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minecraft platformer part 6 #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\nrepeat (10)\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\ngo to [front v] layer\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]) = [5]> 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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part 6 already:O\nGuys im so close to 1K PLS help me get there!
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Amongus platformer
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@Stage\n\nwhen flag clicked\nset [flag v] to [0]\nset [level v] to [1]\nhide variable [euca points v]\nset [brightness v] effect to (-100)\nswitch backdrop to (1 v)\n\nwhen I receive [begin project + uncopiable djhkbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v]\nwait (0.1) seconds\nrepeat (20)\n change [brightness v] effect by (5)\nend\nwait (2) seconds\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nnext backdrop\nrepeat (5)\n change [brightness v] effect by (20)\nend\nwait (2) seconds\nrepeat (5)\n change [brightness v] effect by (-20)\nend\nnext backdrop\nrepeat (5)\n change [brightness v] effect by (20)\nend\nwait until <key (space v) pressed?>\nwait until <not <key (space v) pressed?>>\nreset timer\nrepeat (3)\n set [flag v] to [0]\n broadcast (Transition v)\n wait (0.5) seconds\n broadcast (Level Begin v)\n wait until <(flag) = [1]>\n change [level v] by (1)\nend\nrepeat (3)\n set [flag v] to [0]\n broadcast (Transition v)\n wait (0.5) seconds\n broadcast (Level Begin v)\n wait until <(flag) = [1]>\n change [level v] by (1)\nend\nrepeat (3)\n set [flag v] to [0]\n broadcast (Transition v)\n wait (0.5) seconds\n broadcast (Level Begin v)\n wait until <(flag) = [1]>\n change [level v] by (1)\nend\nrepeat (3)\n set [flag v] to [0]\n broadcast (Transition v)\n wait (0.5) seconds\n broadcast (Level Begin v)\n wait until <(flag) = [1]>\n change [level v] by (1)\nend\nset [flag v] to [0]\nbroadcast (Transition v)\nwait (0.5) seconds\nbroadcast (Level Begin v)\nwait until <(flag) = [1]>\nchange [level v] by (1)\n\nwhen I receive [endgamelevel v]\nset [euca points v] to (join [You won in ] (join (timer) (join [ seconds with ] (join (TOTALEUCA) [ Eucalyptus.]))))\nshow variable [euca points v]\n\n@Player\n\ndefine Unstuck grnd w/ ns\nrepeat until <not <touching (ground v)?>>\n change x by ((0) - ((x) / ([abs v] of (x) )))\nend\nset [x v] to [0]\n\ndefine Unstuck vert mob\nrepeat until <not <touching (ground v)?>>\n change y by ((0) - ((y) / ([abs v] of (y) )))\nend\nset [y v] to [0]\n\nwhen I receive [level begin v]\nset [y v] to [0]\nset [x v] to [0]\nif <(Level) > [12]> then\n go to x: (0) y: (0)\nelse\n if <<(Level) < [7]> or <(Level) > [9]>> then\n go to x: (-200) y: (0)\n else\n go to x: (0) y: (-140)\n end\nend\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [off v]\nbroadcast (Level Begin v)\n\nwhen I receive [level begin v]\nset [leveleuca v] to [0]\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 (-.5)\n end\n change x by (x)\n set [x v] to ((x) * (0.85))\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (0.5)\n if <touching (ground v)?> then\n change y by (-1.5)\n Unstuck grnd w/ ns\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground v)?> then\n Unstuck vert mob\n end\n change y by (-1)\n set [in? v] to [0]\n if <touching (ground v)?> then\n set [in? v] to [1]\n if <key (up arrow v) pressed?> then\n set [y v] to [8]\n end\n end\n change y by (1)\n broadcast (Center display v)\n if <<(Level) < [7]> or <[9] < (Level)>> then\n if <(x position) > [235]> then\n start sound [Connect v]\n change [totaleuca v] by (LEVELEUCA)\n set [flag v] to [1]\n stop [this script v]\n end\n if <<(y position) < [-61]> or <touching (spikes v)?>> then\n broadcast (Level Begin v)\n end\n else\n if <(x position) > [78]> then\n start sound [Connect v]\n change [totaleuca v] by (LEVELEUCA)\n set [flag v] to [1]\n stop [this script v]\n end\n if <<(y position) < [-181]> or <touching (spikes v)?>> then\n broadcast (Level Begin v)\n end\n end\nend\n\nwhen flag clicked\nset [totaleuca v] to [0]\nhide\n\nwhen I receive [hit v]\nif <(Level) > [12]> then\n broadcast (Level Begin v)\nend\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nset size to (100) %\nswitch costume to (Level)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Display Sprite\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nshow\nset size to (100) %\nforever\n if <(Level) = [13]> then\n go to x: (([x position v] of [player v]) * (3)) y: (([y position v] of [player v]) * (3))\n else\n if <<(Level) < [7]> or <(Level) > [9]>> then\n if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n go to x: (0) y: (([y position v] of [player v]) * (3))\n else\n if <([x position v] of [player v]) > [160]> then\n go to x: ((([x position v] of [player v]) + (-160)) * (3)) y: (([y position v] of [player v]) * (3))\n else\n go to x: ((([x position v] of [player v]) + (160)) * (3)) y: (([y position v] of [player v]) * (3))\n end\n end\n else\n if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n go to x: (([x position v] of [player v]) * (3)) y: (0)\n else\n if <([y position v] of [player v]) > [120]> then\n go to x: (([x position v] of [player v]) * (3)) y: ((([y position v] of [player v]) + (-120)) * (3))\n else\n go to x: (([x position v] of [player v]) * (3)) y: ((([y position v] of [player v]) + (120)) * (3))\n end\n end\n end\n end\n if <(x) > [0]> then\n switch costume to (r v)\n else\n switch costume to (l v)\n end\n if <(in?) = [1]> then\n point in direction (((direction) / (3)) + ((x) / (0.1)))\n else\n turn right (((x) / ([abs v] of (x) )) * (25)) degrees\n end\nend\n\nwhen flag clicked\nforever\n set size to (40) %\nend\n\n@Disp. Grnd\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [center display v]\nif <<(Level) = [14]> or <(Level) = [13]>> then\n go to x: (0) y: (0)\nelse\n if <<(Level) < [7]> or <(Level) > [9]>> then\n if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n go to x: (([x position v] of [player v]) * (-3)) y: (0)\n else\n if <([x position v] of [player v]) > [160]> then\n go to x: (-480) y: (0)\n else\n go to x: (480) y: (0)\n end\n end\n else\n if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n go to x: (0) y: (([y position v] of [player v]) * (-3))\n else\n if <([y position v] of [player v]) > [120]> then\n go to x: (0) y: (-360)\n else\n go to x: (0) y: (360)\n end\n end\n end\nend\n\nwhen I receive [level begin v]\nswitch costume to (xxx v)\nset size to (300) %\nswitch costume to (Level)\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [scrnshake v]\nif <(Level) = [13]> then\n repeat (5)\n go to x: (pick random (-6) to (6)) y: (pick random (-6) to (6))\n end\n go to x: (0) y: (0)\nend\n\nwhen I receive [endgamelevel v]\nswitch costume to (14 v)\n\n@Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [center display v]\nif <(Level) = [13]> then\n go to x: (0) y: (0)\nelse\n if <<(Level) < [7]> or <[9] < (Level)>> then\n go to x: ([x position v] of [disp. grnd v]) y: (0)\n else\n go to x: (0) y: ([y position v] of [disp. grnd v])\n end\nend\n\nwhen I receive [level begin v]\ngo to x: (0) y: (0)\nswitch costume to (xxx v)\nset size to (300) %\nswitch costume to (Level)\nshow\ngo to [back v] layer\n\n@Koala\n\n@Koalamobile\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nset [ghost v] effect to (100)\nset size to (116) %\nshow\nrepeat (4)\n go to [front v] layer\n change [ghost v] effect by (-25)\n change size by (-4)\nend\nwait (1) seconds\nrepeat (4)\n change [ghost v] effect by (25)\n change size by (4)\nend\n\n@Slime\n\nwhen flag clicked\nhide\nset [slime y v] to [Hello]\n\nwhen I receive [level begin v]\nif <not <(slime Y) = [Hello]>> then\n delete this clone\nend\nif <(Level) = [1]> then\n set [clonex v] to [-100]\n set [cloney v] to [-25]\n create clone of (_myself_ v)\n set [clonex v] to [0]\n set [cloney v] to [0]\n create clone of (_myself_ v)\nend\nif <(Level) = [2]> then\n set [clonex v] to [149]\n set [cloney v] to [-37]\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n set [clonex v] to [190]\n set [cloney v] to [-34]\n create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n set [clonex v] to [-57]\n set [cloney v] to [-10]\n create clone of (_myself_ v)\n set [clonex v] to [115]\n set [cloney v] to [-31]\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n set [clonex v] to [0]\n set [cloney v] to [-33]\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\nif <(Level) = [7]> then\n set [clonex v] to [8]\n set [cloney v] to [76]\n create clone of (_myself_ v)\n set [clonex v] to [-5]\n set [cloney v] to [-45]\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n set [clonex v] to [13]\n set [cloney v] to [102]\n create clone of (_myself_ v)\n set [clonex v] to [54]\n set [cloney v] to [-27]\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n set [clonex v] to [-27]\n set [cloney v] to [-45]\n create clone of (_myself_ v)\n set [clonex v] to [-12]\n set [cloney v] to [-18]\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n set [clonex v] to [-37]\n set [cloney v] to [18]\n create clone of (_myself_ v)\n set [clonex v] to [188]\n set [cloney v] to [-35]\n create clone of (_myself_ v)\n set [clonex v] to [88]\n set [cloney v] to [-35]\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n set [clonex v] to [-127]\n set [cloney v] to [102]\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n set [clonex v] to [-48]\n set [cloney v] to [-14]\n create clone of (_myself_ v)\n set [clonex v] to [176]\n set [cloney v] to [-32]\n create clone of (_myself_ v)\nend\nforever\n delete all of [clone x v]\n delete all of [clone y v]\nend\n\nwhen I start as a clone\nset [slime y v] to [0]\nshow\nset [ghost v] effect to (0)\npoint in direction (-90)\nset rotation style [left-right v]\nforever\n switch costume to (square v)\n set size to (100) %\n go to x: (cloneX) y: (cloneY)\n move (1) steps\n if <touching (ground v)?> then\n move (-1) steps\n turn right (180) degrees\n end\n change [slime y v] by (-1)\n change y by (slime Y)\n if <touching (ground v)?> then\n up\n end\n if <touching (player v)?> then\n if <<(Level) < [10]> and <<(y position) < (([y position v] of [player v]) - (0))> and <(y) < [0]>>> then\n add (y position) to [clone y v]\n add (x position) to [clone x v]\n set [clonex v] to (x position)\n set [cloney v] to (y position)\n set size to (100) %\n start sound [recording1 v]\n repeat (4)\n if <<(Level) < [7]> or <(Level) > [9]>> then\n if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: ((cloneY) * (3))\n else\n if <([x position v] of [player v]) > [160]> then\n go to x: (((cloneX) * (3)) + (-480)) y: ((cloneY) * (3))\n else\n go to x: (((cloneX) * (3)) + (480)) y: ((cloneY) * (3))\n end\n end\n else\n if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (([y position v] of [player v]) * (-3)))\n else\n if <([y position v] of [player v]) > [120]> then\n go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (-360))\n else\n go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (360))\n end\n end\n end\n if <[10] < (Level)> then\n switch costume to (icemeister v)\n else\n if <[7] < (Level)> then\n switch costume to (goldie v)\n else\n if <(Level) < [4]> then\n switch costume to (slime v)\n else\n switch costume to (ghost v)\n end\n change [ghost v] effect by (25)\n end\n end\n end\n delete this clone\n else\n broadcast (Off v)\n end\n end\n add (y position) to [clone y v]\n add (x position) to [clone x v]\n set [clonex v] to (x position)\n set [cloney v] to (y position)\n set size to (100) %\n if <<(Level) < [7]> or <(Level) > [9]>> then\n if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: ((cloneY) * (3))\n else\n if <([x position v] of [player v]) > [160]> then\n go to x: (((cloneX) * (3)) + (-480)) y: ((cloneY) * (3))\n else\n go to x: (((cloneX) * (3)) + (480)) y: ((cloneY) * (3))\n end\n end\n else\n if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (([y position v] of [player v]) * (-3)))\n else\n if <([y position v] of [player v]) > [120]> then\n go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (-360))\n else\n go to x: ((cloneX) * (3)) y: (((cloneY) * (3)) + (360))\n end\n end\n end\n if <(Level) < [4]> then\n switch costume to (slime v)\n else\n if <(Level) < [7]> then\n switch costume to (ghost v)\n else\n if <(Level) < [10]> then\n switch costume to (goldie v)\n else\n switch costume to (icemeister v)\n end\n end\n end\n set [ghost v] effect to (0)\n if <<([abs v] of (x position) ) > [236]> or <([abs v] of (y position) ) > [178]>> then\n set [ghost v] effect to (100)\n end\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by ((0) - ((slime Y) / ([abs v] of (slime Y) )))\nend\nset [slime y v] to [0]\n\n@Eucalyptus\n\nwhen flag clicked\nhide\nset [euca points v] to [0]\nset [lyptus y v] to [Hello]\n\nwhen I receive [level begin v]\nif <not <(Lyptus Y) = [Hello]>> then\n delete this clone\nend\nif <(Level) = [1]> then\n set [clonex v] to [-53]\n set [cloney v] to [-10]\n create clone of (_myself_ v)\n set [clonex v] to [-1]\n set [cloney v] to [-4]\n create clone of (_myself_ v)\n set [clonex v] to [47]\n set [cloney v] to [-2]\n create clone of (_myself_ v)\nend\nif <(Level) = [2]> then\n set [clonex v] to [-113]\n set [cloney v] to [7]\n create clone of (_myself_ v)\n set [clonex v] to [127]\n set [cloney v] to [30]\n create clone of (_myself_ v)\n set [clonex v] to [4]\n set [cloney v] to [-31]\n create clone of (_myself_ v)\nend\nif <(Level) = [3]> then\n set [clonex v] to [-33]\n set [cloney v] to [-16]\n create clone of (_myself_ v)\n set [clonex v] to [75]\n set [cloney v] to [-33]\n create clone of (_myself_ v)\n set [clonex v] to [185]\n set [cloney v] to [-29]\n create clone of (_myself_ v)\nend\nif <(Level) = [4]> then\n set [clonex v] to [-126]\n set [cloney v] to [-29]\n create clone of (_myself_ v)\n set [clonex v] to [181]\n set [cloney v] to [30]\n create clone of (_myself_ v)\n set [clonex v] to [-17]\n set [cloney v] to [7]\n create clone of (_myself_ v)\nend\nif <(Level) = [5]> then\n set [clonex v] to [27]\n set [cloney v] to [33]\n create clone of (_myself_ v)\n set [clonex v] to [-127]\n set [cloney v] to [0]\n create clone of (_myself_ v)\n set [clonex v] to [-204]\n set [cloney v] to [4]\n create clone of (_myself_ v)\nend\nif <(Level) = [6]> then\n set [clonex v] to [150]\n set [cloney v] to [15]\n create clone of (_myself_ v)\n set [clonex v] to [17]\n set [cloney v] to [1]\n create clone of (_myself_ v)\n set [clonex v] to [-100]\n set [cloney v] to [-18]\n create clone of (_myself_ v)\nend\nif <(Level) = [7]> then\n set [clonex v] to [0]\n set [cloney v] to [0]\n create clone of (_myself_ v)\n set [clonex v] to [-38]\n set [cloney v] to [-109]\n create clone of (_myself_ v)\n set [clonex v] to [45]\n set [cloney v] to [91]\n create clone of (_myself_ v)\nend\nif <(Level) = [8]> then\n set [clonex v] to [-47]\n set [cloney v] to [-154]\n create clone of (_myself_ v)\n set [clonex v] to [-32]\n set [cloney v] to [23]\n create clone of (_myself_ v)\n set [clonex v] to [-21]\n set [cloney v] to [115]\n create clone of (_myself_ v)\nend\nif <(Level) = [9]> then\n set [clonex v] to [-47]\n set [cloney v] to [-151]\n create clone of (_myself_ v)\n set [clonex v] to [-33]\n set [cloney v] to [107]\n create clone of (_myself_ v)\n set [clonex v] to [-52]\n set [cloney v] to [-20]\n create clone of (_myself_ v)\nend\nif <(Level) = [10]> then\n set [clonex v] to [22]\n set [cloney v] to [-25]\n create clone of (_myself_ v)\n set [clonex v] to [127]\n set [cloney v] to [-8]\n create clone of (_myself_ v)\n set [clonex v] to [-141]\n set [cloney v] to [20]\n create clone of (_myself_ v)\nend\nif <(Level) = [11]> then\n set [clonex v] to [120]\n set [cloney v] to [7]\n create clone of (_myself_ v)\n set [clonex v] to [-36]\n set [cloney v] to [17]\n create clone of (_myself_ v)\n set [clonex v] to [-138]\n set [cloney v] to [-25]\n create clone of (_myself_ v)\nend\nif <(Level) = [12]> then\n set [clonex v] to [-124]\n set [cloney v] to [-17]\n create clone of (_myself_ v)\n set [clonex v] to [41]\n set [cloney v] to [-3]\n create clone of (_myself_ v)\n set [clonex v] to [140]\n set [cloney v] to [-6]\n create clone of (_myself_ v)\nend\nforever\n delete all of [clone x v]\n delete all of [clone y v]\nend\n\ndefine up\nrepeat until <not <touching (ground v)?>>\n change y by ((0) - ((Lyptus Y) / ([abs v] of (Lyptus Y) )))\nend\nset [lyptus y v] to [0]\n\nwhen I start as a clone\nset [lyptus y v] to [0]\nshow\nset [ghost v] effect to (0)\npoint in direction (90)\nset rotation style [left-right v]\nforever\n switch costume to (square v)\n set size to (100) %\n go to x: (cloneX) y: (cloneY)\n if <touching (ground v)?> then\n up\n end\n if <touching (player v)?> then\n add (y position) to [clone y v]\n add (x position) to [clone x v]\n change [euca points v] by (1)\n change [leveleuca v] by (1)\n set [clonex v] to (x position)\n set [cloney v] to (y position)\n set size to (100) %\n start sound [Coin v]\n repeat (4)\n if <<(Level) < [7]> or <(Level) > [9]>> then\n if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n if <([x position v] of [player v]) > [160]> then\n go to x: (((cloneX) * (3)) + (-480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n go to x: (((cloneX) * (3)) + (480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n end\n end\n else\n if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (([y position v] of [player v]) * (-3))) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n if <([y position v] of [player v]) > [120]> then\n go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (-360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n end\n end\n end\n switch costume to (euca v)\n change [ghost v] effect by (25)\n end\n delete this clone\n end\n add (y position) to [clone y v]\n add (x position) to [clone x v]\n set [clonex v] to (x position)\n set [cloney v] to (y position)\n set size to (100) %\n if <<(Level) < [7]> or <(Level) > [9]>> then\n if <<([x position v] of [player v]) < [160]> and <([x position v] of [player v]) > [-160]>> then\n go to x: (((cloneX) * (3)) + (([x position v] of [player v]) * (-3))) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n if <([x position v] of [player v]) > [160]> then\n go to x: (((cloneX) * (3)) + (-480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n go to x: (((cloneX) * (3)) + (480)) y: (((cloneY) * (3)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n end\n end\n else\n if <<([y position v] of [player v]) < [120]> and <([y position v] of [player v]) > [-120]>> then\n go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (([y position v] of [player v]) * (-3))) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n if <([y position v] of [player v]) > [120]> then\n go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (-360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n else\n go to x: ((cloneX) * (3)) y: ((((cloneY) * (3)) + (360)) + (([sin v] of ((x position) + ((timer) * (110))) ) * (10)))\n end\n end\n end\n switch costume to (euca v)\n set [ghost v] effect to (0)\n if <<([abs v] of (x position) ) > [236]> or <([abs v] of (y position) ) > [178]>> then\n set [ghost v] effect to (100)\n end\nend\n\n@Music\n\nwhen I receive [level begin v]\nif <<<(Level) = [1]> or <(Level) = [4]>> or <<(Level) = [7]> or <<(Level) = [13]> or <(Level) = [10]>>>> then\n stop [other scripts in sprite v]\n if <(Level) = [1]> then\n forever\n stop all sounds\n play sound [06 - Interstate Swangin' \(Instrumental Version\) v] until done\n end\n end\n if <(Level) = [4]> then\n forever\n play sound [04 - Coco Bread \(Instrumental Version\) v] until done\n end\n end\n if <(Level) = [7]> then\n forever\n play sound [04 - IMFREENOW!!! \(Instrumental\) v] until done\n end\n end\n if <(Level) = [10]> then\n forever\n play sound [03 - Delilah \(Instrumental Version\) v] until done\n end\n end\n if <(Level) = [13]> then\n forever\n stop all sounds\n play sound [01 - SPIN BACK! v] until done\n end\n end\nend\n\nwhen flag clicked\nwait (2) seconds\nstart sound [03 - Delilah \(Instrumental Version\) v]\n\n@Transition\n\nwhen flag clicked\nhide\n\nwhen I receive [transition v]\nwait (1) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (Level)\nshow\nset [a v] to [0]\nrepeat (18)\n change [a v] by (5)\n change [ghost v] effect by (-10)\n set size to (([sin v] of (a) ) * (100)) %\nend\nset [ghost v] effect to (0)\nwait (1) seconds\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen flag clicked\nbroadcast (Begin Project + uncopiable DJHKbhkdhvdkllh12093ighfdk38qur3u82ufoejj48932jfo289jff2u0f380u0 v)\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nset size to (100) %\nswitch costume to (Level)\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n@Haze\n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nhide\nstop [other scripts in sprite v]\nif <<[9] < (Level)> and <(Level) < [13]>> then\n show\n forever\n go to [front v] layer\n set [brightness v] effect to (pick random (100) to (0))\n set [ghost v] effect to (pick random (100) to (0))\n wait (0.1) seconds\n end\nend\n\n@Bozz \n\nwhen flag clicked\nhide\n\nwhen I receive [level begin v]\nhide\nif <(Level) = [13]> then\n set rotation style [don't rotate v]\n set [ghost v] effect to (100)\n show\n set size to (100) %\n wait (3) seconds\n repeat (4)\n switch costume to (boss v)\n go to [front v] layer\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n change [ghost v] effect by (-25)\n end\n go to x: (0) y: (0)\n wait (1) seconds\n repeat (3)\n wait (0.64) seconds\n switch costume to (left v)\n wait (0.64) seconds\n switch costume to (right v)\n end\n wait (1) seconds\n switch costume to (boss v)\n set [id v] to [1]\n go to x: (30) y: (30)\n create clone of (_myself_ v)\n go to x: (-30) y: (30)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (3) seconds\n go to x: (-60) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (-30) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (0) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (30) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (60) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (1) seconds\n set [id v] to [2]\n create clone of (_myself_ v)\n wait (3) seconds\n set [id v] to [1]\n go to x: (30) y: (30)\n create clone of (_myself_ v)\n go to x: (40) y: (30)\n create clone of (_myself_ v)\n go to x: (20) y: (30)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (1) seconds\n set [id v] to [1]\n go to x: (-30) y: (30)\n create clone of (_myself_ v)\n go to x: (-40) y: (30)\n create clone of (_myself_ v)\n go to x: (-20) y: (30)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (2) seconds\n go to x: (30) y: (30)\n create clone of (_myself_ v)\n go to x: (-30) y: (30)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (3) seconds\n go to x: (-60) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (-30) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (0) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (30) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (0.3) seconds\n go to x: (60) y: (50)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (1) seconds\n set [id v] to [2]\n create clone of (_myself_ v)\n wait (3) seconds\n set [id v] to [1]\n go to x: (30) y: (30)\n create clone of (_myself_ v)\n go to x: (40) y: (30)\n create clone of (_myself_ v)\n go to x: (20) y: (30)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (1) seconds\n set [id v] to [1]\n go to x: (-30) y: (30)\n create clone of (_myself_ v)\n go to x: (-40) y: (30)\n create clone of (_myself_ v)\n go to x: (-20) y: (30)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n wait (2) seconds\n switch costume to (boss2 v)\n repeat (4)\n switch costume to (boss2 v)\n go to [front v] layer\n go to x: (pick random (-5) to (5)) y: (pick random (-5) to (5))\n change [ghost v] effect by (25)\n end\n hide\n broadcast (ENDGAMELEVEL v)\nend\n\nwhen I start as a clone\nif <(ID) = [2]> then\n point in direction (45)\n set size to (100) %\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n switch costume to (2 v)\n set rotation style [all around v]\n set size to (100) %\n repeat (4)\n set [ghost v] effect to (-25)\n end\n wait (1) seconds\n repeat (3)\n point towards (display sprite v)\n wait (0.05) seconds\n set [id v] to [3]\n create clone of (_myself_ v)\n end\n wait (1) seconds\n repeat (4)\n set [ghost v] effect to (25)\n end\n delete this clone\nend\nif <(ID) = [3]> then\n set size to (100) %\n set [ghost v] effect to (100)\n show\n switch costume to (2b v)\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n set size to (300) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n set size to (100) %\n go to x: (prev. X) y: (prev. Y)\n move (3) steps\n if <touching (player v)?> then\n broadcast (Hit v)\n repeat (5)\n set size to (100) %\n go to x: (prev. X) y: (prev. Y)\n change [ghost v] effect by (20)\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n set size to (300) %\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n end\n delete this clone\n end\n if <touching (ground v)?> then\n repeat (4)\n set size to (100) %\n go to x: (prev. X) y: (prev. Y)\n change [ghost v] effect by (25)\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n set size to (300) %\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n end\n delete this clone\n end\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n set size to (300) %\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n end\nend\nif <(ID) = [1]> then\n set size to (100) %\n set [ghost v] effect to (100)\n show\n switch costume to (3 v)\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n set size to (300) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n set size to (100) %\n go to x: (prev. X) y: (prev. Y)\n change y by (-3)\n if <touching (player v)?> then\n broadcast (Hit v)\n repeat (5)\n set size to (100) %\n go to x: (prev. X) y: (prev. Y)\n change [ghost v] effect by (20)\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n set size to (300) %\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n end\n delete this clone\n end\n if <touching (ground v)?> then\n repeat (4)\n set size to (100) %\n go to x: (prev. X) y: (prev. Y)\n change [ghost v] effect by (25)\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n set size to (300) %\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n end\n delete this clone\n end\n set [prev. x v] to (x position)\n set [prev. y v] to (y position)\n set size to (300) %\n go to x: ((prev. X) * (3)) y: ((prev. Y) * (3))\n end\nend\n\n\nwhen I receive [level begin v]\ndelete this clone\n\n@thumb\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n
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Well, if you're here, you probably like amongus and platformers too. (How to beat the boss down below) Arrow Keys to maneuver AMONGUS! through obstacles/terrain. Move through the level, reach the Koalamobile. \n\nFeaturing:\n\n+Good Art (for me)\n+Scrolling\n+Enemies/Boss\n+Challenging\n+Lighthearted\n\nI actually bought music for this one so +money\n\n\n\nTrouble? \nRemember that slimes can only be squashed if you're falling and touching them. The Boss is easy enough if you memorize his attack pattern, and dodge til you win.\nAlso the ice slimes can't die :( and the crate has a eucalyptus inside and I totally ripped off Mario to make this :/\n\nI won in 140.6 seconds with 36 Eucalyptus
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Leap! v1 - A Scrolling Platformer #all #games #trending #popular
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@Stage\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\nwhen flag clicked\nforever\n play sound [inspire v] until done\nend\n\n@Player\n\nwhen I receive [engine_start v]\nshow\npoint in direction (90)\ngo to x: (0) y: (180)\nset rotation style [left-right v]\ngo to [front v] layer\nset size to (80) %\nset [playerx v] to [0]\nset [playery v] to [-3]\nforever\n switch costume to (hitbox v)\n change [playery v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [playerx v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [playerx v] by (1)\n end\n set [playerx v] to ((PlayerX) * (0.9))\n if <touching (groundsprite2 v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (groundsprite2 v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (groundsprite2 v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (groundsprite2 v)?> then\n set [playery v] to [0]\n change y by (1)\n end\n if <touching (groundsprite2 v)?> then\n change y by (-4)\n change x by ((PlayerX) * (-1))\n if <<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> then\n set [playery v] to [15]\n if <([abs v] of (PlayerX) ) = (PlayerX)> then\n set [playerx v] to [-10]\n else\n set [playerx v] to [10]\n end\n else\n set [playerx v] to [0]\n end\n end\n change y by (PlayerY)\n if <touching (groundsprite2 v)?> then\n change y by ((PlayerY) - ((PlayerY) * (2)))\n set [playery v] to [0]\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <<key (space v) pressed?> or <key (w v) pressed?>>> and <touching (groundsprite2 v)?>> then\n set [playery v] to [15]\n end\n if <touching (bounce pads v)?> then\n set [playery v] to [20]\n end\n change y by (1)\n set x to (0)\n set [all_sprite v] to (PlayerX)\n if <<<touching (_edge_ v)?> and <[-10] > (y position)>> or <key (r v) pressed?>> then\n switch costume to (hitbox v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to [-300]\n point in direction (90)\n set y to (180)\n end\n if <touching (obstacles v)?> then\n switch costume to (hitbox v)\n wait until <not <key (r v) pressed?>>\n set [playerx v] to [0]\n set [playery v] to [-3]\n set [all_sprite v] to ((All_Sprite) - (300))\n point in direction (90)\n set y to (180)\n end\n broadcast (engine_tick v) and wait\nend\n\nwhen flag clicked\nbroadcast (engine_start v)\ngo to x: (0) y: (0)\nhide\n\n@GroundSprite2\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Obstacles\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\ngo to [front v] layer\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Bounce Pads\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\ngo to [front v] layer\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n@Edges\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@84545d005244ad4b7a4dceac39fa9c9d\n\nwhen flag clicked\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\n@End Text\n\nwhen I receive [engine_tick v]\nset [scrollx v] to ((ScrollX) + (All_Sprite))\nif <(ScrollX) < [0]> then\n set [scrollx v] to [0]\nend\ngo to x: ((PositionX) - (ScrollX)) y: (0)\n\nwhen I receive [engine_start v]\nset [positionx v] to [0]\nset [scrollx v] to [0]\nswitch costume to (part1 v)\nset [numberofparts v] to [20]\nrepeat ((NumberOfParts) - (1))\n create clone of (_myself_ v)\n next costume\n change [positionx v] by (479)\nend\n\n
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Newest game! Flappy Canadian Moose:\nhttps://scratch.mit.edu/projects/839289491/\n\nJust released a new platformer called Midnight! Check it out here: https://scratch.mit.edu/projects/812005055/\n\nOne of my favorite games! Canadian Moose Dodge: https://scratch.mit.edu/projects/838659636/\n\nArrow keys/WASD red is bad, blue is jump boost.\nAlso when you die you respawn a certain amount back, which can kill you again. If you're unlucky you can go back a few levels!\n\n\n15 on trending in games right now, my goal is top 10.\n\nApril 19: Released game.\n\nApril 20: Added music and option to use spacebar to jump.
