (0)\nwait (5) seconds\nhide\n\nwhen flag clicked\nhide\n\n@いろいろ\n\nwhen flag clicked\ngo to x: (36) y: (28)\nshow\n\nwhen I receive [ゴール v]\nhide\n\n
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Whopper/Easter Platformer
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@Stage\n\n@blank\n\n@player\n\nwhen flag clicked\nswitch costume to (gold v)\ngo to x: (-205) y: (75)\nset [jump power v] to [14]\nset [speed v] to [1.7]\nset [level v] to [1]\nbroadcast (next level v)\nforever\n switch costume to ([costume name v] of [yay v])\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x vel v] by ((speed) * (-1))\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x vel v] by (speed)\n end\n set [x vel v] to ((X vel) * (0.85))\n change x by (X vel)\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 vel) * (-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 vel) > [0]> then\n set [x vel v] to [-10]\n else\n set [x vel v] to [10]\n end\n set [y vel v] to [15]\n else\n set [x vel v] to [0]\n end\n end\n change [y vel v] by (-1)\n change y by (Y vel)\n if <touching (ground v)?> then\n change y by ((Y vel) - ((Y vel) * (2)))\n set [y vel v] to [0]\n end\n change y by (-1)\n if <<touching (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 vel v] to (jump power)\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (next level v)\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n broadcast (reset v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [next level v]\nbroadcast (reset v)\n\nwhen I receive [reset v]\ngo to x: (-201) y: (75)\nset [x vel v] to [0]\nset [y vel v] to [0]\n\nwhen I start as a clone\nclear graphic effects\nrepeat (15)\n turn right (15) degrees\n change y by (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [low v]\nset [jump power v] to [14]\n\nwhen I receive [message v]\nset [jump power v] to [20]\n\nwhen [r v] key pressed\nbroadcast (reset v)\n\n@trail\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n switch costume to ([costume name v] of [player v])\n go to (player v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (15)\nend\ndelete this clone\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset [level v] to [8]\n\n@yay\n\nwhen flag clicked\nhide\nswitch costume to (gold v)\nwait (1) seconds\nwait until <(love+fave) = [2]>\nshow\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (gold v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [1]>\n change y by ((y position) / (-25))\n change [ghost v] effect by (-15)\nend\nreset timer\nrepeat until <(timer) > [1]>\n change y by (((y position) - (100)) / (-25))\n change [ghost v] effect by (10)\nend\nhide\nswitch costume to (whopper v)\n\nset [love+fave v] to [2]\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nset [love+fave v] to [0]\nforever\n set [touch 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 (nothing v)\ngo to x: (x) y: (y)\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touch v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touch) = [fave]>\n if <(touch) = [fave]> then\n change [love+fave v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touch) = [love]>\n if <(touch) = [love]> then\n change [love+fave v] by (1)\n stop [this script v]\n end\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [back v] layer\nend\n\n@deco\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@rain\n\nwhen flag clicked\nwait (3) seconds\nhide\nforever\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nshow\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (50) to (125)) %\ngo to x: (pick random (240) to (-240)) y: (170)\nglide (pick random (0.5) to (2)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (10) seconds\nend\n\nwhen I start as a clone\nforever\n show\n switch costume to (pick random (1) to (2))\n go to (random position v)\n change y by (80)\n set x to (-300)\n repeat (500)\n change x by (1)\n end\n delete this clone\nend\n\n@pop-up\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n wait (pick random (10) to (15)) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (4) seconds\nend\n\nwhen this sprite clicked\nset [ghost v] effect to (100)\n\n@thumb\n\nwhen flag clicked\nset y to (0)\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > ((Timer) + (0.01))\nshow\nset y to (347)\nrepeat (10)\n set y to ((y position) / (2))\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n play sound [whopper v] until done\n set volume to (150) %\nend\n\nwhen I receive [-10 v]\nchange volume by (-10)\n\nwhen flag clicked\nforever\n if <[75] > (volume)> then\n broadcast (2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <[25] > (volume)> then\n broadcast (1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <[1] > (volume)> then\n broadcast (0 v)\n end\nend\n\nwhen this sprite clicked\nif <[1] > (volume)> then\n broadcast (3 v)\n set volume to (100) %\nend\n\n@words\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n stop all sounds\n repeat (2)\n play sound [mind blowing thoughts v] until done\n end\n stop [this script v]\n end\nend\n\nwhen flag clicked\nreset timer\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nplay sound [mind blowing thoughts v] until done\n\n@ohio\n\nwhen flag clicked\nrepeat (25)\n switch costume to (1 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.05) seconds\n switch costume to (2 v)\n wait (0.05) seconds\nend\nhide\n\n
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Comment for a chance to be in my Comment Animations\nfor contest\nmade this in 2 days\n#60 on games #32 on stories #76 on art #36 on animations #35 on music on 4/13/23 \n\nSorry this is like an april fools day platformer
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minecraft platformer part 4 #games #all #trending #art #music
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@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft - Piano 3 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)\nset rotation style [left-right v]\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n 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 else\n if <touching (lava v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n end\n end\nend\n\nbroadcast (Reset v)\ncreate clone of (_myself_ v)\n\nbroadcast (Reset v)\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [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 (sprite1 v)?> then\n set [sword grabbed? v] to [1]\n end\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nhide variable [dead v]\nforever\n if <not <<<<(costume [number v]) = [4]> or <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>>> or <(costume [number v]) = [10]>> or <(costume [number v]) = [11]>>> then\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\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n go to x: (0) y: (0)\nend\n\n
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yay! Part 4 is out!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\npls dont scroll down!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGuys this isnt a joke like any project!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nIts illegal to scroll down!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNONONONONO!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nThis isnt how its done!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nYou can still stop this!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nI hate you!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nOkay fine! Love and fave my best friends project: https://scratch.mit.edu/projects/832350165/
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SLIME! platformer
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@Stage\n\n@Player\n\nwhen flag clicked\ngo to x: (0) y: (-20)\npoint in direction (90)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\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 switch costume to (コスチューム2 v)\n point in direction (90)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (ステージ v)?> then\n change y by (1)\n end\nend\nif <touching (ステージ v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [14]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n point in direction (90)\n else\n set [xの力 v] to [0]\n point in direction (-90)\n end\nend\nchange y by (yの力)\nif <touching (ステージ v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [16]\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [0]\nset [camera _y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\npoint in direction (90)\nset rotation style [left-right v]\nforever\n switch costume to (コスチューム1 v)\nend\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\n@ステージ\n\nwhen flag clicked\nset [ステージの数 v] to [11]\nset [配置 v] to [0]\nset [番号 v] to [1]\nhide\nステージ配置 [0] [0] (番号)\nrepeat ((ステージの数) - (1))\n ステージ配置 ((配置) + (480)) [] (番号)\nend\nswitch costume to (none v)\nbroadcast (プログラム v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nset [配置 v] to (x座標)\nswitch costume to (none v)\nset [番号 v] to ((ステージ番号) + (1))\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\n@障害物\n\nwhen flag clicked\nset [棘のスプライト v] to [8]\nset [棘の配置 v] to [0]\nset [コスチューム番号 v] to [1]\nhide\nset [ghost v] effect to (100)\nhide\nrepeat ((棘のスプライト) - (1))\n ステージ配置 ((棘の配置) + (480)) [0] (コスチューム番号)\nend\nswitch costume to (none v)\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [コスチューム番号 v] to ((コスチューム番号) + (1))\nset [棘の配置 v] to (x座標)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n set [ghost v] effect to (100)\n hide\nelse\n clear graphic effects\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\n\nステージ配置 [0] [0] (コスチューム番号)\n\nwhen flag clicked\n\ngo to [back v] layer\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to (player v)\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n play sound [Attracted v] until done\nend\n\n
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なんか…1pあり!\nスクロールってプログラムむずい…\n↑なのでだいぶステージ短くなりました((((あと簡単\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
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Stickman Platformer Marathon/棒人間【マラソン】ver1.0
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [griffpatch_tutor]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until < or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\n set [fastest v] to (join [Fastest: ] (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\nwhen flag clicked\nshow variable [time v]\nshow variable [active players v]\nshow variable [fastest v]\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [apm2149ay7350donguri]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [apm2149ay7350donguri]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [apm2149ay7350donguri]> or <(username) = [driffpatch]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-280) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (960) (30) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (3450) (0) typ [22] width [40] time [0,5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (6850) (250) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (7100) (200) typ [21] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (7350) (150) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (13700) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(typ) = [22]> then\n switch costume to (lift3 v)\n set [height v] to [300]\n else\n if <(typ) = [24]> then\n switch costume to (barriernew2 v)\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\n end\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (-32)))) cycle [32]\n else\n if <(typ) = [22]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n end\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n else\n if <(typ) = [22]> then\n move lift (time)\n else\n if <(typ) = [24]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n else\n moving platform? (time)\n end\n end\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3600) (101)\nsetup clone at x,y: (5014) (475)\nsetup clone at x,y: (6650) (240)\nsetup clone at x,y: (9350) (15)\nsetup clone at x,y: (11000) (-80)\nsetup clone at x,y: (12900) (-90)\nsetup clone at x,y: (13200) (960)\nsetup clone at x,y: (13400) (2665)\nsetup clone at x,y: (9500) (2280)\nsetup clone at x,y: (7800) (3200)\nsetup clone at x,y: (6200) (3187)\nsetup clone at x,y: (4500) (3285)\nsetup clone at x,y: (4500) (3600)\nset [showing v] to [-1]\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@YouTube\n\nwhen flag clicked\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((2) + ((10) * ([sin v] of ((timer) * (120)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n