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Minecraft Platformer #all #games #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [c418-sweden-minecraft-volume-alpha v] until done\nend\n\n@stage\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@Weather\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (6) to (12)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (11))\nshow\ngo to x: (300) y: (pick random (65) to (160))\nrepeat until <(x position) < [-300]>\n go [forward v] (1) layers\n go to [back v] layer\n change x by (-0.5)\nend\ndelete this clone\n\n@player\n\nwhen flag clicked\ngo to x: (-210) y: (-60)\nwait (0.5) seconds\nhide\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nwait (1) seconds\ngo to x: (-200) y: (-60)\nset size to (75) %\nshow\nset [costume v] to [Steve]\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nset [stage v] to [1]\nhide variable [time v]\nswitch costume to (steve v)\nset rotation style [left-right v]\nforever\n move\nend\n\nwhen [timer v] > (0.01)\nhide\n\nwhen flag clicked\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(stage) = [16]>\n wait (1) seconds\n change [time v] by (1)\nend\nshow variable [time v]\n\ndefine move\nif <<not <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> and <touching (water v)?>> then\n change [y v] by (-1)\n set [y v] to [-1.2]\nend\nif <<<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (water v)?>> then\n set [y v] to [7]\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <<[0] < (Y)> and <touching (stage v)?>> then\n change y by ((0) - (Y))\nend\nif <touching (stage v)?> then\n change y by ((Y) - ((Y) * (1.8)))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [12]\n end\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n change [x v] by (-0.8)\n point in direction (-90)\nend\nif <<<mouse down?> and <(x position) < (mouse x)>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n change [x v] by (0.8)\n point in direction (90)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nif <touching (stage v)?> then\n change y by (1)\nend\nif <touching (stage v)?> then\n change y by (1)\nend\nif <touching (stage v)?> then\n change y by (1)\nend\nif <touching (stage v)?> then\n change y by (1)\nend\nif <touching (stage v)?> then\n change y by (1)\nend\nif <touching (stage v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [Zoop v]\n set [y v] to [14]\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\nend\nif <<touching (damage v)?> or <(y position) < [-178]>> then\n start sound [die v]\n clear graphic effects\n if <not <(costume [number v]) = [19]>> then\n switch costume to (kill v)\n end\n set [y v] to [0]\n set [x v] to [0]\n hide\n switch costume to (costume)\n go to x: (-200) y: (40)\n clear graphic effects\n show\n set [x v] to [0]\nend\nif <[235] < (x position)> then\n broadcast (next v)\n hide\n go to x: (-200) y: (35)\n change [stage v] by (1)\n set [x v] to [0]\n set [y v] to [0]\n clear graphic effects\n show\n set [x v] to [0]\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> and <touching (stage2 v)?>> then\n play sound (join (pick random (1) to (2)) [*]) until done\n end\nend\n\nwhen I receive [skin v]\nswitch costume to (pick random (3) to (22))\nset [costume v] to (costume [name v])\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [respawn v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [y v] to [0]\nset [x v] to [0]\nhide\nswitch costume to (costume)\ngo to x: (-200) y: (40)\nclear graphic effects\nshow\nwait (0.1) seconds\nset [x v] to [0]\n\nwhen I receive [steve v]\nswitch costume to (steve v)\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n go to [front v] layer\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n go to [front v] layer\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n go to [front v] layer\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n go to [front v] layer\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n go to [front v] layer\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@damage\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nforever\n show\n go to [back v] layer\n go [forward v] (2) layers\nend\n\n@back ground\n\nwhen I receive [next v]\ngo to x: (0) y: (0)\nnext costume\nif <<<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> or <<(costume [number v]) = [10]> or <(costume [number v]) = [11]>>> then\n set [brightness v] effect to (-15)\nelse\n clear graphic effects\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n show\n go to [back v] layer\n go [forward v] (2) layers\nend\n\n@water\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\ngo to [front v] layer\nif <<(costume [number v]) = [8]> or <<(costume [number v]) = [11]> or <(costume [number v]) = [14]>>> then\n set [ghost v] effect to (20)\n set [brightness v] effect to (-15)\nelse\n clear graphic effects\nend\n\n@♡☆\n\nwhen flag clicked\ndelete all of [♡☆ v]\ninsert [] at (1) of [♡☆ v] \ninsert [] at (2) of [♡☆ v] \ninsert [] at (3) of [♡☆ v] \ninsert [] at (4) of [♡☆ v] \nhide\nswitch costume to (♡ v)\ncreate clone of (_myself_ v)\nswitch costume to (☆ v)\ncreate clone of (_myself_ v)\nforever\n if <<(item (1) of [♡☆ v]) = [♡]> and <(item (2) of [♡☆ v]) = [☆]>> then\n Thank you\n wait until <not <<(item (1) of [♡☆ v]) = [♡]> and <(item (2) of [♡☆ v]) = [☆]>>>\n else\n end\nend\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n replace item (3) of [♡☆ v] with (join (mouse x) (mouse y))\n if <(costume [number v]) = [1]> then\n if <not <(item (1) of [♡☆ v]) = [♡]>> then\n replace item (1) of [♡☆ v] with (costume [name v])\n else\n replace item (1) of [♡☆ v] with []\n end\n else\n if <not <(item (2) of [♡☆ v]) = [☆]>> then\n replace item (2) of [♡☆ v] with (costume [name v])\n else\n replace item (2) of [♡☆ v] with []\n end\n end\n wait until <not <(item (3) of [♡☆ v]) = (join (mouse x) (mouse y))>>\n replace item (3) of [♡☆ v] with []\n end\nend\n\ndefine Thank you\nbroadcast (skin v)\nswitch costume to (thank you v)\ngo to x: (-120) y: (-200)\nwait (0.5) seconds\nshow\nglide (0.5) secs to x: (-120) y: (-140)\nwait (5) seconds\nglide (0.5) secs to x: (-120) y: (-200)\nhide\n\n@Respawn\n\nwhen flag clicked\nset size to (100) %\ngo to x: (180) y: (-150)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\ngo to [front v] layer\nbroadcast (Respawn v)\nstart sound [Coin v]\nrepeat until <(size) < [92]>\n change size by (-3)\n change [brightness v] effect by (-10)\nend\nwait (0.1) seconds\nrepeat until <[99] < (size)>\n change size by (3)\n change [brightness v] effect by (10)\nend\nclear graphic effects\n\n@comment\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\n@stage2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nset [ghost v] effect to (99)\n\nwhen I receive [next v]\nnext costume\nset [ghost v] effect to (99)\n\n@sun\n\nwhen flag clicked\nset [sun v] to [0]\ngo to [back v] layer\nset size to (100) %\nshow\nforever\n change [sun v] by (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n change size by ([cos v] of (sun) )\nend\n\n@thumbnail\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nshow\n\n
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==Mobile OK== This is a Minecraft platformer. \n◼︎How to use \nYou can use the arrow keys or WASD keys. Mobile support. Don't touch magma or monsters! \n⭐️ If you press the star and heart, the skin will change!⭐️ \n\n◼︎Credit \nCostume:@-firstwave- \nCloud:@-Jikky- \nBlock:@highpandapanda1 \n♡☆Mark:@StratfordJames Sound effect:@TOMATONOHEYA @griffpatch BGM:@TonyShark_TS \nLogo:@kuri-pa-2 \n\nPlease ⭐️ and ❤️!! \n\n◼︎tag \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
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‖UNIVERSE‖ ⚡Scrolling Platformer⚡
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@Stage\n\nwhen I receive [始まり始まり☆ v]\nforever\n play sound [Syn Cole - Need Ya \[NCS Release\] v] until done\n wait (1) seconds\nend\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [始まり始まり☆2 v]\nplay sound [Starship v] until done\n\nwhen I receive [うら v]\nstop [other scripts in sprite v]\nplay sound [Honeylune Ridge v] until done\n\nwhen I receive [発射 v]\nstop all sounds\n\nwhen I receive [始まり始まり☆2 v]\nforever\n if <[999] < (↓)> then\n broadcast (くりあ v)\n end\nend\n\nwhen I receive [なんか v]\nswitch backdrop to (背景2 v)\nforever\n play sound [NIVIRO - The Edge \(feat v] until done\nend\n\nwhen I receive [lording v]\nstop all sounds\nstop [other scripts in sprite v]\n\nwhen I receive [ya v]\nswitch backdrop to (背景2 v)\nforever\n play sound [Elektronomia - Sky High pt2 v] until done\n wait (1) seconds\nend\n\n@スプライト2\n\ndefine x: (x1) y: (y1) から X: (x2) Y: (y2) DIV: (d)\ngo to x: (x1) y: (y1)\nrepeat until <<(round (x position)) = (x2)> and <(round (y position)) = (y2)>>\n change x by (((x2) - (x position)) / (d))\n change y by (((y2) - (y position)) / (d))\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nswitch costume to (コスチューム2 v)\nhide\nwait (1) seconds\nshow\nx: [0] y: [274] から X: [0] Y: [0] DIV: [5]\nstart sound [Click v]\nswitch costume to (コスチューム1 v)\nwait (0.5) seconds\nswitch costume to (コスチューム2 v)\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (始まり始まり☆ v)\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\nwait (2) seconds\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [ya v]\ngo to [back v] layer\nshow\n\nwhen I receive [うら v]\nhide\n\nwhen I receive [なんか v]\ngo to [back v] layer\nshow\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (1)))\nend\n\n@スプライト5\n\nwhen I receive [始まり始まり☆2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (226) y: (138)\nhide\n\nwhen I receive [ya v]\nforever\n wait (pick random (2) to (3)) seconds\n set x to (pick random (150) to (10))\n point in direction (-120)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <[-200] > (x position)>\n move (20) steps\nend\ndelete this clone\n\nwhen I receive [なんか v]\ngo to x: (226) y: (138)\nhide\nforever\n wait (pick random (2) to (3)) seconds\n point in direction (-120)\n set y to (pick random (200) to (150))\n create clone of (_myself_ v)\nend\n\n@Player\n\nwhen I start as a clone\nshow\nswitch costume to (コスチューム3 v)\ngo to x: (x position) y: (y position)\nif <([direction v] of [player v]) = [90]> then\n change x by (-30)\n change y by (-10)\n repeat (10)\n change x by (-5)\n turn left (15) degrees\n change y by (1)\n end\n delete this clone\nend\nif <([direction v] of [player v]) = [-90]> then\n change x by (30)\n change y by (-10)\n repeat (10)\n change x by (5)\n turn left (15) degrees\n change y by (1)\n end\n delete this clone\nend\n\nwhen I receive [発射 v]\nstop [other scripts in sprite v]\n\ndefine 動作\nchange [yの力 v] by (-0.2)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n point in direction (90)\n change [xの力 v] by (0.7)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n point in direction (-90)\n change [xの力 v] by (-0.7)\nend\nset [xの力 v] to ((xの力) * (0.89))\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 [7]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n point in direction (90)\n start sound [Hand Clap \(1\) v]\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 [7]\n start sound [Jump \(1\) v]\nend\nchange y by (1.1)\nif <(Camera_x) > [2490]> then\n if <touching (ちゅーかん v)?> then\n set [iiiiiiiiiiiiiicyuuuuuuuuuuukaaaaaaannnnnda☆ v] to [1]\n broadcast (ちゅーかん v)\n end\nend\nif <touching (ロケット v)?> then\n hide\n broadcast (発射 v)\n stop [this script v]\nend\nif <not <(Camera_x) > [4387]>> then\n if <<(Y) < [-400]> or <<touching (障害物 v)?> or <touching (障害物2 v)?>>> then\n if <not <(iiiiiiiiiiiiiicyuuuuuuuuuuukaaaaaaannnnnDA☆) = [1]>> then\n 初期位置\n start sound [crashed oof \(1\) v]\n end\n if <(iiiiiiiiiiiiiicyuuuuuuuuuuukaaaaaaannnnnDA☆) = [1]> then\n 初期位置²\n start sound [crashed oof \(1\) v]\n end\n end\nelse\n if <(Y) < [-400]> then\n broadcast (うら v)\n end\nend\n処理\nbroadcast (プログラム2 v)\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 [-130]\nset [camera _y v] to [100]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\n初期\npoint in direction (90)\nset rotation style [left-right v]\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [ya v]\nshow\nforever\n 動作\nend\n\ndefine 初期位置²\ngo to x: (0) y: (100)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [2570]\nset [camera _y v] to [100]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [うら v]\nstop all sounds\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-180]\nset [camera _y v] to [500]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [ya v]\nif <(コスチュームID) = [1]> then\n switch costume to (naaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamoooooooooooooooooooooooooooooonaaaaaaaaaaaaaaaaaaaaaaaaaakiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiihiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiitooooooooooooooooooooooooooooooo v)\nend\nif <(コスチュームID) = [2]> then\n switch costume to (コスチューム1 v)\nend\nif <(コスチュームID) = [3]> then\n switch costume to (コスチューム2 v)\nend\n\ndefine 初期\ngo to x: (30) y: (-20)\npoint in direction (90)\nset [コスチュームid v] to [1]\nset [iiiiiiiiiiiiiicyuuuuuuuuuuukaaaaaaannnnnda☆ v] to [0]\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-170]\nset [camera _y v] to [100]\nset [x v] to [-200]\nset [y v] to [-20]\nhide\n\ndefine えふぇくと\nadd ([ceiling v] of ([abs v] of (Camera_x) ) ) to [effect表示? v]\ndelete (2) of [effect表示? v]\nif <not <([ceiling v] of ([abs v] of (Camera_x) ) ) = (item (1) of [effect表示? v])>> then\n delete all of [effect表示? v]\n set [ランダム v] to (pick random (0) to (3))\n if <(ランダム) = (pick random (0) to (3))> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nforever\n えふぇくと\nend\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\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\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (1)))\nend\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen I receive [ya v]\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)\n\nwhen I receive [うら v]\nset [ステージの数 v] to [11]\nset [配置 v] to [0]\nset [番号 v] to [1]\nhide\nステージ配置 [0] [0] (番号)\nswitch costume to (none v)\n\nwhen I receive [発射 v]\nstop [other scripts in sprite v]\n\nwhen I receive [始まり始まり☆2 v]\nhide\n\n@障害物\n\nwhen I receive [始まり始まり☆2 v]\nstop [other scripts in sprite v]\nhide\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\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\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (1)))\nend\n\nwhen I receive [ya v]\nrepeat ((棘のスプライト) - (1))\n ステージ配置 ((棘の配置) + (960)) [-30] (コスチューム番号)\nend\nswitch costume to (none v)\n\n@ちゅーかん\n\nwhen I receive [始まり始まり☆2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [brightness v] effect to (0)\nset [配置2 v] to [0]\nset [番号2 v] to [1]\nhide\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nset [配置2 v] to (x座標)\nswitch costume to (none v)\nset [番号2 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 (コスチューム1 v)\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\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (3)))\nend\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [ya v]\nステージ配置 [2500] [0] (番号2)\nswitch costume to (none v)\n\nwhen I receive [ちゅーかん v]\nset [brightness v] effect to (-100)\n\n@障害物2\n\nwhen I receive [始まり始まり☆2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [はす v] to [8]\nset [はい v] to [0]\nset [こすば v] to [1]\nhide\nset [ghost v] effect to (100)\nhide\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 [こすば v] to ((こすば) + (1))\nset [はい 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\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (1)))\nend\n\nwhen I receive [ya v]\nrepeat ((はす) - (1))\n ステージ配置 ((はい) + (2100)) [-30] (コスチューム番号)\nend\nswitch costume to (none v)\n\n@ロケット\n\nwhen I receive [始まり始まり☆2 v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\nset [ろい v] to [0]\nset [こすば3 v] to [1]\nhide\nset [ghost v] effect to (100)\nhide\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 [こすば3 v] to ((こすば3) + (1))\nset [ろい 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 start as a clone\nclear graphic effects\nshow\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (3)))\nend\n\nwhen I receive [うら v]\nステージ配置 [50] [-30] (こすば3)\nswitch costume to (none v)\nforever\n broadcast (プログラム3 v)\nend\n\nwhen I receive [発射 v]\nstop [other scripts in sprite v]\n\nwhen I receive [プログラム3 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\n@スプライト1\n\nwhen I receive [発射 v]\ngo to [front v] layer\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nswitch costume to (コスチューム2 v)\nwait (0.9) seconds\nswitch costume to (コスチューム3 v)\nwait (0.9) seconds\nswitch costume to (コスチューム4 v)\nwait (0.9) seconds\nswitch costume to (コスチューム5 v)\nbroadcast (始まり始まり☆2 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\n\n@スプライト6\n\nwhen I receive [始まり始まり☆2 v]\ngo to x: (0) y: (-110)\nshow\n動作\n\ndefine 動作\nforever\n go to [front v] layer\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n x\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n x2\n end\n 処理\n 感知\nend\n\nwhen flag clicked\ngo to x: (0) y: (-110)\nset [ロケットx v] to [0]\nhide\n\nwhen I receive [ダメージ v]\nstart sound [hurtsound v]\nrepeat (3)\n hide\n wait (0.5) seconds\n show\n wait (0.5) seconds\nend\n\nwhen I receive [あ`` v]\nstop [other scripts in sprite v]\nshow\n\nwhen I receive [発射 v]\nset [あ`` v] to [0]\n\nwhen I receive [owatta v]\nhide\nstop [other scripts in sprite v]\n\ndefine x\nchange [ロケットx v] by (1)\n\ndefine x2\nchange [ロケットx v] by (-1)\n\ndefine 処理\nset [ロケットx v] to ((ロケットx) * (0.9))\nchange x by (ロケットx)\n\ndefine 発射\nforever\n if <<mouse down?> or <key (space v) pressed?>> then\n start sound [Laser_Shoot16 v]\n create clone of (スプライト8 v)\n wait (0.05) seconds\n end\n if <<touching (スプライト9 v)?> or <<touching (スプライト11 v)?> or <touching (スプライト12 v)?>>> then\n broadcast (ダメージ v)\n wait (4) seconds\n end\nend\n\ndefine 感知\nif <touching (スプライト28 v)?> then\n broadcast (HP回復 v)\nend\n\nwhen I receive [始まり始まり☆2 v]\n発射\n\n@スプライト7\n\nwhen I start as a clone\nforever\n if <(あ``) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to x: (0) y: (345)\nforever\n go to [back v] layer\n change y by (-5)\n if <(y position) < [-344]> then\n set y to (345)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [発射 v]\nScroll\n\nwhen I receive [あ`` v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [なんか v]\nhide\n\ndefine Scroll\nwait (0.9) seconds\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nforever\n go to [back v] layer\n change y by (-5)\n if <(y position) < [-344]> then\n set y to (345)\n end\nend\n\n@スプライト9\n\nwhen flag clicked\n初期\n\nwhen I receive [始まり始まり☆2 v]\n動作\n\nwhen I start as a clone\nif <(ID) = [1]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(体力1) < [1]> then\n start sound [Explosion18 v]\n set [体力1 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [体力1 v] by (-1)\n end\n end\n end\nend\nif <(ID) = [2]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(体力2) < [1]> then\n start sound [Explosion18 v]\n set [体力2 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [体力2 v] by (-1)\n end\n end\n end\nend\nif <(ID) = [3]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(体力3) < [1]> then\n start sound [Explosion18 v]\n set [体力3 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [体力3 v] by (-1)\n end\n end\n end\nend\nif <(ID) = [4]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(体力4) < [1]> then\n start sound [Explosion18 v]\n set [体力4 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [体力4 v] by (-1)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n show\n set x to (pick random (-203) to (203))\n glide (10) secs to x: (x position) y: (-156)\n delete this clone\nend\nif <(ID) = [2]> then\n show\n set x to (pick random (-203) to (203))\n glide (10) secs to x: (x position) y: (-156)\n delete this clone\nend\nif <(ID) = [3]> then\n show\n set x to (pick random (-203) to (203))\n glide (10) secs to x: (x position) y: (-156)\n delete this clone\nend\nif <(ID) = [4]> then\n show\n set x to (pick random (-203) to (203))\n glide (10) secs to x: (x position) y: (-156)\n delete this clone\nend\n\nwhen I receive [あ`` v]\nset [あ`` v] to [1]\n\nwhen I start as a clone\nforever\n if <(あ``) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [owatta v]\nset [あ`` v] to [1]\n\ndefine 動作\ngo to x: (-203) y: (156)\nset [あ`` v] to [0]\nset [id v] to [0]\nset [体力1 v] to [30]\nset [体力2 v] to [30]\nset [体力3 v] to [30]\nset [体力4 v] to [30]\nhide\nrepeat until <(あ``) = [1]>\n if <(ID) = [4]> then\n set [id v] to [0]\n end\n wait (2) seconds\n set [id v] to ((ID) + (1))\n create clone of (_myself_ v)\nend\n\ndefine 初期\ngo to x: (-203) y: (156)\nset [あ`` v] to [0]\nset [id v] to [0]\nset [体力1 v] to [30]\nset [体力2 v] to [30]\nset [体力3 v] to [30]\nset [体力4 v] to [30]\nhide\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり☆2 v]\n動作\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\ngo to (スプライト6 v)\npoint in direction (pick random (180) to (-180))\nset size to (pick random (100) to (90)) %\nglide (0.5) secs to x: (([x position v] of [スプライト6 v]) + (pick random (10) to (-10))) y: (-170)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(あ``) = [1]> then\n delete this clone\n end\nend\n\ndefine 動作\nrepeat until <(あ``) = [1]>\n wait (0.05) seconds\n create clone of (_myself_ v)\nend\n\n@スプライト11\n\nwhen I start as a clone\nforever\n if <(あ``) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\n初期\n\nwhen I receive [始まり始まり☆2 v]\n動作\n\nwhen I start as a clone\nif <(id) = [1]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(t1) < [1]> then\n start sound [Explosion18 v]\n set [t1 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [t1 v] by (-1)\n end\n end\n end\nend\nif <(id) = [2]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(t2) < [1]> then\n start sound [Explosion18 v]\n set [t2 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [t2 v] by (-1)\n end\n end\n end\nend\nif <(id) = [3]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(t3) < [1]> then\n start sound [Explosion18 v]\n set [t3 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [t3 v] by (-1)\n end\n end\n end\nend\nif <(id) = [4]> then\n forever\n if <touching (スプライト8 v)?> then\n if <(t4) < [1]> then\n start sound [Explosion18 v]\n set [t4 v] to [30]\n delete this clone\n else\n start sound [Explosion6 v]\n change [t4 v] by (-1)\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [1]> then\n show\n set x to (pick random (-203) to (203))\n glide (3) secs to x: (x position) y: (-156)\n delete this clone\nend\nif <(id) = [2]> then\n show\n set x to (pick random (-203) to (203))\n glide (3) secs to x: (x position) y: (-156)\n delete this clone\nend\nif <(id) = [3]> then\n show\n set x to (pick random (-203) to (203))\n glide (3) secs to x: (x position) y: (-156)\n delete this clone\nend\nif <(id) = [4]> then\n show\n set x to (pick random (-203) to (203))\n glide (3) secs to x: (x position) y: (-156)\n delete this clone\nend\n\nwhen I receive [あ`` v]\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <(あ``) = [1]> then\n delete this clone\n end\nend\n\ndefine 初期\ngo to x: (-203) y: (156)\nset [id v] to [0]\nset [t1 v] to [30]\nset [t2 v] to [30]\nset [t3 v] to [30]\nset [t4 v] to [30]\nhide\n\ndefine 動作\ngo to x: (-203) y: (156)\nset [id v] to [0]\nset [t1 v] to [30]\nset [t2 v] to [30]\nset [t3 v] to [30]\nset [t4 v] to [30]\nhide\nrepeat until <(あ``) = [1]>\n if <(id) = [4]> then\n set [id v] to [0]\n end\n wait (10) seconds\n repeat (2)\n set [id v] to ((id) + (1))\n create clone of (_myself_ v)\n end\nend\n\n@スプライト12\n\nwhen flag clicked\nset [待て v] to [0]\ngo to x: (0) y: (125)\nhide\n\nwhen I receive [発射 v]\n動作\n\nwhen I start as a clone\nset [隕石x v] to (pick random (100) to (-100))\nshow\nrepeat until <touching (_edge_ v)?>\n set x to ((隕石x) + (([sin v] of ((200) * (timer)) ) * (50)))\n change y by (-3)\n turn right (15) degrees\n if <(あ``) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [あ`` v]\nwait (0.5) seconds\nstop [other scripts in sprite v]\n\ndefine 動作\nforever\n wait (20) seconds\n create clone of (_myself_ v)\nend\n\n@数字表示システム\n\nwhen I start as a clone\nforever\n if <(あ``) = [1]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (↓))> then\n hide\n else\n show\n switch costume to (letter ((length of (↓)) - ((ナンバー保存用) - (1))) of (↓))\n end\nend\n\ndefine セット\nset size to (100) %\nset [ナンバー v] to [0]\ngo to x: (-120) y: (117)\nrepeat (5)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nwhen flag clicked\n初期\n\nwhen I receive [始まり始まり☆2 v]\n動作\n\ndefine 初期\nset [↓ v] to [0]\nset [ナンバー v] to [0]\nset [クローン数 v] to [5]\nhide\n\ndefine 動作\nset [↓ v] to [0]\nset [ナンバー v] to [0]\nset [クローン数 v] to [5]\nhide\nセット\nrepeat until <(あ``) = [1]>\n wait until <(クローン数) < (length of (↓))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\n@スプライト13\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり☆2 v]\nshow\n\nwhen I receive [なんか v]\nhide\n\n@Health Bar\n\nwhen flag clicked\nswitch costume to (h18 v)\nset size to (500) %\nhide\n\nwhen I receive [ダメージ v]\nダメージ\n\nwhen I receive [始まり始まり☆2 v]\nswitch costume to (h18 v)\nset size to (500) %\nshow\n\nwhen I receive [なんか v]\nhide\n\ndefine ダメージ\nif <not <(costume [name v]) = [h19]>> then\n switch costume to ((costume [number v]) - (1))\nend\nif <(costume [name v]) = [h19]> then\n broadcast (あ`` v)\nend\n\nwhen I receive [hp回復 v]\nHP回復\n\ndefine HP回復\nif <not <(costume [number v]) > [6]>> then\n switch costume to ((costume [number v]) + (4))\nelse\n switch costume to (h18 v)\nend\n\n@Cat\n\nwhen I receive [あ`` v]\n動作\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり☆2 v]\nhide\n\ndefine 動作\nstop all sounds\ngo to [front v] layer\ngo to x: (0) y: (-1000)\nshow\nrepeat (64)\n change y by (((0) - (y position)) / (10))\nend\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [あ`` v]\nwait (0.3) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (発射 v)\n\nwhen I receive [始まり始まり☆2 v]\nhide\n\n@スプライト15\n\nwhen flag clicked\ngo to x: (0) y: (-300)\nhide\n\nwhen I receive [始まり始まり☆2 v]\n動作\n\ndefine 動作\nforever\n if <[699] < (↓)> then\n go to x: (0) y: (-300)\n show\n stop all sounds\n broadcast (owatta v)\n repeat until <(y position) > [-1]>\n change y by (20)\n end\n go to [front v] layer\n wait (5) seconds\n broadcast (なんか v)\n hide\n stop [this script v]\n end\nend\n\n@スプライト16\n\nwhen flag clicked\nhide\n\nwhen I receive [なんか v]\n動作\n\ndefine 動作\nshow\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (1)))\nend\n\n@Rocketship\n\nwhen flag clicked\nhide\n\nwhen I receive [owatta v]\nwait (3) seconds\nshow\nforever\n wait (0.3) seconds\n go to [front v] layer\n next costume\nend\n\nwhen I receive [なんか v]\nstop [other scripts in sprite v]\nhide\n\n@スプライト17\n\nwhen flag clicked\nhide\n\nwhen I receive [なんか v]\nshow\n\n@スプライト18\n\nwhen flag clicked\nhide\n\nwhen I receive [なんか v]\n動作\n\ndefine 動作\nshow\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (5)))\nend\n\n@スプライト19\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり☆ v]\nshow\nforever\n 機能\nend\n\ndefine 機能\nforever\n point in direction ((90) + (([sin v] of ((50) * (timer)) ) * (5)))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (Lording v)\n end\nend\n\nwhen I receive [lording v]\nstop [other scripts in sprite v]\nhide\n\n@スプライト20\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり☆ v]\n動作\n\nwhen I receive [lording v]\nstop [other scripts in sprite v]\nhide\n\ndefine 動作\nshow\nforever\n go to [back v] layer\n go to x: ((mouse x) / (20)) y: ((mouse y) / (20))\nend\n\n@スプライト21\n\nwhen flag clicked\n初期\n\nwhen I receive [始まり始まり☆ v]\n動作\n\ndefine クローン\nchange [クローンナンバー v] by (1)\nif <(クローンナンバー) = [1]> then\n switch costume to (a v)\n set x to (-50)\n forever\n set y to ((-5) + (([sin v] of ((150) * (timer)) ) * (5)))\n point in direction ((90) - (([sin v] of ((200) * (timer)) ) * (10)))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [a v] to [1]\n wait (0.1) seconds\n end\n if <(消えろ☆) = [1]> then\n delete this clone\n end\n if <(消えろ☆) = [1]> then\n stop [this script v]\n end\n end\nelse\n switch costume to (e v)\n set x to (80)\n forever\n set y to ((-5) + (([sin v] of ((150) * (timer)) ) * (5)))\n point in direction ((90) - (([sin v] of ((200) * (timer)) ) * (10)))\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [e v] to [1]\n wait (0.1) seconds\n end\n if <(消えろ☆) = [1]> then\n delete this clone\n end\n if <(消えろ☆) = [1]> then\n stop [this script v]\n end\n end\nend\n\nwhen I start as a clone\nクローン\n\nwhen I receive [始まり始まり☆ v]\n回転\n\ndefine コスチューム変更\nif <(costume [number v]) = [4]> then\n set [コスチュームid v] to [1]\n switch costume to (コスチューム1 v)\nelse\n next costume\n change [コスチュームid v] by (1)\n if <(costume [number v]) = [4]> then\n set [コスチュームid v] to [1]\n switch costume to (コスチューム1 v)\n end\nend\n\ndefine コスチューム変更2\nif <(costume [number v]) = [5]> then\n set [コスチュームid v] to [3]\n switch costume to (コスチューム3 v)\nelse\n change [コスチュームid v] by (-1)\n switch costume to ((costume [number v]) - (1))\n if <(costume [number v]) = [5]> then\n set [コスチュームid v] to [3]\n switch costume to (コスチューム3 v)\n end\nend\n\nwhen I receive [lording v]\nset [消えろ☆ v] to [1]\n\nwhen I receive [lording v]\nhide\n\ndefine 初期\nset [消えろ☆ v] to [0]\nset [a v] to [0]\nset [e v] to [0]\nset [クローンナンバー v] to [0]\nhide\n\ndefine 動作\nshow\nswitch costume to (コスチューム1 v)\nrepeat (2)\n create clone of (_myself_ v)\nend\nforever\n set y to ((-5) + (([sin v] of ((150) * (timer)) ) * (5)))\n if <(a) = [1]> then\n set [a v] to [0]\n コスチューム変更\n end\n if <(e) = [1]> then\n set [e v] to [0]\n コスチューム変更2\n end\n if <(消えろ☆) = [1]> then\n stop [this script v]\n end\nend\n\ndefine 回転\nshow\nforever\n point in direction ((90) + (([sin v] of ((200) * (timer)) ) * (10)))\n if <(消えろ☆) = [1]> then\n stop [this script v]\n end\nend\n\n@スプライト22\n\nwhen flag clicked\nhide\n\nwhen I receive [始まり始まり☆ v]\nshow\n\nwhen I receive [lording v]\nhide\n\n@スプライト23\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [lording v]\nLording\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\nwait (5) seconds\ndelete this clone\n\ndefine Lording\nswitch costume to (コスチューム1 v)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ncreate clone of (_myself_ v)\nwait (5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (ya v)\nhide\n\n@スプライト24\n\nwhen I receive [lording v]\nshow\nforever\n go to [front v] layer\n turn right (15) degrees\nend\n\nwhen I receive [ya v]\nstop [other scripts in sprite v]\nhide\n\nwhen flag clicked\ngo to x: (201) y: (-151)\nhide\n\n@スプライト25\n\nwhen flag clicked\nhide\n\n@Detector\n\nwhen flag clicked\n動作\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\ndefine 動作\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\n@スプライト26\n\nwhen flag clicked\nhide\n\nwhen I receive [♥と★ v]\ngo to [front v] layer\nshow\nwait (2) seconds\nhide\n\n@スプライト27\n\nwhen flag clicked\nユーザー名調査\n\ndefine ユーザー名調査\nif <(username) = [griffpatch]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [kasukei]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [harukun19]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [hgjkcjlv]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [-ryo-pe-run]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [RRR-scratch]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [bakky_game]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [KillerByte]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [nakanakakekeke]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [FunnyAnimatorJimTV]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [theChAOTiC]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [az229]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [-TNTOP]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [tanabe14]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [YY-H]> then\n change [☁ 欲望 v] by (1)\nend\nif <(username) = [kako-ken]> then\n change [☁ 欲望 v] by (1)\nend\n\n@スプライト28\n\nwhen I receive [始まり始まり☆2 v]\n動作\n\nwhen flag clicked\nhide\n\ndefine 動作\nforever\n go to x: (0) y: (174)\n hide\n wait (30) seconds\n set x to (pick random (-190) to (190))\n show\n repeat (60)\n change y by (-5)\n end\nend\n\nwhen I receive [くりあ v]\nhide\nstop [other scripts in sprite v]\n\n@スプライト8\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\ngo to (スプライト6 v)\nshow\nglide (1) secs to x: (x position) y: (170)\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<<touching (スプライト9 v)?> or <touching (スプライト11 v)?>> or <touching (スプライト12 v)?>> then\n change [↓ v] by (1)\n wait (0.05) seconds\n delete this clone\n end\nend\n\n
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☆知名度あるんか☆ \n やっと♥百() \n ☆3p☆\n\n ⚡https://scratch.mit.edu/projects/792705134/⚡\n ⚠️⚠️⚠️バグがあるかもしれません⚠️⚠️⚠️\n過去最高傑作!傾向に乗りたい!\nUNIVERSE ‖ Scrolling Platformer ‖\n===========================\n‖1900 Block+\n\n↓下まで見ないと損します((((\n旗は複数回押してください。\n❤と☆を押すと、なにか起こります。\n=================English===================\n▼How to play\nArrow keys, WASD keys... Player operation\n\n▼Contents\nYou crash landed on the moon!\nFind a rocket on the far side of the moon to return to Earth!\n\n▼Credit\nmusic@-xaf-\nScroll @katsuo777\nMobile Mark @-Ekdaukin\n❤ & ☆ Sensing program @shoutaro_\nCharacter: Font Meme\nScore display program: @zohsama\n\n▼Tags\n#game#art\n===================日本語=================\n▼遊び方\n矢印キー、WASDキー…プレイヤー操作\n\n▼内容\nあなたは月に不時着しました!\n地球に帰還するために、月の裏にあるロケットを見つけましょう!\n\n▼クレジット\n音楽@-xaf-\nスクロール@katsuo777\nモバイルマーク@-Ekdaukin\n❤&☆感知プログラム@shoutarou_\n文字:Font Meme\nスコア表示プログラム:@zohsama\n\n▼タグ\n#game#art\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n過疎☆←深刻化()
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Whopper Platformer #games #all
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@Stage\n\nwhen flag clicked\nplay sound [output \(6\) v] until done\nwait (1) seconds\nforever\n play sound [WHOPPER v] until done\nend\n\n@Splash\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\nshow\n\nglide (1) secs to x: (36) y: (28)\n\npoint towards (mouse-pointer v)\n\npoint in direction (90)\n\nchange y by (10)\n\n@DICLAIMER LOL\n\nwhen flag clicked\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (Start game v)\n\n@Player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n Walk [8]\n end\n if <key (left arrow v) pressed?> then\n Walk [-8]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [20]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-192) y: (-49)\n broadcast (Next v)\n end\n if <touching color (#ff0000)?> then\n go to x: (-192) y: (-49)\n end\n if <touching color (#0008ff)?> then\n set [y vel v] to [32]\n end\nend\n\nwhen flag clicked\nset [timer: v] to [0]\nforever\n wait (1) seconds\n change [timer: v] by (1)\n if <(backdrop [number v]) = [8]> then\n stop [this script v]\n end\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#000000)?>>\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 I receive [start game v]\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-192) y: (-50)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\nwhen flag clicked\nhide\n\n@Screen\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [next v]\nnext costume\n\n
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Why did I make this :/\n=================\nI guess I have finally became dumb!!! \n===========================\nMy lowest quality game in what? 1 year?\n==============================\nUse The arrow keys to be a whopper!\n============================\nCredits:\nBurger King\n@Incognitoorange for starting the trend\n============================\nWhat?\n===========================\nWHAT IS IT!?!?!?!\n===========================\nUgh, Fine.\n===========================\nWhopper Whopper Whopper!\n==========================\n#trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme #trending #all #games #whopper #platformer #meme
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Pen Platformer || #Games
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@Stage\n\nwhen [timer v] > (0)\nbroadcast (Reset v) and wait\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nset volume to (60) %\nforever\n play sound [Popsicle v] until done\nend\n\n@blank\n\n@pen\n\ndefine Draw Rectangle from (x1) (y1) to (x2) (y2) (sz) <canfill?>\npen up\nset pen size to (sz)\nGo To (x1) (y1)\npen down\nset [fm v] to [0]\nif <canfill?> then\n repeat ([floor v] of (([abs v] of ((x1) - (x2)) ) / (sz)) )\n set pen (brightness v) to (60)\n change [fm v] by (([abs v] of ((x1) - (x2)) ) / (([floor v] of ([abs v] of ((x1) - (x2)) ) ) / (sz)))\n Go To ((x1) + (fm)) (y1)\n Go To ((x1) + (fm)) (y2)\n end\nend\npen up\nset pen (brightness v) to (30)\nGo To (x1) (y1)\npen down\nGo To (x1) (y2)\nGo To (x2) (y2)\nGo To (x2) (y1)\nGo To (x1) (y1)\npen up\n\nwhen flag clicked\nset [vox v] to [0]\nset [voy v] to [0]\nset [nbd v] to [0]\nset [nbe v] to [0]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [lvl v] to [1]\nswitch backdrop to (backdrop1 v)\nforever\n reset timer\n Draw\n Update\n Physics\n if <<touching color (#4c4c4c)?> and <touching color (#999999)?>> then\n change [lvl v] by (1)\n end\nend\n\ndefine Go To (x) (y)\ngo to x: ((x) + (cam x)) y: ((y) + (cam y))\n\ndefine Scrolling\nchange [cam x v] by (() - (round ((nbd) / (10))))\nchange [nbd v] by (() - (round ((nbd) / (10))))\nchange [cam y v] by (() - (round ((nbe) / (10))))\nchange [nbe v] by (() - (round ((nbe) / (10))))\n\ndefine Update\ndelete all of [touching v]\nset [ind v] to [0]\nrepeat (length of [lx v])\n change [ind v] by (1)\n if <<<(nbd) < (((item (ind) of [lx v]) + (cam x)) + (item (ind) of [ll v]))> and <((nbd) + (20)) > ((item (ind) of [lx v]) + (cam x))>> and <<(nbe) < (((item (ind) of [ly v]) + (cam y)) + (item (ind) of [lh v]))> and <((nbe) + (20)) > ((item (ind) of [ly v]) + (cam y))>>> then\n if <not <[touching v] contains (item (ind) of [lt v])?>> then\n add (item (ind) of [lt v]) to [touching v]\n end\n end\nend\n\ndefine Draw\npen up\nerase all\nset pen size to (5)\nset [ind v] to [0]\nrepeat (length of [lx v])\n change [ind v] by (1)\n if <<<((cam y) + (((item (ind) of [ly v]) + (item (ind) of [lh v])) - (5))) > [-180]> and <((cam y) + ((item (ind) of [ly v]) + (5))) < [240]>> and <<((cam x) + (((item (ind) of [lx v]) + (item (ind) of [ll v])) - (5))) > [-240]> and <((cam x) + ((item (ind) of [lx v]) + (5))) < [240]>>> then\n set pen color to (#000000)\n if <(item (ind) of [lt v]) = [1]> then\n set pen color to (#1647ed)\n end\n if <(item (ind) of [lt v]) = [2]> then\n set pen color to (#fff600)\n end\n if <(item (ind) of [lt v]) = [3]> then\n set pen color to (#ff0000)\n end\n if <(item (ind) of [lt v]) = [4]> then\n set pen color to (#59ff00)\n end\n Draw Rectangle from ((item (ind) of [lx v]) + (5)) ((item (ind) of [ly v]) + (5)) to (((item (ind) of [lx v]) + (item (ind) of [ll v])) - (5)) (((item (ind) of [ly v]) + (item (ind) of [lh v])) - (5)) [10] \n end\nend\nPlayer\n\ndefine add platform (x) (y) (length) (height) (type)\nadd (x) to [lx v]\nadd (y) to [ly v]\nadd (length) to [ll v]\nadd (height) to [lh v]\nadd (type) to [lt v]\n\ndefine Physics\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [vox v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [vox v] by (-1)\nend\nset [vox v] to ((vox) * (0.9))\nchange [nbd v] by (vox)\nCollision\n\ndefine Collision\nUpdate\nif <[touching v] contains [1]?> then\n change [nbe v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [nbe v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [nbe v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [nbe v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [nbe v] by (1)\n Update\n if <[touching v] contains [1]?> then\n change [nbd v] by ((vox) * (-1))\n change [nbe v] by (-5)\n \n if <(vox) > [0]> then\n set [vox v] to [-5]\n else\n set [vox v] to [5]\n end\n set [voy v] to [10]\n else\n set [vox v] to [0]\n end\n end\n end\n end\n end\n end\nend\nUpdate\nchange [voy v] by (-1)\nchange [nbe v] by (voy)\nUpdate\nif <[touching v] contains [1]?> then\n change [nbe v] by ((voy) * (-1))\n set [voy v] to [0]\nend\nUpdate\nchange [nbe v] by (-1)\nUpdate\nif <[touching v] contains [1]?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [voy v] to [14]\n end\nend\nUpdate\nif <[touching v] contains [2]?> then\n set [voy v] to [17]\nend\nUpdate\nif <<[touching v] contains [3]?> or <(cam y) > [500]>> then\n set [vox v] to [0]\n set [voy v] to [0]\n set [nbd v] to [0]\n set [nbe v] to [0]\n set [cam x v] to [0]\n set [cam y v] to [0]\nend\nUpdate\nchange [nbe v] by (1)\nScrolling\n\ndefine Player\nset pen color to (#ee16bb)\nset pen size to (8)\nset pen (brightness v) to (20)\ngo to x: (nbd) y: (nbe)\npen down\ngo to x: (nbd) y: ((nbe) + (20))\ngo to x: ((nbd) + (20)) y: ((nbe) + (20))\ngo to x: ((nbd) + (20)) y: (nbe)\ngo to x: (nbd) y: (nbe)\npen up\nset pen size to (4)\nset pen (brightness v) to (50)\ngo to x: (nbd) y: (nbe)\npen down\ngo to x: (nbd) y: ((nbe) + (20))\ngo to x: ((nbd) + (20)) y: ((nbe) + (20))\ngo to x: ((nbd) + (20)) y: (nbe)\ngo to x: (nbd) y: (nbe)\npen up\n\nwhen I receive [startlevel3 v]\ndelete all of [lx v]\ndelete all of [ly v]\ndelete all of [ll v]\ndelete all of [lh v]\ndelete all of [lt v]\nif <(lvl) = [1]> then\n add platform (-50) (-50) (100) (25) (1)\n add platform (50) (-50) (100) (25) (2)\n add platform (150) (-50) (100) (25) (3)\n add platform (250) (-50) (100) (25) (1)\n add platform (350) (-50) (100) (25) (1)\n add platform (450) (-50) (100) (25) (2)\n add platform (550) (-50) (75) (25) (3)\n add platform (625) (-50) (75) (25) (1)\n add platform (700) (-50) (75) (25) (3)\n add platform (800) (-50) (75) (25) (2)\n add platform (875) (-50) (75) (150) (1)\n add platform (875) (100) (75) (25) (2)\n add platform (1000) (100) (75) (25) (1)\n add platform (1100) (100) (75) (25) (3)\n add platform (1200) (100) (75) (25) (2)\n add platform [1300] [100] [200] [25] [3]\n add platform (1500) (100) (75) (25) (2)\n add platform (1700) (100) (100) (100) (1)\n add platform (1800) (100) (100) (100) (1)\n add platform (1900) (100) (75) (25) (2)\n add platform (2000) (10) (75) (25) (2)\n add platform (2300) (10) (75) (25) (2)\n add platform (2600) (10) (75) (25) (2)\n add platform (2800) (100) (100) (60) (1)\n add platform (2900) (100) (100) (60) (1)\n add platform (3000) (100) (100) (60) (2)\n add platform (3300) (100) (100) (60) (2)\n add platform (3450) (200) (100) (60) (2)\n add platform (3600) (300) (100) (60) (2)\n add platform (3750) (400) (100) (60) (1)\n add platform (3850) (400) (100) (60) (2)\n add platform (4200) (400) (100) (60) (1)\n add platform (4300) (400) (100) (25) (3)\n add platform (4400) (400) (75) (25) (1)\n add platform (4500) (400) (75) (25) (3)\n add platform (4600) (400) (75) (25) (1)\n add platform (4700) (400) (75) (25) (3)\n add platform (4800) (400) (75) (25) (2)\n add platform (4900) (400) (100) (80) (3)\n add platform (5000) (400) (100) (25) (1)\n add platform (5100) (300) (100) (25) (1)\n add platform (5300) (200) (100) (25) (1)\n add platform (5400) (200) (100) (25) (2)\n add platform (5700) (200) (150) (25) (1)\n add platform (5750) (200) (20) (25) (3)\n add platform (5850) (100) (100) (25) (1)\n add platform (6100) (100) (100) (25) (2)\n add platform (6200) (100) (100) (60) (3)\n add platform (6300) (100) (100) (25) (1)\n add platform (6400) (100) (100) (25) (3)\n add platform (6500) (100) (100) (25) (1)\n add platform (6600) (100) (100) (25) (2)\n add platform (6700) (200) (100) (25) (2)\n add platform (6800) (300) (100) (25) (2)\n add platform (7100) (300) (100) (25) (2)\n add platform (7200) (300) (100) (25) (1)\n add platform (7300) (300) (100) (25) (1)\n add platform (7350) (300) (20) (25) (3)\n add platform (7500) (300) (100) (25) (2)\n add platform (7600) (400) (100) (25) (2)\n add platform (7700) (500) (100) (25) (2)\n add platform (7800) (600) (100) (25) (2)\n add platform (7900) (600) (100) (70) (3)\n add platform (8000) (600) (100) (25) (2)\n add platform (8100) (600) (100) (25) (1)\n add platform (8300) (600) (100) (25) (1)\n add platform (8400) (600) (100) (25) (2)\n add platform (8500) (700) (50) (25) (2)\n add platform (8600) (800) (50) (25) (2)\n add platform (8700) (900) (50) (25) (2)\n add platform (8900) (900) (50) (25) (2)\n add platform (9000) (900) (100) (25) (1)\n add platform (9100) (900) (25) (25) (2)\n add platform (9200) (1000) (300) (25) (1)\n add platform (9270) (1050) (150) (50) (4)\nend\n\nwhen I receive [startlevel 1 v]\ndelete all of [lx v]\ndelete all of [ly v]\ndelete all of [ll v]\ndelete all of [lh v]\ndelete all of [lt v]\nif <(lvl) = [1]> then\n add platform (-50) (-50) (100) (25) (1)\n add platform (50) (-50) (100) (25) (1)\n add platform (150) (-50) (100) (25) (1)\n add platform (250) (-50) (100) (25) (3)\n add platform (350) (-50) (100) (25) (1)\n add platform (450) (-50) (100) (25) (3)\n add platform (550) (-50) (100) (25) (1)\n add platform (650) (-50) (100) (25) (2)\n add platform (750) (-50) (200) (25) (3)\n add platform (950) (-50) (100) (25) (2)\n add platform (1050) (-50) (100) (100) (1)\n add platform (1150) (-50) (100) (50) (3)\n add platform (1250) (-50) (100) (100) (1)\n add platform (1450) (150) (100) (100) (2)\n add platform (1350) (-50) (100) (100) (2)\n add platform (1450) (150) (100) (100) (2)\n add platform (1550) (150) (100) (100) (1)\n add platform (1650) (150) (100) (100) (3)\n add platform (1750) (150) (100) (100) (2)\n add platform (1900) (250) (100) (100) (2)\n add platform (2000) (350) (100) (100) (2)\n add platform (2100) (450) (100) (100) (2)\n add platform (2200) (550) (100) (100) (2)\n add platform (2300) (650) (100) (100) (2)\n add platform (2400) (650) (100) (100) (1)\n add platform (2500) (600) (100) (25) (1)\n add platform (2600) (500) (100) (25) (1)\n add platform (2700) (500) (100) (25) (1)\n add platform (2800) (400) (250) (25) (1)\n add platform (2850) (450) (250) (25) (1)\n add platform (2900) (350) (250) (25) (1)\n add platform (2800) (300) (250) (25) (1)\n add platform (2900) (250) (250) (25) (1)\n add platform (2800) (200) (400) (25) (1)\n add platform (3200) (200) (100) (25) (3)\n add platform (3300) (200) (100) (25) (1)\n add platform (3400) (200) (100) (25) (3)\n add platform (3500) (200) (100) (25) (1)\n add platform (3600) (370) (500) (25) (3)\n add platform (3600) (200) (100) (25) (2)\n add platform (3700) (200) (100) (25) (1)\n add platform (3800) (200) (100) (25) (2)\n add platform (3900) (200) (100) (25) (1)\n add platform (4000) (200) (100) (25) (2)\n add platform (4100) (200) (100) (25) (1)\n add platform (4200) (200) (100) (25) (2)\n add platform (4300) (200) (100) (100) (3)\n add platform (4400) (150) (100) (25) (1)\n add platform (4500) (150) (100) (25) (1)\n add platform (4600) (150) (100) (25) (3)\n add platform (4700) (100) (100) (25) (1)\n add platform (4800) (100) (100) (25) (3)\n add platform (4900) (100) (100) (25) (1)\n add platform (5000) (100) (100) (25) (2)\n add platform (5100) (200) (100) (25) (2)\n add platform (5200) (300) (100) (25) (2)\n add platform (5300) (400) (100) (25) (2)\n add platform (5400) (500) (100) (25) (2)\n add platform (5500) (500) (100) (100) (3)\n add platform (5600) (500) (100) (25) (2)\n add platform (5700) (600) (100) (25) (2)\n add platform (5800) (700) (100) (25) (2)\n add platform (5900) (800) (100) (25) (2)\n add platform (6100) (800) (200) (25) (1)\n add platform (6300) (800) (100) (25) (3)\n add platform (6400) (800) (100) (25) (2)\n add platform (6500) (800) (100) (100) (3)\n add platform (6600) (800) (100) (100) (2)\n add platform (6700) (800) (100) (200) (3)\n add platform (6800) (800) (200) (200) (1)\n add platform (7000) (800) (100) (25) (1)\n add platform (7100) (700) (100) (25) (1)\n add platform (7200) (700) (100) (400) (1)\n add platform (7000) (600) (100) (25) (1)\n add platform (6900) (600) (100) (200) (1)\n add platform (7100) (500) (100) (25) (1)\n add platform (7200) (500) (100) (200) (1)\n add platform (7000) (400) (100) (25) (1)\n add platform (6900) (400) (100) (200) (1)\n add platform (7100) (300) (100) (25) (1)\n add platform (7200) (300) (100) (200) (1)\n add platform (7000) (200) (400) (25) (1)\n add platform (6900) (200) (100) (25) (3)\n add platform (6800) (200) (100) (25) (2)\n add platform (6700) (200) (100) (100) (3)\n add platform (6600) (200) (100) (25) (1)\n add platform (6400) (150) (100) (25) (1)\n add platform (6300) (150) (100) (25) (3)\n add platform (6200) (150) (100) (50) (2)\n add platform (5900) (150) (100) (50) (1)\n add platform (5600) (150) (300) (50) (1)\n add platform (5600) (300) (300) (50) (4)\nend\n\nwhen I receive [startlevel2 v]\ndelete all of [lx v]\ndelete all of [ly v]\ndelete all of [ll v]\ndelete all of [lh v]\ndelete all of [lt v]\nif <(lvl) = [1]> then\n add platform [-50] [-50] [100] [25] [1]\n add platform [50] [-50] [100] [25] [2]\n add platform [-70] [70] [100] [25] [2]\n add platform [50] [180] [100] [25] [2]\n add platform [150] [180] [50] [25] [1]\n add platform [200] [180] [50] [25] [3]\n add platform [250] [180] [50] [25] [1]\n add platform [300] [180] [50] [25] [3]\n add platform [350] [180] [50] [25] [1]\n add platform [400] [180] [50] [25] [3]\n add platform [450] [180] [50] [25] [1]\n add platform [500] [180] [50] [25] [3]\n add platform [550] [180] [50] [25] [1]\n add platform [600] [180] [50] [25] [1]\n add platform [700] [150] [100] [25] [2]\n add platform [600] [350] [100] [25] [2]\n add platform [800] [250] [100] [25] [1]\n add platform [600] [450] [100] [25] [2]\n add platform [600] [550] [100] [25] [2]\n add platform [600] [650] [100] [25] [2]\n add platform [700] [650] [100] [150] [1]\n add platform [700] [650] [250] [25] [3]\n add platform [950] [560] [100] [25] [2]\n add platform [1050] [650] [1500] [25] [3]\n add platform [1050] [680] [100] [25] [1]\n add platform [1250] [680] [100] [25] [1]\n add platform [1400] [680] [100] [25] [2]\n add platform [1500] [680] [150] [150] [1]\n add platform [1750] [670] [100] [25] [2]\n add platform [2000] [670] [100] [25] [1]\n add platform [2250] [670] [100] [25] [2]\n add platform [2350] [670] [100] [100] [3]\n add platform [2450] [670] [100] [25] [2]\n add platform [2550] [800] [100] [25] [1]\n add platform [2450] [850] [100] [25] [1]\n add platform [2550] [900] [100] [25] [1]\n add platform [2450] [950] [100] [25] [1]\n add platform [2350] [1050] [100] [25] [2]\n add platform [2450] [1150] [40] [25] [1]\n add platform [2550] [1150] [40] [25] [1]\n add platform [2650] [1150] [40] [25] [1]\n add platform [2750] [1150] [40] [25] [1]\n add platform [2790] [1150] [100] [25] [2]\n add platform [2900] [1300] [100] [25] [2]\n add platform [2700] [1300] [100] [25] [1]\n add platform [2600] [1300] [100] [25] [2]\n add platform [2500] [1300] [100] [100] [3]\n add platform [2400] [1300] [100] [100] [2]\n add platform [2300] [1300] [100] [200] [1]\n add platform [2200] [1300] [100] [100] [3]\n add platform [2100] [1300] [100] [200] [1]\n add platform [2000] [1300] [100] [200] [2]\n add platform [1900] [1300] [100] [250] [3]\n add platform [1800] [1300] [100] [250] [1]\n add platform [1700] [1300] [100] [300] [2]\n add platform [1800] [1750] [100] [100] [2]\n add platform [1900] [1800] [100] [25] [1]\n add platform [1910] [1800] [10] [25] [3]\n add platform [1950] [1800] [10] [25] [3]\n add platform [2000] [1800] [100] [25] [1]\n add platform [2010] [1800] [10] [25] [3]\n add platform [2100] [1800] [100] [25] [2]\n add platform [2000] [2000] [100] [25] [1]\n add platform [2200] [1900] [100] [25] [2]\n add platform [2030] [2000] [10] [25] [3]\n add platform [1900] [2000] [50] [25] [1]\n add platform [1850] [2000] [50] [25] [2]\n add platform [1800] [2000] [50] [100] [3]\n add platform [1750] [2000] [50] [100] [1]\n add platform [1650] [2000] [50] [100] [1]\n add platform [1500] [2000] [50] [100] [2]\n add platform [1600] [2200] [100] [25] [1]\n add platform [1650] [2200] [10] [25] [3]\n add platform [1800] [2200] [100] [25] [1]\n add platform [1900] [2200] [100] [25] [2]\n add platform [1800] [2300] [100] [25] [1]\n add platform [1850] [2300] [10] [25] [3]\n add platform [1650] [2300] [40] [25] [1]\n add platform [1500] [2300] [40] [25] [1]\n add platform [1400] [2350] [40] [25] [1]\n add platform [1250] [2300] [40] [25] [1]\n add platform [1050] [2350] [100] [25] [1]\n add platform [1090] [2350] [10] [25] [3]\n add platform [950] [2400] [40] [25] [1]\n add platform [1050] [2480] [40] [25] [1]\n add platform [1150] [2480] [40] [25] [1]\n add platform [1350] [2480] [100] [25] [1]\n add platform [1360] [2480] [10] [25] [3]\n add platform [1450] [2480] [100] [25] [2]\n add platform [1600] [2580] [300] [25] [1]\n add platform [1600] [2650] [300] [50] [4]\nelse\nend\n\nwhen flag clicked\nforever\n Update\nend\n\n@Thumbnail\n\nwhen flag clicked\nswitch costume to (thumbnail v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@Title screen\n\ndefine Bounce (size)\nset [movement6 v] to (((Movement6) * (0.8)) + (((size) - (size)) * (0.2)))\nchange size by (Movement6)\n\nset y to (0)\n\nwhen flag clicked\nhide\nset [clone id v] to [BG]\ncreate clone of (_myself_ v)\nset [clone id v] to [Title]\ncreate clone of (_myself_ v)\nset [clone id v] to [level 1]\ncreate clone of (_myself_ v)\nset [clone id v] to [level 2]\ncreate clone of (_myself_ v)\nset [clone id v] to [level 3]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nbroadcast (Menu Setup v)\n\nwhen I start as a clone\nforever\n if <(Clone ID) = [level 1]> then\n if <touching (mouse-pointer v)?> then\n set size to (165) %\n set [brightness v] effect to ((0.2) * ((45) - (Brightness)))\n set [brightness v] to [0]\n else\n set size to (155) %\n set [brightness v] effect to ((0.2) * ((0) - (Brightness)))\n set [brightness v] to [45]\n end\n point in direction ((90) + (([sin v] of ((timer) * (125)) ) * (1.5)))\n end\n if <(Clone ID) = [level 2]> then\n if <touching (mouse-pointer v)?> then\n set size to (165) %\n set [brightness v] effect to ((0.2) * ((45) - (Brightness)))\n set [brightness v] to [0]\n else\n set size to (155) %\n set [brightness v] effect to ((0.2) * ((0) - (Brightness)))\n set [brightness v] to [45]\n end\n point in direction ((90) + (([sin v] of ((timer) * (125)) ) * (1.5)))\n end\n if <(Clone ID) = [level 3]> then\n if <touching (mouse-pointer v)?> then\n set size to (165) %\n set [brightness v] effect to ((0.2) * ((45) - (Brightness)))\n set [brightness v] to [0]\n else\n set size to (155) %\n set [brightness v] effect to ((0.2) * ((0) - (Brightness)))\n set [brightness v] to [45]\n end\n point in direction ((90) + (([sin v] of ((timer) * (125)) ) * (1.5)))\n end\nend\n\nwhen I start as a clone\nforever\n if <(Clone ID) = [level 1]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (145) %\n broadcast (Move v) and wait\n broadcast (Startlevel 1 v)\n end\n end\n if <(Clone ID) = [level 2]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (145) %\n broadcast (Move v) and wait\n broadcast (Startlevel2 v) and wait\n end\n end\n if <(Clone ID) = [level 3]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set size to (145) %\n broadcast (Move v) and wait\n broadcast (Startlevel3 v) and wait\n end\n end\n if <(Clone ID) = [title]> then\n set size to (400) %\n forever\n change [sine v] by (1)\n set y to ((120) + (([sin v] of ((sine) * (6)) ) * (6)))\n point in direction (90)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (2)\n Bounce [100]\n else\n set [brightness v] effect to (0)\n Bounce [90]\n end\n end\n end\nend\n\nwhen I receive [move v]\nwait (0.3) seconds\nif <(Clone ID) = [level 1]> then\n wait (0.2) seconds\n set [speed v] to [0]\n repeat (28)\n change [speed v] by (1)\n change x by (speed)\n end\n hide\nend\nif <(Clone ID) = [level 2]> then\n wait (0.1) seconds\n set [speed v] to [0]\n repeat (28)\n change [speed v] by (1)\n change x by (speed)\n end\n hide\nend\nif <(Clone ID) = [level 3]> then\n wait (0.3) seconds\n set [speed v] to [0]\n repeat (28)\n change [speed v] by (1)\n change x by (speed)\n end\n hide\nend\nif <(Clone ID) = [Title]> then\n set [speed v] to [0]\n repeat (28)\n change [speed v] by (1)\n change x by (speed)\n end\n hide\nend\n\nwhen flag clicked\nhide variable [brightness v]\nhide variable [speed v]\nhide variable [clone id v]\n\nwhen I receive [menu setup v]\nif <(Clone ID) = [Title]> then\n switch costume to (title v)\n show\n go to x: (2000) y: (60)\n set size to (300) %\n repeat (28)\n change x by ((0.2) * ((0) - (x position)))\n end\nend\nif <(Clone ID) = [BG]> then\n switch costume to (background v)\n set size to (100) %\n show\n go to x: (0) y: (0)\nend\nif <(Clone ID) = [level 1]> then\n wait (0.2) seconds\n switch costume to (level 1 v)\n show\n go to x: (270) y: (-25)\n set size to (155) %\n repeat (28)\n change x by ((0.2) * ((0) - (x position)))\n end\nend\nif <(Clone ID) = [level 2]> then\n wait (0.3) seconds\n switch costume to (level 2 v)\n show\n go to x: (270) y: (-85)\n set size to (155) %\n repeat (28)\n change x by ((0.2) * ((0) - (x position)))\n end\nend\nif <(Clone ID) = [level 3]> then\n wait (0.4) seconds\n switch costume to (level 3 v)\n show\n go to x: (270) y: (-145)\n set size to (155) %\n repeat (28)\n change x by ((0.2) * ((0) - (x position)))\n end\nend\n\nwhen flag clicked\nforever\n hide\nend\n\nwhen I receive [startlevel 1 v]\nif <(Clone ID) = [BG]> then\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [startlevel2 v]\nif <(Clone ID) = [BG]> then\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [startlevel3 v]\nif <(Clone ID) = [BG]> then\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\n
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====Pen A Platformer====\n\nLag? https://turbowarp.org/840666899\nUse the arrow keys or WASD to move and jump.\nIf you see a green platform at the ending of the level, it means you passed the level.\n\nLevel names:\n\n-Level 1-\nUnderground\n-Level 2-\nClimb to the top\n-Level 3-\nMission (im)possible\n---------------------------------------------------\nI spend a lot of time making this project, so a love fav or follow makes my day better!!! :)\n#Platformer #Pen #PenPlatformer
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Duck Life (Platformer) #Games #Trending
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@Stage\n\nwhen flag clicked\nbroadcast (game v)\n\nwhen I receive [startgame v]\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [game v]\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Snake Runner \(Soundtrack\).mp3 v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n wait (1) seconds\n change [timer v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nhide\n\nwhen I receive [game v]\nshow\nswitch costume to (costume1 v)\nforever\n wait (1) seconds\n next costume\nend\n\nwhen flag clicked\nset [timer v] to [0]\n\n@backdrop1\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [game v]\nshow\ngo to x: (-6) y: (4)\nforever\n glide (1) secs to x: (-6) y: (-14)\n glide (1) secs to x: (-6) y: (4)\nend\n\n@Sprite2\n\nwhen I receive [startgame v]\nhide\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\ngo to x: (0) y: (-121)\nforever\n glide (1) secs to x: (0) y: (-131)\n glide (1) secs to x: (0) y: (-121)\nend\n\nwhen this sprite clicked\nbroadcast (startgame v)\n\nwhen I receive [game v]\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (costume3 v)\n else\n switch costume to (costume2 v)\n end\nend\n\n@Duck\n\nwhen flag clicked\nhide\nset size to (75) %\n\nwhen I receive [startgame v]\ngo to x: (-220) y: (128)\nswitch costume to (costume1 v)\nshow\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <touching color (#99ffff)?> then\n if <(y) > [-1]> then\n change [y v] by (-1)\n end\n if <(y) < [-1]> then\n set [y v] to [-1]\n end\n else\n change [y v] by (-0.5)\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n if <touching color (#99ffff)?> then\n set [x v] to [-1]\n else\n change [x v] by (-1)\n end\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n if <touching color (#99ffff)?> then\n set [x v] to [1]\n else\n change [x v] by (1)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> then\n change y by (1)\n if <<touching color (#995900)?> or <touching color (#663b00)?>> 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 if <<<touching color (#009933)?> or <touching color (#cc7700)?>> and <touching color (#00ffff)?>> then\n if <key (up arrow v) pressed?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n if <<<touching color (#009933)?> or <touching color (#cc7700)?>> and <not <touching color (#00ffff)?>>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> then\n change y by (1)\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [4]\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 (#995900)?> or <touching color (#663b00)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching color (#009933)?> or <touching color (#cc7700)?>> 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 (#995900)?> or <touching color (#663b00)?>> or <<touching color (#99ffff)?> or <<touching color (#009933)?> or <touching color (#cc7700)?>>>> and <key (up arrow v) pressed?>> then\n set [y v] to [7]\n end\n change y by (0.5)\n if <touching color (#ff0000)?> then\n broadcast (death v)\n end\n if <(y position) < [-170]> then\n broadcast (death v)\n end\n if <touching color (#006666)?> then\n set [y v] to [15]\n end\nend\n\nwhen I receive [death v]\ngo to x: (-220) y: (140)\nstart sound [duck v]\n\nwhen I receive [startgame v]\nforever\n if <(x position) > [234]> then\n broadcast (nextlevel v)\n go to x: (-220) y: (140)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n repeat until <(size) = [50]>\n change size by (-5)\n end\n else\n repeat until <(size) = [75]>\n change size by (5)\n end\n end\nend\n\nwhen I receive [startgame v]\nforever\n if <<<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n switch costume to (duck v)\n wait (0.1) seconds\n switch costume to (duck2 v)\n wait (0.1) seconds\n switch costume to (duck3 v)\n wait (0.1) seconds\n else\n switch costume to (duck4 v)\n end\nend\n\nwhen [a v] key pressed\nforever\n change [color v] effect by (5)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [startgame v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [2]> then\n switch costume to (costume2 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [3]> then\n switch costume to (costume3 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [4]> then\n switch costume to (costume4 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [5]> then\n switch costume to (costume5 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [6]> then\n switch costume to (costume6 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [7]> then\n switch costume to (costume7 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [8]> then\n switch costume to (costume8 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [9]> then\n switch costume to (costume9 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [10]> then\n switch costume to (costume10 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [11]> then\n switch costume to (costume11 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [12]> then\n switch costume to (costume12 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [13]> then\n switch costume to (costume13 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [14]> then\n switch costume to (costume15 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [15]> then\n switch costume to (costume16 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [16]> then\n switch costume to (costume17 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [17]> then\n switch costume to (costume18 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [18]> then\n switch costume to (costume19 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [19]> then\n switch costume to (costume20 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [20]> then\n switch costume to (costume21 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [21]> then\n switch costume to (costume22 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [22]> then\n switch costume to (costume23 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [23]> then\n switch costume to (costume24 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [24]> then\n switch costume to (costume25 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [25]> then\n switch costume to (costume26 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [26]> then\n switch costume to (costume27 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [27]> then\n switch costume to (costume28 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [28]> then\n switch costume to (costume29 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [29]> then\n switch costume to (costume30 v)\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [30]> then\n switch costume to (costume31 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [31]> then\n switch costume to (costume32 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [32]> then\n switch costume to (costume33 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [33]> then\n switch costume to (costume34 v)\n else\n stop [this script v]\n end\nend\n\nwhen I receive [nextlevel v]\nforever\n if <(Level) = [34]> then\n switch costume to (costume35 v)\n else\n stop [this script v]\n end\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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Arrow Keys To Move\nMy record is 122 seconds\nhttps://scratch.mit.edu/projects/845433214/\n\nCheck out my friends game! \nhttps://scratch.mit.edu/projects/904280528/\n
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FOUR SEASONS A 360 PLATFORMER!
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to (Level)\nend\n\n@player\n\nwhen I receive [green flag clicket v]\nforever\n if <not <<key (any v) pressed?> or <mouse down?>>> then\n switch costume to (normal v)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n switch costume to (sağa git v)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (sola git v)\n end\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n switch costume to (üste zıpla v)\n end\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> and <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (sola zıpla v)\n end\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> and <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>>> then\n switch costume to (sağ zıpla v)\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (-1)\n\nwhen I receive [green flag clicket v]\nshow\n\nwhen I receive [green flag clicket v]\nforever\n change y by (-5)\n if <<<touching color (#acacac)?> or <touching color (#888888)?>> or <touching color (#ff0000)?>> then\n broadcast (Haber 2 v)\n end\n if <<touching color (#1fff00)?> or <touching color (#129e00)?>> then\n change [level v] by (1)\n broadcast (Level bitti v)\n end\n if <touching color (#f7ef00)?> then\n set [y all v] to [-17]\n end\n change y by (5)\nend\n\nwhen I receive [haber 2 v]\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-8)\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (200)\nhide variable [level v]\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [hayalet etkisi v] to [200]\nset [ghost v] effect to (Hayalet etkisi)\nrepeat until <(Hayalet etkisi) = [0]>\n change [hayalet etkisi v] by (-10)\n set [ghost v] effect to (Hayalet etkisi)\nend\nshow\nwait (1) seconds\nrepeat until <(Hayalet etkisi) = [100]>\n change [hayalet etkisi v] by (10)\n set [ghost v] effect to (Hayalet etkisi)\nend\nset [ghost v] effect to (100)\nbroadcast (Green flag clicket v)\n\nwhen I receive [green flag clicket v]\nshow variable [level v]\n\n@Platform\n\nwhen flag clicked\nforever\n start sound [Sunshine v]\n play sound [Sunshine v] until done\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [green flag clicket v]\npoint in direction (90)\ngo to [front v] layer\nshow\nbroadcast (Haber 2 v)\nSize [200]\nforever\n change [y all v] by (1)\n if <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x all v] by (-0.3)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x all v] by (0.3)\n end\n set [x all v] to ((X all) * (0.8))\n turn right (X all) degrees\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (5)\n turn right ((X all) * (-1)) degrees\n set [x all v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (Y all)\n if <touching (player v)?> then\n change y by ((Y all) * (-1))\n set [y all v] to [0]\n end\n change y by (1)\n if <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y all v] to [-14]\n end\n end\n change y by (-1)\n if <color (#d52024) is touching (#f7ef00)?> then\n set [y all v] to [-22]\n end\nend\n\ndefine Size (size)\nswitch costume to (size hack v)\nset size to (size) %\nswitch costume to (spring v)\n\nwhen I receive [green flag clicket v]\nset [x all v] to [0]\nset [y all v] to [0]\n\nwhen I receive [haber 2 v]\npoint in direction (90)\ngo to x: (20) y: (-335)\n\nwhen I receive [green flag clicket v]\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [level bitti v]\npoint in direction (90)\ngo to x: (20) y: (-335)\nset [x all v] to [0]\nset [y all v] to [0]\n\nwhen I receive [green flag clicket v]\nforever\n if <(Level) = [5]> then\n broadcast (Win v)\n stop [other scripts in sprite v]\n wait (5) seconds\n stop [all v]\n end\nend\n\n@ clouds\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (pick random (50) to (80)) %\nshow\ngo to [back v] layer\nset [ghost v] effect to (20)\nswitch costume to (pick random (1) to (4))\nif <(side) = [1]> then\n go to x: (300) y: (pick random (150) to (80))\n repeat until <(x position) < [-250]>\n change x by (-3)\n end\n delete this clone\nend\nif <(side) = [2]> then\n go to x: (-300) y: (pick random (150) to (90))\n repeat until <(x position) > [250]>\n change x by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n go [backward v] (1) layers\n go to [back v] layer\nend\n\nwhen I receive [green flag clicket v]\nforever\n set [side v] to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (pick random (1) to (2)) seconds\nend\n\n@particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nset [color v] effect to (pick random (-10) to (0))\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat until <(x position) < [-230]>\n move (10) steps\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [green flag clicket v]\nforever\n wait (.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [green flag clicket v]\nforever\n if <(Level) = [3]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\nforever\n delete this clone\nend\n\nwhen I receive [green flag clicket v]\ngo to [back v] layer\n\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x all v] by (-0.3)\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x all v] by (0.3)\nend\nset [x all v] to ((X all) * (0.8))\nturn right (X all) degrees\nif <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (5)\n turn right ((X all) * (-1)) degrees\n set [x all v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (Y all)\nif <touching (player v)?> then\n change y by ((Y all) * (-1))\n set [y all v] to [0]\nend\nchange y by (1)\nif <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y all v] to [-14]\n end\nend\nchange y by (-1)\n\nif <<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> then\n change [x all v] by (-0.3)\nend\nif <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [x all v] by (0.3)\nend\nset [x all v] to ((X all) * (0.8))\nturn right (X all) degrees\nif <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (-1)\n if <touching (player v)?> then\n change y by (5)\n turn right ((X all) * (-1)) degrees\n set [x all v] to [0]\n end\n end\n end\n end\n end\nend\nchange y by (Y all)\nif <touching (player v)?> then\n change y by ((Y all) * (-1))\n set [y all v] to [0]\nend\nchange y by (1)\nif <touching (player v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y all v] to [-14]\n end\nend\nchange y by (-1)\n\n
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It is played with the arrow keys. It consists of 4 levels. It jumps off the thorns.(Yön tuşları ile oynanır. 4 levelden oluşur. Dikenlerden atlanır.)\n\n@plantom_soldier\n\nPlase like\n\n❤⭐\nSurprise! I will follow those who like and favorite the project!
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Biomes-A Platformer v1.1
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [last biome v]\nswitch backdrop to (backdrop3 v)\n\n@Blank\n\n@Biome1\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [5]> then\n broadcast (portal 1 v)\nend\n\nwhen I receive [next biome v]\nhide\n\n@lava#1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\nforever\n glide (3) secs to x: (0) y: (-20)\n glide (3) secs to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [next biome v]\nhide\n\n@Portal 1\n\nwhen flag clicked\nhide\n\nwhen I receive [portal 1 v]\nshow\n\nwhen I receive [next biome v]\nhide\nforever\n hide\nend\n\n@Particals\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (300)\nforever\n wait (.25) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (pick random (-227) to (252)) y: (75)\nforever\n repeat until <<<<touching (lava#3 v)?> or <touching (lava#2 v)?>> or <touching (biome 2 v)?>> or <<touching color (#00c117)?> or <touching (lava#1 v)?>>>\n change y by (-2)\n end\n if <<<<touching (lava#3 v)?> or <touching (lava#2 v)?>> or <touching (biome 2 v)?>> or <<touching color (#00c117)?> or <touching (lava#1 v)?>>> then\n delete this clone\n end\nend\n\nwhen I receive [next biome v]\nswitch costume to (costume2 v)\n\nwhen I receive [last biome v]\nswitch costume to (costume3 v)\n\n@character\n\nwhen flag clicked\ngo to x: (-214) y: (115)\nswitch costume to (costume1 v)\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-217) y: (-20)\nhide variable [y v]\nhide variable [x v]\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n if <(backdrop [name v]) = [light]> then\n switch costume to (costume1 v)\n end\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n if <(backdrop [name v]) = [light]> then\n switch costume to (cat-a v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>> then\n change y by (1)\n end\n if <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>> then\n change y by (1)\n end\n if <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>> then\n change y by (1)\n end\n if <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>> then\n change y by (1)\n end\n if <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <<touching color (#00c117)?> or <<touching color (#2a6834)?> or <<touching color (#ffffff)?> or <<touching color (#d7d7d7)?> or <<touching color (#ab0000)?> or <touching color (#ff0000)?>>>>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <<<<touching (lava#3 v)?> or <touching (lava#2 v)?>> or <touching (lava#1 v)?>> or <<touching color (#5c5c5c)?> or <touching color (#868686)?>>> then\n go to x: (-217) y: (-20)\n end\n if <(x position) > [200]> then\n broadcast (next v)\n go to x: (-209) y: (-4)\n if <<(x position) > [200]> and <(backdrop [name v]) = [backdrop18]>> then\n broadcast (stopp v)\n stop [all v]\n end\n end\n if <<(backdrop [name v]) = []> or <(backdrop [name v]) = []>> then\n switch costume to (cat jumping-b v)\n end\n if <(backdrop [name v]) = []> then\n switch costume to (cat jumping-b v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <touching (portal 1 v)?> then\n broadcast (next biome v)\n go to x: (-214) y: (115)\n end\n if <touching (portal 2 v)?> then\n broadcast (last biome v)\n go to x: (-214) y: (115)\n end\nend\n\nwhen I receive [finish v]\nswitch costume to (costume2 v)\n\n@Biome 2\n\nwhen flag clicked\nset [level v] to [1]\nhide\nswitch costume to (1 v)\n\nwhen I receive [next biome v]\nset [level v] to [2]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\nif <<(LEVEL) = [2]> and <(costume [name v]) = [6]>> then\n show\n broadcast (show portal 2 v)\nend\n\nwhen I receive [last biome v]\nhide\n\n@Lava#2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nforever\n glide (3) secs to x: (0) y: (-20)\n glide (3) secs to x: (0) y: (0)\nend\n\nwhen I receive [next biome v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [last biome v]\nhide\n\n@Portal 2\n\nwhen flag clicked\nhide\n\nwhen I receive [show portal 2 v]\nshow\n\nwhen I receive [last biome v]\nhide\n\n@Final Biome\n\nwhen flag clicked\nhide\n\nwhen I receive [last biome v]\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\nif <<(LEVEL) = [3]> and <(costume [name v]) = [6]>> then\n broadcast (finish v)\nend\n\n@Lava#3\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n glide (3) secs to x: (0) y: (-20)\n glide (3) secs to x: (0) y: (0)\nend\n\nwhen I receive [last biome v]\nset [level v] to [3]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next v]\nnext costume\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
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About me:\nhttps://scratch.mit.edu/projects/893298445\nHi! I'm OkGames but you can just call me OG\nand it would mean a lot if you could like, fave, and follow. Lets try and get this on trending ok?!\nGO PLAY THIS GAME!!!\nhttps://scratch.mit.edu/projects/843040879\nAbout the game:\n-No music (sorry)\n- if this gets 30 likes and 30 faves i will make a biomes 2!\n-Is it possible for me to get 70 more follows in 4 days? well lets try!\n-3 different biomes\n- Mobile (maybe)\n-less laggy than v1\n- My Second game so sorry if its bad\n- No text during the levels except for the finish level\n- 15+ hours of work! (some of it was just me thinking lol)\n-thats basically it for the game\n\nTags:\n#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending#games#trending\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nLike, fave, and follow!
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- Journey - platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\nwait until <(STAGE) = [8]>\nswitch backdrop to (背景2 v)\nwait until <(STAGE) = [15]>\nswitch backdrop to (背景4 v)\n\nwhen I receive [音1 v]\n\nwhen flag clicked\nrepeat until <(STAGE) = [7]>\n if <(音ボタン) = [0]> then\n play sound [風が吹く1 v] until done\n end\nend\n\nrepeat until <(STAGE) = [14]>\n\nwhen flag clicked\nforever\n if <(音ボタン) = [0]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\n@目玉くん\n\ndefine y (y)\nrepeat until <not <<touching (ステージ v)?> or <<touching (1 v)?> or <<touching (2 v)?> or <<touching (とげ v)?> or >>>>>\n change y by (y)\nend\n\ndefine 初期位置\nif <not <(STAGE) = [3]>> then\n set [動作 v] to [◯]\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (0)\n show\nend\nif <(STAGE) = [3]> then\n set [動作 v] to [◯]\n point in direction (90)\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-200) y: (50)\n show\nend\n\nwhen I receive [プラフォ v]\nswitch costume to (通常 v)\nset size to (150) %\nset [動作 v] to [◯]\nif <not <(STAGE) = [21]>> then\n 初期位置\nend\nforever\n if <(動作) = [◯]> then\n set rotation style [don't rotate v]\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 <touching (水 v)?> then\n switch costume to (水中 v)\n end\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (動く地面 v)?> then\n change y by (2)\n end\n if <<touching (ステージ v)?> or <<touching (1 v)?> or <<touching (2 v)?> or <<touching (とげ v)?> or >>>> then\n x (((x) / ([abs v] of (x) )) * (-1))\n end\n if <not > then\n change [y v] by (-1)\n change y by (y)\n if <(y) < [-19]> then\n set [y v] to [-20]\n end\n end\n if <<touching (ステージ v)?> or <<touching (1 v)?> or <<touching (2 v)?> or <<touching (とげ v)?> or >>>> then\n y (((y) / ([abs v] of (y) )) * (-1))\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 <(y position) < (mouse y)>>>> then\n if <(y) = [0]> then\n if <(音ボタン) = [0]> then\n start sound [JUMP v]\n end\n set [y v] to [13]\n end\n end\n end\n else\n set [y v] to [-1]\n end\n end\n if <touching (旗 v)?> then\n if <(音ボタン) = [0]> then\n start sound [next v]\n end\n 初期位置\n broadcast (next v)\n 初期位置\n wait (0.1) seconds\n 初期位置\n wait (0) seconds\n 初期位置\n end\n if <touching (バネ v)?> then\n if <(音ボタン) = [0]> then\n start sound [JUMP v]\n end\n set [y v] to [14]\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n if <(音ボタン) = [0]> then\n start sound [JUMP v]\n end\n set [y v] to [20]\n end\n end\n point in direction ((90) + ((x) * (1)))\n set rotation style [all around v]\n if <<touching (針くん v)?> or <<touching (溶岩 v)?> or <<touching (溶岩から出るやつ v)?> or <<touching (回るやつ v)?> or <<touching (針 v)?> or >>>>> then\n set [動作 v] to [×]\n broadcast (死 v)\n stop [this script v]\n end\n if <(y position) < [-170]> then\n if <(音ボタン) = [0]> then\n start sound [死 v]\n end\n set [動作 v] to [×]\n broadcast (死2 v)\n stop [this script v]\n end\n end\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]\nif <(音ボタン) = [0]> then\n start sound [死 v]\nend\nset [動作 v] to [×]\nset [90: v] to [90]\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 set rotation style [don't rotate v]\n set rotation style [left-right v]\n point in direction (90)\n set rotation style [all around v]\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]\nswitch costume to (死 v)\nclear graphic effects\nset [ghost v] effect to (100)\n初期位置\nwait (0.5) seconds\nswitch costume to (通常 v)\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]\nchange [stage v] by (1)\n\nstart sound [死 v]\n\nwhen I receive [プラフォ 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)?> or <<touching (1 v)?> or <<touching (2 v)?> or <<touching (とげ v)?> or >>>>>\n change x by (x)\nend\n\nwhen I receive [プログラム v]\n\nif <(y) = [0]> then\n y [1]\nend\n\nwhen I receive [初期 v]\n初期位置\n\nset [stage v] to [21]\n\nwhen I receive [止まる v]\nstop [other scripts in sprite v]\nwait (1) seconds\nbroadcast (プラフォ v)\n\nwhen I receive [プログラム v]\nbroadcast (プラフォ v)\n\nset [stage v] to [21]\n\nwhen I receive [ネクストやんけ v]\n\nwhen I receive [プログラム v]\nforever\n if <(STAGE) = [21]> then\n if <[160] < (x position)> then\n repeat (10)\n change [ghost v] effect by (10)\n go to x: (160) y: (y position)\n end\n hide\n set [動作 v] to [×]\n broadcast (ネクストやんけ v)\n go to x: (160) y: (y position)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [time v] to [0]\nrepeat (10)\n hide\nend\n\nwhen I receive [プログラム v]\nrepeat until <(STAGE) = [21]>\n wait (1) seconds\n change [time v] by (1)\nend\nif <(time) < (☁ time世界記録)> then\n set [☁ time世界記録 v] to (time)\nend\n\nwhen flag clicked\n\n@敵\n\nwhen I start as a clone\ngo to x: (敵 x.) y: (敵 y.)\nclear graphic effects\nswitch costume to (敵 v)\nset size to (150) %\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)?>> or <<touching (1 v)?> or >>> 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)?> or <<touching (1 v)?> or >>>> 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)?> or <<touching (1 v)?> or >>>> 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 if <(音ボタン) = [0]> then\n start sound [小パンチ v]\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 [16]\n else\n set [y v] to [10]\n end\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\n if <touching (バネ v)?> then\n set [敵y v] to [15]\n end\nend\n\ndefine クローン (回数) (x) (y)\nset [敵 x. v] to (x)\nset [敵 y. v] to (y)\nset [敵:x v] to [0]\nset [敵y v] to [0]\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\nrepeat (1)\n delete this clone\nend\nwait until <(STAGE) = [9]>\nwait (1) seconds\nクローン [1] [200] [100]\nwait until <(STAGE) = [10]>\nwait until <(STAGE) = [11]>\nwait (1) seconds\nクローン [1] [200] [100]\nwait (2) seconds\nクローン [1] [200] [100]\nwait until <(STAGE) = [12]>\nwait (1) seconds\nクローン [1] [200] [100]\nwait until <(STAGE) = [13]>\nwait (1) seconds\nクローン [1] [200] [0]\nwait until <(STAGE) = [17]>\nwait (2) seconds\nクローン [1] [100] [100]\nwait until <(STAGE) = [20]>\nwait (2) seconds\nクローン [1] [100] [100]\n\nwhen flag clicked\n\nwhen I receive [死 v]\nhide\nwait (0) seconds\nrepeat (1)\n delete this clone\nend\nif <(STAGE) = [9]> then\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [11]> then\n wait (2) seconds\n クローン [1] [200] [100]\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [12]> then\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [13]> then\n wait (2) seconds\n クローン [1] [200] [0]\nend\nif <(STAGE) = [17]> then\n wait (2) seconds\n クローン [1] [100] [100]\nend\nif <(STAGE) = [20]> then\n wait (2) seconds\n クローン [1] [100] [100]\nend\n\nwhen I receive [死2 v]\nhide\nwait (0) seconds\nrepeat (1)\n delete this clone\nend\nif <(STAGE) = [9]> then\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [11]> then\n wait (2) seconds\n クローン [1] [200] [100]\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [12]> then\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [13]> then\n wait (2) seconds\n クローン [1] [200] [0]\nend\nif <(STAGE) = [17]> then\n wait (2) seconds\n クローン [1] [100] [100]\nend\nif <(STAGE) = [20]> then\n wait (2) seconds\n クローン [1] [100] [100]\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\nwhen I receive [初期 v]\nhide\nwait (0) seconds\nrepeat (1)\n delete this clone\nend\nif <(STAGE) = [9]> then\n クローン [1] [200] [100]\nend\nif <(STAGE) = [11]> then\n クローン [1] [200] [100]\n wait (2) seconds\n クローン [1] [200] [100]\nend\nif <(STAGE) = [12]> then\n クローン [1] [200] [100]\nend\nif <(STAGE) = [13]> then\n クローン [1] [200] [0]\nend\nif <(STAGE) = [17]> then\n クローン [1] [100] [100]\nend\nif <(STAGE) = [20]> then\n クローン [1] [100] [100]\nend\n\nset [stage v] to [16]\n\nwhen I receive [受け取る v]\nif <(STAGE) = [16]> then\n repeat (1)\n delete this clone\n end\n クローン [1] [-200] [100]\nend\n\nwhen I receive [受け取る2 v]\nif <(STAGE) = [16]> then\n repeat (1)\n delete this clone\n end\n クローン [1] [150] [100]\nend\n\n@針くん\n\nwhen flag clicked\nhide\npoint in direction (90)\ngo to x: (0) y: (0)\nrepeat (2)\n go to [back v] layer\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\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 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 [スタート v]\nshow\nforever\n switch costume to (STAGE)\nend\n\n@旗\n\nwhen flag clicked\nhide\nforever\n switch costume to (STAGE)\nend\n\nwhen I receive [死 v]\nrepeat (5)\n go to x: (pick random (35) to (37)) y: (pick random (27) to (29))\nend\ngo to x: (36) y: (28)\n\nwhen I receive [死2 v]\nrepeat (5)\n go to x: (pick random (35) to (37)) y: (pick random (27) to (29))\nend\ngo to x: (36) y: (28)\n\nwhen I receive [スタート v]\nshow\n\n@ステージ\n\nwhen flag clicked\nhide\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\nwhen I receive [スタート v]\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\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\nforever\n switch costume to (コスチューム4 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\nset [stage v] to [1]\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@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@鍵\n\nwhen flag clicked\nhide\nset [なめらかあ v] to [0]\nforever\n change y by ([sin v] of ((なめらかあ) * (10)) )\n change [なめらかあ v] by (1)\nend\n\nwhen flag clicked\nclear graphic effects\nwait until <(STAGE) = [5]>\nclear graphic effects\nshow\ngo to x: (0) y: (100)\nwait until <(STAGE) = [6]>\nclear graphic effects\nshow\ngo to x: (200) y: (0)\nwait until <(STAGE) = [10]>\nclear graphic effects\nshow\ngo to x: (200) y: (0)\nwait until <(STAGE) = [11]>\nclear graphic effects\nshow\ngo to x: (200) y: (80)\nwait until <(STAGE) = [12]>\nclear graphic effects\nshow\ngo to x: (200) y: (80)\nwait until <(STAGE) = [13]>\ngo to x: (-50) y: (130)\nclear graphic effects\nshow\nwait until <(STAGE) = [16]>\ngo to x: (200) y: (130)\nclear graphic effects\nshow\nwait until <(STAGE) = [17]>\ngo to x: (0) y: (150)\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\nset [なめらかあ v] to [0]\nforever\n if <touching (目玉くん v)?