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ついに10000超えた!\nクリアしたときはTIMEが止まります。止まっていなかったら、クリアではありません(どれかの旗を取り忘れています)\n日本語は下です\n<English>\nRun the course, take all the flags and return to the first point. This is an enhanced version of the original and will take 5 minutes.\n<Controls.\nArrow keys or WASD to move the player.\nYou can also crouch with Z.\nYou can also crouch with SPACE.\nPress N to display all players' names.\nE or R key for pictograms.\nAfter a goal is scored, you can use the parachute with the SPACE key.\nMouse over a player to see his/her user name.\nQ and R keys to go back to the start.\nThe down arrow key crouches the player.\nYou can jump from a crouch to a big jump.\nYou can jump far by crouching down for a moment while running and jumping while spinning.\nCrouching and jumping at an angle allows you to slide.\nJumping on a wall will make you fly in the opposite direction of the wall while spinning.\nElevator jump is required. If you can't do the elevator jump,\nhttps://scratch.mit.edu/projects/835302073/\nto practice. If you don't know what an elevator jump is, do the original work. It is hard unless you can do it within 1 minute and 30 seconds of the original work.\n\n<日本語>\nコースを走り、すべての旗を取って最初の地点に戻ってきます。原作の強化版となっていて、5分はかかります。\n<操作方法>\n・矢印キーまたはWASDでプレイヤーを移動\n・Zでもしゃがめます\n・SPACEでもしゃがめます\n・Nキーですべてのプレイヤーの名前を表示\n・EキーまたはRキーで絵文字\n・ゴールした後は、スペースキーでパラシュートが使えます\n・プレイヤーにマウスオーバーを当てるとユーザー名がわかります\n・QキーとRキーでスタートに戻ります\n・下向き矢印キーでしゃがめます\n・しゃがみからジャンプで大ジャンプできます\n・走りながら一瞬しゃがんでジャンプすると回転しながら遠くまで飛べます\n・斜めのところでしゃがみ+ジャンプすると滑ることができます\n・壁でジャンプすると回転しながら壁と反対の方向に飛びます\nエレベータージャンプが必須です。エレベータージャンプができない方は、\nhttps://scratch.mit.edu/projects/835302073/\nで練習しましょう。そもそもエレベータージャンプって何って言う人は、原作やりましょう。原作1分30秒以内にデキる人じゃないときついです。\n#Game #GAME #game #Stickman #stickman #Marathon #marathon #棒人間 #マラソン #Platformer #platformer
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GAME育成&platformer✨/GAME training & platformer✨
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@Stage\n\nwhen flag clicked\nswitch backdrop to (bedroom 1 v)\nset [おやつの数 v] to [0]\nset [お金 v] to [1000]\nset [ご飯の数 v] to [0]\nset [飲み物 v] to [0]\nset [猫の年齢 v] to [0]\n\nwhen I receive [中身 v]\nswitch backdrop to (refrigerator v)\n\nwhen I receive [ホーム v]\nswitch backdrop to (bedroom 1 v)\n\nwhen I receive [メッセージ1 v]\nswitch backdrop to (背景1 v)\n\nwhen flag clicked\nforever\n play sound [æ¨ã®èã®ãããã v] until done\nend\n\n@スプライト1\n\nwhen this sprite clicked\nhide\nplay sound [Collect v] until done\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nbroadcast (う v)\n\nwhen I receive [中身 v]\nhide\n\nwhen I receive [ホーム v]\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide variable [おやつの数 v]\nhide variable [お金 v]\nhide variable [猫の年齢 v]\n\n@題名\n\nwhen flag clicked\nshow\nforever\n set y to ((40) + (([sin v] of ((300) * (timer)) ) * (10)))\nend\n\nwhen I receive [う v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [中身 v]\nhide variable [おやつの数 v]\nhide variable [お金 v]\nhide variable [猫の年齢 v]\n\nwhen I receive [ホーム v]\nshow\n\n@スプライト2\n\nwhen this sprite clicked\nhide\nbroadcast (メッセージ1 v)\n\nwhen this sprite clicked\nplay sound [Coin v] until done\n\nwhen I receive [中身 v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [ホーム v]\nshow\n\nwhen I receive [う v]\nhide\n\nwhen I receive [shop v]\nhide\n\n@Cat\n\nwhen I receive [中身 v]\nhide\n\nwhen flag clicked\nset size to (100) %\nshow\n\nwhen I receive [ホーム v]\nset size to (100) %\nshow\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen flag clicked\nswitch costume to (cat-a v)\nforever\n if <(猫の年齢) > [20]> then\n switch costume to (コスチューム1 v)\n say [やったね!] for (2) seconds\n forever\n wait (60) seconds\n change [お金 v] by (1200)\n end\n end\n if <(猫の年齢) > [7]> then\n switch costume to (cat-a2 v)\n end\nend\n\nwhen I receive [う v]\nset size to (130) %\n\n@スプライト3\n\nwhen this sprite clicked\nbroadcast (SHOP v)\n\nwhen I receive [中身 v]\nhide\n\nwhen I receive [ホーム v]\nshow\n\nwhen flag clicked\nshow\n\nwhen I receive [う v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト4\n\nwhen flag clicked\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [う v]\nhide\n\nwhen I receive [ホーム v]\nshow\n\nwhen I receive [ホーム v]\nshow variable [おやつの数 v]\nshow variable [お金 v]\nshow variable [猫の年齢 v]\n\nwhen I receive [中身 v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト5\n\nwhen I receive [shop v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\n\nwhen I receive [う v]\nhide variable [おやつの数 v]\nhide variable [猫の年齢 v]\nhide variable [お金 v]\n\nwhen flag clicked\nwait (2) seconds\nshow variable [おやつの数 v]\nshow variable [猫の年齢 v]\nshow variable [お金 v]\n\nwhen I receive [shop v]\nhide variable [おやつの数 v]\nhide variable [猫の年齢 v]\nhide variable [お金 v]\n\nwhen I receive [ホーム v]\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nif <<(お金) = [100]> or <(お金) > [100]>> then\n change [お金 v] by (-100)\n change [おやつの数 v] by (1)\n think [かえたよ!] for (2) seconds\nelse\n think [お金が足りません] for (2) seconds\nend\n\nwhen I receive [shop v]\nshow\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [う v]\nhide\n\nwhen I receive [ホーム v]\nhide\n\n@スプライト7\n\nwhen I receive [ホーム v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen this sprite clicked\nif <<(お金) = [1000]> or <(お金) > [1000]>> then\n change [お金 v] by (-1000)\n change [ご飯の数 v] by (1)\n think [かえたよ!] for (2) seconds\nelse\n think [お金がないよ] for (2) seconds\nend\n\n@スプライト8\n\nwhen I receive [ホーム v]\nhide\n\nwhen this sprite clicked\nstart sound [ポップ v]\nif <<(お金) > [200]> or <(お金) = [200]>> then\n change [お金 v] by (-200)\n change [飲み物 v] by (1)\n think [かえたよ!] for (2) seconds\nelse\n think [お金が足りません] for (2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\n@スプライト9\n\nwhen this sprite clicked\nhide\nbroadcast (ホーム v)\n\nwhen flag clicked\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen I receive [中身 v]\nshow\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen I receive [う v]\nshow\n\nwhen flag clicked\ngo to [front v] layer\n\n@スプライト10\n\nwhen flag clicked\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [う v]\nhide\n\nwhen I receive [ホーム v]\nshow\n\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (中身 v)\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト11\n\nwhen flag clicked\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [う v]\nhide\n\nwhen I receive [ホーム v]\nshow\n\nwhen I receive [中身 v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\n@スプライト12\n\nwhen flag clicked\nhide\nhide variable [飲み物 v]\n\nwhen I receive [中身 v]\nshow\nshow variable [飲み物 v]\n\nwhen I receive [ホーム v]\nhide\nhide variable [飲み物 v]\n\n@Milk\n\nwhen I receive [中身 v]\nshow\n\nwhen I receive [ホーム v]\nhide\n\nwhen flag clicked\nhide\n\n@スプライト13\n\nwhen I receive [中身 v]\nshow\nshow variable [ご飯の数 v]\n\nwhen I receive [ホーム v]\nhide\nhide variable [ご飯の数 v]\n\nwhen flag clicked\nhide\nhide variable [ご飯の数 v]\n\n@プレイヤー\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\ngo to x: (-210) y: (-30)\nset size to (90) %\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\n初期設定プログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [壁キック v]\n set [x v] to [10]\n else\n start sound [壁キック v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [スタート v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nrepeat (6)\n change size by (-6)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nbroadcast (スタート v)\n\nwhen flag clicked\n\nwhen I receive [スタート v]\nforever\n if <touching (コイン v)?> then\n change [お金 v] by (10)\n end\nend\n\nwhen I receive [ホーム v]\nhide\n\nwhen I receive [スタート v]\nforever\n if <touching (コイン2 v)?> then\n change [お金 v] by (100)\n end\nend\n\n@地面\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ホーム v]\nhide\n\n@コイン\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nforever\n wait (0.8) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n wait (0.15) seconds\n next costume\nend\n\nwhen I receive [メッセージ1 v]\nforever\n wait (0.8) seconds\n go to x: (pick random (-180) to (180)) y: (188)\nend\n\nwhen I start as a clone\nrepeat (60)\n change y by (-5)\nend\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nforever\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n start sound [Coin v]\n delete this clone\n end\n if <touching (プレイヤー v)?> then\n end\nend\n\nwhen I receive [ホーム v]\nhide\n\n@スプライト14\n\nwhen this sprite clicked\nplay sound [ポップ v] until done\nif <[0] < (おやつの数)> then\n ask [何個あげますか?] and wait\n if <<(おやつの数) > (answer)> or <(answer) = (おやつの数)>> then\n set [おやつの数 v] to ((おやつの数) - (answer))\n broadcast (おやつ移動!! v)\n else\n think (join (answer) [個は持ってないよ]) for (2) seconds\n end\nelse\n think [おやつがもうないよ] for (2) seconds\nend\n\nwhen flag clicked\nhide\ngo to x: (-163) y: (-136)\n\nwhen I receive [ホーム v]\nhide\n\nwhen I receive [う v]\nshow\n\n@スプライト15\n\nwhen flag clicked\nset size to (60) %\ngo to (スプライト14 v)\nhide\n\nwhen I receive [ホーム v]\nhide\n\nwhen I start as a clone\nshow\nglide (1) secs to (cat v)\nchange [猫の年齢 v] by (0.5)\nbroadcast (どうぞ v)\ndelete this clone\n\nwhen I receive [おやつ移動!! v]\nrepeat (answer)\n create clone of (_myself_ v)\nend\n\nbroadcast (どうぞ v)\n\n@ハート星探知機\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n go to x: (60) y: (208)\n glide (0.8) secs to x: (60) y: (120)\n wait (0.8) seconds\n glide (0.8) secs to x: (60) y: (208)\n delete this clone\nend\n\nwhen flag clicked\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@☆と♡要求\n\nwhen flag clicked\nhide\nforever\n wait (15) seconds\n set [id v] to [マウス]\n create clone of (_myself_ v)\n set [id v] to [コスチューム]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(ID) = [コスチューム]> then\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (コスチューム1 v)\n go to x: (144) y: (100000)\n glide (1) secs to x: (144) y: (132)\n switch costume to (コスチューム2 v)\n wait (1) seconds\n switch costume to (コスチューム3 v)\n glide (0.9) secs to x: (144) y: (210)\n delete this clone\nend\nif <(ID) = [マウス]> then\n go to [front v] layer\n switch costume to (マウス v)\n go to x: (144) y: (1000000)\n 滑らか: [126] [105] [7]\n 滑らか: [196] [116] [7]\n 滑らか: [220] [180] [5]\n delete this clone\nend\n\ndefine 滑らか: (x) (y) (スピード)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (スピード))\n change y by (((y) - (y position)) / (スピード))\nend\n\n@Milk2\n\nwhen flag clicked\ngo to (スプライト17 v)\nhide\n\nwhen I receive [飲み物移動 v]\nrepeat (answer)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nglide (1) secs to (cat v)\nchange [猫の年齢 v] by (1)\ndelete this clone\n\n@コイン2\n\nwhen I receive [メッセージ1 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nforever\n wait (0.15) seconds\n next costume\nend\n\nwhen I receive [メッセージ1 v]\nforever\n wait (1) seconds\n wait (1) seconds\n set [確率 v] to (pick random (1) to (20))\n if <(確率) = [12]> then\n go to x: (pick random (-180) to (180)) y: (188)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nrepeat (60)\n change y by (-5)\nend\ndelete this clone\n\nwhen I receive [メッセージ1 v]\nforever\n\nwhen I start as a clone\nforever\n if <touching (プレイヤー v)?> then\n play sound [Coin v] until done\n delete this clone\n end\n if <touching (プレイヤー v)?> then\n end\nend\n\nwhen I receive [ホーム v]\nhide\n\n@スプライト18\n\nwhen I receive [ホーム v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [う v]\nshow\n\nwhen this sprite clicked\nplay sound [ポップ v] until done\nif <[0] < (ご飯の数)> then\n ask [何個あげますか?] and wait\n if <<(ご飯の数) > (answer)> or <(answer) = (ご飯の数)>> then\n set [ご飯の数 v] to ((ご飯の数) - (answer))\n broadcast (ご飯移動 v)\n else\n think (join (answer) [個は持ってないよ]) for (2) seconds\n end\nelse\n think [ご飯はもうないよ] for (2) seconds\nend\n\n@スプライト19\n\nwhen flag clicked\ngo to x: (-160) y: (6)\nhide\n\nwhen I receive [ご飯移動 v]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I start as a clone\nshow\nglide (1) secs to (cat v)\nstart sound [お菓子を食べる1 v]\nchange [猫の年齢 v] by (2)\ndelete this clone\n\n@スプライト17\n\nwhen I receive [ホーム v]\nhide\n\nwhen I receive [う v]\ngo to x: (-162) y: (-67)\nshow\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nplay sound [ポップ v] until done\nif <[0] < (飲み物)> then\n ask [何個あげますか?] and wait\n if <<(飲み物) > (answer)> or <(answer) = (飲み物)>> then\n set [飲み物 v] to ((飲み物) - (answer))\n broadcast (飲み物移動 v)\n else\n think (join (answer) [個は持ってないよ]) for (2) seconds\n end\nelse\n think [飲み物がもうないよ] for (2) seconds\nend\n\n@スプライト16\n\nwhen flag clicked\nshow\n\nwhen I receive [shop v]\nhide\n\nwhen I receive [う v]\nhide\n\nwhen I receive [中身 v]\nhide\n\nwhen I receive [メッセージ1 v]\nhide\n\nwhen I receive [ホーム v]\nshow\n\nwhen this sprite clicked\nask [隠しコードは?] and wait\nif <(answer) = [781029]> then\n hide\n forever\n wait (30) seconds\n change [お金 v] by (1000)\n end\nelse\n say [違います] for (2) seconds\nend\nhide\n\n@スプライト20\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@スプライト21\n\nwhen flag clicked\nset [ghost v] effect to (0)\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n
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特別宣伝\nhttps://scratch.mit.edu/projects/835285695\n⏫⏫⏫⏫⏫⏫⏫⏫⏫⏫⏫⏫⏫⏫⏫\n大体のことはここに書いています書いていなかったらコメントで質問してください⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬\n下まで読みましょう⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬⏬\n矢印キーで動かしてください\nllllllllllllllllll⭐️と❤️とフォロー、拡散お願いしますlllllllllllll\nllllll◆成人(20)になると1分で1200円もらえます◆llllll\nll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ \n【GAME育成&platformer✨/GAME training & \n platformer】\nll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ llll◆ ll◆※⭐️と❤️を押すと感謝のメッセージと隠しコードがわかります/If you press ⭐️ and ❤️, you can see the thank you message and the hidden code.\n※⚡️注意事項⚡️※\n※これはどれだけお金を稼げるかのゲームです※\n※20歳になったらそっからは放置ゲーです大体※\n※モバイルでもできますがモバイルだとバグりますので\n モバイルではやらないでください※\nll▶︎操作\n▶︎「冷蔵庫」をタップすると食べ物や飲み物も数がわかります/If you tap the refrigerator, you can see the number of drinks and food.\n▶︎「coinGAME」をタップするとお金がもらえます/You can get money by tapping "coinGAME"\n▶︎「SHOP」をタップすると「飲み物」、「おやつ」、\n「食べ物」を買うことができます/If you tap "SHOP", "drink", "snack",You can buy "food"\n▶︎「隠しコード」は⭐️と❤️を押す/わかります/You can see the "hidden code" by pressing ⭐️ and ❤️\n▶︎「育成」を押すと「飲み物をあげる」を押すと飲み物をあげれます。「おやつをあげる」を押すとおやつをあげれます。あげればあげるほど年齢がちょっとずつ年齢が上がります/If you press "Nurturing", you can give a drink by pressing "I'll give you a drink". " If you press "I'll give you a snack", you can give a snack. The more you give, the more you get older.\n▶︎「戻る」を押すとホームに戻ります/Press "Back" to return to the home\n\nlll◆クレジット\n題名の動き/@YYーH 様\n時計/@sirius0416 様\n冷蔵庫/@yotanikawa 様\nプラフォのコイン/@YYーH 様\nプラフォの動き/@takuno 様\nポテト/@PR_TUE_08 様\n音楽/木葉のささらぎ