> then\n if <(動作) = [◯]> then\n broadcast (受け取る v)\n if <(音ボタン) = [0]> then\n start sound [ビープ音1 v]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\nend\n\nwhen I receive [死 v]\nhide\nwait (1) seconds\nif <(STAGE) = [5]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [6]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [11]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [12]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [17]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [死2 v]\nhide\nwait (1) seconds\nif <(STAGE) = [5]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [6]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [11]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [12]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [17]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初期 v]\nhide\nif <(STAGE) = [5]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [6]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [11]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [12]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [17]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nclear graphic effects\nhide\nwait until <(STAGE) = [5]>\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\nwait until <(STAGE) = [6]>\nclear graphic effects\nshow\nswitch costume to (コスチューム2 v)\nwait until <(STAGE) = [10]>\nclear graphic effects\nshow\nswitch costume to (コスチューム3 v)\nwait until <(STAGE) = [11]>\nclear graphic effects\nshow\nswitch costume to (コスチューム4 v)\nwait until <(STAGE) = [12]>\nclear graphic effects\nshow\nswitch costume to (コスチューム5 v)\nwait until <(STAGE) = [13]>\nclear graphic effects\nshow\nswitch costume to (コスチューム6 v)\nwait until <(STAGE) = [16]>\nclear graphic effects\nshow\nswitch costume to (コスチューム7 v)\nwait until <(STAGE) = [17]>\nclear graphic effects\nshow\nswitch costume to (コスチューム8 v)\n\nwhen I receive [受け取る v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [死 v]\nhide\nwait (1) seconds\nif <(STAGE) = [5]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [6]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [11]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [12]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [17]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [死2 v]\nhide\nwait (1) seconds\nif <(STAGE) = [5]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [6]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [11]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [12]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [17]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初期 v]\nhide\nif <(STAGE) = [5]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [6]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [11]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [12]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [17]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@飾り\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to (STAGE)\nend\n\n@スプライト2\n\nwhen this sprite clicked\nif <(音ボタン) = [0]> then\n start sound [チーン1 v]\nend\nbroadcast (初期 v)\n\nwhen I receive [プログラム v]\nshow\nreset timer\nreset timer\npoint in direction (90)\nforever\n go to x: (-220) y: (-160)\n point in direction ((([sin v] of ((timer) * (100)) ) * (10)) + (90))\nend\n\nwhen flag clicked\nhide\n\n@溶岩から出るやつ\n\nwhen flag clicked\nhide\nwait until <(STAGE) = [4]>\nshow\nrepeat until <(STAGE) = [5]>\n if <(STAGE) = [4]> then\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-100)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (1) seconds\n show\n end\nend\nwait until <(STAGE) = [5]>\nhide\nwait until <(STAGE) = [14]>\nshow\nrepeat until <(STAGE) = [15]>\n if <(STAGE) = [14]> then\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (-10) y: (-100)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (1) seconds\n show\n end\nend\nwait until <(STAGE) = [15]>\nshow\nrepeat until <(STAGE) = [16]>\n if <(STAGE) = [15]> then\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (-15) y: (-125)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (1) seconds\n show\n end\nend\nwait until <(STAGE) = [16]>\nshow\nrepeat until <(STAGE) = [17]>\n if <(STAGE) = [16]> then\n show\n go to [back v] layer\n clear graphic effects\n switch costume to (コスチューム1 v)\n go to x: (60) y: (0)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (-45) y: (-50)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n end\nend\nhide\nwait until <(STAGE) = [18]>\nshow\nrepeat until <(STAGE) = [19]>\n show\n go to [back v] layer\n clear graphic effects\n switch costume to (コスチューム1 v)\n go to x: (-100) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (100) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\nend\nshow\nrepeat until <(STAGE) = [20]>\n if <(STAGE) = [19]> then\n show\n go to [back v] layer\n clear graphic effects\n switch costume to (コスチューム1 v)\n go to x: (-100) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (100) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n end\nend\nrepeat until <(STAGE) = [20]>\n show\n go to [back v] layer\n clear graphic effects\n switch costume to (コスチューム1 v)\n go to x: (-100) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (100) y: (-120)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\nend\nrepeat until <(STAGE) = [21]>\n if <(STAGE) = [20]> then\n show\n go to [back v] layer\n clear graphic effects\n switch costume to (コスチューム1 v)\n go to x: (-100) y: (-150)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-150)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n show\n go to [back v] layer\n switch costume to (コスチューム1 v)\n go to x: (100) y: (-150)\n set [yざひょう! v] to [0]\n repeat (10)\n create clone of (_myself_ v)\n set [yざひょう! v] to [10]\n change y by (yざひょう!)\n end\n repeat (8)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n switch costume to (コスチューム3 v)\n repeat (18)\n create clone of (_myself_ v)\n change [yざひょう! v] by (-1)\n change y by (yざひょう!)\n end\n hide\n wait (0) seconds\n show\n end\nend\nshow\nrepeat (10)\n hide\nend\n\nwhen flag clicked\nwait until <(STAGE) = [21]>\nrepeat (10)\n hide\n delete this clone\nend\n\nwhen I start as a clone\nclear graphic effects\nshow\nswitch costume to (コスチューム2 v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\n@回るやつ\n\nwhen flag clicked\nhide\nwait until <(STAGE) = [7]>\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nrepeat until <(STAGE) = [8]>\n show\n turn right (3) degrees\n go to x: (0) y: (-30)\nend\nhide\nswitch costume to (コスチューム2 v)\nset size to (100) %\nrepeat until <(STAGE) = [9]>\n show\n turn right (10) degrees\n go to x: (0) y: (-80)\nend\nhide\nwait until <(STAGE) = [12]>\nrepeat until <(STAGE) = [13]>\n show\n turn right (10) degrees\n go to x: (0) y: (-80)\nend\nhide\nwait until <(STAGE) = [14]>\nrepeat until <(STAGE) = [15]>\n show\n turn right (10) degrees\n go to x: (90) y: (-75)\nend\nhide\nwait until <(STAGE) = [19]>\nset size to (80) %\nrepeat until <(STAGE) = [20]>\n show\n turn right (10) degrees\n go to x: (0) y: (-90)\nend\nhide\n\n@鍵2\n\nwhen flag clicked\nhide\nset [なめらかあ v] to [0]\nforever\n change y by ([sin v] of ((なめらかあ) * (10)) )\n change [なめらかあ v] by (1)\nend\n\nwhen flag clicked\nclear graphic effects\nwait until <(STAGE) = [10]>\nclear graphic effects\nshow\ngo to x: (-200) y: (40)\nwait until <(STAGE) = [16]>\nclear graphic effects\nshow\ngo to x: (-220) y: (-130)\n\nwhen flag clicked\nhide\nset [なめらかあ v] to [0]\nforever\n if <touching (目玉くん v)?> then\n if <(動作) = [◯]> then\n broadcast (受け取る2 v)\n if <(音ボタン) = [0]> then\n start sound [ビープ音1 v]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\nend\n\nwhen I receive [死 v]\nhide\nwait (1) seconds\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [死2 v]\nhide\nwait (1) seconds\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初期 v]\nhide\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@2\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(STAGE) = [10]>\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\nwait until <(STAGE) = [16]>\nclear graphic effects\nshow\nswitch costume to (コスチューム2 v)\n\nwhen I receive [受け取る2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [死 v]\nhide\nwait (1) seconds\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [死2 v]\nhide\nwait (1) seconds\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初期 v]\nhide\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(STAGE) = [16]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\n@針\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(STAGE) = [10]>\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [受け取る2 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [死 v]\nhide\nwait (1) seconds\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [死2 v]\nhide\nwait (1) seconds\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初期 v]\nhide\nif <(STAGE) = [10]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\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@輝き\n\nwhen flag clicked\nhide\nwait until <(STAGE) = [8]>\nrepeat until <(STAGE) = [15]>\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (pick random (-240) to (240)) y: (pick random (-240) to (240))\nset size to (100) %\nshow\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\n@とげ\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nwait until <(STAGE) = [13]>\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [受け取る v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [死 v]\nhide\nwait (1) seconds\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [死2 v]\nhide\nwait (1) seconds\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [初期 v]\nhide\nif <(STAGE) = [13]> then\n clear graphic effects\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen flag clicked\nrepeat (10)\n hide\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@動く地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nhide\nwait until <(STAGE) = [18]>\nshow\ngo to x: (-100) y: (-97)\nrepeat until <(STAGE) = [19]>\n go to x: (-100) y: (-97)\n wait (1) seconds\n repeat (100)\n change x by (2)\n end\n wait (1) seconds\n repeat (100)\n change x by (-2)\n end\nend\nhide\nwait until <(STAGE) = [19]>\nshow\ngo to x: (-100) y: (-97)\nrepeat until <(STAGE) = [20]>\n go to x: (-100) y: (-97)\n wait (1) seconds\n repeat (100)\n change x by (2)\n end\n repeat (75)\n change y by (2)\n end\n wait (1) seconds\n repeat (75)\n change y by (-2)\n end\n repeat (100)\n change x by (-2)\n end\nend\nhide\n\nwhen flag clicked\nwait until <(STAGE) = [20]>\nstop [other scripts in sprite v]\nhide\nswitch costume to (コスチューム2 v)\nrepeat until <(STAGE) = [21]>\n if <(STAGE) = [20]> then\n show\n go to x: (-100) y: (120)\n wait (1) seconds\n repeat (100)\n change x by (2)\n end\n wait (1) seconds\n repeat (100)\n change x by (-2)\n end\n end\nend\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nhide\nwait until <(STAGE) = [21]>\nforever\n hide\nend\n\n@オープニング2\n\nwhen flag clicked\nif <(音ボタン) = [0]> then\n start sound [ロゴアニメーション1 v]\nend\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nswitch costume to (通常 v)\nrepeat (6)\n next costume\nend\nrepeat (5)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (コスチューム1 v)\nwait (0.5) seconds\nrepeat (11)\n next costume\nend\nif <(音ボタン) = [0]> then\n start sound [和太鼓でドン v]\nend\nrepeat (7)\n next costume\nend\nwait (0) seconds\nrepeat (7)\n next costume\nend\ncreate clone of (_myself_ v)\nshow\nswitch costume to (コスチューム9 v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (home v)\nhide\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (コスチューム8 v)\nshow\nrepeat (15)\n change size by (((150) - (size)) / (3))\n change x by (((-50) - (x position)) / (3))\n change y by (((120) - (y position)) / (3))\n turn right (((85) - (direction)) / (5)) degrees\nend\nforever\n change [変数 v] by (1)\n point in direction (([sin v] of ((変数) * (10)) ) + (85))\n change y by ([sin v] of ((変数) * (5)) )\nend\n\nwhen I receive [スタート v]\nhide\ndelete this clone\n\n@オープニング\n\nwhen I receive [home v]\nhide\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4 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\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム1 v)\n go to x: (-200) y: (-45)\n set size to (50) %\n show\n set [home x v] to [0]\n forever\n set [home x v] to [0]\n set [home y v] to [0]\n go to x: (-200) y: (-45)\n repeat (25)\n change [home x v] by (1)\n set [home x v] to ((home x) * (0.85))\n change x by (home x)\n end\n if <(音ボタン) = [0]> then\n start sound [ジャンプ v]\n end\n set [home y v] to [15]\n repeat (29)\n change [home y v] by (-1)\n change y by (home y)\n change [home x v] by (1)\n set [home x v] to ((home x) * (0.85))\n change x by (home x)\n end\n repeat (15)\n change [home x v] by (1)\n set [home x v] to ((home x) * (0.85))\n change x by (home x)\n end\n set [こすちぃーむ v] to (pick random (2) to (3))\n end\nend\nif <(costume [number v]) = [2]> then\n set size to (100) %\n show\n forever\n switch costume to (こすちぃーむ)\n end\nend\nif <(costume [number v]) = [4]> then\n switch costume to (コスチューム4 v)\n go to x: (-145) y: (20)\n set size to (100) %\n show\n set [home y v] to [0]\n forever\n point in direction (([sin v] of ((home y) * (10)) ) + (90))\n change y by ([sin v] of ((home y) * (10)) )\n change [home y v] by (1)\n end\nend\nif <(costume [number v]) = [5]> then\n switch costume to (コスチューム5 v)\n go to x: (-130) y: (-50)\n set size to (100) %\n show\n set [home y v] to [0]\n forever\n point in direction (([sin v] of ((home y) * (10)) ) + (90))\n change y by ([sin v] of ((home y) * (8)) )\n change [home y v] by (1)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(音ボタン) = [0]> then\n start sound [決定ボタンを押す4 \(2\) v]\n end\n broadcast (なんか v)\n switch costume to (コスチューム7 v)\n wait (0.1) seconds\n switch costume to (コスチューム5 v)\n wait (0.9) seconds\n broadcast (スタート v)\n end\n end\nend\nif <(costume [number v]) = [7]> then\n switch costume to (コスチューム6 v)\n go to x: (-130) y: (-105)\n set size to (100) %\n show\n set [home y v] to [0]\n forever\n point in direction (([sin v] of ((home y) * (10)) ) + (90))\n change y by ([sin v] of ((home y) * (7)) )\n change [home y v] by (1)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(音ボタン) = [0]> then\n start sound [決定ボタンを押す4 \(2\) v]\n end\n broadcast (なんか v)\n switch costume to (コスチューム8 v)\n wait (0.1) seconds\n switch costume to (コスチューム6 v)\n wait (0.9) seconds\n broadcast (設定 v)\n end\n end\nend\n\nwhen I receive [home v]\n\nwhen I receive [スタート v]\nhide\ndelete this clone\n\nwhen I receive [スタート v]\nwait (0.1) seconds\nbroadcast (プログラム v)\n\n@スタートor設定\n\nwhen I receive [なんか v]\nhide\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (0)\nclear graphic effects\nshow\nif <(costume [number v]) = [2]> then\n go to [front v] layer\n set size to (0) %\n set [z v] to [0]\n repeat (20)\n switch costume to (コスチューム3 v)\n change size by (z)\n change [z v] by (8)\n switch costume to (コスチューム1 v)\n end\n repeat (15)\n switch costume to (コスチューム3 v)\n change size by (((1950) - (size)) / (5))\n switch costume to (コスチューム1 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n go to [front v] layer\n set size to (0) %\n set [z v] to [0]\n repeat (20)\n switch costume to (コスチューム3 v)\n change size by (z)\n change [z v] by (8)\n switch costume to (コスチューム2 v)\n end\n repeat (15)\n switch costume to (コスチューム3 v)\n change size by (((1950) - (size)) / (5))\n switch costume to (コスチューム2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n delete this clone\nend\n\nwhen flag clicked\nhide\n\n@設定\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n switch costume to (コスチューム3 v)\n go to [front v] layer\n go [backward v] (3) layers\n show\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (戻る v)\n if <(音ボタン) = [0]> then\n start sound [決定ボタンを押す3 v]\n end\n end\n end\nend\nif <(costume [number v]) = [4]> then\n switch costume to (コスチューム4 v)\n go to [front v] layer\n go [backward v] (3) layers\n show\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(音ボタン) = [1]> then\n switch costume to (コスチューム4 v)\n set [音ボタン v] to [0]\n broadcast (音1 v)\n set volume to (100) %\n start sound [決定ボタンを押す3 v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n else\n switch costume to (コスチューム5 v)\n set [音ボタン v] to [1]\n broadcast (音2 v)\n set volume to (0) %\n start sound [決定ボタンを押す3 v]\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\nend\n\nwhen I receive [設定 v]\nshow\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1 v)\n\nwhen I receive [戻る v]\nhide\ndelete this clone\n\nbroadcast (音1 v)\n\nwhen I receive [プラフォ v]\n\nwhen flag clicked\nforever\n if <(音ボタン) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nset [音ボタン v] to [0]\n\n@数字表示システム\n\nwhen I start as a clone\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (☁ time世界記録))> then\n hide\n else\n show\n switch costume to (letter ((length of (☁ time世界記録)) - ((ナンバー保存用) - (1))) of (☁ time世界記録))\n end\nend\n\ndefine セット\nset size to (75) %\nset [ナンバー v] to [0]\ngo to x: (190) y: (79)\nrepeat (5)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-20)\nend\n\nwhen I receive [設定 v]\nhide\nset [↓ v] to [12345]\nset [ナンバー v] to [0]\nset [クローン数 v] to [5]\nセット\nforever\n wait until <(クローン数) < (length of (☁ time世界記録))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nwhen I receive [home v]\n\nwhen I receive [戻る v]\nhide\ndelete this clone\n\nwait until <(クローン数) < (length of (☁ time世界記録))>\n\n@数字表示システム2\n\nwhen I start as a clone\nset [ナンバー保存用 v] to (ナンバー)\nshow\nforever\n if <(ナンバー保存用) > (length of (time))> then\n hide\n else\n show\n switch costume to (letter ((length of (time)) - ((ナンバー保存用) - (1))) of (time))\n end\nend\n\ndefine セット\nset size to (75) %\nset [ナンバー v] to [0]\ngo to x: (220) y: (160)\nrepeat (10)\n change [ナンバー v] by (1)\n create clone of (_myself_ v)\n change x by (-20)\nend\n\nwhen I receive [スタート v]\nhide\nset [↓ v] to [12345]\nset [ナンバー v] to [0]\nset [クローン数 v] to [5]\nセット\nforever\n wait until <(クローン数) < (length of (time))>\n change [ナンバー v] by (1)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\n change x by (-30)\nend\n\nwhen I receive [home v]\n\n
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-- ★ Journey platformer ★ --\n■ぜっく/Zeck村■\nhttps://scratch.mit.edu/studios/33649172\n\n[English]\n✎For starters\nl This is a great work from a long time ago. (It's not like that now.)\nl It's a big old work, so there are many bugs. (The flame thing and other things move. \n The ground doesn't disappear.)\n\n✎About the game\nl You can set with or without sound in the home setting (maybe (((())))))\nl hink I know how to operate it.\n\n[日本語]\n✎はじめに\nl 大昔の大作です。(今はそんなことないです)\nl 昔の大作なのでバグが多いのです。(炎のやつとか動く \n 地面が消えないです)\n\n✎ゲームについて\nl ホームの設定で音あり,なしに設定できます(多分(()))\nl 操作方法はわかると思います。\nl Enjoy yourse!!\n\n✎クレジット\nl 音楽:@-Xaf-様\nl 音:効果音ラボ\nl 数字表示@zohsama様\nl あとはわかんないです(((\n\n✎タグ\n#game #games #Journey #platformer #Zeck028\n\nlov&fav\n@Crimson-Code lov?!?!?!:oo\n@mzpr lov&fav?!?!\n@game-Creator10 lov?!?!\n@Donguri_sg lov&fav?!!\n@tanabe14 lov!!\n@-hamumu- lov&fav!\n@Halljuck lov&fav!
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SAKURA Platformer 桜プラットフォーマー!
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@Stage\n\nwhen I receive [桜 v]\nforever\n if <(pick random (1) to (2)) = [2]> then\n play sound [Tobu - Candyland \[NCS Release\] v] until done\n else\n play sound [RetroVision - Puzzle \[NCS Release\] v] until done\n end\nend\n\nwhen I receive [桜 v]\nset [time v] to [0]\nrepeat until <(STAGE) = [9]>\n wait (0.1) seconds\n change [time v] by (0.1)\nend\n\n@スプライト1\n\n@ステージ\n\nwhen flag clicked\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\nwhen I receive [桜 v]\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 go to [front v] layer\n switch costume to (STAGE)\nend\n\nchange [stage v] by (-1)\n\n@目玉くん2\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2 v)\nset [動作 v] to [◯]\n初期位置\nforever\n go to [front v] layer\n if <(動作) = [◯]> 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 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 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 [10]\n if <(direction) = [90]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n else\n set [x v] to [0]\n end\n end\n if <not <touching (水 v)?>> then\n if <not <<<(y position) < [-183]> or <touching (針くん v)?>> or <touching (magma v)?>>> 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 <<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 [13]\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)\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 (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\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 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 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)\n switch costume to (死 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\nbroadcast (プログラム v)\n\nwhen I receive [next v]\nchange [stage v] by (1)\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 I receive [プログラム v]\nshow\ngo to [back v] layer\n\nwhen I receive [桜 v]\nshow variable [time v]\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\n@桜\n\nwhen I receive [桜 v]\nforever\n hide\n wait (pick random (0.1) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\ngo to x: (pick random (230) to (-230)) y: (200)\nshow\nrepeat until <<touching (ステージ v)?> or <<[-179] > (y position)> or <<(x position) > [240]> or <[-240] > (x position)>>>>\n turn right (-2) degrees\n change y by (-2)\n change x by (-0.5)\nend\ndelete this clone\n\nwhen flag clicked\nbroadcast (桜 v)\n\n@雲\n\nwhen I receive [プログラム v]\nhide\nforever\n wait (pick random (5) to (10)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\npoint in direction (90)\nshow\nset y to (pick random (120) to (140))\nset x to (286)\nrepeat until <(x position) < [-240]>\n change x by (-2)\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat until <(x position) < [-240]>\n if <(pick random (1) to (4)) = [1]> then\n turn right (([cos v] of (cos) ) * (1)) degrees\n change [cos v] by (30)\n end\nend\ndelete this clone\n\n@スプライト3\n\nwhen I receive [プログラム v]\ngo to [front v] layer\nset [cos v] to [0]\ngo to x: (224) y: (163)\nset size to (150) %\nshow\nforever\n change size by ([sin v] of ((cos) * (1)) )\n change [cos v] by (3)\nend\n\nwhen flag clicked\nhide\n\n@magma\n\nwhen I receive [プログラム v]\nshow\ngo to [back v] layer\n\nwhen I receive [桜 v]\nset [magma v] to [0]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (STAGE)\n set y to (magma)\nend\n\nwhen I receive [桜 v]\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@作務寐\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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https://scratch.mit.edu/projects/843673701/\n\n矢印キーで操作!モバイル対応!\nOperate with arrow keys! Mobile ready!\n\n動きは非量産だけど中身は量産です((
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プラットフォーマーアドベンチャー Platformer adventure
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen I receive [start v]\nif <(ステージ暗号) = [1]> then\n switch backdrop to (背景2 v)\n repeat until <(clear road) = (ゴール)>\n play sound [Sugar_Zone.mp3 v] until done\n end\nend\nif <(ステージ暗号) = [2]> then\n switch backdrop to (洞窟道中 v)\n repeat until <(clear road) = (ゴール)>\n play sound [Teruto_Among v] until done\n end\nend\nif <(ステージ暗号) = [3]> then\n switch backdrop to (背景2 v)\n broadcast (曲を流す2 v)\n wait until <(clear road) > [10.1]>\n switch backdrop to (洞窟道中 v)\nend\n\nwhen flag clicked\n\nwhen flag clicked\nset volume to (40) %\nstart sound [草原 v]\n\nwhen I receive [曲を流す v]\nstart sound [Starship v]\n\nwhen I receive [ゴール v]\nstop all sounds\nplay sound [クリア v] until done\n\nwhen I receive [曲を流す2 v]\nrepeat until <(clear road) = (ゴール)>\n play sound [1 v] until done\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nset size to (60) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\ngo to [back v] layer\nhide\n\nwhen flag clicked\nforever\n if <(キャラ暗号) = [1]> then\n set [方向 v] to [1]\n set [左方向 v] to [2]\n set [右方向 v] to [3]\n end\n if <(キャラ暗号) = [2]> then\n set [方向 v] to [4]\n set [左方向 v] to [5]\n set [右方向 v] to [6]\n end\n if <(キャラ暗号) = [3]> then\n set [方向 v] to [7]\n set [左方向 v] to [8]\n set [右方向 v] to [9]\n end\n if <(キャラ暗号) = [4]> then\n set [方向 v] to [10]\n set [左方向 v] to [11]\n set [右方向 v] to [12]\n end\n if <(キャラ暗号) = [5]> then\n set [方向 v] to [13]\n set [左方向 v] to [14]\n set [右方向 v] to [15]\n end\n if <(キャラ暗号) = [6]> then\n set [方向 v] to [16]\n set [左方向 v] to [17]\n set [右方向 v] to [18]\n end\nend\n\nwhen I receive [start v]\nswitch costume to (方向)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (方向)\n if <<touching (spike v)?> or <<touching (spike2 v)?> or <touching (spike3 v)?>>> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [xのやつ v] by (-0.9)\n switch costume to (左方向)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [xのやつ v] by (0.9)\n switch costume to (右方向)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [15.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\n@spike\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.3) seconds\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム1 v)\nend\nif <(costume [number v]) = [2]> then\n switch costume to (コスチューム2 v)\nend\nif <(costume [number v]) = [3]> then\n switch costume to (コスチューム3 v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (コスチューム4 v)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (コスチューム5 v)\nend\nif <(costume [number v]) = [6]> then\n switch costume to (コスチューム6 v)\nend\nif <(costume [number v]) = [7]> then\n switch costume to (コスチューム7 v)\nend\nif <(costume [number v]) = [8]> then\nif <(costume [number v]) = [9]> then\nif <(costume [number v]) = [10]> then\nif <(costume [number v]) = [11]> then\nif <(costume [number v]) = [12]> then\n\nwhen I receive [start v]\nswitch costume to (ステージ背景)\ngo to [front v] layer\nshow\n\nwhen flag clicked\ngo to x: (-4) y: (95)\nrepeat until <(sw3) = [0]>\n if <(ステージ暗号) = [1]> then\n set [ステージ背景 v] to [1]\n set [ゴール v] to [11]\n end\n if <(ステージ暗号) = [2]> then\n set [ステージ背景 v] to [12]\n set [ゴール v] to [21]\n end\n if <(ステージ暗号) = [3]> then\n set [ステージ背景 v] to [1]\n set [ゴール v] to [21]\n end\nend\n\n@road-\n\nwhen I receive [next v]\nwait (0.3) seconds\nchange [clear road v] by (1)\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム2 v)\nend\nif <(costume [number v]) = [2]> then\n switch costume to (コスチューム3 v)\nend\nif <(costume [number v]) = [3]> then\nif <(costume [number v]) = [4]> then\nif <(costume [number v]) = [5]> then\nif <(costume [number v]) = [6]> then\nif <(costume [number v]) = [7]> then\nif <(costume [number v]) = [8]> then\nif <(costume [number v]) = [9]> then\nif <(costume [number v]) = [10]> then\nif <(costume [number v]) = [11]> then\nif <(costume [number v]) = [12]> then\nif <(clear road) = (ゴール)> then\n broadcast (ゴール v)\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nset [ghost v] effect to (100)\ngo to x: (-10) y: (5)\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nset [☁ world record v] to (☁ world record)\nset [time v] to [0]\nhide variable [time 表示 v]\n\nwhen I receive [ゴール v]\nhide variable [time v]\nset [time 表示 v] to (time)\nshow variable [time 表示 v]\n\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nif <(costume [number v]) = [11]> then\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nswitch costume to (ステージ背景)\nset [clear road v] to [0]\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen flag clicked\nrepeat until <(sw3) = [0]>\n if <(ステージ暗号) = [1]> then\n set [ステージ背景 v] to [1]\n set [ゴール v] to [11]\n end\n if <(ステージ暗号) = [2]> then\n set [ステージ背景 v] to [12]\n set [ゴール v] to [10]\n end\n if <(ステージ暗号) = [3]> then\n set [ステージ背景 v] to [1]\n set [ゴール v] to [21]\n end\nend\n\nwhen I receive [ステージ選択 v]\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\n\n@spike2\n\nwhen flag clicked\nhide\ngo to x: (77) y: (-64)\n\nwhen I receive [next v]\nwait (0.3) seconds\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム1 v)\nend\nif <(costume [number v]) = [2]> then\n switch costume to (コスチューム2 v)\nend\nif <(costume [number v]) = [3]> then\n switch costume to (コスチューム3 v)\nend\nif <(costume [number v]) = [4]> then\n switch costume to (コスチューム4 v)\nend\nif <(costume [number v]) = [5]> then\n switch costume to (コスチューム5 v)\nend\nif <(costume [number v]) = [6]> then\n switch costume to (コスチューム6 v)\nend\nif <(costume [number v]) = [7]> then\n switch costume to (コスチューム7 v)\nend\nif <(costume [number v]) = [8]> then\nif <(costume [number v]) = [9]> then\nif <(costume [number v]) = [10]> then\nif <(costume [number v]) = [11]> then\nif <(costume [number v]) = [12]> then\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <(costume [number v]) = [10]> then\n turn right (5) degrees\n end\nend\n\nwhen I receive [start v]\nswitch costume to (ステージ背景)\ngo to [back v] layer\nshow\n\n@スプライト1\n\n@TIME\n\nwhen flag clicked\nhide\nhide variable [time v]\ngo to x: (-183) y: (148)\n\nwhen I receive [start v]\nshow\ngo to [front v] layer\nshow variable [time v]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [ゴール v]\nhide\n\n@結果画面\n\nwhen I receive [ゴール v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@PLAYボタン\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\ngo to x: (0) y: (-134)\nset [sw v] to [1]\nrepeat until <(sw) = [0]>\n switch costume to (コスチューム1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n broadcast (曲を流す v)\n stop all sounds\n play sound [コイン v] until done\n set [sw v] to [0]\n broadcast (色の選択 v)\n hide\n end\n end\nend\n\n@spike3\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\nwait (0.3) seconds\nnext costume\nif <(costume [number v]) = [1]> then\n switch costume to (コスチューム1 v)\n if <(costume [number v]) = [2]> then\n switch costume to (コスチューム2 v)\n end\n if <(costume [number v]) = [3]> then\n switch costume to (コスチューム3 v)\n end\n if <(costume [number v]) = [4]> then\n switch costume to (コスチューム4 v)\n end\n if <(costume [number v]) = [5]> then\n switch costume to (コスチューム5 v)\n end\n if <(costume [number v]) = [6]> then\n switch costume to (コスチューム6 v)\n end\n if <(costume [number v]) = [7]> then\n switch costume to (コスチューム7 v)\n end\n if <(costume [number v]) = [8]> then\n if <(costume [number v]) = [9]> then\n if <(costume [number v]) = [10]> then\n if <(costume [number v]) = [11]> then\n if <(costume [number v]) = [16]> then\n go to x: (14) y: (-82)\n go to [back v] layer\n end\n if <(costume [number v]) = [19]> then\n go to x: (-1) y: (18)\n go to [back v] layer\n end\n if <(costume [number v]) = [19]> then\n go to x: (162) y: (-73)\n go to [back v] layer\n end\nend\n\nwhen flag clicked\ngo to x: (14) y: (-82)\npoint in direction (90)\nforever\n if <<(costume [number v]) = [16]> or <<(costume [number v]) = [19]> or <(costume [number v]) = [20]>>> then\n turn right (5) degrees\n end\nend\n\nwhen I receive [start v]\nswitch costume to (ステージ背景)\ngo to [back v] layer\nshow\n\n@色選択画面\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [色の選択 v]\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nhide\n\n@キャラ変更ボタン\n\nwhen flag clicked\ngo to x: (110) y: (-12)\nhide\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\n\nwhen I receive [色の選択 v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [sw2 v] to [1]\nrepeat until <(sw2) = [0]>\n switch costume to (コスチューム1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (キャラ変更 v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@キャラ選択\n\nwhen I receive [色の選択 v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\ngo to x: (7) y: (6)\nset [キャラ暗号 v] to [1]\nswitch costume to (plafo v)\nset [ghost v] effect to (100)\n\nwhen I receive [キャラ変更 v]\nstart sound [ポップ v]\nnext costume\nchange [キャラ暗号 v] by (1)\nif <[6] < (キャラ暗号)> then\n switch costume to (plafo v)\n set [キャラ暗号 v] to [1]\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [ステージ選択 v]\nhide\n\n@キャラ決定ボタン\n\nwhen flag clicked\ngo to x: (12) y: (-87)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [色の選択 v]\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(sw2) = [0]>\n switch costume to (コスチューム1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n play sound [Magic Spell v] until done\n set [sw2 v] to [0]\n broadcast (ステージ選択 v)\n hide\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@ステージ選択\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ステージ暗号 v] to [1]\nset [sw3 v] to [1]\n\nwhen I receive [start v]\nhide\n\nwhen I receive [ステージ変更 v]\nstart sound [ポップ v]\nnext costume\nchange [ステージ暗号 v] by (1)\nif <(ステージ暗号) = [4]> then\n switch costume to (コスチューム1 v)\n set [ステージ暗号 v] to [1]\nend\n\nwhen I receive [ステージ選択 v]\nshow\ngo to [front v] layer\n\n@ステージ変更ボタン\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\ngo to x: (204) y: (-19)\n\nwhen I receive [ステージ選択 v]\nwait (0.5) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [sw3 v] to [1]\nrepeat until <(sw3) = [0]>\n switch costume to (コスチューム1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n broadcast (ステージ変更 v)\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n@STARTボタン\n\nwhen flag clicked\ngo to x: (0) y: (126)\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [ステージ選択 v]\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat until <(sw3) = [0]>\n switch costume to (コスチューム1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n if <mouse down?> then\n stop all sounds\n play sound [Magic Spell v] until done\n set [sw3 v] to [0]\n broadcast (START v)\n hide\n end\n end\nend\n\nwhen I receive [start v]\nhide\n\n
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今回はプラットフォーマーを作りました!今回はキャラ選択やステージ選択をできるようにしました!操作方法は下にあります!\n【過去に作ったゲーム】\n早撃ちガンマン\nhttps://scratch.mit.edu/projects/843429723/\nスクロールするプラフォ\nhttps://scratch.mit.edu/projects/828987547/\n【操作】\n右へ移動:右矢印キー\n左へ移動:左矢印キー\nジャンプ:上矢印キー\nーーーーーーーーーークレジットーーーーーーーーー
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秋のプラットフォーマー/fall Platformer
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@Stage\n\n@プレイヤー\n\ndefine スタートプログラム\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 (➡ v)\n\nwhen I receive [スタート v]\nshow\nスタートプログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <touching (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 [ジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<touching (トゲ v)?> or <(y position) < [-180]>> then\n スタートプログラム\n end\n if <[242] < (x position)> then\n broadcast (次 v)\n スタートプログラム\n end\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\n@ステージ\n\nwhen I receive [次 v]\nchange [ステージ v] by (1)\nswitch costume to (ステージ)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(ステージ) = [12]> then\n broadcast (表示 v)\n wait until <not <(ステージ) = [12]>>\n broadcast (2 v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [17]> then\n broadcast (akk v)\n wait until <not <(ステージ) = [17]>>\n broadcast (Bye v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [20]> then\n broadcast (ゴル v)\n stop [this script v]\n end\nend\n\n@ステージ2\n\nwhen I receive [次 v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n if <(ステージ) = [7]> then\n show\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\n@SAN\n\nwhen flag clicked\nset [揺れる v] to [0]\nset size to (80) %\nforever\n go to [back v] layer\n change [揺れる v] by (7)\n change size by ([sin v] of (揺れる) )\nend\n\n@ターボモード検知\n\nwhen I receive [メッセージ1 v]\nset [ターボモード検知 v] to [0]\nforever\n if <(ターボモード検知) = [完了]> then\n set [ターボモード検知 v] to [OK]\n stop [this script v]\n else\n change [ターボモード検知 v] by (1)\n end\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\nforever\n broadcast (メッセージ1 v)\n wait (0.001) seconds\n if <(ターボモード検知) > [10]> then\n show\n stop [all v]\n end\n set [ターボモード検知 v] to [完了]\n wait until <(ターボモード検知) = [OK]>\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@BGM\n\nwhen flag clicked\nforever\n play sound [BGM v] until done\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\n@かざり\n\nwhen flag clicked\nforever\n turn right (3) degrees\n go to (プレイヤー v)\n go to [back v] layer\nend\n\n@落ち葉\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (4))\n create clone of (_myself_ v)\n wait (pick random (0.01) to (0.2)) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (300) y: (pick random (110) to (-110))\nrepeat until <(x position) < [-300]>\n change x by (join [-] (pick random (10) to (30)))\n turn right (15) degrees\nend\ndelete this clone\n\n@雲\n\nwhen flag clicked\nhide\nforever\n switch costume to (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (pick random (0.5) to (3)) seconds\nend\n\nwhen I start as a clone\ngo to x: (300) y: (pick random (180) to (100))\nshow\ngo to [back v] layer\nrepeat until <(x position) < [-240]>\n change x by (join [-] (pick random (2) to (6)))\nend\ndelete this clone\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@トゲ\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n show\n if <(costume [number v]) = [5]> then\n turn right (-3) degrees\n else\n if <(costume [number v]) = [10]> then\n go to x: (0) y: (-40)\n turn right (4) degrees\n else\n if <(costume [number v]) = [11]> then\n turn right (10) degrees\n go to x: (170) y: (-65)\n else\n point in direction (90)\n go to x: (0) y: (0)\n end\n end\n end\nend\n\ngo to [back v] layer\n\n@タイム\n\nwhen flag clicked\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [ゴル v]\nstop [other scripts in sprite v]\n\n@うしろ\n\nwhen flag clicked\nhide\nrepeat (10)\n go to [back v] layer\nend\n\nwhen I receive [表示 v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [2 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [akk v]\nswitch costume to (コスチューム3 v)\n\nwhen I receive [bye v]\nhide\n\n@スプライト1\n\nwhen I receive [akk v]\nshow\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n
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【春夏秋冬 platformer】#art #GAME #platformer
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@Stage\n\nwhen flag clicked\nset volume to (130) %\nforever\n play sound [Starship v] until done\nend\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen flag clicked\nshow\nset size to (60) %\ngo to x: (-220) y: (50)\ngo to [back v] layer\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<<<touching (スプライト3 v)?> or <touching (spike v)?>> or <touching (水 v)?>> or <touching (スプライト9 v)?>> or <<touching (たけのこ v)?> or <touching (スプライト11 v)?>>> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change y by (1)\n if <touching (road- v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (road- v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (road- v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\nend\n\nwhen flag clicked\nforever\n if <(季節) = [春]> then\n switch costume to (player v)\n end\n if <(季節) = [夏]> then\n switch costume to (コスチューム1 v)\n end\n if <(季節) = [秋]> then\n switch costume to (コスチューム2 v)\n end\n if <(季節) = [冬]> then\n switch costume to (コスチューム3 v)\n end\nend\n\n@spike\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\nwhen I receive [next v]\nnext costume\n\n@road-\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [suta-to v]\n\nwhen flag clicked\nset [time v] to [0]\nhide variable [time v]\nhide variable [☁ world record v]\n\nwhen I receive [next v]\nnext costume\n\nforever\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\n\n@NEXT\n\nwhen I receive [next v]\nset [動く v] to [0]\ngo to [front v] layer\nstart sound [Coin v]\nshow\nswitch costume to (コスチューム1 v)\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [動く v] to [1]\nhide\nbroadcast (next Stage v)\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(季節) = [春]> then\n wait (pick random (0.1) to (1)) seconds\n go to x: (210) y: (pick random (-150) to (150))\n create clone of (_myself_ v)\n else\n end\nend\n\nwhen I start as a clone\nset size to (pick random (75) to (50)) %\nforever\n turn left (5) degrees\nend\n\nwhen I start as a clone\nshow\nrepeat (40)\n change x by (-10)\nend\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\nhide\ngo [backward v] (1) layers\ngo to x: (38) y: (-80)\npoint in direction (90)\nforever\n \n if <(ステージ) = [3]> then\n show\n switch costume to (f0fee006-f21f-4da5-a34e-644285eb343b v)\n if <(ステージ) = [3]> then\n repeat (3)\n change y by (10)\n wait (0.05) seconds\n end\n repeat (3)\n change y by (-10)\n wait (0.05) seconds\n end\n end\n else\n hide\n end\n if <(ステージ) = [4]> then\n show\n switch costume to (コスチューム1 v)\n go to x: (0) y: (60)\n end\n if <(ステージ) = [4]> then\n turn left (2) degrees\n end\nend\n\n@スプライト4\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(季節) = [春]> then\n switch costume to (コスチューム2 v)\n end\n if <(季節) = [夏]> then\n switch costume to (コスチューム1 v)\n end\n if <(季節) = [秋]> then\n switch costume to (コスチューム3 v)\n end\n if <(季節) = [冬]> then\n switch costume to (149a8680-f74e-46d3-abb0-059f4131dc1e v)\n end\nend\n\n@スプライト6\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n if <(季節) = [秋]> then\n wait (pick random (0.1) to (1)) seconds\n go to x: (210) y: (pick random (-150) to (150))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (pick random (75) to (50)) %\nforever\n turn left (5) degrees\nend\n\nwhen I start as a clone\nshow\nrepeat (40)\n change x by (-10)\nend\ndelete this clone\n\n@スプライト7\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(季節) = [秋]> then\n wait (pick random (0.1) to (1)) seconds\n go to x: (210) y: (pick random (-150) to (150))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (pick random (75) to (50)) %\nforever\n turn left (5) degrees\nend\n\nwhen I start as a clone\nshow\nrepeat (40)\n change x by (-10)\nend\ndelete this clone\n\n@スプライト5\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n if <(季節) = [冬]> then\n wait (pick random (0.1) to (1)) seconds\n go to x: (210) y: (pick random (-150) to (150))\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset size to (pick random (75) to (50)) %\nforever\n turn left (5) degrees\nend\n\nwhen I start as a clone\nshow\nrepeat (40)\n change x by (-10)\nend\ndelete this clone\n\n@水\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@スプライト8\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n set [季節 v] to [春]\n end\n if <(ステージ) = [5]> then\n set [季節 v] to [夏]\n end\n if <(ステージ) = [9]> then\n set [季節 v] to [秋]\n end\n if <(ステージ) = [13]> then\n set [季節 v] to [冬]\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [17]> then\n if <(☁ 世界記録) > (TIME)> then\n set [☁ 世界記録 v] to (TIME)\n end\n end\nend\n\n@スプライト9\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(ステージ) = [8]> then\n show\n glide (1) secs to x: (0) y: (-180)\n wait (0.5) seconds\n glide (1) secs to x: (0) y: (0)\n end\n if <(ステージ) > [8]> then\n hide\n end\nend\n\n@たけのこ\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\ngo to x: (0) y: (-10)\nforever\n if <(ステージ) = [11]> then\n show\n glide (1) secs to x: (0) y: (50)\n glide (1) secs to x: (0) y: (-20)\n wait (1) seconds\n wait (1) seconds\n end\n if <(ステージ) > [11]> then\n hide\n end\nend\n\n@スプライト11\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\ngo to x: (0) y: (-10)\nforever\n if <(ステージ) = [11]> then\n show\n glide (1) secs to x: (0) y: (50)\n glide (1) secs to x: (0) y: (-90)\n wait (1) seconds\n wait (1) seconds\n end\n if <(ステージ) > [11]> then\n hide\n end\nend\n\n@スプライト10\n\n@スプライト12\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n repeat until <(ステージ) = [17]>\n wait (1) seconds\n change [time v] by (1)\n end\n if <(ステージ) = [17]> then\n show variable [☁ world record v]\n end\nend\n\nwhen [timer v] > (タイマー)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [35]\n set [横 v] to [20]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (7)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\nend\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\n@スプライト1\n\nwhen flag clicked\nset [季節 v] to [春]\n\nwhen flag clicked\nforever\n if <(季節) = [春]> then\n switch costume to (コスチューム1 v)\n end\n if <(季節) = [夏]> then\n switch costume to (コスチューム2 v)\n end\n if <(季節) = [秋]> then\n switch costume to (コスチューム3 v)\n end\n if <(季節) = [冬]> then\n switch costume to (コスチューム4 v)\n end\nend\n\n@☆と♡要求\n\nwhen flag clicked\nhide\nforever\n wait (10) 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\nwhen flag clicked\nhide variable [☁ world record v]\nforever\n if <(ステージ) = [17]> then\n if <(TIME) < (☁ world record)> then\n set [☁ world record v] to (TIME)\n show variable [☁ world record v]\n end\n end\nend\n\n
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[=『 拡散必須 』=]\n 【春夏秋冬 platformer】#art #GAME #platformer\n\n 星とハートよろしくお願いします:)\n⚫︎TIMEランキング⚫︎ 作者は91秒\n1位 @ri_ku_77 様 77秒\n\n 拡散したら名前書きます10人限定 \n日本語は下\n\nOperation arrow keys\nMobile☑︎\nIf you touch a beach ball, bamboo shoots, and Tsukushi, it will be Tahi.\n\n日本語\n \n操作 矢印キー\n モバイル☑︎\n ビーチボール,たけのこ,つくしに触れたらタヒにます\n\n拡散してくれた人\n@hankouki 様\n@sowasowa-nn 様\n@xcvhjgf 様\n@firao21 様\n@NICO-NEKO222 様\n@ri_ku_77 様\n@-SHANDERA- 様\n@\n@\n@\n\n■credit■\nプログラム/@takuno 様\nサムネの動き/@rarumu0826 様\nTEXT/COOLTEXT 様\n星とハート要求/@mototyanman 様\nプラフォのcostume/@-hamumu- 様\n\nタグ\n#all\n#ALL\n#ART\n#art\n#GAME\n#game\n#platformer\n#PLATFORMER\n#_YUPT\n#GAME\n#GAME\n#GAME\n#GAME\n#GAME
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Wizard Tales [DEMO] - A Platformer by KettleClog
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@Stage\n\nwhen flag clicked\nclear graphic effects\nswitch backdrop to (cutscene v)\n\nwhen I receive [level start v]\nclear graphic effects\nstop [other scripts in sprite v]\nswitch backdrop to (sky 1 v)\n\n@Music\n\nwhen I receive [start player v]\nwait (0.2) seconds\nset volume to (100) %\nif < ([costume name v] of [ground v]) contains [1-]?> then\n play sound [1 - Pine Forest Intro v] until done\n forever\n play sound [1 - Pine Forest v] until done\n end\nend\nif < ([costume name v] of [ground v]) contains [2-]?> then\n play sound [2 - Goblin Mines Intro v] until done\n forever\n play sound [2 - Goblin Mines v] until done\n end\nend\nif < ([costume name v] of [ground v]) contains [3-]?> then\n forever\n play sound [3 - Thunder Fields v] until done\n end\nend\n\nwhen I receive [fade out music v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstop [other scripts in sprite v]\nwait (1) seconds\nset volume to (100) %\nplay sound [Wizard Fight Intro v] until done\nforever\n play sound [Wizard Fight v] until done\nend\n\nwhen I receive [dragon die v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstop [other scripts in sprite v]\nwait (1) seconds\nset volume to (100) %\n\nwhen I receive [level clear v]\nset volume to (100) %\nbroadcast (STAGE CLEAR TEXT v)\nplay sound [Stage Clear v] until done\n\nwhen I receive [only stop music \(fade out\) v]\nrepeat (25)\n change volume by (-4)\nend\nstop all sounds\nstop [other scripts in sprite v]\nwait (1) seconds\nset volume to (100) %\n\n@Sprites\n\nwhen flag clicked\nclear graphic effects\nhide\n\nforever\n next costume\n wait (0.1) seconds\nend\n\n@Player Spawn Animation\n\nwhen I start as a clone\nshow\nrepeat (4)\n move (8) steps\nend\nrepeat (3)\n move (4) steps\nend\nrepeat (2)\n move (2) steps\nend\nrepeat (1)\n move (1) steps\nend\nwait (0.1) seconds\nrepeat (1)\n move (-1) steps\nend\nrepeat (2)\n move (-2) steps\nend\nrepeat (3)\n move (-4) steps\nend\nrepeat (4)\n move (-8) steps\nend\nset [player begin v] to [Y]\nbroadcast (Start Player v)\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\nend\n\nwhen I receive [level start v]\nset [player begin v] to [N]\nwait (1) seconds\nstart sound [Teleport2 v]\ngo to (p_collsion v)\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (45)\ncreate clone of (_myself_ v)\npoint in direction (0)\ncreate clone of (_myself_ v)\npoint in direction (-45)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ncreate clone of (_myself_ v)\npoint in direction (-135)\ncreate clone of (_myself_ v)\npoint in direction (180)\ncreate clone of (_myself_ v)\npoint in direction (135)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\n@P_Collsion\n\nwhen I receive [level start v]\nforever\n if <<touching (liquid v)?> and <touching (_edge_ v)?>> then\n start sound [Splash v]\n set [bullet x v] to (x position)\n set [bullet y v] to (y position)\n broadcast (Bullet Particle v)\n broadcast (INSTA KILL v)\n stop [other scripts in sprite v]\n stop [this script v]\n end\nend\n\nwhen I receive [level start v]\nshow\nforever\n if <(username) = [KettleClog]> then\n if <key (e v) pressed?> then\n set y to (0)\n set [speed y v] to [5]\n wait until <not <key (e v) pressed?>>\n end\n end\nend\n\nwhen I receive [level start v]\nwait until <(player begin) = [Y]>\nset [gravity v] to [-2]\nset [jump force v] to [17]\nset [acceleration v] to [1.2]\nset [resistance v] to [0.8]\nset [speed y v] to [-1]\nset [speed x v] to [0]\nforever\n if <(Player Motion) = [Y]> then\n if <<key (space v) pressed?> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <(Dash) = [N]> then\n if <(falling) < [2]> then\n set [speed y v] to (JUMP FORCE)\n end\n end\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n set [direction v] to [LEFT]\n change [speed x v] by ((0) - (ACCELERATION))\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n set [direction v] to [RIGHT]\n change [speed x v] by (ACCELERATION)\n end\n end\n set [speed x v] to ((speed x) * (RESISTANCE))\n if <(Dash) = [N]> then\n change [speed y v] by (GRAVITY)\n end\n Move - In steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\ndefine Move - In steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <touching (ground v)?> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <touching (ground v)?> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [level start v]\nforever\n if <not < ([costume name v] of [ground v]) contains [BOSS]?>> then\n if <(x position) > [239]> then\n set [player was touching ground v] to [N]\n change y by (2)\n broadcast (Right v)\n set x to (-240)\n change y by (2)\n set [respawnx v] to ((x position) + (20))\n set [respawn y v] to ((y position) + (2))\n wait (0.01) seconds\n broadcast (Clear up Clones v)\n wait until <not <(x position) > [239]>>\n end\n end\nend\n\nwhen I receive [start player v]\nset [dash v] to [N]\nwait until <not <key (o v) pressed?>>\nwait until <(falling) < [2]>\nforever\n if <(Player Motion) = [Y]> then\n if <key (o v) pressed?> then\n start sound [dash v]\n broadcast (Dash v)\n set [dash v] to [Y]\n if <<not <(speed x) = [18]>> or <not <(speed x) = [-18]>>> then\n if <(direction) = [RIGHT]> then\n repeat (10)\n set [speed x v] to [10]\n set [speed y v] to [0]\n end\n else\n repeat (10)\n set [speed x v] to [-10]\n set [speed y v] to [0]\n end\n end\n set [dash v] to [N]\n wait until <not <key (o v) pressed?>>\n wait until <(falling) < [2]>\n end\n end\n end\nend\n\nwhen flag clicked\nset [direction v] to [RIGHT]\n\nwhen I receive [level start v]\nset [player motion v] to [Y]\nforever\n if <[-170] > (y position)> then\n if <not <touching (liquid v)?>> then\n set [speed y v] to [0]\n set y to (200)\n broadcast (Right v)\n set [respawnx v] to (x position)\n set [respawn y v] to (y position)\n wait (0.01) seconds\n broadcast (Clear up Clones v)\n wait until <not <[-170] > (y position)>>\n end\n end\nend\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [player dead v]\nset [player motion v] to [N]\n\nwhen I receive [you died - letters v]\nstop [other scripts in sprite v]\nset [gravity v] to [-2]\nset [jump force v] to [17]\nset [acceleration v] to [1.2]\nset [resistance v] to [0.8]\nset [speed y v] to [0]\nset [speed x v] to [0]\ngo to x: (-180) y: (-122)\n\nwhen I receive [level start v]\ngo to x: (-180) y: (-122)\nshow\n\nwhen I receive [right v]\nif <(speed y) = [0]> then\n\nwhen flag clicked\nset y to (-170)\n\nwhen I receive [0-entermap v]\nstop [other scripts in sprite v]\nhide\n\n@P_Visual\n\nwhen I receive [0-entermap v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start player v]\nclear graphic effects\npoint in direction (90)\nshow\nset rotation style [left-right v]\nforever\n go to (p_collsion v)\n if <([dash v] of [p_collsion v]) = [N]> then\n if <(Player Motion) = [Y]> then\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n if <([falling v] of [p_collsion v]) > [0]> then\n switch costume to (ij v)\n else\n if <not <<key (a v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (right arrow v) pressed?>>>>> then\n change [player frame v] by (0.08)\n switch costume to ((1) + (([floor v] of (player frame) ) mod (2)))\n else\n change [player frame v] by (0.3)\n switch costume to ((1) + (([floor v] of (player frame) ) mod (2)))\n end\n end\n end\n if <(Player Motion) = [N]> then\n change [player frame v] by (0.08)\n switch costume to ((1) + (([floor v] of (player frame) ) mod (2)))\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [damage taken v]\nif <not <(costume [name v]) = [IDC]>> then\n start sound [Hurt v]\n set [ghost v] effect to (50)\n set [brightness v] effect to (80)\n repeat (8)\n change [brightness v] effect by (-10)\n end\n wait (1.2) seconds\n set [ghost v] effect to (0)\nend\n\nwhen I receive [level start v]\nforever\n\nif <<(y position) < [-170]> and <touching (liquid v)?>> then\n hide\nend\n\nshow\n\nwhen I receive [dash v]\nif <not <(costume [name v]) = [IDC]>> then\n repeat (5)\n wait (0.03) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nswitch costume to (idc v)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (12)\nend\ndelete this clone\n\nwhen I receive [dash v]\nif <not <(costume [name v]) = [IDC]>> then\n repeat until <([dash v] of [p_collsion v]) = [N]>\n switch costume to (id v)\n end\n repeat (1)\n switch costume to (id v)\n end\n stop [this script v]\nend\n\nwhen I receive [level start v]\nset [sign? v] to [N]\nforever\n if <touching (sign v)?> then\n set [sign? v] to [Y]\n else\n set [sign? v] to [N]\n end\nend\n\nwhen flag clicked\nset [sign? v] to [N]\n\nwhen I receive [level start v]\ngo to [front v] layer\n\nwhen I receive [clear up clones v]\ndelete this clone\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [player dead v]\nif <not <(costume [name v]) = [IDC]>> then\n go to [front v] layer\n start sound [kingknight_land2 v]\n broadcast (SCREEN SHAKE! v)\n stop [other scripts in sprite v]\n clear graphic effects\n broadcast (only stop music \(fade out\) v)\n switch costume to (idead v)\n wait (1) seconds\n hide\n broadcast (PLAYER EXPLODE v)\n wait (3) seconds\n broadcast ("YOU DIED" SCREEN v)\nend\n\nwhen I receive [player dead v]\ndelete this clone\n\nwhen I receive [start player v]\nset [brightness v] effect to (80)\nrepeat (8)\n change [brightness v] effect by (-10)\nend\n\n@P_Hurtbox\n\nwhen I receive [level start v]\nshow\nset [ghost v] effect to (100)\ngo to [back v] layer\nset rotation style [don't rotate v]\nforever\n go to (p_collsion v)\nend\n\nwhen I receive [level start v]\nforever\n if <(Player Motion) = [Y]> then\n if <<touching (fire hopper v)?> or <<touching (shroom v)?> or <<touching (shroom bullet v)?> or <<touching (fish v)?> or <<touching (devil v)?> or <<touching (devil bullet v)?> or <<touching (dragon v)?> or <<touching (dragon head v)?> or <<touching (dragon fire v)?> or >>>>>>>>> then\n broadcast (Damage Taken v)\n wait (1.5) seconds\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [player dead v]\nhide\n\n@P_Bullet\n\nwhen flag clicked\nset [player begin v] to [N]\nset [player motion v] to [N]\nswitch costume to (control v)\nhide\n\nwhen I receive [level start v]\ngo to [front v] layer\nswitch costume to (control v)\nhide\nwait until <(player begin) = [Y]>\nforever\n if <(Player Motion) = [Y]> then\n if <([dash v] of [p_collsion v]) = [N]> then\n if <key (p v) pressed?> then\n go to (p_visual v)\n create clone of (_myself_ v)\n wait until <not <key (p v) pressed?>>\n end\n end\n end\nend\n\nwhen I start as a clone\nstart sound [wizard_fire v]\nshow\nset rotation style [left-right v]\npoint in direction ([direction v] of [p_visual v])\nif <([direction v] of [p_visual v]) = [90]> then\n move ((20) + ([speed x v] of [p_collsion v])) steps\nelse\n move ((20) - ([speed x v] of [p_collsion v])) steps\nend\nchange y by (-12)\nswitch costume to (form1 v)\nwait (0.02) seconds\nswitch costume to (form2 v)\nwait (0.02) seconds\ngo to [front v] layer\nswitch costume to (bullet v)\nrepeat (2)\n move (13) steps\nend\nswitch costume to (bullet2 v)\nrepeat until <touching (_edge_ v)?>\n move (13) steps\nend\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <<touching (fire hopper v)?> or <<touching (shroom v)?> or <<touching (fish v)?> or <<touching (devil v)?> or <<touching (dragon v)?> or >>>>> then\n set [bullet x v] to (x position)\n set [bullet y v] to (y position)\n set [ghost v] effect to (100)\n switch costume to (hitbox v)\n move (13) steps\n broadcast (Enemy Flash v)\n broadcast (Bullet Particle v)\n wait (0.0001) seconds\n delete this clone\n end\nend\n\nwhen I receive [clear up clones v]\ndelete this clone\n\nwhen I receive [player dead v]\ndelete this clone\n\n@TEXT\n\nwhen I receive [damage taken v]\nswitch costume to (ouch! v)\ngo to (p_collsion v)\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nrepeat (6)\n change y by (6)\nend\nrepeat (3)\n change y by (3)\nend\nrepeat (2)\n change y by (2)\nend\nrepeat (1)\n change y by (1)\nend\nif <(costume [name v]) = [CHECKPOINT]> then\n wait (0.2) seconds\nend\nrepeat (10)\n show\n wait (0.02) seconds\n hide\n wait (0.02) seconds\nend\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [checkpoint v]\nswitch costume to (checkpoint v)\ngo to (checkpoint v)\nchange x by (10)\ncreate clone of (_myself_ v)\n\n@GROUND\n\nwhen flag clicked\nswitch costume to (1-1 v)\nhide\ngo to x: (0) y: (-4)\n\nwhen I receive [level start v]\nshow\nforever\n if <(username) = [KettleClog]> then\n if <key (e v) pressed?> then\n broadcast (Right v)\n wait until <not <key (e v) pressed?>>\n end\n end\nend\n\nwhen I receive [right v]\nnext costume\nif <(costume [name v]) = [TILESET]> then\n next costume\nend\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [you died - letters v]\nif << (costume [name v]) contains [1-]?> and <not <(costume [name v]) = [1-BOSS]>>> then\n switch costume to (1-1 v)\nend\nif <(costume [name v]) = [1-BOSS]> then\n switch costume to (1-13 v)\nend\n\n@BG\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [level start v]\nshow\ngo to x: (0) y: (-4)\nforever\n switch costume to ([costume name v] of [ground v])\nend\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\n@Clouds\n\nwhen I receive [level start v]\nshow\nswitch costume to (blue_f v)\ngo to [back v] layer\ngo to x: (0) y: (50)\nforever\n go to [back v] layer\n repeat (503)\n change x by (-1)\n wait (0.1) seconds\n end\n go to x: (0) y: (50)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\n@Far BG\n\nwhen flag clicked\ngo to x: (0) y: (10)\nswitch costume to (tree1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [right v]\nnext costume\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [level start v]\nstop [other scripts in sprite v]\nrepeat (10)\n set [ghost v] effect to (0)\n show\nend\n\nwhen I receive [thunder!! v]\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\nrepeat (15)\n change [ghost v] effect by (5)\nend\n\nwhen flag clicked\nforever\n if <(title space) = [Y]> then\n wait until <(RAIN?) = [N]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\nend\n\n@Arrow\n\nwhen I receive [destroy everything v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start player v]\ngo to x: (190) y: (-50)\nhide\nclear graphic effects\nforever\n if <([costume name v] of [ground v]) = [1-1]> then\n wait (1) seconds\n set [ghost v] effect to (100)\n show\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait until <not <([costume name v] of [ground v]) = [1-1]>>\n else\n clear graphic effects\n hide\n end\nend\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-1]> then\n repeat (10)\n change x by (1)\n end\n repeat (10)\n change x by (-1)\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@Health\n\nwhen I receive [damage taken v]\ngo to x: (-210) y: (110)\nrepeat (2)\n change x by (2)\nend\nrepeat (1)\n change x by (1)\nend\nrepeat (1)\n change x by (-1)\nend\nrepeat (4)\n change x by (-2)\nend\nrepeat (1)\n change x by (-1)\nend\nrepeat (1)\n change x by (1)\nend\nrepeat (1)\n change x by (2)\nend\nrepeat (2)\n change x by (1)\nend\ngo to x: (-210) y: (110)\n\nwhen I receive [level start v]\nclear graphic effects\ngo to x: (-210) y: (110)\nshow\nswitch costume to (5 v)\n\nwhen I receive [damage taken v]\nnext costume\nset [brightness v] effect to (80)\nrepeat (8)\n change [brightness v] effect by (-10)\nend\nclear graphic effects\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <(costume [name v]) = [0]> then\n broadcast (PLAYER DEAD v)\n wait until <not <(costume [name v]) = [0]>>\n end\nend\n\nwhen I receive [insta kill v]\nswitch costume to (0 v)\n\nwhen I receive [level start v]\nforever\n if <(username) = [KettleClog]> then\n if <key (1 v) pressed?> then\n broadcast (PLAYER DEAD v)\n wait (2) seconds\n wait until <not <key (1 v) pressed?>>\n end\n end\nend\n\nwhen I receive [you died - letters v]\nswitch costume to (5 v)\n\n@Fire Hopper\n\nwhen I start as a clone\nshow\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(x position) > ([x position v] of [p_hurtbox v])> then\n forever\n point in direction (-90)\n repeat until <<touching (e_stop v)?> or <<touching (_edge_ v)?> or <touching (dragon v)?>>>\n change x by (-2)\n end\n change x by (2)\n point in direction (90)\n repeat until <<touching (e_stop v)?> or <<touching (_edge_ v)?> or <touching (dragon v)?>>>\n change x by (2)\n end\n change x by (-2)\n end\nelse\n forever\n point in direction (90)\n repeat until <<touching (e_stop v)?> or <<touching (_edge_ v)?> or <touching (dragon v)?>>>\n change x by (2)\n end\n change x by (-2)\n point in direction (-90)\n repeat until <<touching (e_stop v)?> or <touching (_edge_ v)?>>\n change x by (-2)\n end\n change x by (2)\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [level start v]\nclear graphic effects\nforever\n if <([costume name v] of [ground v]) = [1-2]> then\n go to x: (50) y: (-102)\n create clone of (_myself_ v)\n go to x: (200) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-2]>>\n end\n if <([costume name v] of [ground v]) = [1-3]> then\n go to x: (80) y: (-102)\n create clone of (_myself_ v)\n go to x: (160) y: (-70)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-3]>>\n end\n if <([costume name v] of [ground v]) = [1-4]> then\n go to x: (200) y: (-102)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-4]>>\n end\n if <([costume name v] of [ground v]) = [1-5]> then\n go to x: (120) y: (-102)\n create clone of (_myself_ v)\n go to x: (-20) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-5]>>\n end\n if <([costume name v] of [ground v]) = [1-9]> then\n go to x: (-30) y: (-102)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-9]>>\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n go to x: (200) y: (-102)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-10]>>\n end\n if <([costume name v] of [ground v]) = [1-14]> then\n go to x: (-50) y: (-102)\n create clone of (_myself_ v)\n go to x: (210) y: (-102)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-14]>>\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n go to x: (-65) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-16]>>\n end\nend\n\nwhen I start as a clone\nwait (0.01) seconds\nforever\n repeat (pick random (1) to (2))\n repeat (2)\n change y by (3)\n end\n repeat (1)\n change y by (2)\n end\n repeat (1)\n change y by (1)\n end\n repeat (1)\n change y by (-1)\n end\n repeat (1)\n change y by (-2)\n end\n repeat (2)\n change y by (-3)\n end\n end\n repeat (pick random (1) to (2))\n repeat (2)\n change y by (2)\n end\n repeat (1)\n change y by (1)\n end\n repeat (1)\n change y by (-1)\n end\n repeat (2)\n change y by (-2)\n end\n end\nend\n\nwhen I start as a clone\nrepeat (3)\n wait until <touching (p_bullet v)?>\n start sound [enemy_gethit v]\n wait (0) seconds\nend\nwait until <touching (p_bullet v)?>\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nset [smoke x v] to (x position)\nset [smoke y v] to (y position)\nbroadcast (Enemy Drop Star v)\nbroadcast (SMOKE v)\nstart sound [enemy_die v]\ndelete this clone\n\nbroadcast (Enemy Explosion v)\n\nwhen I receive [enemy flash v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nif <touching (p_bullet v)?> then\n set [brightness v] effect to (80)\n repeat (8)\n change [brightness v] effect by (-10)\n end\nelse\n clear graphic effects\nend\n\nwhen I receive [spawn fire hopper v]\nstart sound [enemy_die v]\ngo to x: (Enemy X) y: (-134)\ncreate clone of (_myself_ v)\n\nwhen I receive [dragon die v]\ndelete this clone\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@E_STOP\n\nwhen I receive [level start v]\nshow\ngo to x: (0) y: (-4)\nset [ghost v] effect to (100)\nforever\n switch costume to ([costume name v] of [ground v])\nend\n\nwhen flag clicked\nhide\n\n@Bullet Particle\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [bullet particle v]\nif <(costume [name v]) = [Control]> then\n set x to (Bullet X)\n set y to (Bullet Y)\n point in direction (pick random (0) to (180))\n repeat (pick random (2) to (3))\n create clone of (_myself_ v)\n turn right (120) degrees\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (particle v)\nset size to (400) %\nshow\nrepeat (6)\n move (4) steps\n change y by (2)\nend\nrepeat (5)\n move (3) steps\n change y by (-2)\n change size by (-30)\nend\nrepeat (4)\n move (2) steps\n change y by (-4)\n change size by (-30)\nend\nrepeat (3)\n move (1) steps\n change y by (-6)\n change size by (-30)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (particle v)\n wait (0.02) seconds\n switch costume to (particle2 v)\n wait (0.02) seconds\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [clear up clones v]\ndelete this clone\n\nwhen I receive [bone explode v]\nif <(costume [name v]) = [Control]> then\n set x to (BONE X)\n set y to (BONE Y)\n point in direction (pick random (0) to (180))\n repeat (6)\n create clone of (_myself_ v)\n turn right (60) degrees\n end\nend\n\n@Enemy Explosion\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (particle v)\n wait (0.02) seconds\n switch costume to (particle2 v)\n wait (0.02) seconds\nend\n\nwhen I receive [enemy explosion v]\nif <(costume [name v]) = [Control]> then\n Explosion\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (particle v)\nset size to (400) %\nshow\nrepeat (6)\n move (4) steps\n change y by (2)\nend\nrepeat (5)\n move (3) steps\n change y by (-2)\n change size by (-30)\nend\nrepeat (4)\n move (2) steps\n change y by (-4)\n change size by (-30)\nend\nrepeat (3)\n move (1) steps\n change y by (-6)\n change size by (-30)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\ndefine Explosion\nhide\nset x to (Enemy X)\nset y to (Enemy Y)\npoint in direction (pick random (0) to (180))\nrepeat (6)\n turn right (60) degrees\n create clone of (_myself_ v)\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I receive [level start v]\nset [create particle v] to [Y]\n\nwhen I receive [clear up clones v]\ndelete this clone\n\n@Shroom\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nrepeat (2)\n wait until <touching (p_bullet v)?>\n start sound [enemy_gethit v]\n wait (0) seconds\nend\nwait until <touching (p_bullet v)?>\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Enemy Explosion v)\nbroadcast (Enemy Drop Star v)\nstart sound [enemy_die v]\ndelete this clone\n\ngo to [front v] layer\n\nwhen I receive [enemy flash v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nif <touching (p_bullet v)?> then\n set [brightness v] effect to (80)\n repeat (8)\n change [brightness v] effect by (-10)\n end\nelse\n clear graphic effects\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nset [mush cycle v] to [0]\nforever\n if <([costume name v] of [ground v]) = [1-4]> then\n set [mush cycle v] to [0]\n go to x: (65) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-4]>>\n end\n if <([costume name v] of [ground v]) = [1-5]> then\n set [mush cycle v] to [0]\n go to x: (190) y: (-70)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-5]>>\n end\n if <([costume name v] of [ground v]) = [1-6]> then\n set [mush cycle v] to [0]\n go to x: (210) y: (-70)\n create clone of (_myself_ v)\n wait (0.03) seconds\n set [mush cycle v] to [1]\n go to x: (145) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-6]>>\n end\n if <([costume name v] of [ground v]) = [1-9]> then\n set [mush cycle v] to [0]\n go to x: (210) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-9]>>\n end\n if <([costume name v] of [ground v]) = [1-11]> then\n set [mush cycle v] to [0]\n go to x: (65) y: (-102)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-11]>>\n end\n if <([costume name v] of [ground v]) = [1-15]> then\n set [mush cycle v] to [0]\n go to x: (0) y: (-102)\n create clone of (_myself_ v)\n set [mush cycle v] to [1]\n go to x: (140) y: (-70)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-15]>>\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n set [mush cycle v] to [0]\n go to x: (200) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-16]>>\n end\n if <([costume name v] of [ground v]) = [1-18]> then\n set [mush cycle v] to [0]\n go to x: (-20) y: (-134)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18]>>\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <([x position v] of [p_collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nrepeat (Mush Cycle)\n switch costume to (middle v)\n wait (0.3) seconds\n switch costume to (forward v)\n wait (0.3) seconds\nend\nforever\n switch costume to (middle v)\n wait (0.3) seconds\n switch costume to (back v)\n wait (0.3) seconds\n switch costume to (middle v)\n wait (0.03) seconds\n switch costume to (forward v)\n wait (0.03) seconds\n set [shroomx v] to (x position)\n set [shroomy v] to (y position)\n broadcast (Shroom Bullet v)\n switch costume to (middle v)\n wait (0.3) seconds\n switch costume to (forward v)\n wait (0.3) seconds\nend\n\n@Shroom Bullet\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [shroom bullet v]\nif <(costume [name v]) = [Control]> then\n set x to (ShroomX)\n set y to (ShroomY)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (form1 v)\nstart sound [wizard_fire v]\nif <([x position v] of [p_collsion v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nmove (20) steps\nchange y by (-8)\nshow\nswitch costume to (form1 v)\nwait (0.02) seconds\nswitch costume to (form2 v)\nwait (0.02) seconds\nswitch costume to (bullet1 v)\nrepeat (4)\n move (6) steps\nend\nswitch costume to (bullet2 v)\nrepeat until <touching (_edge_ v)?>\n move (6) steps\nend\ndelete this clone\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nwait (0.2) seconds\nforever\n switch costume to (bullet2 v)\n wait (0.08) seconds\n switch costume to (bullet3 v)\n wait (0.08) seconds\nend\n\nwhen I receive [clear up clones v]\ndelete this clone\n\n@Fish\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nif <touching (p_bullet v)?> then\n set [brightness v] effect to (80)\n repeat (8)\n change [brightness v] effect by (-10)\n end\nelse\n clear graphic effects\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (1)\n wait until <touching (p_bullet v)?>\n start sound [enemy_gethit v]\n wait (0) seconds\nend\nwait until <touching (p_bullet v)?>\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Enemy Explosion v)\nstart sound [enemy_die v]\nhide\nset y to (-200)\ncreate clone of (_myself_ v)\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-7]> then\n go to x: (50) y: (-200)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-7]>>\n end\n if <([costume name v] of [ground v]) = [1-8]> then\n go to x: (-45) y: (-200)\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (145) y: (-200)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-8]>>\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n go to x: (-45) y: (-200)\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (110) y: (-200)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-10]>>\n end\n if <([costume name v] of [ground v]) = [1-11]> then\n go to x: (130) y: (-200)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-11]>>\n end\n if <([costume name v] of [ground v]) = [1-17]> then\n go to x: (0) y: (-200)\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (120) y: (-200)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-17]>>\n end\nend\n\ngo to x: (0) y: (-200)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\nwhen I start as a clone\ngo to [front v] layer\nset y to (-200)\nwait (0.6) seconds\nshow\nset rotation style [left-right v]\nforever\n start sound [lava_drop v]\n set [bullet x v] to (x position)\n set [bullet y v] to ((y position) + (20))\n broadcast (Bullet Particle v)\n show\n repeat (10)\n change y by (10)\n end\n repeat (6)\n change y by (5)\n end\n repeat (4)\n change y by (3)\n end\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (4)\n change y by (-3)\n end\n repeat (6)\n change y by (-5)\n end\n repeat (10)\n change y by (-10)\n end\n hide\n start sound [Splash v]\n set [bullet x v] to (x position)\n set [bullet y v] to ((y position) + (20))\n broadcast (Bullet Particle v)\n wait (pick random (0.1) to (1)) seconds\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (up1 v)\n wait (0.1) seconds\n switch costume to (up2 v)\n wait (0.2) seconds\n switch costume to (up1 v)\n wait (0.1) seconds\n switch costume to (up3 v)\n wait (0.2) seconds\nend\n\n@Liquid\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [level start v]\nforever\n hide\n if <([costume name v] of [ground v]) = [1-7]> then\n show\n end\n if <([costume name v] of [ground v]) = [1-8]> then\n show\n end\n if <([costume name v] of [ground v]) = [1-9]> then\n show\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n show\n end\n if <([costume name v] of [ground v]) = [1-11]> then\n show\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n show\n end\n if <([costume name v] of [ground v]) = [1-17]> then\n show\n end\nend\n\nwhen I receive [level start v]\ngo to x: (0) y: (-12)\nforever\n set y to (-12)\n change x by (8)\n wait (0.2) seconds\n change x by (-8)\n wait (0.2) seconds\n set y to (-10)\n change x by (8)\n wait (0.2) seconds\n change x by (-8)\n wait (0.2) seconds\nend\n\nwhen flag clicked\nhide\n\n@Stage HUD\n\nwhen I receive [start player v]\nswitch costume to (pine forest v)\nclear graphic effects\nhide\ngo to x: (-100) y: (200)\nwait (0.5) seconds\nshow\nrepeat (5)\n change y by (-6)\nend\nrepeat (3)\n change y by (-3)\nend\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nwait (5) seconds\nrepeat (10)\n change y by (1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sign\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nhide\nforever\n if <([costume name v] of [ground v]) = [1-3.5]> then\n switch costume to (level 1 sign 1 v)\n show\n else\n hide\n end\nend\n\nwhen I receive [level start v]\ngo to (ground v)\nhide\nforever\n if <(SIGN?) = [Y]> then\n switch costume to (l1s1 w v)\n else\n switch costume to (level 1 sign 1 v)\n end\nend\n\n@Sign Text\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <(SIGN?) = [Y]> then\n switch costume to (1 v)\n set [ghost v] effect to (0)\n go to x: (96) y: (-100)\n go to [front v] layer\n show\n repeat (4)\n change y by (5)\n end\n repeat (3)\n change y by (3)\n end\n repeat (2)\n change y by (2)\n end\n switch costume to (arrow v)\n wait until <(SIGN?) = [N]>\n switch costume to (1 v)\n repeat (5)\n change [ghost v] effect by (20)\n change y by (1)\n end\n else\n hide\n end\nend\n\n@Star Collectable\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [enemy drop star v]\nset [star rng v] to (pick random (1) to (3))\nif <(Star RNG) = [1]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [ghost v] effect to (0)\nset x to (Enemy X)\nset y to (Enemy Y)\nswitch costume to (1 v)\nshow\nwait (0.02) seconds\nswitch costume to (2 v)\nwait (0.02) seconds\nswitch costume to (3 v)\nforever\n repeat (3)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (3)\n change y by (-2)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (2)\n change y by (1)\n end\n repeat (3)\n change y by (2)\n end\nend\n\nwhen I receive [level start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(distance to [p_collsion v]) < [80]> then\n stop [other scripts in sprite v]\n switch costume to (3 v)\n set [ghost v] effect to (0)\n repeat (1)\n point towards (p_collsion v)\n move (1) steps\n go to [front v] layer\n if <touching (p_hurtbox v)?> then\n broadcast (Star touched player v)\n stop [this script v]\n end\n end\n repeat (1)\n point towards (p_collsion v)\n move (2) steps\n go to [front v] layer\n if <touching (p_hurtbox v)?> then\n broadcast (Star touched player v)\n stop [this script v]\n end\n end\n repeat (1)\n point towards (p_collsion v)\n move (4) steps\n go to [front v] layer\n if <touching (p_hurtbox v)?> then\n broadcast (Star touched player v)\n stop [this script v]\n end\n end\n repeat (1)\n point towards (p_collsion v)\n move (6) steps\n go to [front v] layer\n if <touching (p_hurtbox v)?> then\n broadcast (Star touched player v)\n stop [this script v]\n end\n end\n forever\n point towards (p_collsion v)\n move (8) steps\n go to [front v] layer\n if <touching (p_hurtbox v)?> then\n broadcast (Star touched player v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [clear up clones v]\ndelete this clone\n\nrepeat (2)\n change y by (-4)\nend\n\nwhen I receive [star touched player v]\nif <touching (p_hurtbox v)?> then\n switch costume to (2 v)\n repeat (1)\n point towards (p_collsion v)\n move (10) steps\n go to [front v] layer\n end\n switch costume to (1 v)\n repeat (1)\n point towards (p_collsion v)\n move (10) steps\n go to [front v] layer\n end\n start sound [Contra SFX \(29\) v]\n broadcast (Star Collect v)\n delete this clone\nend\n\n@Star HUD\n\nwhen I receive [star collect v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [level start v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (160) y: (146)\nshow\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [star collect v]\nwait (0.04) seconds\ngo to x: (160) y: (146)\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (2)\nend\n\n@*TENS\n\nwhen I receive [star collect v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [level start v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (160) y: (146)\nshow\n\nwhen flag clicked\nswitch costume to (0 v)\nclear graphic effects\nhide\n\nwhen I receive [star collect v]\nwait (0.02) seconds\ngo to x: (160) y: (146)\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (2)\nend\n\nwhen I receive [star tens v]\nnext costume\n\n@*DIGITS\n\nwhen I receive [star collect v]\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I receive [level start v]\ngo to [front v] layer\nclear graphic effects\ngo to x: (160) y: (146)\nshow\n\nwhen flag clicked\nswitch costume to (0 v)\nclear graphic effects\nhide\n\nwhen I receive [star collect v]\nnext costume\nif <(costume [name v]) = [0]> then\n broadcast (STAR TENS v)\nend\ngo to x: (160) y: (146)\nrepeat (2)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nrepeat (2)\n change y by (1)\nend\nrepeat (2)\n change y by (2)\nend\n\n@Devil\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [enemy flash v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nif <touching (p_bullet v)?> then\n set [brightness v] effect to (80)\n repeat (8)\n change [brightness v] effect by (-10)\n end\nelse\n clear graphic effects\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (11)\n wait until <touching (p_bullet v)?>\n start sound [enemy_gethit v]\n wait (0) seconds\nend\nwait until <touching (p_bullet v)?>\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nbroadcast (Enemy Explosion v)\nbroadcast (Devil Bones v)\nbroadcast (Enemy Drop Star v)\nstart sound [enemy_die v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-12]> then\n go to x: (169) y: (-86)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-12]>>\n end\n if <([costume name v] of [ground v]) = [1-14]> then\n go to x: (120) y: (-118)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-14]>>\n end\n if <([costume name v] of [ground v]) = [1-16]> then\n go to x: (80) y: (-86)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-16]>>\n end\n if <([costume name v] of [ground v]) = [1-18]> then\n go to x: (90) y: (-54)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-18]>>\n end\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nshow\nswitch costume to (2 v)\nwait (0.3) seconds\nswitch costume to (1 v)\nrepeat (3)\n repeat (4)\n change x by (-2)\n end\n switch costume to (2 v)\n repeat (4)\n change x by (-2)\n end\n switch costume to (1 v)\nend\nforever\n set [devil action v] to (pick random (1) to (2))\n if <(Devil Action) = [1]> then\n repeat (4)\n switch costume to (shoot v)\n wait (0.1) seconds\n set [devil x v] to (x position)\n set [devil y v] to (y position)\n broadcast (Devil Bullet v)\n end\n switch costume to (1 v)\n repeat (3)\n repeat (4)\n change x by (2)\n end\n switch costume to (2 v)\n repeat (4)\n change x by (2)\n end\n switch costume to (1 v)\n end\n end\n if <(Devil Action) = [2]> then\n repeat (4)\n switch costume to (shoot v)\n wait (0.1) seconds\n set [devil x v] to (x position)\n set [devil y v] to (y position)\n broadcast (Devil Bullet v)\n end\n repeat (6)\n change x by (2)\n change y by (8)\n end\n repeat (4)\n change x by (2)\n change y by (4)\n end\n repeat (2)\n change x by (2)\n change y by (1)\n end\n repeat (2)\n change x by (2)\n change y by (-1)\n end\n repeat (4)\n change x by (2)\n change y by (-4)\n end\n repeat (6)\n change x by (2)\n change y by (-8)\n end\n start sound [kingknight_land v]\n wait (0.02) seconds\n end\n set [devil action v] to (pick random (1) to (2))\n if <(Devil Action) = [1]> then\n repeat (4)\n switch costume to (shoot v)\n wait (0.1) seconds\n set [devil x v] to (x position)\n set [devil y v] to (y position)\n broadcast (Devil Bullet v)\n end\n switch costume to (2 v)\n repeat (3)\n repeat (4)\n change x by (-2)\n end\n switch costume to (2 v)\n repeat (4)\n change x by (-2)\n end\n switch costume to (1 v)\n end\n end\n if <(Devil Action) = [2]> then\n repeat (6)\n change x by (-2)\n change y by (8)\n end\n repeat (4)\n change x by (-2)\n change y by (4)\n end\n repeat (2)\n change x by (-2)\n change y by (1)\n end\n repeat (2)\n change x by (-2)\n change y by (-1)\n end\n repeat (4)\n change x by (-2)\n change y by (-4)\n end\n repeat (6)\n change x by (-2)\n change y by (-8)\n end\n start sound [kingknight_land v]\n wait (0.02) seconds\n end\nend\n\nwhen I start as a clone\nforever\n if <([x position v] of [p_collsion v]) > (x position)> then\n point in direction (90)\n else\n point in direction (-90)\n end\nend\n\n@Devil Bullet\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I receive [devil bullet v]\nif <(costume [name v]) = [Control]> then\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nstart sound [explode_small v]\ngo to [front v] layer\nset x to (DEVIL X)\nset y to (DEVIL Y)\nif <([x position v] of [p_collsion v]) > (x position)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nmove (23) steps\nchange y by (-12)\nswitch costume to (1 v)\nshow\nrepeat (6)\n go to [front v] layer\n move (6) steps\n change y by (10)\nend\nrepeat (3)\n move (6) steps\n change y by (5)\nend\nrepeat (2)\n move (6) steps\n change y by (2)\nend\nrepeat (2)\n move (6) steps\n change y by (1)\nend\nrepeat (2)\n move (6) steps\n change y by (-1)\nend\nrepeat (2)\n move (6) steps\n change y by (-2)\nend\nrepeat (3)\n move (6) steps\n change y by (-5)\nend\nrepeat (6)\n move (6) steps\n change y by (-10)\nend\nrepeat until <touching (_edge_ v)?>\n move (6) steps\n change y by (-15)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n switch costume to (1 v)\n wait (0.02) seconds\n switch costume to (2 v)\n wait (0.02) seconds\nend\n\nwhen I start as a clone\nforever\n if <touching (_edge_ v)?> then\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\n@CHECKPOINT\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n if <([costume name v] of [ground v]) = [1-13]> then\n go to x: (0) y: (-100)\n create clone of (_myself_ v)\n wait until <not <([costume name v] of [ground v]) = [1-13]>>\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\nswitch costume to (inactive v)\nwait until <([x position v] of [p_hurtbox v]) > (x position)>\nstart sound [Contra SFX \(29\) v]\nswitch costume to (active1 v)\nset [brightness v] effect to (80)\nset [enemy x v] to ((x position) + (10))\nset [enemy y v] to (y position)\nbroadcast (Enemy Explosion v)\nbroadcast (Checkpoint v)\nrepeat (8)\n change [brightness v] effect by (-10)\nend\nforever\n switch costume to (active1 v)\n wait (0.2) seconds\n switch costume to (active 2 v)\n wait (0.2) seconds\nend\n\n@Bat\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Dragon\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [dragon die v]\nset [player motion v] to [N]\nclear graphic effects\nstop [other scripts in sprite v]\nrepeat (3)\n change x by (10)\n wait (0.01) seconds\n change x by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change x by (5)\n wait (0.01) seconds\n change x by (-5)\n wait (0.01) seconds\nend\nrepeat (3)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\n\nwhen I receive [enemy flash v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nif <touching (p_bullet v)?> then\n set [brightness v] effect to (50)\n repeat (5)\n change [brightness v] effect by (-10)\n end\n stop [this script v]\nelse\n clear graphic effects\n stop [this script v]\nend\n\nwhen I receive [dragon fight start v]\nset [dragon hp v] to [100]\nforever\n if <touching (p_bullet v)?> then\n start sound [enemy_gethit v]\n change [dragon hp v] by (-1)\n end\nend\n\nwhen I receive [screen shake! v]\nrepeat (3)\n change y by (15)\n wait (0.01) seconds\n change y by (-15)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change y by (5)\n wait (0.01) seconds\n change y by (-5)\n wait (0.01) seconds\nend\n\nwhen I receive [level start v]\nhide\nforever\n if <([costume name v] of [ground v]) = [1-BOSS]> then\n wait until <<([x position v] of [p_collsion v]) > [-180]> and <([falling v] of [p_collsion v]) = [0]>>\n broadcast (Fade out music v)\n set [player motion v] to [N]\n go to x: (160) y: (200)\n point in direction (90)\n broadcast (Summon Dragon v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [summon dragon v]\nwait (3) seconds\nshow\nset [dragon state v] to [FLAP]\nrepeat (50)\n change y by (-4)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nwait (1) seconds\nset [dragon state v] to [N]\nswitch costume to (idle1 v)\nrepeat (2)\n change y by (-3)\nend\nrepeat (3)\n change y by (-6)\nend\nrepeat (6)\n change y by (-12)\nend\nset y to (-134)\nset [dragon state v] to [IDLE]\nstart sound [kingknight_land v]\nstart sound [kingknight_land2 v]\nbroadcast (SCREEN SHAKE! v)\nbroadcast (Head Down v)\nwait (2) seconds\nbroadcast (Dragon fight start v)\nset [player motion v] to [Y]\n\nwhen I receive [summon dragon v]\nforever\n if <(Dragon State) = [FLAP]> then\n switch costume to (flap v)\n wait (0.08) seconds\n switch costume to (idle1 v)\n wait (0.08) seconds\n end\n if <(Dragon State) = [IDLE]> then\n switch costume to (idle2 v)\n wait (0.3) seconds\n switch costume to (idle1 v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [dragon fly v]\nset [dragon state v] to [FLAP]\nrepeat (8)\n change y by (4)\nend\nrepeat (6)\n change y by (6)\nend\nrepeat (4)\n change y by (8)\nend\nrepeat until <touching (_edge_ v)?>\n change y by (10)\nend\nrepeat (6)\n change y by (10)\nend\nif <(x position) > [0]> then\n go to x: (-160) y: (200)\n point in direction (-90)\nelse\n go to x: (160) y: (200)\n point in direction (90)\nend\nbroadcast (Summon Dragon 2 v)\nhide\n\nwhen I receive [summon dragon 2 v]\nwait (1) seconds\nshow\nset [dragon state v] to [FLAP]\nrepeat (50)\n change y by (-4)\nend\nrepeat (3)\n change y by (-2)\nend\nrepeat (2)\n change y by (-1)\nend\nbroadcast (Dragon head shoot in air v)\nwait (0.4) seconds\nset [dragon state v] to [N]\nswitch costume to (idle1 v)\nrepeat (2)\n change y by (-3)\nend\nrepeat (3)\n change y by (-6)\nend\nrepeat (6)\n change y by (-12)\nend\nset y to (-134)\nset [dragon state v] to [IDLE]\nstart sound [kingknight_land v]\nstart sound [kingknight_land2 v]\nbroadcast (SCREEN SHAKE! v)\nbroadcast (Head Down v)\nwait (2) seconds\nset [dragon fly? v] to [N]\n\nwhen I receive [dragon skeleton v]\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nhide\n\nwhen I receive [dragon fight start v]\nforever\n if <<(Dragon HP) = [0]> or <(Dragon HP) < [0]>> then\n clear graphic effects\n stop [other scripts in sprite v]\n set [enemy x v] to (x position)\n set [enemy y v] to (y position)\n broadcast (Dragon Die v)\n end\nend\n\n@Dragon Head\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [dragon die v]\nset [player motion v] to [N]\nclear graphic effects\nswitch costume to (dead v)\nstop [other scripts in sprite v]\nrepeat (3)\n change x by (10)\n wait (0.01) seconds\n change x by (-10)\n wait (0.01) seconds\nend\nrepeat (3)\n change x by (5)\n wait (0.01) seconds\n change x by (-5)\n wait (0.01) seconds\nend\nrepeat (3)\n change x by (2)\n wait (0.01) seconds\n change x by (-2)\n wait (0.01) seconds\nend\n\nwhen I receive [dragon skeleton v]\nhide\n\nwhen I receive [enemy flash v]\nset [brightness v] effect to (50)\nrepeat (5)\n change [brightness v] effect by (-10)\nend\nstop [this script v]\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nhide\n\nwhen I receive [summon dragon v]\nset [head y v] to [0]\nset [head x v] to [2]\ngo to (dragon v)\nwait (3.25) seconds\nshow\nforever\n point in direction ([direction v] of [dragon v])\n set y to (([y position v] of [dragon v]) + (Head Y))\n if <([direction v] of [dragon v]) = [90]> then\n set x to (([x position v] of [dragon v]) + (Head X))\n else\n set x to (([x position v] of [dragon v]) - (Head X))\n end\nend\n\nwhen I receive [head down v]\nrepeat (5)\n change [head y v] by (-1)\nend\nwait (1) seconds\nrepeat (5)\n change [head y v] by (1)\nend\nwait (0.4) seconds\n\nrepeat (4)\n change [head y v] by (1)\nend\n\nwhen I receive [dragon fight start v]\nset [dragon fly? v] to [N]\nswitch costume to (close v)\nforever\n repeat (1)\n repeat (4)\n change [head y v] by (1)\n end\n wait (0.6) seconds\n repeat (4)\n change [head y v] by (-1)\n end\n end\n repeat (pick random (1) to (2))\n repeat (1)\n switch costume to (open v)\n repeat (4)\n change [head y v] by (-3)\n change [head x v] by (-2)\n end\n broadcast (Dragon Fire Ball v)\n wait (0.6) seconds\n repeat (4)\n change [head y v] by (3)\n change [head x v] by (2)\n end\n switch costume to (close v)\n wait (0.2) seconds\n end\n repeat (1)\n wait (0.2) seconds\n switch costume to (open v)\n repeat (4)\n change [head y v] by (3)\n change [head x v] by (1)\n end\n broadcast (Dragon Fire Summon v)\n wait (0.4) seconds\n repeat (4)\n change [head y v] by (-3)\n change [head x v] by (-1)\n end\n end\n switch costume to (close v)\n wait (1.2) seconds\n end\n switch costume to (close v)\n wait (0.1) seconds\n repeat (1)\n set [dragon fly? v] to [Y]\n broadcast (Dragon Fly v)\n wait until <(Dragon Fly?) = [N]>\n end\nend\n\nwhen I receive [summon dragon 2 v]\nhide\nset [head y v] to [0]\nwait (1.2) seconds\nshow\n\nwhen I receive [dragon head shoot in air v]\nrepeat (1)\n switch costume to (open v)\n repeat (4)\n change [head y v] by (3)\n change [head x v] by (1)\n end\n broadcast (Dragon Fire Summon v)\n wait (0.4) seconds\n repeat (4)\n change [head y v] by (-3)\n change [head x v] by (-1)\n end\nend\nswitch costume to (close v)\n\nwhen I receive [level start v]\nswitch costume to (close v)\n\nwhen I receive [dragon die v]\n\n@Dragon Fire\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [explode_small v]\npoint in direction ([direction v] of [dragon head v])\ngo to (dragon head v)\nmove (-70) steps\nchange y by (20)\nshow\nswitch costume to (1 v)\nrepeat (2)\n move (-3) steps\n change y by (-3)\nend\nswitch costume to (2 v)\nrepeat (2)\n move (-3) steps\n change y by (-3)\nend\nswitch costume to (3 v)\nrepeat until <touching (_edge_ v)?