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Epic Countryball Platformer!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Sprite2\n\nwhen flag clicked\nstart sound [Waterflame - Jumper.mp3 v]\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite6\n\nrepeat until <(backdrop [name v]) = [backdrop8]>\n set rotation style [left-right v]\n if <not <touching color (#000000)?>> then\n change y by (-5)\n else\n if <<key (up arrow v) pressed?> and <touching color (#080808)?>> then\n repeat (12)\n change x by (5)\n end\n end\n end\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\nend\n\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [x v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-0.7)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n if <touching color (#000000)?> then\n change y by (1)\n end\n if <touching color (#000000)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n if <(Xv) < [0]> then\n set [yv v] to [10]\n set [xv v] to [10]\n else\n set [yv v] to [10]\n set [xv v] to [-10]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000000)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <key (up arrow v) pressed?> then\n if <touching color (#000000)?> then\n if <(water) = [0]> then\n if <(Mute) = [0]> then\n start sound [boing v]\n end\n set [yv v] to [8]\n end\n end\n end\n if <touching color (#ff9400)?> then\n if <(water) = [0]> then\n if <(Mute) = [0]> then\n start sound [boing v]\n end\n set [yv v] to [14]\n end\n end\n if <touching color (#003fff)?> then\n if <(Mute) = [0]> then\n start sound [pop v]\n end\n broadcast (NextLevel v)\n go to x: (-175) y: (-120)\n change [level v] by (1)\n end\n if <touching color (#ff0000)?> then\n if <(Mute) = [0]> then\n start sound [pop v]\n end\n go to x: (-175) y: (-120)\n end\n change y by (1)\nend\n\nwhen I receive [sorry! v]\ngo to x: (-192) y: (-39)\n\nwhen I receive [begin platformer v]\nrepeat until <(backdrop [name v]) = [backdrop8]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop2 v]\nrepeat until <(backdrop [name v]) = [backdrop9]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop12 v]\nset rotation style [all around v]\nrepeat until <(backdrop [name v]) = [backdrop11]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n turn left (15) degrees\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n turn right (15) degrees\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop7 v]\npoint in direction (90)\nset rotation style [left-right v]\nforever\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen backdrop switches to [backdrop11 v]\nrepeat until <(backdrop [name v]) = [backdrop10 ]>\n if <touching color (#000000)?> then\n change y by (0.5)\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching color (#000000)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-0.5)\n if <<touching color (#000000)?> and <key (up arrow v) pressed?>> then\n set [y v] to [4]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (sorry! v)\n end\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\nend\n\nwhen I receive [begin platformer v]\nforever\n if <<(x position) = [237]> or <(x position) > [237]>> then\n go to x: (-224) y: (-74)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (platformer v)\nstop [other scripts in sprite v]\nset rotation style [don't rotate v]\npoint in direction (-75)\nrepeat (21)\n move (10) steps\n change size by (-7)\nend\nbroadcast (begin platformer v)\n\nwhen flag clicked\nswitch costume to (costume19 v)\nshow\npoint in direction (90)\nset size to (200) %\nswitch costume to (costume1 v)\ngo to x: (0) y: (-50)\nwait (1) seconds\nforever\n glide (0.25) secs to x: (313) y: (-50)\n hide\n next costume\n go to x: (-254) y: (-50)\n show\n glide (0.25) secs to x: (0) y: (-50)\n wait (2) seconds\nend\n\n
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Scratch, pls make it featured.\n\nNO ADVERTISING!\nI hope this will be get featured lol, I worked really hard on it!\nYOU CAN REQUEST ME TO ADD YOUR OWN OC\nGive me other countries and I'll update it!\n\n]\nLeft Arrow: Left\nRight Arrow: Right\nUp Arrow: Up\nBut make sure you love, fav & follow! :)\n\nUpdates:\n09.04.23: The birth of this game!\n10.04.23: New sprite!\n10.04.23: New control! ( W, A and D)\n11. 04.23: New sprite! \n12.04.23: New sprite!\n12.04.23: 70 views!\n12.04.23: 80 views! 20 loves!\n12.04.23: 105 views!!!\n12.04.23: 120 views!\n''13.04.23'' MY BIRTHDAY! : 140 views! 25 loves! 20 fav.s!\nBruh!!! 13.04.23: 150 VIEWS!!!\n13.04.23: 160 views :( (expect more than that lol)\n13.04.23: 180 views!\n13.04.23: I can't update now lol\n13.04.23: 200 views! OMG! I never thought I would gone this far!\n13.04.23: 280 views!\n13.04.23: 30 loves!!!\n13.04.23: 300 views!!!\n14.04.23: 400 views!!!!\n15.04.23: 800 views!! 40 loves!! NO WAY!!\n18.04.23: 2500 views! OH MY GOD! I AM *IDK
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Nature a platformer | -Lukioud-
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@Stage\n\n@Player\n\nwhen flag clicked\nshow variable [timer v]\nreset timer\nshow\nswitch costume to (costume1 v)\ngo to x: (-193) y: (-45)\nset [ghost v] effect to (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (1.5)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1.5)\n end\n set [x v] to ((X) * (.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 if <touching (level v)?> then\n change x by ((X) * (-1))\n change x 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 [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n change y by (1)\n end\n end\n end\n end\n end\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 change y by (-1)\n if <touching (level v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (12)\n end\n end\n change y by (1)\n if <(x position) > [239]> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-193) y: (-45)\n broadcast (New costume v)\n end\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-193) y: (-45)\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n set [timer v] to (timer)\nend\n\nwhen I start as a clone\nrepeat (20)\n change size by (-2)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n play sound [nepal-rien-dspecial-instrumental \(1\) v] until done\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [new costume v]\nnext costume\n\n@Thumbnail \n\nwhen flag clicked\nhide\n\n
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Nature a platformer\nby -Lukioud-\nFollow @CMlukian\nNEW GAME !! https://scratch.mit.edu/projects/834954328/\n\nMove to the right to get access to new level :)\nDodge the Spike ;)
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プラットフォーマー(platformer)
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@Stage\n\nset [ステージ v] to [1]\ngo to x: (-200) y: (0)\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\nend\n\nchange y by (y)\nif <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\nend\nchange y by (-2)\nif <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [15]\nend\nchange y by (1)\nif <<<<<<(y position) < [-165]> or <touching (マグマ v)?>> or <touching (マグマ2 v)?>> or <touching (マグマ3 v)?>> or <touching (マグマ4 v)?>> or <touching (マグマ5 v)?>> then\n start sound [Teleport2 v]\n repeat (15)\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\nend\nif <[239] < (x position)> then\n if <not <(ステージ) = [5]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [color v] effect to (100)\nwait (1) seconds\nshow\nset size to (65) %\nwait (0.01) seconds\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\nclear graphic effects\ngo to x: (-200) y: (0)\nshow\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.92))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((0) - (x))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <[0] < (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n start sound [jump-cute1 v]\n set [y v] to [13]\n end\n change y by (1)\n if <<<<<<(y position) < [-165]> or <touching (マグマ v)?>> or <touching (マグマ2 v)?>> or <touching (マグマ3 v)?>> or <touching (マグマ4 v)?>> or <touching (マグマ5 v)?>> then\n start sound [Teleport2 v]\n repeat (15)\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <[239] < (x position)> then\n if <not <(ステージ) = [10]>> then\n hide\n clear graphic effects\n go to x: (-200) y: (0)\n set [x v] to [0]\n set [y v] to [0]\n change [ステージ v] by (1)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to [22.5]\n end\nend\n\nwhen flag clicked\nforever\n reset timer\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(mouse y) < [0]>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n if <<[45] < (x position)> or <(y position) > [243]>> then\n next backdrop\n end\n if <<(y position) > [63]> or <(x position) > [217]>> then\n next backdrop\n end\n if <touching (トゲ v)?> then\n go to x: (-206) y: (150)\n end\n if <touching (フォローよろしく! v)?> then\n go to x: (-226) y: (-117)\n end\n if <(ステージ) = <[10] = <<[215] < (x position)> or <(y position) > [-118]>>>> then\n broadcast (次へ行け v)\n end\nend\n\nhide\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [color v] effect by (25)\nend\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\nswitch backdrop to (背景1 v)\nwait (1) seconds\nshow\nswitch backdrop to (背景2 v)\nforever\n if <(costume [name v]) = [10]> then\n if <(☁ 世界記録) > (かかった時間)> then\n set [☁ 世界記録 v] to (かかった時間)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<[9] > (costume [name v])> or <[9] = (costume [number v])>> then\n change [かかった時間 v] by (1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nset [かかった時間 v] to [0]\n\nwhen flag clicked\nchange [☁ プレイした回数 v] by (1)\n\nwhen flag clicked\nif <(☁ 世界記録) = [0]> then\n set [☁ 世界記録 v] to [20]\nend\n\nwhen I receive [次へ行け v]\nnext costume\n\nwhen flag clicked\nhide variable [☁ プレイした回数 v]\nwait (1) seconds\nshow variable [☁ プレイした回数 v]\n\n@マグマ\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n switch costume to (ステージ)\n if <(ステージ) = [1]> then\n set size to (100) %\n point in direction (90)\n go to x: (-38) y: (-59)\n show\n end\n if <(ステージ) = [2]> then\n point in direction (65)\n go to x: (14) y: (82)\n show\n end\n if <(ステージ) = [3]> then\n set size to (300) %\n point in direction (90)\n go to x: (152) y: (133)\n show\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n go to x: (72) y: (45)\n hide\n end\n if <(ステージ) = [6]> then\n go to x: (-20) y: (210)\n hide\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [8]> then\n show\n set size to (100) %\n go to x: (-83) y: (-56)\n end\n if <(ステージ) = [9]> then\n go to x: (-104) y: (30)\n point in direction (60)\n show\n end\n if <(ステージ) = [10]> then\n go to x: (-104) y: (30)\n point in direction (60)\n hide\n end\nend\n\n@マグマ2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (ステージ)\n if <(ステージ) = [1]> then\n set size to (100) %\n point in direction (90)\n go to x: (-38) y: (-59)\n hide\n end\n if <(ステージ) = [2]> then\n point in direction (65)\n go to x: (14) y: (82)\n hide\n end\n if <(ステージ) = [3]> then\n set size to (300) %\n point in direction (90)\n go to x: (152) y: (133)\n hide\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n go to x: (72) y: (45)\n show\n end\n if <(ステージ) = [6]> then\n go to x: (59) y: (71)\n show\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [8]> then\n hide\n end\n if <(ステージ) = [9]> then\n hide\n end\nend\n\nif <(ステージ) = [9]> then\n hide\nend\n\n@ばね\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (185) y: (-113)\nforever\n if <touching (プレイヤー v)?> then\n set [y v] to [22]\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム9 v)\n wait (0.01) seconds\n switch costume to (コスチューム8 v)\n wait (0.01) seconds\n switch costume to (コスチューム7 v)\n wait (0.01) seconds\n switch costume to (コスチューム6 v)\n wait (0.01) seconds\n switch costume to (コスチューム5 v)\n wait (0.01) seconds\n switch costume to (コスチューム4 v)\n wait (0.01) seconds\n switch costume to (コスチューム3 v)\n wait (0.01) seconds\n switch costume to (コスチューム2 v)\n wait (0.01) seconds\n switch costume to (コスチューム1 v)\n wait until <not <touching (プレイヤー v)?