>\n move (-7) steps\nend\nrepeat (2)\n move (-7) steps\nend\ndelete this clone\n\nwhen I receive [dragon fire ball v]\nrepeat (2)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen I start as a clone\nwait until <touching (ground v)?>\nforever\n switch costume to (3 v)\n wait (0.1) seconds\n switch costume to (4 v)\n wait (0.1) seconds\nend\n\nwhen I receive [dragon die v]\ndelete this clone\n\n@Devil Bones\n\nwhen I receive [devil bones v]\nset x to (Enemy X)\nset y to (Enemy Y)\npoint in direction (-75)\npoint in direction (75)\nswitch costume to (hand 1 v)\ncreate clone of (_myself_ v)\npoint in direction (-75)\nswitch costume to (hand 2 v)\ncreate clone of (_myself_ v)\npoint in direction (45)\nswitch costume to (ribs v)\ncreate clone of (_myself_ v)\npoint in direction (-45)\nswitch costume to (skull v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [Hand 2]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (2)\n move (2) steps\n change y by (6)\n end\n repeat (2)\n move (2) steps\n change y by (3)\n end\n repeat (2)\n move (1) steps\n change y by (2)\n end\n repeat (2)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Skull]> then\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (3)\n move (2) steps\n change y by (6)\n end\n repeat (3)\n move (2) steps\n change y by (3)\n end\n repeat (3)\n move (1) steps\n change y by (2)\n end\n repeat (3)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Hand 1]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (1)\n move (2) steps\n change y by (6)\n end\n repeat (1)\n move (2) steps\n change y by (3)\n end\n repeat (1)\n move (1) steps\n change y by (2)\n end\n repeat (1)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [Ribs]> then\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (4)\n move (2) steps\n change y by (6)\n end\n repeat (4)\n move (2) steps\n change y by (3)\n end\n repeat (4)\n move (1) steps\n change y by (2)\n end\n repeat (4)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\n@Dragon Fire Summon\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [dragon die v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [dragon fire summon v]\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.15) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nhide\n\nwhen I start as a clone\nshow\nstart sound [explode_small v]\npoint in direction ([direction v] of [dragon head v])\ngo to (dragon head v)\nmove (-70) steps\nchange y by (20)\nset [fire speed v] to [-4]\nshow\nswitch costume to (1 v)\nrepeat (8)\n move (Fire Speed) steps\n change y by (8)\nend\nswitch costume to (2 v)\nrepeat (6)\n move (Fire Speed) steps\n change y by (6)\nend\nrepeat (3)\n move (Fire Speed) steps\n change y by (3)\nend\nswitch costume to (3 v)\nrepeat (2)\n move (Fire Speed) steps\n change y by (2)\nend\nrepeat (1)\n move (Fire Speed) steps\n change y by (1)\nend\nrepeat (1)\n move (Fire Speed) steps\n change y by (-1)\nend\nrepeat (2)\n move (Fire Speed) steps\n change y by (-2)\nend\nswitch costume to (4 v)\nrepeat (3)\n move (Fire Speed) steps\n change y by (-3)\nend\nrepeat (6)\n move (Fire Speed) steps\n change y by (-6)\nend\nrepeat until <touching (ground v)?>\n move (Fire Speed) steps\n change y by (-8)\nend\nset [enemy x v] to (x position)\nset [enemy y v] to (y position)\nset [smoke x v] to (x position)\nset [smoke y v] to (y position)\nbroadcast (SMOKE v)\nstart sound [enemy_die v]\ndelete this clone\n\n@B-HUNDREDS\n\nwhen I receive [level start v]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (146)\nhide\n\nwhen I receive [dragon fight start v]\nshow\nforever\n if <<(Dragon HP) = [100]> or <(Dragon HP) > [100]>> then\n switch costume to (letter (1) of (Dragon HP))\n else\n switch costume to (0 v)\n end\nend\n\nwhen I receive [dragon die v]\nwait (1) seconds\nhide\n\n@B-TENS\n\nwhen I receive [dragon die v]\nwait (1) seconds\nhide\n\nwhen I receive [dragon fight start v]\nshow\nforever\n if <<(Dragon HP) = [100]> or <(Dragon HP) > [100]>> then\n switch costume to (letter (2) of (Dragon HP))\n else\n if <<(Dragon HP) = [10]> or <(Dragon HP) > [10]>> then\n switch costume to (letter (1) of (Dragon HP))\n else\n switch costume to (0 v)\n end\n end\n if <<(Dragon HP) = [0]> or <[0] > (Dragon HP)>> then\n switch costume to (0 v)\n end\nend\n\nwhen flag clicked\ngo to x: (14) y: (146)\nhide\n\nwhen I receive [level start v]\nhide\n\n@B-DIGITS\n\nwhen I receive [dragon die v]\nwait (1) seconds\nhide\n\nwhen I receive [dragon fight start v]\nshow\nforever\n if <<(Dragon HP) = [100]> or <(Dragon HP) > [100]>> then\n switch costume to (letter (3) of (Dragon HP))\n else\n if <<(Dragon HP) = [10]> or <(Dragon HP) > [10]>> then\n switch costume to (letter (2) of (Dragon HP))\n else\n switch costume to (letter (1) of (Dragon HP))\n end\n end\n if <<(Dragon HP) = [0]> or <[0] > (Dragon HP)>> then\n switch costume to (0 v)\n end\nend\n\nwhen flag clicked\ngo to x: (28) y: (146)\nhide\n\nwhen I receive [level start v]\nhide\n\n@boss explosion\n\nwhen I receive [dragon die v]\nstart sound [kingknight_land2 v]\nwait (1) seconds\nrepeat (5)\n set x to (([x position v] of [dragon v]) + (pick random (-50) to (50)))\n set y to (([y position v] of [dragon v]) + (pick random (-20) to (40)))\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\nrepeat (5)\n set x to (([x position v] of [dragon v]) + (pick random (-50) to (50)))\n set y to (([y position v] of [dragon v]) + (pick random (-20) to (40)))\n create clone of (_myself_ v)\n wait (0.04) seconds\nend\nrepeat (5)\n set x to (([x position v] of [dragon v]) + (pick random (-50) to (50)))\n set y to (([y position v] of [dragon v]) + (pick random (-20) to (40)))\n create clone of (_myself_ v)\n wait (0.03) seconds\nend\nrepeat (5)\n set x to (([x position v] of [dragon v]) + (pick random (-50) to (50)))\n set y to (([y position v] of [dragon v]) + (pick random (-20) to (40)))\n create clone of (_myself_ v)\n wait (0.02) seconds\nend\nrepeat (5)\n set x to (([x position v] of [dragon v]) + (pick random (-50) to (50)))\n set y to (([y position v] of [dragon v]) + (pick random (-20) to (40)))\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\nrepeat (15)\n set x to (([x position v] of [dragon v]) + (pick random (-50) to (50)))\n set y to (([y position v] of [dragon v]) + (pick random (-20) to (40)))\n create clone of (_myself_ v)\nend\nbroadcast (Dragon Skeleton v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nstart sound [explode_small v]\nshow\nset [brightness v] effect to (100)\nswitch costume to (1 v)\nwait (0.01) seconds\nswitch costume to (2 v)\nwait (0.01) seconds\nswitch costume to (3 v)\nwait (0.01) seconds\nswitch costume to (4 v)\nwait (0.01) seconds\ndelete this clone\n\n@Dragon Skeleton\n\nwhen I start as a clone\nif <(costume [name v]) = [LEG1]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (5)\n move (2) steps\n change y by (6)\n end\n repeat (5)\n move (2) steps\n change y by (3)\n end\n repeat (5)\n move (1) steps\n change y by (2)\n end\n repeat (5)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I receive [dragon skeleton v]\nset x to (Enemy X)\nset y to (Enemy Y)\ngo to (dragon v)\npoint in direction (75)\nswitch costume to (leg1 v)\ncreate clone of (_myself_ v)\npoint in direction (-75)\nswitch costume to (leg2 v)\ncreate clone of (_myself_ v)\npoint in direction (45)\nswitch costume to (ribs v)\ncreate clone of (_myself_ v)\npoint in direction (-45)\nswitch costume to (skull v)\ncreate clone of (_myself_ v)\npoint in direction (90)\nswitch costume to (tail v)\ncreate clone of (_myself_ v)\nwait (3.5) seconds\nbroadcast (Level Clear v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [LEG2]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (6)\n move (2) steps\n change y by (6)\n end\n repeat (6)\n move (2) steps\n change y by (3)\n end\n repeat (6)\n move (1) steps\n change y by (2)\n end\n repeat (6)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [SKULL]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (7)\n move (2) steps\n change y by (6)\n end\n repeat (7)\n move (2) steps\n change y by (3)\n end\n repeat (7)\n move (1) steps\n change y by (2)\n end\n repeat (7)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to ((x position) - (32))\n set [bone y v] to ((y position) + (28))\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [RIBS]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (8)\n move (2) steps\n change y by (6)\n end\n repeat (8)\n move (2) steps\n change y by (3)\n end\n repeat (8)\n move (1) steps\n change y by (2)\n end\n repeat (8)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to ((y position) + (20))\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [TAIL]> then\n set rotation style [don't rotate v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (9)\n move (0) steps\n change y by (6)\n end\n repeat (9)\n move (0) steps\n change y by (3)\n end\n repeat (9)\n move (0) steps\n change y by (2)\n end\n repeat (9)\n move (0) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to ((x position) - (-50))\n set [bone y v] to ((y position) + (15))\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\n@Smoke\n\nwhen I receive [destroy everything v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nswitch costume to (control v)\nhide\n\nwhen I start as a clone\npoint in direction (0)\nturn right (pick random (-30) to (30)) degrees\nwait (0.01) seconds\nforever\n move (4) steps\n change [ghost v] effect by (5)\nend\n\nwhen I start as a clone\nshow\nswitch costume to (1 v)\nwait (0.1) seconds\nswitch costume to (2 v)\nwait (0.1) seconds\nrepeat (6)\n switch costume to (3 v)\n change [pixelate v] effect by (2)\n wait (0.01) seconds\n switch costume to (4 v)\n change [pixelate v] effect by (2)\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I receive [smoke v]\nif <(costume [name v]) = [Control]> then\n go to x: (smoke x) y: (smoke y)\n repeat (4)\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [right v]\ndelete this clone\n\n@player skeleton\n\nwhen I start as a clone\nif <(costume [name v]) = [BONE1]> then\n start sound [enemy_die v]\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (2)\n move (2) steps\n change y by (6)\n end\n repeat (2)\n move (2) steps\n change y by (3)\n end\n repeat (2)\n move (1) steps\n change y by (2)\n end\n repeat (2)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I receive [player explode v]\nif <([direction v] of [p_visual v]) = [-90]> then\n go to (p_visual v)\n point in direction (-5)\n switch costume to (hat v)\n create clone of (_myself_ v)\n point in direction (75)\n switch costume to (bone1 v)\n create clone of (_myself_ v)\n point in direction (-75)\n switch costume to (bone2 v)\n create clone of (_myself_ v)\n point in direction (45)\n switch costume to (ribs v)\n create clone of (_myself_ v)\n point in direction (-45)\n switch costume to (skull v)\n create clone of (_myself_ v)\nelse\n go to (p_visual v)\n point in direction (5)\n switch costume to (hat v)\n create clone of (_myself_ v)\n point in direction (-75)\n switch costume to (bone1 v)\n create clone of (_myself_ v)\n point in direction (75)\n switch costume to (bone2 v)\n create clone of (_myself_ v)\n point in direction (-45)\n switch costume to (ribs v)\n create clone of (_myself_ v)\n point in direction (45)\n switch costume to (skull v)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [BONE2]> then\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (4)\n move (2) steps\n change y by (6)\n end\n repeat (4)\n move (2) steps\n change y by (3)\n end\n repeat (4)\n move (1) steps\n change y by (2)\n end\n repeat (4)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [RIBS]> then\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (6)\n move (2) steps\n change y by (6)\n end\n repeat (6)\n move (2) steps\n change y by (3)\n end\n repeat (6)\n move (1) steps\n change y by (2)\n end\n repeat (6)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [SKULL]> then\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (8)\n move (2) steps\n change y by (6)\n end\n repeat (8)\n move (2) steps\n change y by (3)\n end\n repeat (8)\n move (1) steps\n change y by (2)\n end\n repeat (8)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n set [bone x v] to (x position)\n set [bone y v] to (y position)\n start sound [enemy_die v]\n broadcast (BONE EXPLODE v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [HAT]> then\n set rotation style [left-right v]\n clear graphic effects\n go to [front v] layer\n show\n wait (0) seconds\n repeat (10)\n move (2) steps\n change y by (6)\n end\n repeat (10)\n move (2) steps\n change y by (3)\n end\n repeat (10)\n move (1) steps\n change y by (2)\n end\n repeat (10)\n move (1) steps\n change y by (1)\n end\n wait (0) seconds\n repeat (4)\n hide\n move (1) steps\n change y by (1)\n wait (0.01) seconds\n show\n move (1) steps\n change y by (1)\n wait (0.01) seconds\n end\n delete this clone\nend\n\n@BLACK FADE\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nhide\n\nwhen I receive ["you died" screen v]\nhide\nclear graphic effects\nswitch costume to (black v)\nwait (0.5) seconds\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (DESTROY EVERYTHING v)\nwait (0.4) seconds\nbroadcast (YOU DIED - letters v)\nwait (1.6) seconds\nclear graphic effects\n\nwhen I receive [fade out black v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [level start v]\nswitch costume to (black v)\n\nwhen I receive [dragon die v]\nswitch costume to (white v)\nrepeat (1)\n clear graphic effects\n show\n wait (0.01) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\nwhen I receive [player dead v]\nswitch costume to (white v)\nrepeat (3)\n clear graphic effects\n show\n wait (0.01) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [dragon skeleton v]\nswitch costume to (white v)\nrepeat (1)\n clear graphic effects\n show\n wait (0.01) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [thunder!! v]\nswitch costume to (white v)\nrepeat (2)\n clear graphic effects\n show\n wait (0.01) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [level start v]\nswitch costume to (black v)\ngo to [front v] layer\nset [ghost v] effect to (0)\nshow\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nhide\n\nwhen I receive [level clear fin- fade to black v]\nswitch costume to (black v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@BIG TEXT\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [you died - letters v]\ngo to x: (0) y: (400)\nclear graphic effects\nset [letter time spacing v] to [0.08]\nhide\nswitch costume to (y v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (o v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (u v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (d v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (i v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (e v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (d2 v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nwait (3) seconds\nbroadcast (Delete Letters v)\nwait (1) seconds\nbroadcast (Level Start v)\nbroadcast (Fade out black v)\n\nwhen I start as a clone\nset size to (400) %\ngo to [front v] layer\nshow\nset y to (400)\nrepeat (15)\n change y by (-12)\nend\nif <not < (costume [name v]) contains [1]?>> then\n start sound [slimeball_hit v]\nend\nrepeat (1)\n change y by (6)\nend\nrepeat (3)\n change y by (3)\nend\nrepeat (1)\n change y by (2)\nend\nrepeat (1)\n change y by (-2)\nend\nrepeat (3)\n change y by (-3)\nend\nrepeat (1)\n change y by (-6)\nend\nrepeat (1)\n change y by (1)\nend\nrepeat (1)\n change y by (-1)\nend\n\nwhen I receive [delete letters v]\nif < (costume [name v]) contains [1]?> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nelse\n repeat (20)\n change [brightness v] effect by (-5)\n end\nend\ndelete this clone\n\nwhen I receive [stage clear text v]\ngo to x: (0) y: (400)\nclear graphic effects\nset [letter time spacing v] to [0.08]\nhide\nswitch costume to (1s v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1t v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1a v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1g v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1e v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1c v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1l v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1e2 v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1a2 v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nswitch costume to (1r v)\ncreate clone of (_myself_ v)\nwait (letter time spacing) seconds\nwait (4) seconds\nbroadcast (Delete Letters v)\nwait (1) seconds\nbroadcast (level clear fin- fade to black v)\nwait (1) seconds\nbroadcast (END OF DEMO v)\n\nwait (1) seconds\n\nbroadcast (Right v)\n\n@MAP\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ngo to [front v] layer\n\nwhen I receive [0-entermap v]\nhide\nset [ghost v] effect to (100)\nswitch backdrop to (cutscene v)\nswitch costume to (0-0 v)\nwait (1) seconds\ngo to [front v] layer\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.5) seconds\nbroadcast (0Map-THEODORE v)\nrepeat until <(costume [name v]) = [1-0]>\n wait (0.2) seconds\n start sound [explode_small v]\n next costume\nend\nrepeat (7)\n switch costume to (1-0arrow v)\n wait (0.3) seconds\n switch costume to (1-0 v)\n wait (0.3) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (1) seconds\nbroadcast (Level Start v)\n\nwhen I receive [level start v]\nstop [other scripts in sprite v]\nhide\n\n@TITLE\n\nwhen I receive [level start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nstart sound [pop v]\nset x to (0)\nset y to (-4)\nhide\nset [ghost v] effect to (100)\nswitch costume to (kettleclog v)\nshow\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (2.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [ghost v] effect to (0)\nwait (0.2) seconds\nset [rain? v] to [Y]\nswitch costume to (players1 v)\ncreate clone of (_myself_ v)\nswitch costume to (ground v)\ncreate clone of (_myself_ v)\nwait (0.7) seconds\nswitch costume to (1w v)\nrepeat (11)\n wait (0.01) seconds\n create clone of (_myself_ v)\n next costume\nend\nset [brightness v] effect to (100)\nset [ghost v] effect to (0)\nswitch costume to (thunder2 v)\nshow\nstart sound [explode_medium v]\nbroadcast (THUNDER!! v)\nwait (0.2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nstart sound [TITLE v]\nswitch costume to (press space v)\ncreate clone of (_myself_ v)\nbroadcast (PRESS SPACE v)\nforever\n wait (pick random (0.5) to (2.5)) seconds\n if <(title space) = [N]> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n switch costume to (thunder1 v)\n show\n start sound [explode_medium v]\n broadcast (THUNDER!! v)\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n wait (pick random (0.5) to (2.5)) seconds\n if <(title space) = [N]> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n switch costume to (thunder2 v)\n show\n start sound [explode_medium v]\n broadcast (THUNDER!! v)\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n end\n wait (pick random (0.5) to (2.5)) seconds\n if <(title space) = [N]> then\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n switch costume to (thunder3 v)\n show\n start sound [explode_medium v]\n broadcast (THUNDER!! v)\n wait (0.2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\nend\n\nwhen flag clicked\nset [rain? v] to [N]\nif <(username) = [KettleClog]> then\n wait until <key (q v) pressed?>\n stop all sounds\n set [rain? v] to [N]\n broadcast (Level Start v)\nend\n\nwhen I start as a clone\nforever\n if <(costume [name v]) = [GROUND]> then\n show\n repeat (14)\n change x by (-1)\n end\n change x by (14)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [GROUND]> then\n set [ghost v] effect to (100)\n wait (1.4) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [PLAYERS1]> then\n go to [back v] layer\n show\n forever\n switch costume to (players1 v)\n wait (0.15) seconds\n switch costume to (players2 v)\n wait (0.15) seconds\n end\nend\n\nwhen I start as a clone\nif <not <<(costume [name v]) = [PLAYERS1]> or <<(costume [name v]) = [PRESS SPACE]> or <(costume [name v]) = [GROUND]>>>> then\n go to [front v] layer\n set y to (50)\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n show\n repeat (1)\n change y by (6)\n change [ghost v] effect by (-25)\n change [brightness v] effect by (-20)\n end\n repeat (2)\n change y by (4)\n change [ghost v] effect by (-25)\n change [brightness v] effect by (-20)\n end\n repeat (2)\n change y by (2)\n change [ghost v] effect by (-25)\n change [brightness v] effect by (-20)\n end\n change y by (1)\n change y by (-1)\n repeat (2)\n change y by (-2)\n end\n repeat (2)\n change y by (-4)\n end\n repeat (1)\n change y by (-6)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n forever\n wait (2) seconds\n repeat (2)\n change y by (6)\n end\n repeat (1)\n change y by (4)\n end\n repeat (1)\n change y by (2)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n repeat (1)\n change y by (-2)\n end\n repeat (1)\n change y by (-4)\n end\n repeat (2)\n change y by (-6)\n end\n repeat (2)\n change y by (1)\n end\n repeat (2)\n change y by (-1)\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [PLAYERS1]> then\n set [ghost v] effect to (100)\n wait (1.4) seconds\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [PRESS SPACE]> then\n go to [front v] layer\n set y to (-20)\n show\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n forever\n show\n wait (0.4) seconds\n if <(title space) = [N]> then\n hide\n end\n wait (0.2) seconds\n end\nend\n\nwhen I receive [press space v]\nwait until <not <key (space v) pressed?>>\nwait until <key (space v) pressed?>\nset [title space v] to [Y]\nstop all sounds\nstart sound [Contra SFX \(29\) v]\nif <(costume [name v]) = [PRESS SPACE]> then\n show\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n show\n wait (0.01) seconds\n hide\n wait (0.01) seconds\n end\n show\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nwait (2) seconds\nset [rain? v] to [N]\nif <(costume [name v]) = [GROUND]> then\n broadcast (DESTROY RAIN v)\nend\nrepeat (20)\n change [ghost v] effect by (5)\nend\nset [idk what to call this v] to [Y]\nif <(costume [name v]) = [GROUND]> then\n broadcast (0-ENTERMAP v) and wait\nend\ndelete this clone\n\nset [acceleration v] to [0]\n\ndelete this clone\n\nwhen flag clicked\nset [title space v] to [N]\n\n@RAIN\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\n if <(RAIN?) = [Y]> then\n set [rain pos v] to (pick random (1) to (16))\n if <(RAIN POS) = [1]> then\n set x to (230)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [2]> then\n set x to (200)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [3]> then\n set x to (170)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [4]> then\n set x to (140)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [5]> then\n set x to (110)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [6]> then\n set x to (80)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [7]> then\n set x to (50)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [8]> then\n set x to (20)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [9]> then\n set x to (-10)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [10]> then\n set x to (-40)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [11]> then\n set x to (-70)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [12]> then\n set x to (-100)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [13]> then\n set x to (-130)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [14]> then\n set x to (-160)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [15]> then\n set x to (-190)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [16]> then\n set x to (-220)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [level start v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nshow\nclear graphic effects\nset [ghost v] effect to (60)\nset [brightness v] effect to (100)\nrepeat (19)\n change y by (-15)\nend\nrepeat until <<touching (title v)?> or <<touching (ground v)?> or <touching (p_collsion v)?>>>\n change y by (-15)\nend\nchange y by (4)\nswitch costume to (costume2 v)\nwait (0.01) seconds\nswitch costume to (costume3 v)\nwait (0.01) seconds\nswitch costume to (costume4 v)\nwait (0.01) seconds\ndelete this clone\n\nwhen I receive [level start v]\nforever\n if <(RAIN?) = [Y]> then\n set [rain pos v] to (pick random (1) to (16))\n if <(RAIN POS) = [1]> then\n set x to (230)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [2]> then\n set x to (200)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [3]> then\n set x to (170)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [4]> then\n set x to (140)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [5]> then\n set x to (110)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [6]> then\n set x to (80)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [7]> then\n set x to (50)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [8]> then\n set x to (20)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [9]> then\n set x to (-10)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [10]> then\n set x to (-40)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [11]> then\n set x to (-70)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [12]> then\n set x to (-100)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [13]> then\n set x to (-130)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [14]> then\n set x to (-160)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [15]> then\n set x to (-190)\n create clone of (_myself_ v)\n end\n if <(RAIN POS) = [16]> then\n set x to (-220)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n change x by (-1)\nend\n\nwhen I receive [destroy rain v]\nrepeat (30)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@MAP CHARACTERS\n\nwhen I receive [0map-theodore v]\nswitch costume to (i2 v)\ngo to x: (-300) y: (-152)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nrepeat (10)\n change x by (4)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (4)\nend\nrepeat (4)\n change x by (4)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [I2]> then\n forever\n switch costume to (i2 v)\n wait (0.1) seconds\n switch costume to (i1 v)\n wait (0.1) seconds\n end\nend\n\n@WATER FALL\n\nwhen flag clicked\nhide\n\nwhen I receive [level start v]\nforever\n hide\n if <([costume name v] of [ground v]) = [1-15]> then\n switch costume to (1-15 v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <([costume name v] of [ground v]) = [1-17]> then\n switch costume to (1-17 v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <([costume name v] of [ground v]) = [1-18]> then\n switch costume to (1-18 v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <([costume name v] of [ground v]) = [1-10]> then\n switch costume to (1-10 v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <([costume name v] of [ground v]) = [1-8]> then\n switch costume to (1-8 v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <([costume name v] of [ground v]) = [1-9]> then\n switch costume to (1-9 v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\n if <([costume name v] of [ground v]) = [1-BOSS]> then\n switch costume to (1-boss v)\n show\n go to [back v] layer\n go [forward v] (3) layers\n end\nend\n\nwhen I receive [level start v]\nset y to (-4)\nforever\n repeat (6)\n change y by (-2)\n end\n change y by (12)\nend\n\nwait (0.1) seconds\nwait (0.1) seconds\n\n@DEMO\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\n\nwhen I receive [end of demo v]\nshow\ngo to [front v] layer\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (-10)\nend\nstop [all v]\n\n
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- - - - - - - - - - HOW TO PLAY / CONTROLS: - - - - - - - - - -\n\nThere are 2 control types - arrow keys and WASD. \n\nWASD CONTROL TYPE:\nWASD - Movement\nSpace / W - Jump\nP - Shoot\nO - Air Dash\n\nARROW KEY CONTROL TYPE:\nArrow keys - Movement\nSpace / Up Arrow - Jump\nP - Shoot\nO - Air Dash\n\nRemember to use the air dash - you won't get too far without it!\n\n- - - - - - - - - - - - - ABOUT THIS GAME - - - - - - - - - - - - - -\n\nWizard Tales is a retro-style platformer inspired by NES games such as Mega Man and Castlevania. Fight and platform your way through a variety challenging stages and beat as many bosses as you can. Rescue fellow wizards as you progress through the game; their abilities will prove useful against the armies of monsters in your way. Think you have what it takes? Have fun!\n\n- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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Red Platformer 3 || #game #trending #platformer #red #fun #cool #waeko
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@Stage\n\n@Player \n\nwhen flag clicked\nshow\ngo to x: (-215) y: (-110)\ngo to [front v] layer\nset [level v] to [1]\nset size to (60) %\nforever\n change [y v] by (-1)\n set [x v] to ((X) * (0.8))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (player1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (player2 v)\n change [x v] by (-1)\n end\n change x by (X)\n if <touching (platform v)?> then\n change y by (-4)\n change x by ((X) * (-1))\n if <touching (platform v)?> then\n change y by (4)\n end\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <touching (platform 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 <<mouse down?> and <(mouse y) > (y position)>>> and <touching (platform v)?>> then\n change [y v] by (10)\n end\n change y by (1)\n if <[220] < (x position)> then\n broadcast (next level v)\n end\n if <<<touching (pic2 v)?> or <touching (pic v)?>> or <(y position) < [-175]>> then\n go to x: (-215) y: (-110)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-215) y: (-110)\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n\n@Platform\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Pic\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n show\n go to x: (0) y: (0)\nend\n\n@Pic2\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n repeat until <not <[5] = (Level)>>\n repeat (32)\n change y by (-1)\n end\n wait (1) seconds\n repeat (32)\n change y by (1)\n end\n wait (1) seconds\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n reset timer\n hide\nend\n\nwhen [timer v] > (0)\nshow\ngo to [front v] layer\ngo to x: (-510) y: (0)\nrepeat (30)\n change x by ((() - (x position)) / (6))\nend\n\n@Skip\n\nwhen flag clicked\nforever\n go to x: (-170) y: (145)\n go to [front v] layer\n if <[10] = (Level)> then\n hide\n else\n show\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n repeat (15)\n change size by (((120) - (size)) / (4))\n end\n else\n clear graphic effects\n repeat (15)\n change size by (((100) - (size)) / (4))\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (next level v)\n wait (0.5) seconds\n end\nend\n\n
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Hey, new project !\n\nStop saying it's imposible, all levels are possible lmao\n\nRed Platformer 2\n179 blocks - 12 scripts - 6 sprites - 10 levels\n\n❤️+⭐ + follow :D\n\n\n\nPart 1 : https://scratch.mit.edu/projects/803391728/\nPart 2 : https://scratch.mit.edu/projects/810090776/\n\n\n\n\n\n\nTAGS\n#game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko #game #trending #platformer #red #fun #cool #waeko
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Catneric A Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (unlimited2 v)\n\nwhen flag clicked\nset [scene v] to [1]\nforever\n do magic\nend\n\ndefine do magic\n\nwhen I receive [\[intro\] over v]\nswitch backdrop to (unlimited v)\nforever\n play sound [fall-with-me-ncs-release v] until done\nend\n\nswitch backdrop to (SCENE)\n\nwhen I receive [\[intro\] end v]\nbroadcast (\[Intro\] over v)\n\n@blank\n\nwhen I receive [\[intro\] end v]\n\nwhen flag clicked\nbroadcast (\[Intro\] over v)\n\n@Ground\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\ngo to x: (0) y: (0)\nforever\n switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\nforever\n switch costume to (SCENE)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nshow\nset [scene v] to [1]\nforever\n set y to (Magma)\n switch costume to (SCENE)\nend\n\n@Player Trail\n\nwhen flag clicked\nhide\nset [length v] to [50]\n\nwhen I start as a clone\nshow\nrepeat (length)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n set [costume v] to ([costume name v] of [player v])\n set [direction v] to ([direction v] of [player v])\n set [y v] to ([y position v] of [player v])\n set [x v] to ([x position v] of [player v])\n switch costume to (costume)\n point in direction (direction)\n go to x: (x) y: (y)\n create clone of (_myself_ v)\nend\n\nchange [ghost v] effect by (10)\n\n@Sprite3\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Sprite4\n\nwhen flag clicked\nhide\ngo [forward v] (10) layers\n\n wait (pick random (0) to (0.02)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (pick random (70) to (90))\nset size to (pick random (25) to (45)) %\ngo to x: (pick random (240) to (-240)) y: (170)\npoint in direction (90)\nshow\nglide (pick random (2) to (8)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (red v)\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nswitch costume to (blue v)\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nswitch costume to (red v)\n\n@detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [actions \(love/fave\) v] to [0]\nforever\n set [touching v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\ndefine Detect (thing) at (x) (y)\nswitch costume to (empty v)\nset size to (27000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (thing)\nif <touching (mouse-pointer v)?> then\n set [touching v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [love]>\n wait (0.2) seconds\n if <(touching) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching) = [fave]>\n wait (0.2) seconds\n if <(touching) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\n@SHdow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n go to [back v] layer\n switch costume to (SCENE)\n set [ghost v] effect to (50)\nend\n\n@Player\n\nwhen flag clicked\ndelete all of [healths v]\nset rotation style [left-right v]\nreset\nsetup platformer\nbroadcast (Next Level v)\n\ndefine wall sensing bug\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (1)\nend\n\ndefine reset\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [next level v]\nreset\n\ndefine setup platformer\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [15]\nset [speed v] to [2]\nset [scene v] to [1]\n\nwhen I receive [\[intro\] over v]\nforever\n Show Health (health) of [7] offset y [-40]\n if <(health) < [1]> then\n start sound [Wood Tap v]\n broadcast (__Screen Wipe v)\n set [scene v] to [1]\n set [health v] to [7]\n end\n left and right controls\n wall sensing bug\n wall sensing bug\n wall sensing bug\n wall sensing bug\n walljumping/sensing\n wall sensing\n jumping\n if <(x position) > [239]> then\n broadcast (__Screen Wipe v)\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <<touching (lava v)?> or <touching (spikes v)?>> then\n broadcast (die v)\n start sound [Wood Tap v]\n change [health v] by (-1)\n reset\n end\n if <touching (trampoline v)?> then\n start sound [jump1 v]\n set [yvel v] to [20]\n end\nend\n\ndefine left and right controls\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [xvel v] by ((speed) - ((speed) * (2)))\n set [direction v] to [-90]\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [xvel v] by (speed)\n set [direction v] to [90]\nend\nset [xvel v] to ((xvel) * (0.85))\nchange x by (xvel)\n\ndefine walljumping/sensing\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by (-4)\n change x by ((xvel) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(xvel) > ((gravity) + ((gravity) - ((gravity) * (2))))> then\n set [xvel v] to (round ((gravity) - ((gravity) * (2))))\n else\n set [xvel v] to (round (gravity))\n end\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) / (2))))\n else\n set [xvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\n end\nend\n\ndefine wall sensing\nchange [yvel v] by ((((gravity) + ((gravity) - ((gravity) * (2)))) + (1)) * (-1))\nchange y by (yvel)\nif <<touching (ground v)?> or <touching (movin platformer v)?>> then\n change y by ((yvel) - ((yvel) * (2)))\n set [yvel v] to ((gravity) + ((gravity) - ((gravity) * (2))))\nend\nchange y by (-1)\n\ndefine jumping\nif <<<touching (ground v)?> or <touching (movin platformer v)?>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n start sound [jump1 v]\n set [yvel v] to (jump force)\nend\nchange y by (1)\n\nwhen I receive [\[intro\] over v]\nshow\nforever\n broadcast (forever loop v)\nend\n\nwhen I receive [forever loop v]\npoint in direction (direction)\nset [x v] to (round (x position))\nset [y v] to (round (y position))\n\ndefine Show Health (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen flag clicked\nswitch costume to (red v)\n\nforever\n\nbroadcast (run v)\n\nwhen flag clicked\nhide\n\nsetup platformer\n\nwait until <(Actions \(love/fave\)) = [2]>\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\n\nwait until <(Actions \(love/fave\)) = [2]>\n\nset [health v] to [7]\nset [gravity v] to [10]\nset [jump force v] to [20]\nset [speed v] to [3]\nset [scene v] to [1]\n\nwhen flag clicked\nwait until <(Actions \(love/fave\)) = [2]>\nswitch costume to (blue v)\n\nwhen flag clicked\n\nwhen flag clicked\nset [actions \(love/fave\) v] to [0]\n\n@health bar\n\nwhen flag clicked\nhide\ndelete all of [healths v]\n\nwhen I start as a clone\nset x to (item (1) of [healths v])\nset y to (item (2) of [healths v])\nswitch costume to ((10) * (item (3) of [healths v]))\ndelete (1) of [healths v]\ndelete (1) of [healths v]\ndelete (1) of [healths v]\nif <not <touching (_edge_ v)?>> then\n go to [front v] layer\n show\n wait (0) seconds\nend\ndelete this clone\n\ndefine show health bar (health) of (max) offset y (y)\nadd (x position) to [healths v]\nadd ((y position) + (y)) to [healths v]\nadd ((health) / (max)) to [healths v]\ncreate clone of (health bar v)\n\nwhen I start as a clone\nforever\n if <(EXIT) = [die]> then\n go to [front v] layer\n hide\n wait (0) seconds\n delete this clone\n else\n show\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Mobile\n\nwhen I receive [\[intro\] over v]\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mouse-pointer v)\n show\n wait until <not <mouse down?>>\n hide\n end\nend\n\nset [joystickx v] to (x position)\nset [joysticky v] to (y position)\n\n@Mobile2\n\ndefine block name\nif <(mouse x) > (x position)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(round (x position)) > (([x position v] of [mobile v]) + (19))>>\n change x by (1)\n end\nelse\n if <(x position) > (mouse x)> then\n repeat until <<(round (x position)) = (round (mouse x))> or <(([x position v] of [mobile v]) + (-19)) > (round (x position))>>\n change x by (-1)\n end\n end\nend\nif <(mouse y) > (y position)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(round (y position)) > (([y position v] of [mobile v]) + (19))>>\n change y by (1)\n end\nelse\n if <(y position) > (mouse y)> then\n repeat until <<(round (y position)) = (round (mouse y))> or <(([y position v] of [mobile v]) + (-19)) > (round (y position))>>\n change y by (-1)\n end\n end\nend\n\nwhen I receive [\[intro\] over v]\npoint in direction (90)\nhide\nforever\n if <mouse down?> then\n set [ghost v] effect to (50)\n go to (mobile v)\n show\n repeat until <not <mouse down?>>\n block name\n end\n hide\n end\nend\n\nforever\n \n say [Hello!]\n else\n say []\n end\nend\n\n\n move (1) steps\nend\n\nwhen flag clicked\n\nbroadcast (Play v)\n\n@Love and Fav\n\nwhen flag clicked\nhide\n\nwhen I receive [広告 v]\ncreate clone of (_myself_ v)\ngo to x: (152) y: (250)\nswitch costume to (ぐれー v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [ポップ v]\nrepeat (30)\n change y by (((145) - (y position)) / (6))\nend\nrepeat (3)\n next costume\n wait (0.75) seconds\nend\nrepeat (30)\n change y by (((220) - (y position)) / (6))\nend\nhide\n\nwhen I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (マウス v)\ngo to [front v] layer\nset size to (45) %\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change x by (((115) - (x position)) / (5))\n change y by (((140) - (y position)) / (5))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((156) - (x position)) / (5))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((195) - (x position)) / (5))\nend\nrepeat (20)\n change x by (((195) - (x position)) / (5))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((229) - (x position)) / (5))\n change y by (((95) - (y position)) / (5))\nend\nrepeat (10)\n change [ghost v] effect by (25)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [音◯ v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [音 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [広告 v]\nwait (0.9) seconds\nplay sound [Click v] until done\nwait (.7) seconds\nplay sound [Click v] until done\nwait (.7) seconds\nplay sound [Click v] until done\n\nrepeat (10)\n\nwhen I receive [\[intro\] over v]\nbroadcast (広告 v)\n\n@Tb\n\nwhen flag clicked\nforever\n set [タイマー v] to (timer)\nend\n\nwhen [timer v] > (タイマー)\ngo to [front v] layer\nset size to (100) %\nshow\nif <(costume [number v]) = [1]> then\n go to x: (-40) y: (0)\n set [brightness v] effect to (100)\n set [縦 v] to [53]\n set [横 v] to [2]\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((130) - (size)) / (1))\n set [縦 v] to (((縦) * (0.15)) + (((0) - (x position)) / (150.55)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (100)))\n change x by (縦)\n change y by (横)\n end\n repeat (20)\n change size by (((100) - (size)) / (5))\n set [縦 v] to (((縦) * (0.75)) + (((0) - (x position)) / (8.5)))\n set [横 v] to (((横) * (0.75)) + (((0) - (y position)) / (5)))\n change x by (縦)\n change y by (横)\n end\n go to x: (0) y: (0)\nend\n\nwhen [timer v] > (タイマー)\nif <not <(♡&☆) = [11]>> then\n broadcast (♡&☆ v)\nend\nforever\n set [タイマー v] to (timer)\nend\n\nwhen flag clicked\nhide\nswitch costume to (サムネ v)\n\nwhen I receive [タイムアウト v]\ngo to x: (0) y: (0)\nswitch costume to (タイムアウト v)\nstop [all v]\n\n@transition\n\nwhen flag clicked\nhide\n\nwhen I receive [die v]\nif <not <(win) = [1]>> then\n start sound [Whoosh v]\n wait () seconds\n go to x: (0) y: (0)\n set [ghost v] effect to (0)\n go [forward v] (1) layers\n go to [front v] layer\n go to [front v] layer\n switch costume to (costume1 v)\n set x to (500)\n show\n repeat (15)\n change x by (-70)\n change [ghost v] effect by (3)\n end\n hide\nend\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\nwait (10) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-100) y: (125)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\n@Sprite2\n\nwhen flag clicked\nforever\n block name\nend\n\nwhen I receive [\[part1\] end v]\n\nhide\n\nwhen flag clicked\nshow\ngo to [back v] layer\nset size to (100) %\ngo to x: (230) y: (160)\nforever\n change [size change v] by (5)\n change size by ([cos v] of ((Size change) * (1.5)) )\nend\n\ndefine block name\ngo [backward v] (1000000000000) layers\ngo to [back v] layer\n\nwhen flag clicked\n\nwhen I receive [\[part1\] end v]\nbroadcast (\[Intro\] end v)\n\n
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Welcome to Catneric.\n\nThis is a Generic Cat Platformer.\n\nI'm sorry to everyone that hates generic platformers. This will be the most generic thing I will make. \n\nThis game is mobile friendly too! :D
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Platformer Run !