>>\n else\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [1]> then\n hide\n end\n if <(ステージ) = [2]> then\n hide\n end\n if <(ステージ) = [3]> then\n go to x: (-108) y: (-124)\n show\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [7]> then\n hide\n go to x: (90) y: (-130)\n end\n if <(ステージ) = [8]> then\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nwait (1) seconds\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nstart sound [Unlimited v]\n\n@マグマ3\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n switch costume to (ステージ)\n if <(ステージ) = [1]> then\n hide\n set size to (100) %\n point in direction (90)\n go to x: (-38) y: (-59)\n end\n if <(ステージ) = [2]> then\n point in direction (65)\n go to x: (14) y: (82)\n hide\n end\n if <(ステージ) = [3]> then\n set size to (300) %\n point in direction (90)\n go to x: (152) y: (133)\n hide\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n go to x: (72) y: (45)\n hide\n end\n if <(ステージ) = [6]> then\n go to x: (-20) y: (210)\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [8]> then\n go to x: (174) y: (-2)\n set size to (100) %\n show\n end\n if <(ステージ) = [9]> then\n go to x: (173) y: (-11)\n point in direction (120)\n show\n end\n if <(ステージ) = [10]> then\n go to x: (173) y: (-11)\n point in direction (120)\n hide\n end\nend\n\n@マグマ4\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n switch costume to (ステージ)\n if <(ステージ) = [1]> then\n hide\n set size to (100) %\n point in direction (90)\n go to x: (-38) y: (-59)\n end\n if <(ステージ) = [2]> then\n point in direction (65)\n go to x: (14) y: (82)\n hide\n end\n if <(ステージ) = [3]> then\n set size to (300) %\n point in direction (90)\n go to x: (152) y: (133)\n hide\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n go to x: (72) y: (45)\n hide\n end\n if <(ステージ) = [6]> then\n go to x: (-20) y: (210)\n hide\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [8]> then\n set size to (100) %\n go to x: (31) y: (-56)\n show\n end\n if <(ステージ) = [9]> then\n hide\n end\nend\n\n@マグマ5\n\nwhen flag clicked\nhide\nwait (1) seconds\nshow\nforever\n switch costume to (ステージ)\n if <(ステージ) = [1]> then\n hide\n set size to (100) %\n point in direction (90)\n go to x: (-38) y: (-59)\n end\n if <(ステージ) = [2]> then\n point in direction (65)\n go to x: (14) y: (82)\n hide\n end\n if <(ステージ) = [3]> then\n set size to (300) %\n point in direction (90)\n go to x: (152) y: (133)\n hide\n end\n if <(ステージ) = [4]> then\n hide\n end\n if <(ステージ) = [5]> then\n go to x: (72) y: (45)\n hide\n end\n if <(ステージ) = [6]> then\n go to x: (-20) y: (210)\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [8]> then\n hide\n end\n if <(ステージ) = [9]> then\n hide\n end\nend\n\n@空の雲\n\nwhen I start as a clone\nshow\nglide (pick random (3) to (10)) secs to x: (-276) y: (y position)\nhide\ndelete this clone\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n switch costume to (pick random (1) to (3))\n set [ghost v] effect to (pick random (40) to (60))\n wait (pick random (3) to (0.9)) seconds\n create clone of (_myself_ v)\n go to x: (276) y: (pick random (100) to (150))\nend\n\n@SUN\n\nwhen flag clicked\nset [sin v] to [0]\nset size to (100) %\nforever\n change [sin v] by (1)\n set size to ((([sin v] of ((sin) * (10)) ) * (10)) + (130)) %\nend\n\nwhen I receive [次! v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait until <(move) = [OK]>\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@フォローよろしく!\n\nwhen flag clicked\nhide\nforever\n hide\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n show\n go to x: (36) y: (28)\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\n
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参照数3000人!!ありがとう!!(*'▽')\n特別に無限日okにします\n\n拡散あと無限名(人)\n\n締めきったらそれで終わり\n下の説明をよく見てください!!\n\nり\n み\n っ\n ておねがい\n上下左右で動かします\nジャンプは上です\n♥と★100いったら次の(platformer)をつくります\n拡散してくれた人\n注意拡散はスタジオに!!\nスタジオでなければ♡と★を返しません!!m(__)m\nまたはリミックスでもある\n拡散1人目@masakik2022様\n拡散2人目@kotasamon様\n拡散3人目@deka_tomato様\n拡散4人目@right666様\nマジ感謝→リミックス5人目@yangi-sann様\nマジ感謝→リミックス6人目@takuma0728様\n拡散7人目@-sei-様\n拡散8人目@sibainu345様\n拡散&リミックス(*'▽')9人目@abarenbochicken様\n拡散10人目@-RikuGames-\n\n\n\nか\n く\n さ\n ん\n し\n て\n く\n れ\n た\n ら\n お\n し\n え\n て\n !\n !\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n何で見てるの\nこの下は見ちゃダメ\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nこれを見たらあれをやらなきゃいけない\nあれはあとでおしえる\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n \n\n@19234569\nhttps://scratch.mit.edu/projects/836087513/
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☁Upwards☁ v1.4 A Multiplayer Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(Sword Inventory) = (Inventory slot)> then\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Blank\n\nwhen flag clicked\nset [timer v] to [0]\nforever\n change [timer v] by (1)\n wait (1) seconds\nend\n\n@Opponents\n\ndefine begin decode of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from encoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nhide\nset [hidden v] to [1]\nclear graphic effects\nset [ghost v] effect to (50)\nset [offline v] to [100]\nset [player # v] to [1]\npoint in direction (90)\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n add [] to [enemyrainbow? v]\n add [0] to [enemyx v]\n add [0] to [enemyy v]\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value = cloud # (player #)\nif <(player #) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player #) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player #) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player #) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player #) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player #) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player #) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player #) = [8]> then\n set [value v] to (☁ P8)\n else\n if <(player #) = [9]> then\n set [value v] to (☁ P9)\n else\n if <(player #) = [10]> then\n set [value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine tick\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n replace item (player #) of [enemyrainbow? v] with [0]\n replace item (player #) of [enemyx v] with [0]\n replace item (player #) of [enemyy v] with [0]\n set [hidden v] to [1]\n hide\n end\nelse\n set [last value v] to (join (value) [A])\n if <(offline) > [99]> then\n set [hidden v] to [0]\n show\n end\n set [offline v] to [0]\nend\nbegin decode of (value)\nvalue = read from encoded\nswitch costume to (value)\nif < (costume [name v]) contains [4]?> then\n replace item (player #) of [enemyrainbow? v] with [1]\nelse\n replace item (player #) of [enemyrainbow? v] with [0]\nend\nvalue = read from encoded\nif <<<(y position) < [-160]> or <[160] < (y position)>> or <<(x position) < [-220]> or <[220] < (x position)>>> then\n set rotation style [all around v]\n go to [front v] layer\n point towards (player v)\n switch costume to (arrow v)\n if on edge, bounce\n think []\n set [ghost v] effect to (0)\nelse\n set rotation style [don't rotate v]\n point in direction (90)\n set [ghost v] effect to (10)\n if <(names?) = [0]> then\n think []\n else\n think (value)\n end\nend\nvalue = read from encoded\nvalue = read from encoded\nset x to ((value) - (SCROLL X))\nif <(hidden) = [0]> then\n replace item (player #) of [enemyx v] with (x position)\nend\nif <<(x position) > [230]> or <(x position) < [-230]>> then\n replace item (player #) of [enemyx v] with [0]\nend\nvalue = read from encoded\nset y to ((value) - (SCROLL Y))\nif <(hidden) = [0]> then\n replace item (player #) of [enemyy v] with (y position)\nend\nif <<(y position) > [170]> or <(y position) < [-170]>> then\n replace item (player #) of [enemyy v] with [0]\nend\nvalue = read from encoded\nbroadcast (Decode chat v)\nbroadcast (draw enemy rainbow skins v)\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join (value) [A])\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join (value) [A]) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\n@ \n\nwhen flag clicked\nclear graphic effects\nswitch costume to (connecting v)\ngo to x: (0) y: (0)\nforever\n wait (1) seconds\n if <(CONNECT) = [Connected]> then\n switch costume to (connected v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n stop [this script v]\n else\n if <(CONNECT) = [Full]> then\n switch costume to (full v)\n else\n switch costume to (connecting v)\n end\n end\nend\n\nwhen I receive [timeout v]\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (timeout v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [i died v]\nforever\n hide\nend\n\n@Platforms\n\nwhen I receive [green flag v]\nset size to (750) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [600] [0]\nClone at [400] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\nset [ghost v] effect to (99)\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\n\n@Platforms_Art\n\nwhen I receive [green flag v]\nset size to (750) %\nhide\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\nClone at [600] [0]\nClone at [400] [0]\n\nwhen I receive [tick v]\nposition ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@ThumbSprite4\n\nwhen flag clicked\nswitch costume to ( v)\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen I receive [banned v]\nswitch costume to (banned v)\nstop [all v]\n\n@Clouds\n\nwhen flag clicked\nset [ghost v] effect to (30)\n\nwhen flag clicked\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n glide (4) secs to x: (311) y: (y position)\n if <(x position) = [311]> then\n set x to (-350)\n set y to (pick random (5) to (170))\n end\nend\n\nwhen I start as a clone\nwait (2) seconds\nforever\n glide (4) secs to x: (311) y: (y position)\n if <(x position) = [311]> then\n set x to (-350)\n set y to (pick random (5) to (170))\n end\nend\n\n@Love\n\nwhen flag clicked\nset [loved v] to [0]\nswitch costume to (costume1 v)\nforever\n if <(Loved) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\n@Fave\n\nwhen flag clicked\nset [faved v] to [0]\nswitch costume to (costume1 v)\nforever\n if <(Faved) = [1]> then\n switch costume to (costume2 v)\n end\nend\n\n@Love Detector\n\nwhen flag clicked\nset [loved v] to [0]\nset [faved v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.4) seconds\n set [loved v] to [1]\n end\nend\n\n@Fave Detector\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n wait (0.4) seconds\n set [faved v] to [1]\n end\nend\n\n@Sprite2\n\n@Banned\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if < (Banned) contains (username)?> then\n broadcast (Banned v)\n show\n go to [front v] layer\n wait (1) seconds\n else\n hide\n end\nend\n\n@Skin\n\nwhen flag clicked\nshow\nswitch costume to (normal v)\ngo to x: (0) y: (40)\nset [skin select v] to [1]\nforever\n if <(skin select) = [1]> then\n switch costume to (normal v)\n end\n if <(skin select) = [2]> then\n switch costume to (red v)\n end\n if <(skin select) = [3]> then\n switch costume to (teal v)\n end\n if <(skin select) = [4]> then\n switch costume to (rainbow v)\n end\n if <(skin select) = [5]> then\n switch costume to (blue?? v)\n end\n if <(skin select) = [6]> then\n switch costume to (grass v)\n end\n if <(skin select) = [7]> then\n switch costume to (lava v)\n end\n if <(skin select) = [8]> then\n if <[vip v] contains (username)?> then\n switch costume to (cracked v)\n else\n switch costume to (cracked_locked v)\n end\n end\n if <(skin select) = [9]> then\n if <[followers v] contains (username)?> then\n switch costume to (cave v)\n else\n switch costume to (cave locked v)\n end\n end\n if <(skin select) = [10]> then\n switch costume to (bot v)\n end\n if <(skin select) > [10]> then\n set [skin select v] to [1]\n end\n if <(skin select) < [1]> then\n set [skin select v] to [10]\n end\nend\n\nwhen I receive [select v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@SkinButtons\n\nwhen flag clicked\nset [cloneid v] to [1]\nshow\nrepeat (3)\n create clone of (_myself_ v)\n change [cloneid v] by (1)\nend\nhide\n\nwhen I start as a clone\nforever\n if <(cloneID) = [1]> then\n switch costume to (left v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n change [skin select v] by (-1)\n end\n else\n if <(cloneID) = [2]> then\n switch costume to (right v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <mouse down?>>\n change [skin select v] by (1)\n end\n else\n if <(cloneID) = [3]> then\n switch costume to (select v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <not <(skin select) = [8]>> then\n broadcast (select v)\n else\n if < (VIP) contains (username)?> then\n broadcast (select v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [select v]\ndelete this clone\n\n@Player\n\nwhen flag clicked\nshow list [chat v]\nset [is the chat open v] to [0]\nforever\n if <<key (t v) pressed?> or <<touching (mouse pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n end\n wait until <<not <<touching (mouse pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\nwhen flag clicked\nset [max players v] to [10]\nset [my player # v] to [0]\nset [connect v] to [Connecting]\nbroadcast (setup opponents v) and wait\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n set [connect v] to [Connected]\nelse\n set [connect v] to [Full]\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encoded v] to (join (encoded) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encoded v] to (join (encoded) [00])\n\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) > [0]> then\n send cloud data\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n else\n if <(player) = [9]> then\n set [☁ p9 v] to (value)\n else\n if <(player) = [10]> then\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encoded v] to []\nwrite (costume [number v]) to encoded\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (CHAT) to encoded\nset cloud # (MY PLAYER #) to (encoded)\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n Reset\n repeat until <(EXIT) > []>\n Tick\n broadcast (Tick v)\n end\n if <(EXIT) = [win]> then\n Game - Win\n else\n set [exit v] to []\n end\nend\n\ndefine Reset\nif <(CHECKPOINT) = [0]> then\n set [x v] to [-100]\n set [y v] to [-60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\nelse\n if <(CHECKPOINT) = [1]> then\n set [x v] to [210]\n set [y v] to [60]\n set [scroll y v] to (y)\n set [scroll x v] to (x)\n else\n if <(CHECKPOINT) = [2]> then\n end\nend\nset [sx v] to [0]\nset [sy v] to [0]\nset [in air v] to [5]\nset [timout v] to [0]\nset [exit v] to []\nset size to (100) %\nshow\nset rotation style [left-right v]\n\ndefine Tick\nif <touching (ladder v)?> then\n change [sx v] by ((2) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.65))\nelse\n change [sx v] by ((1.8) * (<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> - <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>))\n set [sx v] to ((sx) * (0.75))\nend\nif <([abs v] of (sx) ) > [0.9]> then\n Change Player x by (round (sx))\nend\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n if <(in air) < [3]> then\n if <(sy) > [-2]> then\n set [sy v] to [12]\n end\n end\nend\nif <touching (bouncy v)?> then\n set [sy v] to [20]\nend\nif <touching (ladder v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n change [y v] by (6)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) < (y position)> and <mouse down?>>> then\n change [y v] by (-6)\n end\n set [sy v] to [0]\nelse\n if <(sy) > [-20]> then\n change [sy v] by (-1.3)\n end\nend\nChange player y by (sy)\n Test - Die\nset [scroll x v] to (x)\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nPosition\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (10)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\nif <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) - (20)) > (x position)> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) + (20)) < (x position)> and <mouse down?>>>> or <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<((mouse y) + (20)) > (y position)> and <mouse down?>>>>> then\n set [timout v] to [0]\nelse\n change [timout v] by (1)\nend\nif <(timout) > [999]> then\n broadcast (timeout v)\n hide\nend\n\ndefine Change Player x by (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (8)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-8)\n if <touching (platforms v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (5)) > (y position)> and <mouse down?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [sy v] to [12]\n end\n Position\n end\n repeat until <not <touching (platforms v)?>>\n change [x v] by ((([abs v] of (sx) ) / (sx)) * (-1))\n Position\n end\nend\n\ndefine Change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by ((([abs v] of (sy) ) / (sy)) * (-1))\n if <(sy) < [0]> then\n set [in air v] to [0]\n end\n Position\n set [sy v] to [0]\nend\nif <touching (jump_through v)?> then\n if <(sy) < [0]> then\n change [y v] by ((sy) * (-1))\n set [sy v] to [0]\n set [in air v] to [0]\n Position\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\ndefine Test - Die\nif <(Health) = [1]> then\n change [deaths v] by (1)\n broadcast (i died v)\n set [exit v] to [die]\nend\n\ndefine Game - Win\nrepeat (50)\n point towards (exit v)\n turn right (65) degrees\n move ((distance to [exit v]) / (2)) steps\n change size by (-1)\n change [ghost v] effect by (2)\nend\nhide\nchange [level v] by (1)\nwait (1) seconds\nset [ghost v] effect to (0)\n\nwhen flag clicked\nforever\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>>> then\n switch costume to (join [right up] (skin))\n else\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>>> then\n switch costume to (join [left up] (skin))\n else\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<((mouse y) - (20)) > (y position)> and <mouse down?>>> then\n switch costume to (join [up] (skin))\n else\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<((mouse x) + (15)) > (x position)> and <mouse down?>>> then\n switch costume to (join [right] (skin))\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<((mouse x) - (15)) < (x position)> and <mouse down?>>> then\n switch costume to (join [left] (skin))\n else\n switch costume to (join [middle] (skin))\n end\n end\n end\n end\n end\nend\n\nwhen I receive [timeout v]\nhide\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nforever\n if <touching (opponents v)?> then\n broadcast (-health v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#c7c7c7)?> then\n broadcast (i died v)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n set [skin v] to (skin select)\nend\n\nwhen flag clicked\nbroadcast (Green flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [select v]\nset [color v] to [0]\nset pen size to (10)\nforever\n if <(color) > [100]> then\n set [color v] to [0]\n end\n change [color v] by (1)\n if <(skin) = [4]> then\n broadcast (draw player rainbow skin v)\n end\nend\n\nwhen flag clicked\ndelete all of [enemyrainbow? v]\ndelete all of [enemyx v]\ndelete all of [enemyy v]\n\n@Pen\n\ndefine draw player rainbow skin with color (color)\npen up\nerase all\nset pen (color v) to (color)\ngo to x: (([x position v] of [player v]) - (10)) y: (([y position v] of [player v]) + (10))\npen down\ngo to x: (([x position v] of [player v]) + (10)) y: (([y position v] of [player v]) + (10))\ngo to x: (([x position v] of [player v]) + (10)) y: (([y position v] of [player v]) - (10))\ngo to x: (([x position v] of [player v]) - (10)) y: (([y position v] of [player v]) - (10))\ngo to x: (([x position v] of [player v]) - (10)) y: (([y position v] of [player v]) + (10))\npen up\nset [idx v] to [0]\nrepeat (length of [enemyrainbow? v])\n change [idx v] by (1)\n if <<(item (idx) of [enemyrainbow? v]) = [1]> and <<not <(item (idx) of [enemyx v]) = [0]>> and <not <(item (idx) of [enemyy v]) = [0]>>>> then\n go to x: ((item (idx) of [enemyx v]) - (10)) y: ((item (idx) of [enemyy v]) + (10))\n pen down\n go to x: ((item (idx) of [enemyx v]) + (10)) y: ((item (idx) of [enemyy v]) + (10))\n go to x: ((item (idx) of [enemyx v]) + (10)) y: ((item (idx) of [enemyy v]) - (10))\n go to x: ((item (idx) of [enemyx v]) - (10)) y: ((item (idx) of [enemyy v]) - (10))\n go to x: ((item (idx) of [enemyx v]) - (10)) y: ((item (idx) of [enemyy v]) + (10))\n pen up\n end\nend\n\nwhen I receive [draw player rainbow skin v]\ndraw player rainbow skin with color (color)\n\nwhen flag clicked\nerase all\nset pen size to (10)\n\n
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✦ Upwards a Cloud Multiplayer Platformer✦\n Just go UP \n Youtube- @DrollerApollo13\n\nWelcome! This is a new kind of scrolling platformer. There are multiple different paths to explore! Remember to Like and Fave!\n\n➥ Pre and post releases here: https://scratch.mit.edu/users/CoolplatipusTest/\nThis project will probably have no one on line but I promise it works.\n\nHow to move:\n➜ Arrow Keys / WASD / Tap to move\n➜ Space does NOT equal jump\n\nWhat places to visit:\n➜ Castle\n➜ Season Island (constantly changing every 10 min)\n➜ Sky Cube Cloud\n➜ Sky Ladders\n➜ Home/ Hub\n\n\nFOLLOW @ronsinda
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SusCube | A Platformer #Trending #Games #Platformer remix
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@Stage\n\nwhen flag clicked\nforever\n play sound [Among Us Trap Remix \(Among Drip Theme Song Original\) - BlueConvert v] until done\nend\n\n@Player\n\nwhen I start as a clone\nrepeat (7)\n switch costume to (join (costume [name v]) [Clone])\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to [front v] layer\nshow\nset size to (45) %\nswitch costume to (red v)\ngo to x: (-190) y: (50)\nset drag mode [not draggable v]\npoint in direction (90)\nforever\n create clone of (_myself_ v)\n set rotation style [left-right v]\n if <<<mouse down?> and <(x position) > (mouse x)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (-1.5)\n point in direction (-90)\n end\n if <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n create clone of (_myself_ v)\n change [x v] by (1.5)\n point in direction (90)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n if <<<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>> then\n create clone of (_myself_ v)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [16]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<<mouse down?> and <(y position) < (mouse y)>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [16]\n point in direction ((Y) * (0.5))\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n hide variable [x v]\n if <(x position) > [230]> then\n broadcast (next level v)\n change [level v] by (1)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (0)\n delete this clone\n end\n if <<touching (danger v)?> or <(y position) < [-170]>> then\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-190) y: (-10)\n delete this clone\n end\nend\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [thanks v])\nend\n\n@ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\n@Danger\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (red v)\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (impostor v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (187) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [back v] layer\n\nwhen flag clicked\n\n@TB\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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Orgrinal by @Electricbulb_\nBut the new skin (rainbow) is by me.\n\nTags:\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer\n #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer #Trending #Platformer #Games #Trending #Platformer\n\n\n
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[MOBILE FRIENDLY] Darkness | A Platformer | #games #all #trending #platformer #art #music
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@Stage\n\nwhen flag clicked\nswitch backdrop to (intro v)\n\nwhen flag clicked\nforever\n set volume to (100) %\n wait until <key (m v) pressed?>\n wait until <not <key (m v) pressed?>>\n set volume to (0) %\n wait until <key (m v) pressed?>\n wait until <not <key (m v) pressed?>>\nend\n\nwhen I receive [>> intro done v]\nforever\n if <(pick random (1) to (2)) = [1]> then\n play sound [Vexento - Syndrome v] until done\n else\n play sound [Energy - Alan Walker v] until done\n end\nend\n\nwhen I receive [>> intro done v]\nswitch backdrop to (game v)\n\nwhen I receive [next level v]\nswitch backdrop to (game2 v)\nforever\n stop [this script v]\nend\n\n@Player\n\ndefine Platform\nchange y by (1)\ngo to [front v] layer\nif <(x position) = [240]> then\n broadcast (next level v)\n Death\nend\nif <(x position) = [-241]> then\n set [x_vel v] to [0]\nend\nchange [y_vel v] by (-1)\nif <<<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or <key (d v) pressed?>> then\n point in direction (90)\n change [x_vel v] by (1)\nend\nif <<<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_vel v] by (-1)\nend\nset [x_vel v] to ((x_vel) * (.9))\nchange x by (x_vel)\nif <<touching (ground v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (move v)?>> then\n change y by (1)\n if <<touching (ground v)?> or <touching (move v)?>> then\n change y by (-6)\n change x by ((x_vel) * (-1))\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>> then\n change x by (0)\n set [y_vel v] to [10]\n if <(x_vel) > [0]> then\n set [x_vel v] to [-7]\n else\n set [x_vel v] to [7]\n end\n else\n set [x_vel v] to [0]\n end\n end\n end\n end\n end\n end\n end\nend\nchange y by (y_vel)\nif <<touching (ground v)?> or <touching (move v)?>> then\n change y by ((y_vel) * (-1))\n set [y_vel v] to [0]\nend\nchange y by (-1)\nif <<<touching (ground v)?> or <touching (move v)?>> and <<<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> or <key (w v) pressed?>>> then\n set [y_vel v] to [12]\nend\nif <<touching (dangers v)?> or <(y position) < [-175]>> then\n start sound [Roblox Death Sound OOF Sound Effect v]\n Death\nend\n\ndefine Death\nset [y_vel v] to [0]\nset [x_vel v] to [0]\nset size to (100) %\ngo to x: (-210) y: (-50)\n\nwhen flag clicked\nhide\n\nwhen I receive [>> intro done v]\nshow\nDeath\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\nset rotation style [left-right v]\nforever\n Platform\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [>> intro done v]\nswitch costume to (1 v)\nshow\ngo to x: (0) y: (0)\n\n@DANGERS\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [>> intro done v]\nshow\nswitch costume to (dangers v)\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\n@Darkness\n\nwhen flag clicked\nhide\n\nwhen I receive [>> intro done v]\nswitch costume to (costume1 v)\nshow\nforever\n go to (player v)\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [>> intro done v]\ngo to [back v] layer\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\n@TNTintro\n\ndefine Clone (id) (#)\nset [id v] to (id)\nrepeat (#)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[Particle] = (ID)> then\n switch costume to (particle v)\n set [brightness v] effect to (brightness)\n set [ghost v] effect to (100)\n show\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n repeat (25)\n go to [front v] layer\n switch costume to (size hack 2 v)\n change [ghost v] effect by (-20)\n set size to ((size) * (0.