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@Stage\n\nwhen flag clicked\ngo to [front v] layer\nhide variable [スコア v]\nset [brightness v] effect to (0)\nhide\n\nwhen I receive [メッセージ2 v]\nwait (0.3) seconds\nshow variable [スコア v]\nset [スコア v] to [0]\nrepeat (100)\n wait (0.45) seconds\n change [スコア v] by (1)\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (-54) y: (17)\nshow\n\n@スプライト3\n\nwhen flag clicked\nset volume to (0) %\n\nwhen I receive [メッセージ2 v]\nset volume to (100) %\nwait (1.5) seconds\nplay sound [intro2 v] until done\nplay sound [_CPU-Mood_ by Demonicity v] until done\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (0) y: (400)\nshow\nwait (2) seconds\nglide (2.5) secs to x: (0) y: (-400)\ngo to x: (0) y: (400)\n\n@スプライト5\n\nwhen flag clicked\ngo to x: (-54) y: (-67)\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nrepeat (4)\n change [ghost v] effect by (25)\nend\nstart sound [Collect v]\nbroadcast (メッセージ1 v)\nhide\n\n@Ball\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (メッセージ2 v)\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (-15) y: (380)\nshow\nwait (3.3) seconds\nglide (3) secs to x: (-18) y: (-380)\ngo to x: (-15) y: (380)\n\n@スプライト8\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (-30) y: (600)\nwait (5.3) seconds\nshow\nglide (4) secs to x: (-30) y: (-600)\ngo to x: (-30) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト9\n\n@本体\n\nwhen I receive [メッセージ2 v]\nswitch costume to (player v)\ngo to x: (-170) y: (-100)\nset [変数 v] to [0]\nset [変数2 v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\ngo [forward v] (5) layers\nshow\n\n say (username)\n change [変数 v] by (-1)\n change y by (変数)\n if <touching color (#00ffff)?> then\n change y by ((0) - (変数))\n set [変数 v] to [0]\n if <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [変数 v] to [18]\n start sound [Jump v]\n end\n end\n change x by (変数2)\n if <<<(x position) < (mouse x)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n change [変数2 v] by (1.2)\n point in direction (90)\n end\n if <<<(mouse x) < (x position)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n change [変数2 v] by (-1.2)\n point in direction (-90)\n end\n set [変数2 v] to ((変数2) / (1.1))\n if <touching color (#00fffe)?> then\n change x by ((0) - (変数2))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [変数 v] to [12]\n set [変数2 v] to ((変数2) * (-0.8))\n start sound [Jump v]\n else\n set [変数2 v] to [0]\n end\n end\n if <[3] < (ターボ)> then\n forever\n go to x: (-170) y: (-125)\n end\n end\n if <touching color (#a5a5a5)?> then\n start sound [Pew v]\n wait (0.15) seconds\n stop all sounds\n to by contenew\n broadcast (メッセージ2 v)\n wait (3) seconds\n broadcast (いく v)\n end\n if <<touching color (#ff0000)?> or <touching color (#ff9898)?>> then\n broadcast (プッシュ v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (コスチューム1 v)\nset size to (70) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\nwhen I receive [タヒ v]\ngo to x: (-170) y: (-125)\nswitch costume to (player v)\n\nwhen I receive [バック v]\nhide\n\nwhen I receive [隠しステージ v]\ngo to [front v] layer\nshow\n\ndefine to by contenew\ngo to [front v] layer\nswitch costume to (sprite3 v)\nset [変数 v] to [0]\npoint in direction (90)\nset rotation style [all around v]\nset [出久 v] to (pick random (15) to (18))\nstart sound [crashed oof 2 v]\nrepeat until <[-180] > (y position)>\n show\n go to [front v] layer\n turn right (出久) degrees\n change y by (出久)\n change [出久 v] by (-1)\nend\nhide\nswitch costume to (sprite1 v)\nwait (0.5) seconds\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-20)\npoint in direction (90)\nset [変数 v] to [9999]\n\nwhen I receive [タヒ v]\nto by contenew\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (36) y: (28)\ngo [forward v] (1) layers\nshow\n\n@スプライト10\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-18) y: (600)\nshow\nwait (9.8) seconds\nglide (4) secs to x: (-18) y: (-600)\ngo to x: (-18) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト11\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (0) y: (600)\nshow\nwait (7.8) seconds\nglide (4) secs to x: (0) y: (-600)\ngo to x: (0) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト16\n\nwhen flag clicked\ngo to x: (0) y: (200)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (0) y: (200)\ngo to [front v] layer\nshow\nrepeat (30)\n change y by (((130) - (y position)) / (8))\nend\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\nend\nrepeat (30)\n change y by (((200) - (y position)) / (8))\nend\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nhide\nwait (3) seconds\nhide\n\n@スプライト12\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-18) y: (600)\nshow\nwait (11.6) seconds\nglide (4) secs to x: (-18) y: (-600)\ngo to x: (-18) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト13\n\nwhen I receive [メッセージ2 v]\npoint in direction (0)\ngo to x: (-30) y: (600)\nshow\nwait (13.6) seconds\nglide (4) secs to x: (-30) y: (-600)\ngo to x: (-30) y: (600)\n\nwhen flag clicked\nhide\n\n@スプライト14\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (0) y: (600)\nshow\nwait (15) seconds\nglide (4) secs to x: (0) y: (-600)\ngo to x: (0) y: (600)\nbroadcast (次 v)\n\n@スプライト15\n\nwhen flag clicked\ngo to x: (300) y: (0)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (300) y: (0)\nwait (16.4) seconds\ngo to [front v] layer\nshow\nrepeat (30)\n change x by (((200) - (x position)) / (8))\nend\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\nend\nrepeat (30)\n change x by (((300) - (x position)) / (8))\nend\nhide\n\n@バグ解消\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (229) y: (-20)\ngo to [front v] layer\nshow\n\n@スプライト6\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (-45)\nwait (18.5) seconds\nshow\nglide (4) secs to x: (-600) y: (-45)\ngo to x: (600) y: (-45)\n\nwhen flag clicked\nhide\n\n@スプライト17\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (-45)\nwait (20.7) seconds\nshow\nglide (4) secs to x: (-600) y: (-45)\ngo to x: (600) y: (-45)\n\n@スプライト18\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (17)\nwait (22.7) seconds\nshow\nglide (4.5) secs to x: (-600) y: (17)\ngo to x: (600) y: (17)\n\nwhen flag clicked\nhide\n\n@スプライト19\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (670) y: (0)\nwait (25) seconds\nshow\nglide (4.8) secs to x: (-670) y: (0)\ngo to x: (670) y: (0)\n\nwhen flag clicked\nhide\n\n@スプライト20\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (600) y: (6)\nwait (27.5) seconds\nshow\nglide (4.5) secs to x: (-600) y: (6)\ngo to x: (600) y: (6)\n\nwhen flag clicked\nhide\n\n@スプライト21\n\nwhen flag clicked\ngo to x: (300) y: (0)\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (-300) y: (0)\nwait (32) seconds\ngo to [front v] layer\nshow\nrepeat (30)\n change x by (((-200) - (x position)) / (8))\nend\nrepeat (3)\n set [brightness v] effect to (50)\n wait (0.2) seconds\n set [brightness v] effect to (0)\n wait (0.2) seconds\nend\nrepeat (30)\n change x by (((-300) - (x position)) / (8))\nend\nhide\n\n@スプライト22\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (-46)\nwait (33.8) seconds\nshow\nglide (4) secs to x: (700) y: (-46)\ngo to x: (-700) y: (-46)\n\nwhen flag clicked\nhide\n\n@バグ解消2\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\ngo to x: (-255) y: (-20)\ngo to [front v] layer\nshow\n\n@スプライト23\n\nwhen I receive [メッセージ2 v]\ngo to x: (-700) y: (-112)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nwait (36) seconds\nshow\ngo to x: (-700) y: (-112)\nglide (4) secs to x: (700) y: (-112)\n\nwhen flag clicked\ngo to x: (-700) y: (-112)\nhide\n\nwhen I receive [プッシュ v]\nswitch costume to (コスチューム3 v)\nwait (0.05) seconds\nswitch costume to (コスチューム2 v)\nbroadcast (OK v)\nstart sound [Collect v]\n\n@スプライト24\n\nwhen I receive [メッセージ2 v]\ngo to x: (-700) y: (29)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nwait (40) seconds\nshow\nglide (4) secs to x: (700) y: (29)\ngo to x: (-700) y: (29)\n\nwhen flag clicked\ngo to x: (-600) y: (29)\nhide\n\nwhen I receive [ok v]\nswitch costume to (コスチューム3 v)\n\n@スプライト25\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (-46)\nwait (41.3) seconds\nshow\nglide (4) secs to x: (700) y: (-46)\ngo to x: (-700) y: (-46)\n\nwhen flag clicked\nhide\n\n@スプライト26\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (-46)\nwait (42.9) seconds\nshow\nglide (4) secs to x: (700) y: (-46)\ngo to x: (-700) y: (-46)\n\nwhen flag clicked\nhide\n\n@スプライト27\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-700) y: (20)\nwait (44.9) seconds\nshow\nglide (4) secs to x: (700) y: (20)\ngo to x: (-700) y: (20)\n\nwhen flag clicked\nhide\n\n@スプライト28\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\npoint in direction (90)\ngo to x: (-550) y: (20)\nwait (48) seconds\nshow\nstart sound [Win v]\nglide (2) secs to x: (0) y: (20)\nwait (1) seconds\nglide (2) secs to x: (550) y: (20)\nhide\n\n@スプライト29\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ2 v]\nwait (52) seconds\ngo to [front v] layer\nshow\n\n
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新作\nplatformer run\n画面左タップ・・・左移動\n画面右タップ・・・右移動\n画面左上タップ・・・左ジャンプ\n画面右上タップ・・・右ジャンプ\n\nNew work\nPlatformer run\nLeft tap on the screen ... move left\nRight tap on the screen ... Move to the right\nTap on the upper left of the screen ... Jump left\nTap in the upper right corner of the screen ... Jump to the right\n
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ピンポンプラットフォーマー/ping-pong platformer
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@Stage\n\nwhen I receive [next v]\nwait (2) seconds\nif <<<[4] < ([costume # v] of [地形 v])> and <([costume # v] of [地形 v]) < [10]>> or <<[16] < ([costume # v] of [地形 v])> and <([costume # v] of [地形 v]) < [22]>>> then\n switch backdrop to (neon tunnel v)\n if <(音楽) = [1]> then\n stop [other scripts in sprite v]\n set [音楽 v] to [2]\n broadcast (音楽 v)\n end\nelse\n switch backdrop to (blue sky 2 v)\n if <<(音楽) = [0]> or <(音楽) = [2]>> then\n stop [other scripts in sprite v]\n set [音楽 v] to [1]\n broadcast (音楽 v)\n end\nend\n\nwhen I receive [ゲームスタート v]\nswitch backdrop to (blue sky 2 v)\nstop [other scripts in sprite v]\nset [音楽 v] to [1]\nbroadcast (音楽 v)\n\nwhen I receive [音楽 v]\nforever\n if <(音楽) = [0]> then\n play sound [Dance Magic v] until done\n end\n if <(音楽) = [1]> then\n play sound [Xylo3 v] until done\n end\n if <(音楽) = [2]> then\n play sound [Video Game 2 v] until done\n end\nend\n\nwhen I receive [ホーム画面 v]\nswitch backdrop to (背景1 v)\nstop [other scripts in sprite v]\nset [音楽 v] to [0]\nbroadcast (音楽 v)\n\nwhen I receive [音楽 v]\nforever\n set volume to (音量を共有) %\nend\n\n@プラット\n\nwhen I receive [ゲームスタート v]\ngo to x: (-150) y: (0)\nset [重力 v] to [0]\nset [浮力 v] to [0]\nset [向き v] to [180]\nset [音ok? v] to [0]\nwait (1) seconds\nforever\n set [左右移動の増加 v] to ((左右移動の増加) / (2))\n if <(重力) < [20]> then\n change [重力 v] by (1)\n end\n if <[0] < (浮力)> then\n change [浮力 v] by (-1)\n end\n if <(浮力) < [0]> then\n set [浮力 v] to [0]\n end\n if <([abs v] of (向き) ) < [180]> then\n if <(向き) < [0]> then\n change [向き v] by (-1)\n else\n if <not <(向き) = [0]>> then\n change [向き v] by (1)\n end\n end\n end\n if <touching (paddle v)?> then\n set [向き v] to (round (パドルの残像の向き))\n set [浮力 v] to ([floor v] of (((スピード) + (5)) * ([abs v] of (([cos v] of (向き) ) + (1)) )) )\n if <(音ok?) = [0]> then\n set [音ok? v] to [1]\n broadcast (はい、タッチ☆ v)\n end\n end\n set [左右移動 v] to (((浮力) * ([sin v] of (向き) )) + (左右移動の増加))\n change x by (左右移動)\n turn right (左右移動) degrees\n change y by ((浮力) - (重力))\n if <<[240] < (x position)> or <<<([costume # v] of [地形 v]) = [4]> or <([costume # v] of [地形 v]) = [16]>> and <(y position) < [-180]>>> then\n hide\n set [重力 v] to [0]\n set [浮力 v] to [0]\n set [向き v] to [0]\n set [左右移動の増加 v] to [0]\n broadcast (next v) and wait\n if <<([costume # v] of [地形 v]) = [5]> or <([costume # v] of [地形 v]) = [17]>> then\n go to x: (-150) y: (187)\n point in direction (90)\n show\n glide (0.1) secs to x: (-150) y: (157)\n set [重力 v] to [10]\n else\n if <<([costume # v] of [地形 v]) = [10]> or <([costume # v] of [地形 v]) = [22]>> then\n go to x: (-150) y: (-170)\n point in direction (90)\n show\n set [向き v] to [15]\n set [浮力 v] to [25]\n else\n go to x: (-150) y: (0)\n point in direction (90)\n show\n wait (0.5) seconds\n end\n end\n end\n if <<(y position) < [-180]> or <touching color (#ff0000)?>> then\n hide\n play sound [Teleport2 v] until done\n wait (0.5) seconds\n set [重力 v] to [0]\n set [浮力 v] to [0]\n set [向き v] to [0]\n set [左右移動の増加 v] to [0]\n go to x: (-150) y: (0)\n point in direction (90)\n show\n if <<([costume # v] of [地形 v]) = [10]> or <([costume # v] of [地形 v]) = [22]>> then\n set [向き v] to [60]\n set [浮力 v] to [15]\n else\n wait (0.5) seconds\n end\n end\n if <touching (地形 v)?> then\n ペイン\n end\n if <(x position) < [-217]> then\n set x to (-217)\n end\n if <[157] < (y position)> then\n set y to (157)\n if <[3] < (浮力)> then\n change [浮力 v] by (-3)\n end\n end\nend\n\ndefine ペイン\nrepeat (重力)\n if <touching (地形 v)?> then\n change y by (1)\n if <([costume # v] of [地形 v]) = [5]> then\n change [左右移動の増加 v] by (0.2)\n end\n if <<([costume # v] of [地形 v]) = [7]> or <([costume # v] of [地形 v]) = [9]>> then\n change [左右移動の増加 v] by (-0.2)\n end\n end\nend\nif <touching (地形 v)?> then\n change x by ((左右移動) * (-1))\n change y by ((重力) * (-1))\n change y by (((浮力) - (重力)) * (-1))\n if <([costume # v] of [地形 v]) = [9]> then\n change y by (1)\n end\n repeat (重力)\n if <not <touching (地形 v)?>> then\n if < (左右移動) contains [-]?> then\n change x by (-1)\n else\n change x by (1)\n end\n end\n end\n if < (左右移動) contains [-]?> then\n change x by (2)\n else\n change x by (-2)\n end\nend\n\nwhen flag clicked\nswitch costume to (プラットさん v)\n\nwhen I receive [ホーム画面 v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (15)\npoint in direction (90)\nshow\n\nwhen I receive [次のコスチューム v]\nnext costume\nif <<(costume [number v]) = [7]> and <(クリアした?) = [0]>> then\n next costume\nend\n\nwhen I receive [前のコスチューム v]\nswitch costume to ((costume [number v]) - (1))\nif <<(costume [number v]) = [7]> and <(クリアした?) = [0]>> then\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [はい、タッチ☆ v]\nplay sound [Basketball Bounce v] until done\nset [音ok? v] to [0]\n\nwhen I receive [ゲームスタート v]\nforever\n set volume to (音量を共有) %\nend\n\nset [クリアした? v] to [0]\n\n@Paddle\n\nwhen I receive [ゲームスタート v]\nshow\nforever\n point towards (プラット v)\n change x by (((mouse x) - (x position)) / (2.8))\n change y by (((mouse y) - (y position)) / (2.8))\n create clone of (_myself_ v)\n if <touching (プラット v)?> then\n ペイン\n end\nend\n\nwhen I receive [ゲームスタート v]\ndelete all of [スピード測定 v]\nadd [nayuta70は神\(\)] to [スピード測定 v]\nadd [次亜塩素酸水最高] to [スピード測定 v]\nadd [\(゚∀゚\)アヒャ] to [スピード測定 v]\nadd [次亜塩素酸水様の略=次亜水] to [スピード測定 v]\nadd [やっぱ次亜水しか勝たん] to [スピード測定 v]\nset [スピード v] to [0]\nforever\n replace item (3) of [スピード測定 v] with ((item (1) of [スピード測定 v]) - (mouse x))\n replace item (4) of [スピード測定 v] with ((item (2) of [スピード測定 v]) - (mouse y))\n replace item (1) of [スピード測定 v] with (mouse x)\n replace item (2) of [スピード測定 v] with (mouse y)\n replace item (5) of [スピード測定 v] with ([sqrt v] of (([abs v] of (item (3) of [スピード測定 v]) ) + ([abs v] of (item (4) of [スピード測定 v]) )) )\n change [スピード v] by (item (5) of [スピード測定 v])\n set [スピード v] to ((スピード) * (0.7))\nend\n\ndefine ペイン\nrepeat until <not <touching (プラット v)?>>\n move (-1) steps\nend\nmove (3) steps\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (20)\n if <touching (プラット v)?> then\n ペイン\n end\nend\nset [パドルの残像の向き v] to (direction)\ndelete this clone\n\nwhen I receive [ホーム画面 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@地形\n\nwhen I receive [next v]\nwait (1.5) seconds\nnext costume\n\nwhen I receive [ゲームスタート v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [ホーム画面 v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [back v] layer\nhide\n\n@サブ地形\n\nwhen I receive [next v]\nwait (1.5) seconds\nnext costume\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nswitch costume to (コスチューム1 v)\nshow\nforever\n if <<not <<[3] < ([costume # v] of [地形 v])> and <([costume # v] of [地形 v]) < [10]>>> and <not <[15] < ([costume # v] of [地形 v])>>> then\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\n end\n go to [back v] layer\nend\n\nwhen I start as a clone\npoint in direction (90)\nswitch costume to (pick random (24) to (28))\nset [ghost v] effect to (pick random (10) to (50))\nset size to (pick random (30) to (70)) %\nset [雲飛行 v] to (((150) - (size)) + (pick random (-10) to (10)))\ngo to x: (-291) y: ((雲飛行) + (20))\ngo [backward v] (雲飛行) layers\nglide ((200) / (雲飛行)) secs to x: (295) y: ((雲飛行) + (20))\ndelete this clone\n\nwhen I receive [ゲームスタート v]\nforever\n if <<(costume [number v]) = [12]> and <touching (プラット v)?>> then\n set [ghost v] effect to (70)\n else\n clear graphic effects\n end\n if <(costume [number v]) = [18]> then\n turn right (5) degrees\n else\n point in direction (90)\n end\n if <(costume [number v]) = [20]> then\n set y to ((([tan v] of ((days since 2000) * (8640000)) ) * (20)) * (-1))\n else\n go to x: (0) y: (0)\n end\n if <<(costume [number v]) = [23]> and <touching (プラット v)?>> then\n set [クリアした? v] to [1]\n wait (1) seconds\n broadcast (ホーム画面 v)\n end\nend\n\nwhen I receive [ホーム画面 v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\n\n@next\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nswitch costume to (next v)\nhide\n\nwhen I receive [next v]\nset [表示タイプ v] to (pick random (1) to (3))\nif <(表示タイプ) = [1]> then\n go to x: (466) y: (0)\nelse\n if <(表示タイプ) = [2]> then\n go to x: (0) y: (347)\n else\n if <(表示タイプ) = [3]> then\n go to x: (0) y: (-347)\n end\n end\nend\nset [color v] effect to (pick random (1) to (200))\ngo to [front v] layer\nshow\nstart sound [Rip v]\nif <(表示タイプ) = [1]> then\n repeat until <(x position) = [0]>\n set x to ([floor v] of ((x position) * (0.9)) )\n end\nelse\n if <(表示タイプ) = [2]> then\n repeat until <(y position) = [0]>\n set y to ([floor v] of ((y position) * (0.9)) )\n end\n else\n if <(表示タイプ) = [3]> then\n repeat until <(y position) = [0]>\n set y to ([ceiling v] of ((y position) * (0.9)) )\n end\n end\n end\nend\ncreate clone of (_myself_ v)\nwait (1.2) seconds\nglide (1) secs to x: (-466) y: (0)\nhide\n\nwhen I start as a clone\nclear graphic effects\nif < (costume [name v]) contains [プラットさん]?> then\n switch costume to (paddle v)\n go to x: (180) y: (180)\n glide (1) secs to x: (180) y: (-150)\nelse\n switch costume to ([costume name v] of [プラット v])\n set size to (150) %\n go to [front v] layer\n if <<([costume # v] of [地形 v]) = [4]> or <([costume # v] of [地形 v]) = [16]>> then\n go to x: (180) y: (180)\n glide (0.8) secs to x: (180) y: (-180)\n else\n if <([costume # v] of [地形 v]) = [9]> then\n go to x: (180) y: (-180)\n glide (1) secs to x: (180) y: (180)\n else\n set [表示タイプ v] to (pick random (1) to (6))\n if <(表示タイプ) = [1]> then\n go to x: (-250) y: (-120)\n glide (1) secs to x: (250) y: (-120)\n else\n if <(表示タイプ) = [2]> then\n go to x: (-250) y: (-180)\n glide (1) secs to x: (250) y: (180)\n else\n if <(表示タイプ) = [3]> then\n create clone of (_myself_ v)\n go to x: (180) y: (150)\n repeat until <(y position) < [-180]>\n if <touching color (#00a136)?> then\n change y by (-35)\n end\n change y by (-1)\n end\n else\n if <(表示タイプ) = [4]> then\n go to x: (-250) y: (180)\n glide (1) secs to x: (250) y: (-180)\n else\n if <(表示タイプ) = [5]> then\n go to x: (0) y: (180)\n glide (0.1) secs to x: (0) y: (0)\n wait (0.1) seconds\n repeat (15)\n change size by (30)\n turn left (24) degrees\n end\n wait (0.1) seconds\n glide (0.1) secs to x: (0) y: (180)\n end\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\n@ボタン\n\nwhen I receive [ホーム画面 v]\nhide\nswitch costume to (コスチューム1 v)\nホーム画面一瞬\n\ndefine ホーム画面一瞬\nrepeat (4)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to x: (0) y: (-60)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (ゲームスタート v)\n end\n else\n clear graphic effects\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n go to x: (0) y: (-135)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n if <mouse down?> then\n create clone of (その他 v)\n broadcast (説明 v)\n end\n else\n clear graphic effects\n end\n end\n else\n if <(costume [number v]) = [3]> then\n go to x: (80) y: (15)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (次のコスチューム v)\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\n end\n else\n if <(costume [number v]) = [4]> then\n go to x: (-80) y: (15)\n forever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <mouse down?> then\n broadcast (前のコスチューム v)\n wait until <not <mouse down?>>\n end\n else\n clear graphic effects\n end\n end\n end\n end\n end\nend\n\nwhen I receive [ゲームスタート v]\ndelete this clone\n\nwhen I receive [説明 v]\ndelete this clone\n\nwhen flag clicked\nbroadcast (ホーム画面 v)\nforever\n reset timer\nend\n\n@音量調整\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [name v]) = [%]> then\n change x by (5)\nend\nclear graphic effects\nshow\nwait (表示する長さ) seconds\ndelete this clone\n\ndefine 表示\ngo to x: (((length of (join (volume) [%])) * (-10)) + (5)) y: (表示するy座標)\nset [桁 v] to [1]\nrepeat (4)\n switch costume to (letter (桁) of (join (volume) [%]))\n create clone of (_myself_ v)\n change [桁 v] by (1)\n change x by (20)\nend\ngo to x: (0) y: (表示するy座標)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (50)\nshow\n\nwhen flag clicked\nset [表示するy座標 v] to [100]\nset [表示する長さ v] to [0.4]\nset [元の音量 v] to []\nforever\n if <key (u v) pressed?> then\n if <(元の音量) = []> then\n change volume by (5)\n else\n set volume to ((元の音量) + (5)) %\n set [元の音量 v] to []\n end\n go to [front v] layer\n 表示\n wait (表示する長さ) seconds\n end\n if <key (j v) pressed?> then\n if <(元の音量) = []> then\n change volume by (-5)\n else\n set volume to ((元の音量) - (5)) %\n set [元の音量 v] to []\n end\n go to [front v] layer\n 表示\n wait (表示する長さ) seconds\n end\n if <key (m v) pressed?> then\n if <(元の音量) = []> then\n set [元の音量 v] to (volume)\n set volume to (0) %\n else\n set volume to (元の音量) %\n set [元の音量 v] to []\n end\n go to [front v] layer\n 表示\n wait (表示する長さ) seconds\n end\n if <not <<<key (u v) pressed?> or <key (j v) pressed?>> or <key (m v) pressed?>>> then\n hide\n clear graphic effects\n end\nend\n\nwhen flag clicked\nforever\n set [音量を共有 v] to (volume)\nend\n\n@その他\n\nwhen I receive [ホーム画面 v]\nset x to (0)\nswitch costume to (タイトル v)\nshow\nforever\n set y to ((([sin v] of ((days since 2000) * (8640000)) ) * (15)) + (110))\nend\n\nwhen I receive [ゲームスタート v]\nstop [other scripts in sprite v]\nhide\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [3]> then\n go to x: (-180) y: (-165)\n switch costume to (戻る v)\n go to [front v] layer\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n broadcast (ホーム画面 v)\nelse\n go to x: (0) y: (0)\n switch costume to (説明 v)\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (33)\n change [ghost v] effect by (-3)\n end\n clear graphic effects\n create clone of (_myself_ v)\nend\n\nwhen I receive [ホーム画面 v]\ndelete this clone\n\nwhen [timer v] > (0)\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nswitch costume to (サムネイル v)\nset [pixelate v] effect to (100)\ngo to [front v] layer\nshow\nrepeat (33)\n change [pixelate v] effect by (-3)\nend\nclear graphic effects\n\n
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「プラットフォーマーの定義をぶち壊していく」\n最初に言っておきます。これは個人的に、\n・ピンポンゲームを取り入れたプラットフォーマー\nではなく、\n・プラットフォーマーに似たピンポンゲーム\nという見解を示しています。\nどちらで捉えても問題ありませんが、\nコメ欄で論争が起こらないよう先に言っておきました。\n\n~操作方法~\nサムネにある通り、全てマウス操作です。\nよってモバイル対応ですが、画面を頻繫に指で擦ることになるためオススメしません。\n\nマウスで緑色の棒(パドル)を動かします。\nパドルは自動的にプレイヤーの方を向くので、\n勢いをつけてパドルをプレイヤーにぶつけることで、\nプレイヤーが「パドルの向きに対応した方向に」\n勢いがあるほど吹っ飛びます。\n最初はあまり操作に慣れないと思いますが、\n根気強くチャレンジしていけばクリア出来るはずです。\nクリアすると特別なスキンが使えるようになります。\nそういえば、Uキーで音量上昇、\nJキーで音量減少、Mキーで消音ができます。
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⭐ Roblox Platformer ⭐ V1.1 #games #all #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music v] until done\nend\n\nnext backdrop\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Splash\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nshow\ngo to [front v] layer\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (main look \(right\) v)\n Walk [7.5]\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n Walk [-7.5]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [13]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-192) y: (-49)\n next backdrop\n end\n if <touching color (#35ff00)?> then\n go to x: (-192) y: (-49)\n end\n if <touching color (#0012ff)?> then\n set [y vel v] to [32]\n end\n if <touching color (#ffad00)?> then\n switch backdrop to (backdrop7 v)\n end\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-192) y: (-50)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#000000)?>>\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\nswitch costume to (main look \(right\) v)\n\n
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Difficulty Rating: 6/10\n\n[Roblox]\n ⭐ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ⭐ \n\n ✦✦✦ ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ ✦✦✦ \n➜ ᴄʟɪᴄᴋ ᴛʜᴇ green flag\n➜ ᴜꜱᴇ ᴀʀʀᴏᴡꜱ ᴋᴇʏs to move\n➜ ᴛʀʏ ᴛᴏ ʙᴇᴀᴛ all the levels!\n➜ ❤️ & ⭐️ For a Part 2!\n\nNote to the viewers,\nThanks for all the attention on my Whopper platformer so here is a Roblox one lol! I am hoping to reach 1k Followers in the next week so please follow me bc my 1000th follower will get a big surprise! \nThis took a while to make but it was pretty much a joke like the whopper platformer LOL!\n=========================\nUpdate List:\nV1.0 5/3/2023: Basic game layout, spikes, arrow keys to move, no bugs found.\n===========================\n#trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer
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Glow - A Roblox Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\nend\n\nnext backdrop\n\nwhen flag clicked\n\nswitch backdrop to (backdrop1 v)\n\n@Splash\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (main look \(right\) v)\n Walk [7.5]\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n Walk [-7.5]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [13]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-192) y: (-49)\n next backdrop\n end\n if <touching color (#35ff00)?> then\n go to x: (-192) y: (-49)\n end\n if <touching color (#0012ff)?> then\n set [y vel v] to [32]\n end\nend\n\nif then\nend\n\nswitch backdrop to (backdrop7 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-192) y: (-50)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#ff0000)?>> or <(Ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#ff0000)?>>\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\nswitch costume to (main look \(right\) v)\n\n
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\nMusic is Candyland - Tobu\n@Zachary281 for the Roblox Platformer code lol\nflamingtext.com for the fonts on the thumbnail!\n#trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #platformer #trending #games #all #roblox #
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Unusual Platformer
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@Stage\n\n@Player\n\nwhen [up arrow v] key pressed\nif <touching (level v)?> then\n repeat (12)\n change y by (16)\n end\nend\n\nif <touching (level v)?> then\n repeat (12)\n change y by (16)\n end\nend\n\nwhen [w v] key pressed\nif <touching (level v)?> then\n repeat (12)\n change y by (16)\n end\nend\n\nwhen I receive [touched spikes v]\ngo to x: (-207) y: (-150)\n\nwhen [space v] key pressed\nforever\n if <touching color (#0015ff)?> then\n repeat (12)\n change y by (30)\n end\n end\nend\n\nwhen [space v] key pressed\ngo to x: (-207) y: (-150)\n\nwhen [space v] key pressed\nforever\n if <touching color (#ff0000)?> then\n broadcast (Touched Spikes v)\n change [deaths v] by (1)\n end\nend\n\nwhen [space v] key pressed\nforever\n if <not <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>>>> then\n set [x velocity v] to [0]\n end\nend\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-143)\n\nwhen [space v] key pressed\ngo to x: (-3) y: (0)\nset [x velocity v] to [0]\nforever\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n end\n change x by ((X Velocity) * (.8))\n if <not <touching (level v)?>> then\n change y by (-8)\n end\n if <touching color (#fbff00)?> then\n broadcast (Next Level v)\n change [level v] by (1)\n set [x velocity v] to [0]\n go to x: (-101) y: (-178)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\ngo to x: (-214) y: (-143)\nshow\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\nset [level 13 bonuses v] to [0]\nforever\n if <touching color (#00ff47)?> then\n change [level 13 bonuses v] by (1)\n if <(Level 13 bonuses) = [1]> then\n broadcast (Show bonuses v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bonus1 v)?> then\n broadcast (get bonus 1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bonus2 v)?> then\n change [deaths v] by (-1)\n end\nend\n\nwhen I receive [get bonus 1 v]\nchange [deaths v] by (-1)\n\nwhen flag clicked\nforever\n if <touching (bonus3 v)?> then\n change [deaths v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bonus2 v)?> then\n broadcast (Get bonus 2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bonus3 v)?> then\n broadcast (Get bonus 3 v)\n end\nend\n\nwhen [space v] key pressed\nset [deaths v] to [0]\n\nwhen flag clicked\nset [deaths v] to [0]\n\nwhen flag clicked\n\nwhen flag clicked\nif <(Level) = [1]> then\n set [deaths v] to [0]\n set [level v] to [0]\n show variable [deaths v]\n show variable [level v]\nend\nif <(Level) = [31]> then\n set [deaths v] to [0]\n set [level v] to [0]\n hide variable [level v]\n hide variable [deaths v]\nend\n\n@level\n\nwhen [space v] key pressed\nshow\n\nwhen flag clicked\nhide\nswitch costume to (level 1 v)\nset [level v] to [1]\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\nwhen [s v] key pressed\nnext costume\nchange [level v] by (1)\n\nwhen [h v] key pressed\nsay [you know it is sticking out...........If you still cant figure it out press t] for (10) seconds\n\nwhen [t v] key pressed\nsay [You can touch it when its sticking out] for (10) seconds\n\n@Menu\n\nwhen [space v] key pressed\nbroadcast (Start Game v)\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro is finished v]\nshow\n\nwhen I receive [show menu v]\nshow\n\n@Bonus1\n\nwhen flag clicked\nhide\n\nwhen I receive [show bonuses v]\nshow\n\nwhen I receive [get bonus 1 v]\nhide\n\nwhen [space v] key pressed\nhide\n\n@bonus2\n\nwhen I receive [show bonuses v]\nshow\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [get bonus 2 v]\nhide\n\n@bonus3\n\nwhen flag clicked\nhide\n\nwhen I receive [show bonuses v]\nshow\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [get bonus 3 v]\nhide\n\n@intro\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\ngo to x: (-3) y: (7)\nswitch costume to (costume1 v)\npoint in direction (90)\nrepeat (24)\n wait (0.05) seconds\n turn right (15) degrees\nend\nrepeat (11)\n next costume\nend\nswitch backdrop to (backdrop2 v)\nrepeat (24)\n wait (0.05) seconds\n turn right (15) degrees\nend\nswitch backdrop to (hufflepuff crest v)\nrepeat (2)\n glide (1) secs to x: (-1) y: (-75)\n glide (1) secs to x: (-91) y: (19)\n glide (1) secs to x: (-1) y: (133)\n glide (1) secs to x: (97) y: (19)\nend\nglide (1) secs to x: (-3) y: (7)\nswitch backdrop to (backdrop3 v)\nbroadcast (Intro is finished v)\nhide\n\nwhen this sprite clicked\nhide\nbroadcast (Show Menu v)\n\n@thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (12) y: (6)\nend\n\n@=)\n\ndefine Movement (movement v.1)\nforever\n if <(movement v.1) = [1]> then\n start sound [Low Whoosh v]\n show\n go to [front v] layer\n glide (1) secs to x: (106) y: (150)\n repeat (2)\n point in direction (90)\n wait (0.1) seconds\n turn right (4) degrees\n wait (0.1) seconds\n turn left (6) degrees\n wait (0.1) seconds\n turn right (8) degrees\n wait (0.1) seconds\n end\n set [ghost v] effect to (999999)\n wait (1) seconds\n clear graphic effects\n go to [back v] layer\n hide\n end\n if <(movement v.1) = [2]> then\n go to x: (106) y: (206)\n point in direction (90)\n go to [front v] layer\n show\n start sound [Low Whoosh v]\n glide (1) secs to x: (106) y: (150)\n repeat (2)\n point in direction (90)\n wait (0.1) seconds\n turn right (4) degrees\n wait (0.1) seconds\n turn left (6) degrees\n wait (0.1) seconds\n turn right (8) degrees\n wait (0.1) seconds\n end\n point in direction (90)\n set [ghost v] effect to (999)\n wait (1) seconds\n go to [back v] layer\n hide\n end\n wait (30) seconds\nend\n\nwhen flag clicked\nclear graphic effects\ngo to x: (106) y: (206)\npoint in direction (90)\nhide\nwait (pick random (15) to (25)) seconds\nMovement [1]\nwait (pick random (15) to (25)) seconds\nMovement [2]\n\n
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-------------------------------Controls----------------------------------\nW or up arrow to jump.\nA or left arrow to go left.\nD or right arrow to go up. \nR to restart the level.\nS to skip the level\nthere is somewhat of wall jumping just walk into the wall and jump\nClick the intro to skip it\n----------------------------------------------------------------------------\nComment how many deaths you got.