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (particle v)\n end\n delete this clone\nend\n\ndefine Particle (#) (brightness)\nset [brightness v] to (brightness)\nrepeat (#)\n set [id v] to [Particle]\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nset size to (100) %\nreset timer\nhide\nstart sound [James Landino - Press Garden Zone 2 v]\nclear graphic effects\nwait (1.2) seconds\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nClone [full] [1]\nclear graphic effects\nset [brightness v] effect to (100)\ngo to [front v] layer\nwait (.2) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nClone [1/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [2/3] [1]\nset [ghost v] effect to (0)\nwait (.3) seconds\nset [ghost v] effect to (0)\nClone [3/3] [1]\nwait (.3) seconds\nclear graphic effects\nset [ghost v] effect to (50)\nClone [Rad2] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad2] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad2] [1]\nclear graphic effects\nwait (0) seconds\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.15) seconds\nclear graphic effects\nClone [Rad] [1]\nwait (.15) seconds\nset [brightness v] effect to (100)\nClone [Rad] [1]\nclear graphic effects\nwait (.5) seconds\nClone [Logo 1] [1]\nParticle [30] [5]\nwait (.5) seconds\nclone text [0]\nParticle [15] [0]\nClone [fully] [1]\nwait (.5) seconds\nClone [full name] [1]\nParticle [25] [100]\nwait (.3) seconds\nset [brightness v] effect to (100)\nset [ghost v] effect to (50)\nClone [Rad] [1]\nwait (.1) seconds\nclear graphic effects\nset [brightness v] effect to (100)\nClone [Rad] [1]\nClone [Logo 2] [1]\nset [# v] to [1]\nwait (.05) seconds\nclear graphic effects\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\n wait (.15) seconds\nend\nset [brightness v] effect to (100)\nclone text [0]\nClone [Logo 3] [1]\nset [# v] to [1]\nset [brightness v] effect to (100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (-100)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nset [# v] to [1]\nwait (.1) seconds\nset [brightness v] effect to (0)\nrepeat (4)\n Clone (join [cver] (#)) [1]\n change [# v] by (1)\nend\nClone [Circle] [1]\n\nwhen I start as a clone\nif <[Full] = (ID)> then\n show\n point in direction (90)\n go to [back v] layer\n switch costume to (100 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[1/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (1/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[2/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (2/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[3/3] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (3/3 v)\n set size to (100000) %\n go to x: (0) y: (370)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change y by (((0) - (y position)) / (5))\n end\nend\nif <[Circle] = (ID)> then\n wait (1) seconds\n go to [front v] layer\n switch costume to (size hack 1 v)\n set size to (10000) %\n clear graphic effects\n switch costume to (circle v)\n show\n set [circle var v] to [1000]\n repeat (50)\n change [ghost v] effect by (2)\n end\n wait (0.5) seconds\n broadcast (>> Intro done v)\n delete this clone\nend\nif <[full name] = (ID)> then\n switch costume to (\[x\] full v)\n clear graphic effects\n set [brightness v] effect to (100)\n show\n go to [front v] layer\n set size to (0) %\n point in direction (87)\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [4] || Costume: [\[X\] Full]\nend\n\nwhen I start as a clone\nif <[Rad] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (90)\n switch costume to (rad v)\n show\n set [var1 v] to [-1]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n turn right ((var1) / (1.01910910190129)) degrees\n end\n \n turn right (((-90) - (direction)) / (6)) degrees\n end\nend\n\nwhen I start as a clone\nif <[Rad2] = (ID)> then\n go to [front v] layer\n switch costume to (pos hack v)\n go to x: (-240) y: (-180)\n switch costume to (size hack 1 v)\n set size to (100) %\n switch costume to (size hack 1 v)\n point in direction (180)\n switch costume to (rad v)\n show\n set [var1 v] to [.5]\n set [dir v] to [180]\n repeat (12)\n change [var1 v] by ((var1) / (4))\n change [dir v] by (var1)\n point in direction (dir)\n end\n \n change [dir v] by (((270) - (dir)) / (6))\n point in direction (dir)\n end\nend\n\nwhen I start as a clone\nif <[Logo 1] = (ID)> then\n go to [front v] layer\n switch costume to (logo v)\n show\n set size to (0) %\n set [ghost v] effect to (100)\n point in direction (180)\n set [size bounce v] to [0]\n repeat (20)\n turn right (((90) - (direction)) / (5)) degrees\n set [size bounce v] to (((size bounce) * (0.8)) + (((45) - (size)) * (0.1)))\n change size by (size bounce)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (75)\n set [size bounce v] to [0]\n Particle [6] [0]\n forever\n set [size bounce v] to (((size bounce) * (0.8)) + (((35) - (size)) * (0.1)))\n change size by (size bounce)\n end\nend\n\ndefine clone text (wait)\nClone [\[X\] T] [1]\nwait (wait) seconds\nClone [\[X\] R] [1]\nwait (wait) seconds\nClone [\[X\] E] [1]\nwait (wait) seconds\nClone [\[X\] N] [1]\nwait (wait) seconds\nClone [\[X\] T2] [1]\nwait (wait) seconds\nClone [\[X\] O] [1]\nwait (wait) seconds\nClone [\[X\] N2] [1]\nwait (wait) seconds\nClone [\[X\] T3] [1]\nwait (wait) seconds\nClone [\[X\] N3] [1]\nwait (wait) seconds\nClone [\[X\] T4] [1]\n\nwhen I start as a clone\nif < (ID) contains [\[X\]]?> then\n run\n switch costume to (pos hack v)\n go to x: (pick random (-10) to (10)) y: (set)\n switch costume to (ID)\n set size to (0) %\n point in direction (pick random (85) to (95))\n show\n go to [front v] layer\n Smooth Glide To X: [0] Y: [0] Size: [300] Dir: [90] & Speed: [6] || Costume: (ID)\n wait (.1) seconds\n delete this clone\nend\n\ndefine run\nif <[\[X\] T] = (ID)> then\n repeat until <<(set) = [-1]> or <(set) = [1]>>\n set [set v] to (pick random (-1) to (1))\n end\n set [\[intro\] e v] to (set)\nelse\n if <(\[intro\] e) = [-1]> then\n set [set v] to [1]\n set [\[intro\] e v] to [-1]\n else\n if <(\[intro\] e) = [1]> then\n set [set v] to [-1]\n set [\[intro\] e v] to [1]\n end\n end\nend\n\nwhen I start as a clone\nif <[fully] = (ID)> then\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (full v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (100) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (100) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\n\nwhen I start as a clone\nif <[logo 2] = (ID)> then\n clear graphic effects\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (logo v)\n set size to (100000) %\n go to x: (900) y: (0)\n set size to (35) %\n repeat (13)\n set size to (100000) %\n change x by ((((x position) - (370)) - (3)) / (3))\n set size to (30) %\n end\n repeat (50)\n change x by (((0) - (x position)) / (5))\n end\nend\nif < (ID) contains [cver]?> then\n switch costume to (rad v)\n show\n point in direction (90)\n go to [front v] layer\n switch costume to (ID)\n set size to (100000) %\n go to x: (0) y: (-900)\n set size to (100) %\n set [ghost v] effect to (100)\n repeat (13)\n set size to (100000) %\n change y by ((((y position) - (370)) - (3)) / (3))\n set size to (100) %\n change [ghost v] effect by (-2)\n end\n repeat (100)\n change y by (((0) - (y position)) / (5))\n change [ghost v] effect by (-5)\n end\nend\n\nwhen I start as a clone\nif <[Logo 3] = (ID)> then\n clear graphic effects\n show\n go to [front v] layer\n point in direction (-90)\n switch costume to (logo v)\n set size to (0) %\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n repeat until <<(round (size)) = [35]> and <(round (direction)) = [90]>>\n change [ghost v] effect by (-1)\n set [brightness v] effect to (100)\n change size by (((35) - (size)) / (5))\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\nend\n\nwhen I start as a clone\nif <not <<(ID) = [Circle]> or <(ID) = [Particle]>>> then\n wait until <(timer) > [8.5]>\n delete this clone\nend\n\n@Like fav follow\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (20) to (30)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (30) to (40)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen flag clicked\nforever\n go [forward v] (1000000) layers\nend\n\n
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-DARKNESS- \n-A PLATFORMER-\n\nEveryone, my next game will be epic! :)\n\nOk, so this is a platformer, but I really wanted to make this because I think the darkness effect is sick.\n\nI would classify this as... kinda generic? xD\n\nLike and fav if you enjoyed!\nFollow me at @TrentonTNT for more games!\n\nOriginal release date Jan 2021\n\n-INSTRUCTIONS-\n\n> Use WASD to move or arrow keys or tap around screen (mobile friendly)\n> W to jump or up arrow keys or drag up\n> Dodge spikes and acid\n> Survive until the end \n> Have fun xD\n\n-TAGS-\n\n#games #all #art #music #trending #platformer #darkness #trentontnt
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[MOBILE FRIENDLY, BOSS] Minecraft Platformer 2 | A Platformer | #games #all #art #trending #music
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@Stage\n\nwhen flag clicked\nplay sound [travel v] until done\nforever\n play sound [Minecraft OST - Pigstep v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\nbroadcast (Reset v)\nset [die! v] to [0]\nshow\nforever\n if <<<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 (-.6)\n set [direction! v] to [-90]\n point in direction (-90)\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x velocity v] by (.6)\n set [direction! v] to [90]\n point in direction (90)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <<touching color (#740f11)?> or <touching color (#881717)?>> then\n change y by (1)\n end\n if <<touching color (#740f11)?> or <touching color (#881717)?>> then\n change y by (1)\n end\n if <<touching color (#740f11)?> or <touching color (#881717)?>> then\n change y by (1)\n end\n if <<touching color (#740f11)?> or <touching color (#881717)?>> then\n change y by (1)\n end\n if <<touching color (#740f11)?> or <touching color (#881717)?>> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <<touching color (#740f11)?> or <touching color (#881717)?>> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<touching color (#740f11)?> or <touching color (#881717)?>> 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 [10]\n end\n change y by (1)\n if <(x position) > [238]> then\n broadcast (Next Level v) and wait\n end\n if <(y position) < [-175]> then\n broadcast (Reset v)\n end\n if <<touching color (#d96616)?> or <touching color (#ecb147)?>> then\n broadcast (Reset v)\n end\n if <<touching color (#f2bc88)?> or <touching color (#e9a175)?>> then\n broadcast (Reset v)\n end\n if <<<touching color (#dadada)?> or <touching color (#bababa)?>> or <touching color (#767676)?>> then\n broadcast (Reset v)\n end\n if <<touching color (#fedf27)?> or <touching color (#c68318)?>> then\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-190) y: (-100)\nset [die! v] to [1]\nwait (0.01) seconds\nset [die! v] to [0]\n\nwhen [space v] key pressed\nnext costume\n\nwhen this sprite clicked\nnext costume\n\n@Level\n\nwhen I receive [next level v]\nchange [level! v] by (1)\nnext costume\n\nwhen flag clicked\nset [level! v] to [1]\nswitch costume to (1 v)\n\n@Item (Sword)\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (.1) seconds\nwait until <(LEVEL!) = [3]>\ngo to x: (-55) y: (-110)\nshow\nwait until <touching (player v)?>\nbroadcast (SWORD! v)\nhide\n\n@Sword\n\nwhen flag clicked\nhide\n\nwhen I receive [sword! v]\nforever\n go to [front v] layer\n hide\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n broadcast (SLASH! v) and wait\n end\n if <(MOBILE SLASH!) = [1]> then\n broadcast (SLASH! v) and wait\n end\nend\n\nwhen I receive [slash! v]\nif <(DIRECTION!) = [90]> then\n point in direction (0)\n go to (player v)\n show\n repeat (6)\n turn right (20) degrees\n end\n wait (0.05) seconds\n hide\n wait (.1) seconds\nelse\n point in direction (0)\n go to (player v)\n show\n repeat (6)\n turn left (20) degrees\n end\n wait (0.05) seconds\n hide\n wait (.1) seconds\nend\n\nwhen I receive [sword! v]\nforever\n go to (player v)\nend\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nhide\n\n@Love fave sign\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (60)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n else\n change [score v] by (100)\n wait until <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>>\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\n\n@Piglin\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [3]> then\n go to x: (100) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Piglin2\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [4]> then\n go to x: (160) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Piglin3\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [4]> then\n go to x: (40) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Ghast\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [4]> then\n go to x: (100) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Blaze\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [9]> then\n go to x: (210) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Blaze2\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [9]> then\n go to x: (180) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Blaze3\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [9]> then\n go to x: (150) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Piglin4\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [9]> then\n go to x: (90) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Ghast2\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [11]> then\n go to x: (80) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Ghast3\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [11]> then\n go to x: (180) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Piglin5\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [14]> then\n go to x: (200) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Blaze4\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [14]> then\n go to x: (160) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Piglin6\n\nwhen I receive [reset v]\nwait (.1) seconds\nif <(LEVEL!) = [14]> then\n go to x: (120) y: (-137)\n show\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (2) steps\n end\n hide\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Ghast BOSS\n\nwhen I receive [reset v]\nswitch costume to (costume1 v)\nwait (.1) seconds\nif <(LEVEL!) = [16]> then\n go to x: (160) y: (-137)\n show\n repeat (35)\n repeat until <<touching (sword v)?> or <(DIE!) = [1]>>\n point towards (player v)\n move (1) steps\n end\n end\n switch costume to (costume2 v)\n glide (1) secs to x: (160) y: (-137)\n hide\n play sound [Ding v] until done\n stop [this script v]\nelse\n hide\n stop [this script v]\nend\n\nwhen I receive [reset v]\nforever\n set y to (-137)\nend\n\nwhen flag clicked\nhide\n\n@Attack\n\nwhen flag clicked\ngo to x: (-160) y: (-160)\nhide\n\nwhen I receive [sword! v]\nshow\n\nwhen this sprite clicked\nset [mobile slash! v] to [1]\nwait (0.1) seconds\nset [mobile slash! v] to [0]\n\n
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DOUBLE CLICK THE GREEN FLAG THE FIRST TIME BEFORE PLAYING\n\nWelcome to a new game that I have made! :D\nIt's a minecraft platforming game!\n\nThis is Part 2 Nether!\n\nThis is one of my best platformers!\nGame contest at 15K followers :D\n\nA ❤️ and a ⭐ I would be thankful for!\n\nFollow @TrentonTNT for more games like this!\nEnjoy the game everyone! :)\n\nUPDATES\n\nAdded upgrades\nAdded thumbnail\nAdded music\nMore coming soon!\n\nCREDITS \n\nPlayer code by @TrentonTNT\nInspiration by @atomicmagicnumber\nArt and thumbnail by @TrentonTNT|\nMobile icon by @EntoChicky\nMusic by Lena Raine (again)\n\nTAGS\n\n#games #all #trending #trentontnt #minecraft #platformer #fun #art #music #stories
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The Platformer That NEVER ends #Games
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@Stage\n\n@Platforms\n\nwhen I receive [green flag v]\nshow\n\nwhen I receive [tick v]\nPOS ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (level v)\nLevel Build\n\ndefine POS (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine Level Render\ncreate clone of (_myself_ v)\nchange [x v] by (450)\nswitch costume to (pick random (1) to (12))\n\ndefine Level Build\nrepeat (5000)\n Level Render\nend\n\nnext costume\n\nwhen flag clicked\nset volume to (150) %\nforever\n play sound [Limahl - Never Ending Story \(Official Music Video\) v] until done\nend\n\nwhen flag clicked\nshow variable [world seed v]\nset [world seed v] to [Generating...]\nwait (1) seconds\nset [world seed v] to (pick random (1) to (10000000000000))\n\nwhen flag clicked\nset [world seed v] to [0]\n\nwhen I receive [reset v]\nset [world seed v] to [Generating...]\nwait (1) seconds\nset [world seed v] to (pick random (1) to (10000000000000))\n\n@Sprite1\n\n@Player\n\ndefine um\nif <key (right arrow v) pressed?> then\n Change the Player's x by (Player speed)\nend\nif <key (left arrow v) pressed?> then\n Change the Player's x by [-15]\nend\nif <key (up arrow v) pressed?> then\n if <(in air) < (Jump man)> then\n set [sy v] to [15]\n end\nend\nchange [sy v] by (-2)\nChange the Player's Y By (sy)\nset [scroll x v] to (x)\nPosition\nif <(y) < [-180]> then\n set [exit v] to [die]\nend\n\nwhen I receive [play game v]\nset [level v] to [1]\nforever\n broadcast (Reset v) and wait\n broadcast (Setup v) and wait\n TURN ONNNN\n repeat until <(EXIT) > []>\n um\n broadcast (Tick v) and wait\n end\n game - Die\nend\n\nwhen I receive [reset level v]\ngame - Die\n\ndefine game - Die\nreset timer\nset [exit v] to []\nhide\nwait (0.5) seconds\n\ndefine Change the Player's x by (umx)\nchange [x v] by (umx)\nPosition\ndiee\nif <touching (platforms v)?> then\n repeat (12)\n change [y v] by (1)\n Position\n if <not <touching (platforms v)?>> then\n stop [this script v]\n end\n end\n change [y v] by (-12)\n repeat until <not <touching (platforms v)?>>\n if <(umx) > [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 TURN ONNNN\nset [in air v] to [0]\nset [x v] to [0]\nset [exit v] to []\nset [sy v] to [0]\nset [y v] to [0]\nshow\n\ndefine diee\nif <<<touching color (#fee11b)?> or <touching color (#fe3d15)?>> or <touching color (#ea5b1a)?>> then\n set [exit v] to [die]\nend\n\ndefine Change the Player's Y By (umy)\nchange [y v] by (umy)\nchange [in air v] by (1)\nPosition\ndiee\nrepeat until <not <touching (platforms v)?>>\n if <(umy) > [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\nwhen flag clicked\nbroadcast (Green Flag v) and wait\nbroadcast (Play Game v) and wait\n\nwhen I receive [green flag v]\nswitch costume to (idle v)\nhide\ngo to [front v] layer\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nforever\n\nif <key (right arrow v) pressed?> then\n set [right arrow walk v] to [1]\nelse\n set [right arrow walk v] to [0]\nend\n\nwhen [space v] key pressed\nset [game start v] to [1]\n\nwhen flag clicked\nset [game start v] to [0]\n\nwhen flag clicked\nswitch costume to (idle v)\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n end\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (idle2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (idle v)\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (idle v)\n end\nend\n\nwhen flag clicked\nset [jump man v] to [3]\n\nwhen [space v] key pressed\nset [jump man v] to [10]\nwait (3) seconds\nset [jump man v] to [6]\n\nwhen [p v] key pressed\nset [player speed v] to [30]\n\nwhen flag clicked\nset [player speed v] to [15]\n\nwhen flag clicked\nset [auto mode v] to [0]\n\nwhen flag clicked\nreset timer\nforever\n if <(timer) > (☁ Longest time played ever)> then\n set [☁ longest time played ever v] to (timer)\n end\nend\n\nshow variable [☁ longest time played ever v]\n\nwhen flag clicked\n\nset [☁ longest time played ever v] to [0]\n\nwhen flag clicked\nforever\n if then\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n
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( Get me to 3k Guys >:) )\nCOLAB WITH @-Den- ( Go ask him for a pfp or smth he is an amazing artist\n\nThis game is VERY unpolished, so dont get mad at me if you dont like it, i wanted to work on a different game that will be much better\n\nYou can sometimes walk on lava, just click the green flag if so. \n\nWelcome to this little filler game while I work on The finale to wizards quest.\n\nREMEMBER: DMC at 3k guys\n\nIs a jump IMPOSSIBLE? Use the 3-second jump boost by pressing the space bar\n\nDo you want to go FASTER? \nPress the P key for a 2x Speed boost.\n\n\nNo tags because I don't really want it on trending
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Mirrored || A platformer
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@Stage\n\nwhen I receive [next level v]\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (swamp1 v)\n\nwhen I receive [outro v]\nswitch backdrop to (backdrop23 v)\nset [world v] to [0]\n\n@Player\n\ndefine Movement\nchange [y velocity v] by (-1)\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [x velocity v] by (-1)\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [x velocity v] by (1)\nend\nset [x velocity v] to ((X velocity) * (0.9))\nchange x by (X velocity)\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (1)\nend\nif <touching (ground v)?> then\n change y by (-4)\n change x by ((X velocity) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [y velocity v] to [13]\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 else\n set [x velocity v] to [0]\n end\nend\nchange y by (y velocity)\nif <touching (ground v)?> then\n change y by ((y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> and <touching (ground v)?>> then\n set [y velocity v] to [13]\nend\nchange y by (1)\n\nwhen flag clicked\nhide\nset [brightness v] to [0]\nswitch costume to (resting v)\ngo to x: (-200) y: (0)\nforever\n create clone of (_myself_ v)\n change [brightness v] by (-0.05)\nend\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nforever\n Movement\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nrepeat (25)\n change [color v] effect by (0.7)\n change [brightness v] effect by (-3.5)\n change [ghost v] effect by (8.5)\nend\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> and <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n switch costume to (up-right v)\n else\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> and <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> then\n switch costume to (up-left v)\n else\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n switch costume to (up v)\n else\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n switch costume to (right v)\n else\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n switch costume to (left v)\n else\n switch costume to (resting v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(x position) > [240]> then\n RESET\n broadcast (NEXT LEVEL v)\n end\nend\n\ndefine RESET\nclear graphic effects\ngo to x: (-200) y: (0)\n\nwhen I receive [start v]\nwait (1) seconds\nshow\nforever\n if <touching (lava v)?> then\n RESET\n if <(SFX?) = [yes]> then\n start sound [Select Bad v]\n end\n end\nend\n\nwhen [space v] key pressed\nRESET\n\nwhen I receive [next level v]\nRESET\nif <(SFX?) = [yes]> then\n start sound [Select Good v]\nend\n\nwhen I receive [outro v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nif <<(costume [number v]) = [5]> or <<(costume [number v]) = [10]> or <<(costume [number v]) = [15]> or <(costume [number v]) = [20]>>>> then\n broadcast (Next world v)\nelse\n if <(costume [number v]) = [25]> then\n broadcast (Outro v)\n end\nend\nwait () seconds\nnext costume\n\nwhen I receive [start v]\nset [min v] to [0]\nset [sec v] to [0]\nrepeat until <(costume [number v]) = [26]>\n repeat until <(sec) = [60]>\n wait (1) seconds\n change [sec v] by (1)\n if <(sec) < [10]> then\n set [sec v] to (join [0] (sec))\n end\n end\n change [min v] by (1)\n set [sec v] to [00]\nend\n\nwhen I receive [start v]\nforever\n set [time v] to (join (min) (sec))\nend\n\nwhen I receive [outro v]\nif <(time) < (☁ World Record)> then\n set [☁ world record v] to (time)\nend\n\n@Menu\n\nwhen flag clicked\nhide\nset [music? v] to [yes]\nset [sfx? v] to [yes]\nset [tutorial? v] to [no]\nset [fade v] to [0]\nset [clone # v] to [0]\nrepeat (4)\n change [clone # v] by (1)\n create clone of (_myself_ v)\nend\nforever\n play sound [TOBU - CANDYLAND \[NCS RELEASE\].mp3 v] until done\nend\n\nwhen I start as a clone\npoint in direction (90)\nset size to (100) %\nif <(Clone #) = [1]> then\n point in direction (90)\n switch costume to (tn v)\n go to x: (0) y: (0)\n show\nelse\n if <(Clone #) = [2]> then\n switch costume to (costume2 v)\n go to x: (-200) y: (-30)\n wait (1) seconds\n show\n glide (0.5) secs to x: (-100) y: (-30)\n forever\n if <(fade) = [out]> then\n point in direction (90)\n set size to (100) %\n glide (1) secs to x: (-200) y: (-30)\n delete this clone\n else\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (100) %\n else\n set size to (100) %\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change [speed ~outro~ v] by (-0.5)\n change size by (speed ~outro~)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n end\n end\n end\n else\n if <(Clone #) = [3]> then\n switch costume to (costume1 v)\n go to x: (0) y: (-200)\n wait (1) seconds\n show\n glide (0.5) secs to x: (0) y: (-30)\n forever\n set size to (100) %\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n end\n else\n if <(Clone #) = [4]> then\n switch costume to (costume3 v)\n go to x: (200) y: (-30)\n wait (1) seconds\n show\n glide (0.5) secs to x: (100) y: (-30)\n forever\n if <(fade) = [out]> then\n glide (1) secs to x: (200) y: (-30)\n delete this clone\n else\n if <touching (mouse-pointer v)?> then\n point in direction (90)\n set size to (100) %\n else\n set size to (100) %\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n end\n end\n end\n else\n if <(Clone #) = [5]> then\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (costume4 v)\n go to x: (0) y: (0)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n set [clone fade v] to [No]\n delete this clone\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [6]> then\n go to x: (70) y: (110)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (green v)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [6]> then\n switch costume to (red v)\n set [music? v] to [no]\n else\n if <(costume [number v]) = [7]> then\n switch costume to (green v)\n set [music? v] to [yes]\n end\n end\n wait (0.5) seconds\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [7]> then\n go to x: (70) y: (15)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (green v)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [6]> then\n switch costume to (red v)\n set [sfx? v] to [no]\n else\n if <(costume [number v]) = [7]> then\n switch costume to (green v)\n set [sfx? v] to [yes]\n end\n end\n wait (0.5) seconds\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [8]> then\n go to x: (70) y: (-80)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (red v)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(costume [number v]) = [6]> then\n switch costume to (red v)\n set [tutorial? v] to [no]\n else\n if <(costume [number v]) = [7]> then\n switch costume to (green v)\n set [tutorial? v] to [yes]\n end\n end\n wait (0.5) seconds\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [9]> then\n go to x: (165) y: (-140)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (exit v)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clone fade v] to [out]\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [10]> then\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (costume5 v)\n go to x: (0) y: (0)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clone fade v] to [out]\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [11]> then\n go to x: (-45) y: (0)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (letter (1) of (☁ World Record))\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [12]> then\n go to x: (-20) y: (0)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (: v)\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [13]> then\n go to x: (15) y: (0)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (letter (2) of (☁ World Record))\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n end\n end\n else\n if <(Clone #) = [14]> then\n go to x: (60) y: (0)\n go to [front v] layer\n set size to (0) %\n set [ghost v] effect to (100)\n switch costume to (letter (3) of (☁ World Record))\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n forever\n if <(clone fade) = [out]> then\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\n delete this clone\n 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 start as a clone\nif <(Clone #) = [1]> then\n forever\n if <(fade) = [out]> then\n repeat (33)\n change [ghost v] effect by (3)\n end\n end\n end\nelse\n if <(Clone #) = [2]> then\n forever\n if <(fade) = [out]> then\n point in direction (90)\n set size to (100) %\n glide (1) secs to x: (-300) y: (-30)\n delete this clone\n end\n if <touching (mouse-pointer v)?> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clone # v] to [4]\n set [clone fade v] to [0]\n repeat (5)\n change [clone # v] by (1)\n create clone of (_myself_ v)\n end\n end\n else\n end\n end\n else\n if <(Clone #) = [3]> then\n forever\n if <(fade) = [out]> then\n glide (1) secs to x: (0) y: (-300)\n delete this clone\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n point in direction (90)\n set size to (100) %\n set [fade v] to [out]\n broadcast (start v)\n end\n end\n else\n if <(Clone #) = [4]> then\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [clone # v] to [9]\n set [clone fade v] to [0]\n repeat (5)\n change [clone # v] by (1)\n create clone of (_myself_ v)\n end\n end\n if <(fade) = [out]> then\n glide (1) secs to x: (300) y: (-30)\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Music?) = [no]> then\n stop all sounds\n end\nend\n\n@Transition\n\nwhen I receive [next world v]\ngo to [front v] layer\nchange [world v] by (1)\nset [speed v] to [0]\ngo to x: (535) y: (0)\nnext costume\nshow\nrepeat (23)\n change x by (speed)\n change [speed v] by (-1)\nend\nrepeat (20)\n change x by (speed)\n change [speed v] by (1)\nend\nrepeat (15)\n change x by (-2.5)\nend\nrepeat (30)\n change x by (speed)\n change [speed v] by (-1)\nend\nhide\n\nwhen I receive [start v]\ngo to [front v] layer\nset [world v] to [1]\nwait (1) seconds\nset [speed v] to [0]\ngo to x: (535) y: (0)\nswitch costume to (costume1 v)\nshow\nrepeat (23)\n change x by (speed)\n change [speed v] by (-1)\nend\nrepeat (20)\n change x by (speed)\n change [speed v] by (1)\nend\nrepeat (15)\n change x by (-2.5)\nend\nrepeat (30)\n change x by (speed)\n change [speed v] by (-1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [next level v]\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nnext costume\n\n@Moving sections\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <(World) = [1]> then\n create clone of (_myself_ v)\n else\n if <(World) = [2]> then\n wait (pick random (1.0) to (5.0)) seconds\n create clone of (_myself_ v)\n else\n if <(World) = [3]> then\n wait (pick random (0.0) to (1.0)) seconds\n create clone of (_myself_ v)\n else\n if <(World) = [4]> then\n set [clone # v] to (pick random (1) to (10))\n create clone of (_myself_ v)\n else\n if <(World) = [5]> then\n wait (1) seconds\n set [clone # v] to (pick random (1) to (4))\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(World) = [1]> then\n switch costume to (costume1 v)\n set [speed v] to [0]\n go to x: (pick random (-230) to (230)) y: (170)\n go to [back v] layer\n show\n repeat until <<touching (ground v)?> or <touching (lava v)?>>\n change y by (-5)\n end\n repeat (5)\n change y by (1)\n end\n set [speed v] to [0]\n repeat (7)\n change y by (speed)\n change [speed v] by (-0.1)\n end\n switch costume to (costume2 v)\n wait () seconds\n delete this clone\nelse\n if <(World) = [2]> then\n switch costume to (costume3 v)\n set [speed v] to [0]\n go to x: (item (pick random (1) to (2)) of [x v]) y: (pick random (-100) to (100))\n set [x v] to (x position)\n go to [back v] layer\n show\n if <(x) = [-230]> then\n repeat until <(x position) > [230]>\n switch costume to (costume3 v)\n change x by (7)\n wait () seconds\n change x by (7)\n wait () seconds\n change x by (7)\n wait () seconds\n change x by (7)\n switch costume to (costume4 v)\n wait () seconds\n change x by (7)\n wait () seconds\n change x by (7)\n wait () seconds\n change x by (7)\n wait () seconds\n switch costume to (costume5 v)\n change x by (7)\n wait () seconds\n change x by (7)\n wait () seconds\n change x by (7)\n wait () seconds\n end\n else\n repeat until <(x position) < [-230]>\n switch costume to (costume3 v)\n change x by (-7)\n wait () seconds\n change x by (-7)\n wait () seconds\n change x by (-7)\n wait () seconds\n change x by (-7)\n switch costume to (costume4 v)\n wait () seconds\n change x by (-7)\n wait () seconds\n change x by (-7)\n wait () seconds\n change x by (-7)\n wait () seconds\n switch costume to (costume5 v)\n change x by (-7)\n wait () seconds\n change x by (-7)\n wait () seconds\n change x by (-7)\n wait () seconds\n end\n end\n delete this clone\n else\n if <(World) = [3]> then\n switch costume to (costume6 v)\n set size to (pick random (100) to (300)) %\n set [speed v] to [0]\n go to x: (pick random (-240) to (240)) y: (-200)\n set [x v] to (x position)\n go to [back v] layer\n show\n repeat until <(y position) > [170]>\n change y by (speed)\n change [speed v] by (0.2)\n end\n delete this clone\n else\n if <(World) = [4]> then\n if <(Clone #) = [1]> then\n show\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n go to x: (230) y: (pick random (-150) to (150))\n switch costume to (costume66 v)\n if <(x position) = [230]> then\n point in direction (90)\n repeat (26)\n change x by (-4)\n switch costume to ((costume [number v]) - (1))\n change [ghost v] effect by (1)\n end\n repeat (26)\n change x by (-4)\n change [ghost v] effect by (4)\n end\n end\n delete this clone\n else\n clear graphic effects\n switch costume to (costume8 v)\n set [speed v] to [0]\n go to x: (pick random (-230) to (230)) y: (170)\n go to [front v] layer\n show\n repeat until <touching (_edge_ v)?>\n change [ghost v] effect by (0.5)\n change y by (-5)\n end\n set [speed v] to [0]\n wait () seconds\n delete this clone\n end\n else\n if <(World) = [5]> then\n set [color v] effect to (pick random (0) to (5))\n set [ghost v] effect to (pick random (0) to (15))\n set [brightness v] effect to (pick random (10) to (30))\n show\n switch costume to (pick random (35) to (36))\n go to [front v] layer\n if <(Clone #) = [1]> then\n go to x: (-230) y: (pick random (-170) to (170))\n repeat until <(x position) > [229]>\n change [ghost v] effect by (0.5)\n turn right (pick random (-1) to (1)) degrees\n move (2) steps\n end\n delete this clone\n else\n if <(Clone #) = [2]> then\n go to x: (220) y: (pick random (-170) to (170))\n repeat until <(x position) < [-229]>\n change [ghost v] effect by (0.5)\n turn right (pick random (-1) to (1)) degrees\n move (-2) steps\n end\n delete this clone\n else\n if <(Clone #) = [3]> then\n go to x: (pick random (-230) to (230)) y: (-170)\n repeat until <(y position) > [169]>\n change [ghost v] effect by (0.5)\n turn right (pick random (-1) to (1)) degrees\n move (2) steps\n end\n delete this clone\n else\n if <(Clone #) = [4]> then\n go to x: (pick random (-230) to (230)) y: (170)\n repeat until <(y position) < [-169]>\n change [ghost v] effect by (0.5)\n turn right (pick random (-1) to (1)) degrees\n move (-2) steps\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Tutorialt\n\nwhen I receive [start v]\nshow\nif <(Tutorial?) = [yes]> then\n wait (4.3) seconds\n repeat (25)\n change size by (3.5)\n change [ghost v] effect by (-4)\n end\n wait until <mouse down?>\n repeat (25)\n change size by (-3.5)\n change [ghost v] effect by (4)\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nset size to (0) %\n\n@Sign\n\nwhen flag clicked\ngo to [front v] layer\nset [random v] to [0]\nswitch costume to (sadddd v)\ngo to x: (-148) y: (211)\nhide\nforever\n wait (pick random (20) to (30)) seconds\n broadcast (Heat&Star v)\nend\n\nwhen I receive [heat&star v]\nset [heart&star v] to (pick random (1) to (3))\nif <(Heart&Star) = [1]> then\n switch costume to (sadddd v)\n show\n glide (1) secs to x: (-148) y: (135)\n repeat (16)\n wait (0.01) seconds\n next costume\n end\n wait (0.5) seconds\n glide (1) secs to x: (-148) y: (211)\n hide\nend\nif <(Heart&Star) = [2]> then\n switch costume to (contest v)\n show\n glide (1) secs to x: (-148) y: (135)\n wait (3) seconds\n glide (1) secs to x: (-148) y: (211)\n hide\nelse\n if <(Heart&Star) = [3]> then\n switch costume to (follow v)\n show\n glide (1) secs to x: (-148) y: (135)\n wait (3) seconds\n glide (1) secs to x: (-148) y: (211)\n hide\n end\nend\n\nwhen I receive [outro v]\nhide\nstop [other scripts in sprite v]\n\n@Outro\n\nwhen I receive [outro v]\nset size to (100) %\nset [clone # ~outro~ v] to [0]\nrepeat (5)\n change [clone # ~outro~ v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone # ~outro~) = [1]> then\n point in direction (90)\n go to [front v] layer\n go to x: (-130) y: (-90)\n set size to (0) %\n switch costume to (costume1 v)\n set [ghost v] effect to (100)\n show\n set [speed ~outro~ v] to [0.5]\n repeat (25)\n change size by (4)\n change [ghost v] effect by (-4)\n end\n forever\n set size to (100) %\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change [speed ~outro~ v] by (-0.5)\n change size by (speed ~outro~)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n end\nelse\n if <(clone # ~outro~) = [2]> then\n point in direction (90)\n go to [front v] layer\n go to x: (130) y: (-90)\n set size to (0) %\n switch costume to (costume2 v)\n set [ghost v] effect to (100)\n show\n set [speed ~outro~ v] to [0.5]\n repeat (25)\n change size by (4)\n change [ghost v] effect by (-4)\n end\n forever\n set size to (100) %\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n end\n else\n if <(clone # ~outro~) = [3]> then\n point in direction (90)\n go to [front v] layer\n go to x: (-165) y: (100)\n set size to (0) %\n switch costume to (heart v)\n set [ghost v] effect to (100)\n show\n set [speed ~outro~ v] to [0.5]\n repeat (25)\n change size by (4)\n change [ghost v] effect by (-4)\n end\n forever\n set size to (100) %\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n end\n else\n if <(clone # ~outro~) = [4]> then\n point in direction (90)\n go to [front v] layer\n go to x: (0) y: (100)\n set size to (0) %\n switch costume to (follow v)\n set [ghost v] effect to (100)\n show\n set [speed ~outro~ v] to [0.5]\n repeat (25)\n change size by (4)\n change [ghost v] effect by (-4)\n end\n forever\n set size to (100) %\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n end\n else\n if <(clone # ~outro~) = [5]> then\n point in direction (90)\n go to [front v] layer\n go to x: (165) y: (100)\n set size to (0) %\n switch costume to (star v)\n set [ghost v] effect to (100)\n show\n set [speed ~outro~ v] to [0.5]\n repeat (25)\n change size by (4)\n change [ghost v] effect by (-4)\n end\n forever\n set size to (100) %\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn left (speed ~outro~) degrees\n change size by (speed ~outro~)\n change [speed ~outro~ v] by (-0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (0.5)\n end\n repeat (5)\n turn right (speed ~outro~) degrees\n change size by ((speed ~outro~) - ((speed ~outro~) * (2)))\n change [speed ~outro~ v] by (-0.5)\n end\n set [speed ~outro~ v] to [0.5]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [outro v]\nforever\n if <(Music?) = [yes]> then\n play sound [Taylor Swift - Blank Space v] until done\n end\nend\n\n
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⚠️READ INSTRUCTIONS⚠️\nₘᵢᵣᵣₒᵣₑd __________________Ⓘⓝⓕⓞ__________________\nWelcome to Mirrored! This is a non-generic platformer where the ground is hidden and mirrored. ⚠️Hint⚠️Think about where the ground is before jumping \nI'm racing to 1k! Follow me to help me win! ;)\n_______________Ⓒⓡⓔⓓⓘⓣⓢ_______________\nCode: @Griffpatch for the gravitational concept of the particles \n@-AntiScratch- for platformer code (I'll probably make my own platformer code some day but today was not that day xD)\nDesign| @GoldenPickaxe2 for the trophy Scratch for heart and star buttons\nEverything else by me\nMusic| Candyland by Tobu\nSFX| @theChAOTiC\nContest| @Castlewolf :D\n_________________Ⓢⓣⓐⓣⓢ_________________\nBlocks 1,538\nCostumes 171\n_____________Ⓢⓗⓞⓤⓣⓞⓤⓣⓢ_____________\nWin 115+ follows! https://scratch.mit.edu/projects/828068834\nCheck out @SilkAnimation! He's awesome and super underrated!\n@MintiRebo <<< Go follow her!\n@JadBag4Me <<< Go follow her!\n@Pokemon_Lover835 <<< Go follow them!\n@kidq8 <<< Go follow them!\n@mtruck <<< Go follow them!\n@BlueWildCat3 <<< Go follow them!\nWr holder @\nGet a shoutout by: Adding this project to 15 studios and comment "Added"\nGet a permanent shoutout by: Adding this project to 25 studios, follow me, and comment "Done"\n__________________Ⓣⓐⓖⓢ__________________\n#games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic #games #all #thezue #trending #platformer #non-generic
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