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black PLATFORMER<能力>
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@Stage\n\nwhen flag clicked\nforever\n if <<(stage) > [20]> and <[23] > (stage)>> then\n switch backdrop to (背景2 v)\n else\n switch backdrop to (背景1 v)\n end\nend\n\n@キャラクター\n\ndefine 初期設定\nset [key v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [敵の表示 v] to [0]\nset [表示してよいか敵2 v] to [0]\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (-190) y: (-50)\n\nwhen flag clicked\nshow\nset [skip v] to [0]\nset [能力 v] to [0]\nset [おなくなり数 v] to [0]\nset [stage v] to [1]\nswitch costume to (コスチューム1 v)\n初期設定\nforever\n if <(許可) = [0]> then\n point in direction ((90) + ((100) * ([sin v] of (X) )))\n if <(能力) = [3]> then\n if <(能力) = [2]> then\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (2)\n end\n else\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n end\n if <(能力) = [2]> then\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-2)\n end\n else\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (針 v)?> then\n change y by (1)\n if <touching (針 v)?> then\n change y by (1)\n if <touching (針 v)?> then\n change y by (1)\n if <touching (針 v)?> then\n change y by (1)\n if <touching (針 v)?> then\n change y by (1)\n if <touching (針 v)?> then\n change y by (-5)\n change x by ((0) - (X))\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n set [y v] to [13]\n broadcast (音 v)\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 (針 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?>> or <key (space v) pressed?>>> then\n if <touching (針 v)?> then\n set [y v] to [13]\n broadcast (音 v)\n end\n end\n change y by (1)\n if <<(y position) < [-165]> or <<touching (地面 v)?> or <touching (鍵壁 v)?>>> then\n change [おなくなり数 v] by (1)\n change [skip v] by (1)\n broadcast (音3 v)\n 初期設定\n end\n if <[220] < (x position)> then\n set [skip v] to [0]\n set [敵の表示 v] to [0]\n broadcast (ネクスト v)\n 初期設定\n end\n if <<<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> or <key (s v) pressed?>> then\n switch costume to (コスチューム8 v)\n else\n switch costume to (コスチューム7 v)\n end\n if <touching (敵 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵 v])> then\n set [敵の表示 v] to [1]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n end\n if <touching (ばね v)?> then\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n set [y v] to [20]\n broadcast (音2 v)\n else\n set [y v] to [10]\n broadcast (音 v)\n end\n end\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <touching (水 v)?> then\n if <(Y) < [0]> then\n change [y v] by (0.5)\n change y by (Y)\n else\n change [y v] by (0.1)\n change y by (Y)\n end\n end\n end\n if <touching (右に進む v)?> then\n change [x v] by (0.5)\n end\n if <touching (左に進む v)?> then\n change [x v] by (-0.5)\n end\n else\n if <(能力) = [2]> then\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (2)\n end\n else\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n end\n if <(能力) = [2]> then\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-2)\n end\n else\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by (-5)\n change x by ((0) - (X))\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n set [y v] to [13]\n broadcast (音 v)\n end\n end\n end\n end\n end\n end\n end\n if <not <<touching (水 v)?> and <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>>>> then\n if <touching (水 v)?> then\n if <not <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>>> then\n change [y v] by (-0.1)\n change y by (Y)\n end\n else\n change [y v] by (-1)\n change y by (Y)\n end\n end\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n if <not <touching (水 v)?>> then\n if <(能力) = [1]> then\n set [y v] to [17]\n broadcast (音 v)\n else\n set [y v] to [13]\n broadcast (音 v)\n end\n end\n end\n end\n change y by (1)\n if <<(y position) < [-165]> or <<touching (針 v)?> or <<touching (回る針 v)?> or <<touching (レーザー赤 v)?> or <touching (レーザー赤2 v)?>>>>> then\n change [おなくなり数 v] by (1)\n change [skip v] by (1)\n broadcast (音3 v)\n 初期設定\n end\n if <[220] < (x position)> then\n set [skip v] to [0]\n set [敵の表示 v] to [0]\n broadcast (ネクスト v)\n 初期設定\n end\n if <<<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> or <key (s v) pressed?>> then\n if <(能力) = [1]> then\n switch costume to (コスチューム4 v)\n else\n if <(能力) = [2]> then\n switch costume to (コスチューム6 v)\n else\n switch costume to (コスチューム2 v)\n end\n end\n else\n if <(能力) = [1]> then\n switch costume to (コスチューム3 v)\n else\n if <(能力) = [2]> then\n switch costume to (コスチューム5 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n end\n if <<touching (敵 v)?> or <<touching (敵2 v)?> or <<touching (敵3 v)?> or <<touching (敵4 v)?> or <<touching (敵5 v)?> or <<touching (敵6 v)?> or <<touching (敵7 v)?> or <<touching (敵8 v)?> or <<touching (敵9 v)?> or <touching (敵10 v)?>>>>>>>>>> then\n if <touching (敵 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵 v])> then\n set [敵の表示 v] to [1]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵2 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵2 v])> then\n set [敵の表示 v] to [2]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵3 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵3 v])> then\n set [敵の表示 v] to [3]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵4 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵4 v])> then\n set [敵の表示 v] to [4]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵5 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵5 v])> then\n set [敵の表示 v] to [5]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵6 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵6 v])> then\n set [敵の表示 v] to [6]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵7 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵7 v])> then\n set [敵の表示 v] to [7]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵8 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵8 v])> then\n set [敵の表示 v] to [8]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵9 v)?> then\n if <((y position) - (18)) > ([x position v] of [敵9 v])> then\n set [敵の表示 v] to [9]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n else\n if <touching (敵10 v)?> then\n if <((y position) - (18)) > ([y position v] of [敵10 v])> then\n set [敵の表示 v] to [10]\n set [y v] to [8]\n broadcast (音 v)\n else\n change [skip v] by (1)\n change [おなくなり数 v] by (1)\n set [敵の表示 v] to [0]\n broadcast (音3 v)\n 初期設定\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <touching (ばね v)?> then\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n set [y v] to [20]\n broadcast (音2 v)\n else\n set [y v] to [10]\n broadcast (音 v)\n end\n end\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <touching (水 v)?> then\n if <(Y) < [0]> then\n change [y v] by (0.5)\n change y by (Y)\n else\n change [y v] by (0.1)\n change y by (Y)\n end\n end\n end\n if <touching (右に進む v)?> then\n change [x v] by (0.5)\n end\n if <touching (左に進む v)?> then\n change [x v] by (-0.5)\n end\n if <touching (動く地面 v)?> then\n if <not <((y position) - (200)) > ([y position v] of [動く地面 v])>> then\n change x by (動く地面)\n end\n end\n if <key (q v) pressed?> then\n 初期設定\n end\n end\n end\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.05) seconds\nend\n\nwhen I receive [skip v]\n初期設定\n\nwhen I receive [des v]\n初期設定\n\nwhen I receive [音 v]\nstart sound [Jump v]\n\nwhen I receive [音2 v]\nstart sound [Whiz v]\n\nwhen I receive [音3 v]\nstart sound [Crunch v]\n\nwhen I receive [タヒ v]\nset [y v] to [8]\n\nwhen I receive [棒人間 v]\nglide (1) secs to x: (0) y: (0)\npoint in direction (90)\nwait (0.5) seconds\nbroadcast (おや? v)\n\nwhen I receive [棒人間登場 v]\nhide\nstop [other scripts in sprite v]\n\n@地面\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <(stage) = [29]> then\n switch costume to (stage)\n wait until <(能力) = [3]>\n hide\n else\n show\n switch costume to (stage)\n end\nend\n\n@雲\n\nwhen flag clicked\nhide\ngo to x: (200) y: (150)\nforever\n wait (pick random (5) to (8)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nglide (8) secs to x: (-200) y: (150)\ndelete this clone\n\n@イントロ壁\n\nwhen flag clicked\ngo to [front v] layer\nshow\n\nwhen I receive [イントロend v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@イントロ文字\n\nwhen flag clicked\nset [許可 v] to [1]\nset [ghost v] effect to (0)\nset size to (120) %\npoint in direction (90)\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nshow\nwait (0.1) seconds\ngo to [front v] layer\nwait (0.9) seconds\ngo to [front v] layer\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-15)\n turn left (-15) degrees\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-10)\n turn left (-10) degrees\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-7)\n turn left (-7) degrees\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-4)\n turn left (-4) degrees\nend\nhide\nwait (1.5) seconds\nshow\nrepeat (5)\n change [ghost v] effect by (-5)\n change size by (1)\n change y by (15)\n turn left (15) degrees\nend\nrepeat (5)\n change [ghost v] effect by (-5)\n change size by (1)\n change y by (10)\n turn left (10) degrees\nend\nrepeat (5)\n change [ghost v] effect by (-5)\n change size by (1)\n change y by (7)\n turn left (7) degrees\nend\nrepeat (5)\n change [ghost v] effect by (-5)\n change size by (1)\n change y by (4)\n turn left (4) degrees\nend\nwait (1) seconds\nrepeat (5)\n broadcast (イントロ v)\n repeat (5)\n change size by (2)\n turn right (3) degrees\n end\n repeat (5)\n change size by (1.5)\n turn right (2) degrees\n end\n repeat (5)\n change size by (-1.5)\n turn right (-2) degrees\n end\n repeat (5)\n change size by (-2)\n turn right (-3) degrees\n end\nend\nwait (1) seconds\nbroadcast (イントロEND v)\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-15)\n turn left (-15) degrees\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-10)\n turn left (-10) degrees\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-7)\n turn left (-7) degrees\nend\nrepeat (5)\n change [ghost v] effect by (5)\n change size by (-1)\n change y by (-4)\n turn left (-4) degrees\nend\nset [許可 v] to [0]\nhide\n\n@イントロ☆\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\nhide\nwait (1) seconds\ngo to [front v] layer\ngo [backward v] (1) layers\n\nwhen I receive [イントロ v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nrepeat (10)\n change size by (10)\nend\ndelete this clone\n\n@NEXT\n\nwhen flag clicked\ngo to x: (0) y: (180)\nhide\n\nwhen I receive [ネクスト v]\nset [終了next v] to [0]\ngo to x: (500) y: (0)\ngo to [front v] layer\nset [許可 v] to [1]\nset [next v] to [1]\nswitch costume to (コスチューム1 v)\nrepeat (7)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [next v] by (1)\nend\nchange [stage v] by (1)\n\nwhen I receive [skip v]\nwait (0.05) seconds\nset [終了next v] to [0]\ngo to x: (500) y: (0)\ngo to [front v] layer\nset [許可 v] to [1]\nset [next v] to [1]\nswitch costume to (コスチューム1 v)\nrepeat (7)\n create clone of (_myself_ v)\n wait (0.1) seconds\n change [next v] by (1)\nend\nchange [stage v] by (1)\n\nwhen I start as a clone\nshow\ngo to x: (500) y: (0)\nif <[1] = (next)> then\n switch costume to (コスチューム1 v)\n glide (1) secs to x: (0) y: (0)\n wait until <(終了NEXT) = [1]>\n wait (0.6) seconds\n glide (0.4) secs to x: (500) y: (0)\n set [許可 v] to [0]\nelse\n if <[2] = (next)> then\n switch costume to (コスチューム2 v)\n glide (0.9) secs to x: (0) y: (0)\n wait until <(終了NEXT) = [1]>\n wait (0.5) seconds\n glide (0.5) secs to x: (500) y: (0)\n else\n if <[3] = (next)> then\n switch costume to (コスチューム1 v)\n glide (0.8) secs to x: (0) y: (0)\n wait until <(終了NEXT) = [1]>\n wait (0.4) seconds\n glide (0.6) secs to x: (500) y: (0)\n else\n if <[4] = (next)> then\n switch costume to (コスチューム2 v)\n glide (0.7) secs to x: (0) y: (0)\n wait until <(終了NEXT) = [1]>\n wait (0.3) seconds\n glide (0.7) secs to x: (500) y: (0)\n else\n if <[5] = (next)> then\n switch costume to (コスチューム1 v)\n glide (0.6) secs to x: (0) y: (0)\n wait until <(終了NEXT) = [1]>\n wait (0.2) seconds\n glide (0.8) secs to x: (500) y: (0)\n else\n if <[6] = (next)> then\n switch costume to (コスチューム2 v)\n glide (0.5) secs to x: (0) y: (0)\n wait until <(終了NEXT) = [1]>\n wait (0.1) seconds\n glide (0.9) secs to x: (500) y: (0)\n else\n if <[7] = (next)> then\n switch costume to (コスチューム3 v)\n glide (0.4) secs to x: (0) y: (0)\n wait (1) seconds\n change [終了next v] by (1)\n glide (1) secs to x: (500) y: (0)\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(許可) = [0]> then\n change [color v] effect by (10)\n end\nend\n\n@針\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nforever\n if <(stage) = [31]> then\n switch costume to (stage)\n wait until <(能力) = [0]>\n hide\n else\n show\n switch costume to (stage)\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@敵\n\nwhen flag clicked\nreset timer\nset [xx v] to [0]\ngo to x: (50) y: (-90)\nhide\nforever\n point in direction ((90) + ((100) * ([sin v] of (XX) )))\n if <<(stage) = [7]> or <(stage) = [8]>> then\n if <(敵の表示) = [0]> then\n show\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n repeat (20)\n set [xx v] to ((XX) * (0.89))\n change [xx v] by (1)\n change x by (XX)\n end\n set [xx v] to [0]\n repeat (20)\n set [xx v] to ((XX) * (0.89))\n change [xx v] by (-1)\n change x by (XX)\n end\n set [xx v] to [0]\nend\n\n@回る針\n\nwhen flag clicked\nhide\npoint in direction (90)\nforever\n if <<(stage) = [9]> or <(stage) = [10]>> then\n if <(stage) = [10]> then\n turn left (10) degrees\n switch costume to (コスチューム2 v)\n go to x: (0) y: (-150)\n else\n turn left (5) degrees\n switch costume to (コスチューム1 v)\n go to x: (0) y: (0)\n end\n show\n else\n hide\n end\nend\n\n@ばね\n\nwhen flag clicked\ngo to x: (-100) y: (0)\nhide\nforever\n if <<(stage) = [11]> or <(stage) = [14]>> then\n show\n if <touching (キャラクター v)?> then\n repeat (5)\n next costume\n end\n end\n else\n hide\n end\nend\n\n@看板\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nforever\n switch costume to (stage)\nend\n\nwhen I receive [イントロend v]\nshow\n\n@レーザー端\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\nforever\n if <<(stage) = [12]> or <<(stage) = [14]> or <(stage) = [17]>>> then\n show\n else\n hide\n end\nend\n\n@レーザー赤\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nforever\n if <<(stage) = [12]> or <<(stage) = [14]> or <(stage) = [17]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.8) seconds\n next costume\nend\n\n@レーザー端2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n if <(stage) = [13]> then\n show\n else\n hide\n end\nend\n\n@レーザー赤2\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nforever\n if <(stage) = [13]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n wait (0.8) seconds\n next costume\nend\n\n@水\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<(stage) = [15]> or <<(stage) = [16]> or <(stage) = [17]>>> then\n show\n else\n hide\n end\nend\n\n@右に進む\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <(stage) = [18]> then\n show\n else\n hide\n end\nend\n\n@左に進む\n\nwhen flag clicked\ngo to [front v] layer\nhide\nforever\n next costume\n wait (0.01) seconds\nend\n\nwhen flag clicked\nforever\n if <(stage) = [19]> then\n show\n else\n hide\n end\nend\n\n@SKIP\n\nwhen flag clicked\ngo to x: (-190) y: (150)\nhide\nforever\n if <(SKIP) > [9]> then\n show\n set size to (100) %\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n repeat (2)\n change size by (-5)\n end\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n broadcast (SKIP v)\n end\n end\n end\n else\n hide\n end\nend\n\n@ダミー壁\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nhide\nforever\n if <(stage) = [22]> then\n show\n if <touching (キャラクター v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\n@鍵\n\nwhen flag clicked\ngo to x: (0) y: (150)\nforever\n if <(stage) = [23]> then\n show\n if <touching (キャラクター v)?> then\n broadcast (音4 v)\n set [key v] to [1]\n repeat until <(key) = [0]>\n go to (キャラクター v)\n end\n go to x: (0) y: (150)\n wait (0.5) seconds\n end\n else\n hide\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n repeat (8)\n turn right (3) degrees\n end\n repeat (2)\n repeat (8)\n turn right (-3) degrees\n end\n end\n repeat (8)\n turn right (3) degrees\n end\nend\n\nwhen I receive [音4 v]\nstart sound [Coin v]\n\n@鍵壁\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(stage) = [23]> then\n switch costume to (コスチューム1 v)\n if <(key) = [1]> then\n hide\n else\n show\n end\n else\n if <(stage) = [25]> then\n switch costume to (コスチューム2 v)\n if <(key) = [1]> then\n hide\n else\n show\n end\n else\n if <(stage) = [27]> then\n switch costume to (コスチューム2 v)\n if <(key) = [1]> then\n hide\n else\n show\n end\n else\n if <(stage) = [29]> then\n switch costume to (コスチューム2 v)\n if <(key) = [1]> then\n hide\n else\n show\n end\n else\n if <(stage) = [31]> then\n switch costume to (コスチューム2 v)\n if <(key) = [1]> then\n hide\n else\n show\n end\n else\n if <(stage) = [35]> then\n switch costume to (コスチューム2 v)\n if <(key) = [1]> then\n hide\n else\n show\n end\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@進む針\n\nwhen flag clicked\ngo to x: (240) y: (0)\nhide\nforever\n if <(stage) = [24]> then\n wait (0.6) seconds\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nset y to (pick random (50) to (-100))\nshow\nrepeat until <<(x position) < [-230]> or <touching (キャラクター v)?>>\n change x by (-5)\nend\nif <touching (キャラクター v)?> then\n broadcast (des v)\nend\ndelete this clone\n\n@泡\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n if <touching (水 v)?> then\n broadcast (音5 v)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.3)) seconds\n end\nend\n\nwhen I start as a clone\nclear graphic effects\npoint in direction (pick random (0) to (-1))\ngo to x: (([x position v] of [キャラクター v]) + (pick random (-10) to (10))) y: ([y position v] of [キャラクター v])\nrepeat until <(y position) > [170]>\n change y by (10)\nend\ndelete this clone\n\nwhen I receive [音5 v]\nclear sound effects\nchange [pitch v] effect by (pick random (-10) to (10))\nstart sound [ポップ v]\n\n@能力\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nwait (1) seconds\nwait until <(stage) = [25]>\nshow\nwait until <touching (キャラクター v)?>\nset [key v] to [1]\nset [能力 v] to [1]\nhide\nwait until <(stage) = [27]>\nswitch costume to (コスチューム2 v)\nshow\nwait until <touching (キャラクター v)?>\nset [key v] to [1]\nset [能力 v] to [2]\nhide\nwait until <(stage) = [29]>\nswitch costume to (コスチューム3 v)\nshow\nwait until <touching (キャラクター v)?>\nset [key v] to [1]\nset [能力 v] to [3]\nhide\nwait until <(stage) = [31]>\nswitch costume to (コスチューム4 v)\nshow\nwait until <touching (キャラクター v)?>\nset [key v] to [1]\nset [能力 v] to [0]\nhide\nwait until <(stage) = [35]>\nswitch costume to (コスチューム5 v)\nshow\nwait until <touching (キャラクター v)?>\nset [key v] to [1]\nset [許可 v] to [1]\nset [能力 v] to [4]\nbroadcast (棒人間 v)\nhide\n\n@暗闇\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(stage) = [21]>\nshow\nrepeat until <(stage) = [23]>\n go to (キャラクター v)\nend\nhide\n\n@見た目チェンジ\n\n@音楽\n\nwhen flag clicked\nrepeat (3)\n play drum (3 v) for (0.25) beats\n rest for (0.25) beats\nend\nbroadcast (kyoku1 v)\nplay drum (3 v) for (0.25) beats\nrest for (0.25) beats\nrepeat (12)\n play drum (3 v) for (0.25) beats\n rest for (0.25) beats\nend\nwait (1) seconds\nbroadcast (honban v)\n\nwhen I receive [kyoku1 v]\nplay drum (1 v) for (0.25) beats\nrest for (0.25) beats\nbroadcast (kyoku2 v)\nrepeat (6)\n play drum (1 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\n play drum (1 v) for (0.25) beats\nend\n\nwhen I receive [kyoku2 v]\nrepeat (6)\n play drum (6 v) for (0.25) beats\n play drum (6 v) for (0.25) beats\n play drum (6 v) for (0.25) beats\n play drum (6 v) for (0.25) beats\nend\n\nwhen I receive [kyoku2 v]\nrepeat (12)\n rest for (0.25) beats\n play drum (7 v) for (0.25) beats\nend\n\nwhen I receive [kyoku2 v]\nrepeat (7)\n play drum (13 v) for (0.2) beats\n play drum (13 v) for (0.2) beats\n play drum (13 v) for (0.2) beats\n rest for (0.2) beats\nend\n\nwhen I receive [kyoku2 v]\nrepeat (6)\n play drum (10 v) for (1) beats\nend\n\nwhen I receive [kyoku2 v]\nrepeat (3)\n play drum (12 v) for (1) beats\n rest for (1) beats\nend\n\nwhen I receive [honban v]\nforever\n play drum (2 v) for (0.25) beats\n rest for (0.25) beats\nend\n\nwhen I receive [honban v]\nforever\n play note (60) for (0.25) beats\n play note (60) for (0.25) beats\n play note (62) for (0.25) beats\n play note (64) for (0.25) beats\n rest for (1) beats\n play note (62) for (0.25) beats\n play note (62) for (0.25) beats\n play note (64) for (0.25) beats\n play note (65) for (0.25) beats\n rest for (1) beats\n play note (71) for (1) beats\n play note (69) for (0.25) beats\n play note (67) for (1) beats\n play note (72) for (0.25) beats\n play note (71) for (0.25) beats\n play note (69) for (0.25) beats\n play note (67) for (1) beats\nend\n\nwhen I receive [honban v]\nforever\n play drum (5 v) for (0.25) beats\n rest for (0.25) beats\n rest for (0.25) beats\n rest for (0.25) beats\nend\n\n@タイム結果\n\nwhen flag clicked\nhide\n\n@動く地面\n\nwhen flag clicked\ngo to x: (150) y: (-100)\nhide\nforever\n if <(stage) = [32]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [動く地面 v] to [-5]\n repeat (21)\n change x by (動く地面)\n end\n set [動く地面 v] to [-3]\n change x by (-3)\n set [動く地面 v] to [5]\n repeat (21)\n change x by (動く地面)\n end\n set [動く地面 v] to [3]\n change x by (動く地面)\nend\n\ngo to x: (150) y: (-100)\n\n@敵2\n\nwhen flag clicked\ngo to x: (-200) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [2]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵3\n\nwhen flag clicked\ngo to x: (-150) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [3]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵4\n\nwhen flag clicked\ngo to x: (-100) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [4]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵5\n\nwhen flag clicked\ngo to x: (-50) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [5]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵6\n\nwhen flag clicked\ngo to x: (0) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [6]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵7\n\nwhen flag clicked\ngo to x: (50) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [7]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵8\n\nwhen flag clicked\ngo to x: (100) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [8]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵9\n\nwhen flag clicked\ngo to x: (150) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [9]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@敵10\n\nwhen flag clicked\ngo to x: (200) y: (-150)\nhide\nwait (1) seconds\nforever\n if <(stage) = [33]> then\n if <(敵の表示) = [10]> then\n hide\n else\n show\n end\n else\n hide\n end\nend\n\n@変更地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(stage) = [34]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n next costume\n wait (0.8) seconds\nend\n\n@変更地面2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n if <(stage) = [34]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nforever\n next costume\n wait (0.8) seconds\nend\n\n@影\n\nwhen flag clicked\nshow\nforever\n point towards (太陽 v)\n go to (キャラクター v)\nend\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\ngo to x: (240) y: (180)\nset [太陽 v] to [0]\nshow\nforever\n set [太陽 v] to [5]\n repeat (11)\n change size by (太陽)\n change [太陽 v] by (-1)\n wait (0.01) seconds\n end\nend\n\n@おや?\n\nwhen I receive [おや? v]\nswitch costume to (コスチューム1 v)\nshow\nwait until <<key (space v) pressed?> or <mouse down?>>\nnext costume\nwait (1) seconds\nwait until <<key (space v) pressed?> or <mouse down?>>\nhide\nbroadcast (変身 v)\n\nwhen flag clicked\nhide\n\n@speace\n\nwhen flag clicked\ngo to x: (180) y: (-150)\nhide\nwait (0.5) seconds\ngo to [front v] layer\n\nwhen I receive [おや? v]\nswitch costume to (コスチューム2 v)\nshow\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen I receive [変身 v]\nhide\nstop [other scripts in sprite v]\n\n@光\n\nwhen I receive [変身 v]\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\nshow\nwait (1) seconds\nnext costume\nwait (0.8) seconds\nnext costume\nwait (0.5) seconds\nnext costume\nwait (0.2) seconds\nnext costume\nwait (1) seconds\nbroadcast (見えない v)\n\nwhen flag clicked\nhide\n\nwhen I receive [棒人間登場 v]\nhide\n\n@見えなくなる\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [見えない v]\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (0.5) seconds\nbroadcast (棒人間登場 v)\nwait (0.5) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nset [許可 v] to [0]\nhide\n\n@レインボーマン\n\nwhen I receive [棒人間登場 v]\n初期設定\nshow\nset rotation style [all around v]\nforever\n change [color v] effect by (5)\n if <(許可) = [0]> then\n turn right (X) degrees\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n 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 ((0) - (X))\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <(X) > [0]> then\n set [x v] to [-9]\n else\n set [x v] to [9]\n end\n set [y v] to [13]\n broadcast (音 v)\n end\n end\n end\n end\n end\n end\n end\n if <not <<touching (水 v)?> and <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>>>> then\n if <touching (水 v)?> then\n if <not <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>>> then\n change [y v] by (-0.1)\n change y by (Y)\n end\n else\n change [y v] by (-1)\n change y by (Y)\n end\n end\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <<touching (地面 v)?> or <<touching (レーザー端 v)?> or <<touching (レーザー端2 v)?> or <<touching (動く地面 v)?> or <<<touching (鍵壁 v)?> or <touching (変更地面 v)?>> or <touching (変更地面2 v)?>>>>>> then\n if <not <touching (水 v)?>> then\n if <(能力) = [1]> then\n set [y v] to [17]\n broadcast (音 v)\n else\n set [y v] to [13]\n broadcast (音 v)\n end\n end\n end\n end\n change y by (1)\n if <<(y position) < [-165]> or <<touching (針 v)?> or <<touching (回る針 v)?> or <<touching (レーザー赤 v)?> or <touching (レーザー赤2 v)?>>>>> then\n change [おなくなり数 v] by (1)\n change [skip v] by (1)\n broadcast (音3 v)\n 初期設定\n end\n if <[220] < (x position)> then\n set [skip v] to [0]\n set [敵の表示 v] to [0]\n broadcast (ネクスト v)\n 初期設定\n end\n if <touching (ばね v)?> then\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n set [y v] to [20]\n broadcast (音2 v)\n else\n set [y v] to [10]\n broadcast (音 v)\n end\n end\n if <<key (up arrow v) pressed?> or <<<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <touching (水 v)?> then\n if <(Y) < [0]> then\n change [y v] by (0.5)\n change y by (Y)\n else\n change [y v] by (0.1)\n change y by (Y)\n end\n end\n end\n if <touching (右に進む v)?> then\n change [x v] by (0.5)\n end\n if <touching (左に進む v)?> then\n change [x v] by (-0.5)\n end\n if <touching (動く地面 v)?> then\n if <not <((y position) - (200)) > ([y position v] of [動く地面 v])>> then\n change x by (動く地面)\n end\n end\n if <key (q v) pressed?> then\n 初期設定\n end\n end\nend\n\nwhen flag clicked\nhide\n\ndefine 初期設定\nset [color v] effect to (0)\nset [key v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [敵の表示 v] to [0]\nset [表示してよいか敵2 v] to [0]\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (-190) y: (-50)\n\n@タイマー\n\nwhen flag clicked\nhide\ngo to x: (-50) y: (60)\nset [タイマー v] to [0]\nset [変数宇 v] to [-1]\n\nwhen I receive [イントロend v]\nrepeat until <(stage) = [38]>\n wait (1) seconds\n change [タイマー v] by (1)\nend\nchange x by (((length of (タイマー)) * (40)) - (40))\nset [変数宇う v] to (length of (タイマー))\nrepeat (変数宇う)\n create clone of (_myself_ v)\n change x by (-40)\n change [変数宇 v] by (1)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nタイム\n\ndefine タイム\nshow\nswitch costume to ((letter ((length of (タイマー)) - (変数宇)) of (タイマー)) + (1))\n\n@スプライト1\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(stage) = [38]>\nshow\n\n@タイマー2\n\nwhen flag clicked\nhide\ngo to x: (-50) y: (-25)\nset [aaaa v] to [-1]\n\nwhen I receive [イントロend v]\nrepeat until <(stage) = [38]>\n wait (1) seconds\n change [タイマー v] by (1)\nend\nif <(タイマー) < (☁ sekaikiroku)> then\n set [☁ sekaikiroku v] to (タイマー)\nend\nchange x by (((length of (☁ sekaikiroku)) * (40)) - (40))\nset [sssss v] to (length of (☁ sekaikiroku))\nrepeat (sssss)\n create clone of (_myself_ v)\n change x by (-40)\n change [aaaa v] by (1)\n wait (0.2) seconds\nend\n\nwhen I start as a clone\nタイム\n\ndefine タイム\nshow\nswitch costume to ((letter ((length of (☁ sekaikiroku)) - (aaaa)) of (☁ sekaikiroku)) + (1))\n\n
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この時イントロ全然上手じゃないけど\nプラットフォーマーは完璧にできたからイントロ見て\n遊ぶのやめるのはやめて〜!\n旗 flag×2\n(日本語は下)\n(The translation is Google Translate.)\n\nOperate with AWSD, arrow keys, and space. \n---------------------------Gimmick----------------------------\nspring\nneedle\nenemy\nDummy wall\nAdvancing needle\nSpinning magma and needles\nlaser\nkey\nSomething like Belcon\nmagma\nwater\nThe ground comes and goes\nability\n-----------------------------------------------------------------\n\n--------------------------Ability--------------------------------\nSpeed up\nJumping power UP\nThe judgment of the ground, needle, and magma is reversed.\nPlayer turns iridescent.\n-----------------------------------------------------------------\nI made it all myself!\n\n\nAWSD・矢印キー・スペースで操作。\nモバイルは画面タップで動いたりしゃがめます。\n\n---------------------------ギミック----------------------------\nばね\n針\n敵\nダミーの壁\n進んでくる針\n回るマグマ・針\nレーザー\n鍵\nベルコンのようなもの\nマグマ\n水\n地面が出たり消えたりする\n能力\n-----------------------------------------------------------------\n\n--------------------------能力----------------------------------\nスピードUP\nジャンプ力UP\n地面と針・マグマの判定が逆になる\nプレイヤー虹色になって回る\n-----------------------------------------------------------------\n全部自分で作りました!\nこんなに面白いのに伸びが悪i((((殴 決めつけるな
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|| Underworld || A Mobile Friendly Platformer || #All #Games #Trending ||
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@Stage\n\nwhen I receive [start v]\nset volume to (60) %\nforever\n play sound [Inferno by @-RiptideMusic- v] until done\nend\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen I receive [lvl complete v]\nchange [level v] by (1)\n\nwhen flag clicked\nswitch backdrop to (underworld v)\nforever\n wait until <[5] < (Level)>\n switch backdrop to (cave v)\n wait until <(Level) > [8]>\n switch backdrop to (underworld v)\nend\n\n\n\nforever\n play sound [FALL_clean_—_Rocket_League v] until done\nend\n\n@Player\n\nwhen I receive [lvl complete v]\nset [ghost v] effect to (0)\nset size to (250) %\ngo to x: (-203) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen [r v] key pressed\ngo to x: (-213) y: (-80)\n\nwhen I receive [start v]\nshow\ngo to x: (-220) y: (-70)\nswitch costume to (right v)\nhide variable [x velocity v]\nhide variable [y velocity v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-1)\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n switch costume to (right v)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n switch costume to (left v)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n set [y velocity v] to [12]\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\n end\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 <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> and <touching (ground v)?>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <touching (spikes v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-213) y: (-70)\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <touching (lava v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-213) y: (-70)\n set [ghost v] effect to (0)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n end\n if <(x position) > [245]> then\n repeat (20)\n change [ghost v] effect by (23)\n go to [front v] layer\n end\n broadcast (lvl complete v)\n end\nend\n\nwhen I receive [outro v]\nhide\n\n@Watermark\n\nwhen flag clicked\nshow\nset [ghost v] effect to (35)\ngo to x: (210) y: (-155)\nforever\n go to [front v] layer\nend\n\n@Ground\n\nwhen I receive [start v]\ngo to [front v] layer\n\nwhen flag clicked\nswitch costume to (platform 1 v)\n\nwhen I receive [lvl complete v]\nnext costume\n\n@Effect\n\nwhen I start as a clone\nshow\nset size to (pick random (30) to (120)) %\ngo to [front v] layer\ngo to x: (230) y: (pick random (-200) to (200))\npoint in direction (pick random (-105) to (-75))\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (pick random (-3) to (-10))\nend\nrepeat until <(x position) < [-220]>\n move (5) steps\nend\ndelete this clone\n\nwhen I receive [start v]\nswitch costume to ( v)\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@Lava\n\nwhen flag clicked\ngo to x: (0) y: (-9)\ngo to [back v] layer\nforever\n glide (1.5) secs to x: (0) y: (8)\n glide (1.5) secs to x: (0) y: (0)\n glide (1.5) secs to x: (0) y: (-8)\n glide (1.5) secs to x: (0) y: (0)\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (spike 1 v)\n\nwhen I receive [lvl complete v]\nnext costume\n\n@Words\n\nwhen I receive [lvl complete v]\nnext costume\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\n@Thumb\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\n wait (.01) seconds\nend\nbroadcast (start v)\nforever\n go to [front v] layer\nend\n\n
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❑ #1 on #Trending ! Tysm everyone!\n\n❑ STOP ADVERTISING! Comments will be turned off!\n\n❑ Hello everyone! This is my first platformer since spring lol. But at least I found my motivation again! :D\n\n❑ This is supposed to be very hard, so even if you think something's impossible, I cleared it all, so it's not.\n\n❑ Believe it or not, level three used to be even tighter! (I had to nerf it so that people who weren't as good could pass it)\n\n❑ Please check out my other platformer, Blue Spring!\nhttps://scratch.mit.edu/projects/846232820/\n\n❑ For mac and maybe windows users, the proportions might look off. I made this on a chromebook, so if the text or anything else looks uncentered and big, use full screen. =)\n\n❑ That's all! Have a good day! :D
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Grass platformer #Games
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@Stage\n\n@Character\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat (5)\n change size by (-5)\n change [ghost v] effect by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nset [xvel v] to [0]\nset [yvel v] to [0]\ngo to x: (-200) y: (-52)\nswitch costume to (costume1 v)\nforever\n Platform Physics X [1.4] [0.85] [6] [6]\n Platform Physics Y [-0.9] [-0.9]\nend\n\ndefine Platform Physics X (running speed) (friction) (wall jump vertical) (wall jump horizontal)\nif <<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> then\n change [xvel v] by (running speed)\nend\nif <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>> then\n change [xvel v] by ((running speed) * (-1))\nend\nset [xvel v] to ((XVel) * (friction))\nchange x by (XVel)\nif <touching (platforms v)?> then\n set [oldy v] to (y position)\n repeat (([abs v] of (XVel) ) + (1))\n if <touching (platforms v)?> then\n change y by (1)\n end\n end\n if <touching (platforms v)?> then\n set y to (OldY)\n repeat ([ceiling v] of ([abs v] of (XVel) ) )\n change x by ((([abs v] of (XVel) ) / (XVel)) * (-1))\n end\n end\n if <<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> then\n if <(XVel) < [0]> then\n if <<key (left arrow v) pressed?> or <(STICK X) < [-0.5]>> then\n set [xvel v] to [8]\n set [yvel v] to [8]\n end\n else\n set [xvel v] to [0]\n if <<key (right arrow v) pressed?> or <(STICK X) > [0.5]>> then\n set [xvel v] to [-8]\n set [yvel v] to [8]\n end\n end\n end\nend\n\ndefine Platform Physics Y (jump height) (gravity)\nchange y by (YVel)\nif <touching (platforms v)?> then\n repeat ([abs v] of (YVel) )\n if <touching (platforms v)?> then\n change y by ((([abs v] of (YVel) ) / (YVel)) * (-1))\n end\n end\n if <<<key (up arrow v) pressed?> or <(STICK Y) > [0.5]>> and <not <(YVel) > [0]>>> then\n set [yvel v] to [14]\n else\n set [yvel v] to [0]\n end\nelse\n change [yvel v] by (gravity)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n reset\n change [level v] by (1)\n end\nend\n\ndefine reset\ngo to x: (-200) y: (-52)\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n reset\n end\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n switch costume to (level)\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [level v] to [1]\nshow\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\n@Control Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (145) %\nset [myself v] to [Control Stick]\nset [max stick v] to ((size) / (4))\nset [stick direction v] to [90]\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.6))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n@Sprite1\n\n@ThumbnailSprite2\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (36) y: (28)\nend\n\n
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W A S D or mobile or keys try to get to a safe house before the grass gets to you!!
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Ball Physics Platformer | 100% Pen
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@Stage\n\nwhen flag clicked\nforever\n switch backdrop to ((_LEVEL) mod (2))\nend\n\n@Pen\n\ndefine Add Ball | Mass: (m) Elastic: (e) Position: (x) (y) Velocity: (xv) (yv) Radius: (r) Color: (c) Type: (type)\nadd (m) to [ball v]\nadd (e) to [ball v]\nadd (x) to [ball v]\nadd (y) to [ball v]\nadd (xv) to [ball v]\nadd (yv) to [ball v]\nadd (r) to [ball v]\nadd (c) to [ball v]\nadd (type) to [ball v]\n\nwhen flag clicked\nset [_level v] to [1]\nSetup Data\nReset\nforever\n erase all\n Render\n Update\n Player\n Auto Zoom\nend\n\ndefine Delete Ball (index)\nrepeat (length of [\(ball infromation\) v])\n delete ((index) + (1)) of [ball v]\nend\n\ndefine Check Collied Ball\nset [#other v] to [0]\nrepeat ((length of [ball v]) / (length of [\(ball infromation\) v]))\n if <not <(#other) = (#ball)>> then\n Get Vector from (item ((#ball) + (3)) of [ball v]) (item ((#ball) + (4)) of [ball v]) to (item ((#other) + (3)) of [ball v]) (item ((#other) + (4)) of [ball v])\n Normalize Vector\n if < (item ((#other) + (9)) of [ball v]) contains [magnetic]?> then\n Magnetic Between Balls\n end\n set [depth v] to (((item ((#ball) + (7)) of [ball v]) + (item ((#other) + (7)) of [ball v])) - (distance))\n if <(depth) > [0]> then\n if <(#ball) = [0]> then\n set [solid v] to [1]\n if < (item ((#other) + (9)) of [ball v]) contains [small]?> then\n set [size v] to [10]\n Delete Ball (#other)\n else\n if < (item ((#other) + (9)) of [ball v]) contains [normal]?> then\n set [size v] to [20]\n Delete Ball (#other)\n else\n if < (item ((#other) + (9)) of [ball v]) contains [big]?> then\n set [size v] to [30]\n Delete Ball (#other)\n else\n if < (item ((#other) + (9)) of [ball v]) contains [lava]?> then\n replace item (9) of [ball v] with [lava]\n Delete Ball (#other)\n end\n end\n end\n end\n end\n set [depth v] to ((depth) / (2))\n Change ((#ball) + (3)) by ((cos) * ((0) - (depth)))\n Change ((#ball) + (4)) by ((sin) * ((0) - (depth)))\n Change ((#other) + (3)) by ((cos) * (depth))\n Change ((#other) + (4)) by ((sin) * (depth))\n Calculate Ball Collided Velocity\n end\n end\n change [#other v] by (length of [\(ball infromation\) v])\nend\n\ndefine Get Vector from (x1) (y1) to (x2) (y2)\nset [vector x v] to ((x2) - (x1))\nset [vector y v] to ((y2) - (y1))\nset [distance v] to ([sqrt v] of (((vector x) * (vector x)) + ((vector y) * (vector y))) )\n\ndefine Normalize Vector\nset [cos v] to ((vector x) / (distance))\nset [sin v] to ((vector y) / (distance))\n\ndefine Setup Data\nset [click distance v] to [10]\nset [platfrom radius v] to [10]\nset [_zoom v] to [1]\n\ndefine Player\nHandle Keys\nreplace item (7) of [ball v] with (((item (7) of [ball v]) * (0.8)) + ((size) * (0.2)))\n[ Player ] Horizental\n[ Player ] Vertical\n[ Player ] Heavy\nset [solid v] to [0]\n\ndefine Check Collide Platfrom\nset [#platfrom v] to [0]\nrepeat ((length of [platfrom v]) / (length of [\(platfrom information\) v]))\n Get Vector from (item ((#platfrom) + (2)) of [platfrom v]) (item ((#platfrom) + (3)) of [platfrom v]) to (item ((#ball) + (3)) of [ball v]) (item ((#ball) + (4)) of [ball v])\n set [projection v] to (((vector x) * (item ((#platfrom) + (6)) of [platfrom v])) + ((vector y) * (item ((#platfrom) + (7)) of [platfrom v])))\n if <(projection) < [0]> then\n set [projection v] to [0]\n end\n if <(projection) > (item ((#platfrom) + (8)) of [platfrom v])> then\n set [projection v] to (item ((#platfrom) + (8)) of [platfrom v])\n end\n Collied Ball at Point ((item ((#platfrom) + (2)) of [platfrom v]) + ((projection) * (item ((#platfrom) + (6)) of [platfrom v]))) ((item ((#platfrom) + (3)) of [platfrom v]) + ((projection) * (item ((#platfrom) + (7)) of [platfrom v])))\n change [#platfrom v] by (length of [\(platfrom information\) v])\nend\n\ndefine Add Platfrom | Elastic: (e) Start Position: (x1) (y1) End Position: (x2) (y2) Radius: (r) Color: (c) Type: (type)\nadd (e) to [platfrom v]\nadd (x1) to [platfrom v]\nadd (y1) to [platfrom v]\nadd (x2) to [platfrom v]\nadd (y2) to [platfrom v]\nGet Vector from (x1) (y1) to (x2) (y2)\nNormalize Vector\nadd (cos) to [platfrom v]\nadd (sin) to [platfrom v]\nadd (distance) to [platfrom v]\nadd (r) to [platfrom v]\nadd (c) to [platfrom v]\nadd (type) to [platfrom v]\n\ndefine Reset\nset [gravity v] to [-0.98]\nset [size v] to [20]\ndelete all of [ball v]\ndelete all of [platfrom v]\nif <(_LEVEL) = [1]> then\n Level 1\nend\nif <(_LEVEL) = [2]> then\n Level 2\nend\nif <(_LEVEL) = [3]> then\n Level 3\nend\nif <(_LEVEL) = [4]> then\n Level 4\nend\nif <(_LEVEL) = [5]> then\n Level 5\nend\n\ndefine Convert (x) (y) to Draw Coordinates\nset [scroll x v] to (((x) - (target x)) / (_zoom))\nset [scroll y v] to (((y) - (target y)) / (_zoom))\n\ndefine Draw Convert Line from (x1) (y1) to (x2) (y2) with Radius (r)\nConvert (x1) (y1) to Draw Coordinates\nset [x1 v] to (scroll x)\nset [y1 v] to (scroll y)\nConvert (x2) (y2) to Draw Coordinates\npen up\nset pen size to ((2) * ((r) / (_zoom)))\nswitch costume to (position debug v)\ngo to x: (x1) y: (y1)\npen down\ngo to x: (scroll x) y: (scroll y)\nswitch costume to (render v)\n\ndefine Auto Zoom\nset [target y v] to (((target y) * (0.8)) + ((item (4) of [ball v]) * (0.2)))\nset [target x v] to (((target x) * (0.8)) + ((item (3) of [ball v]) * (0.2)))\nset [_zoom v] to (((_zoom) * (0.95)) + (0.05))\nif <key (z v) pressed?> then\n set [_zoom v] to (((_zoom) * (0.95)) + (0.15))\nend\nif <<([abs v] of (scroll y) ) > [700]> or <key (r v) pressed?>> then\n Reset\nend\n\ndefine Handle Keys\nset [_left v] to <<key (left arrow v) pressed?> or <key (a v) pressed?>>\nset [_right v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nset [_up v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nset [_down v] to <<key (down arrow v) pressed?> or <key (s v) pressed?>>\nset [_space v] to <key (space v) pressed?>\nset [x axis v] to ((_right) - (_left))\nset [y axis v] to ((_up) - (_down))\n\ndefine Level 1\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [0] [20] Velocity: [0] [0] Radius: [20] Color: (join [0x] [0080FF]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [300] [-20] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [-100] [220] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [950] [120] End Position: [950] [200] Radius: [20] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [750] [120] End Position: [750] [200] Radius: [20] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [300] [-20] End Position: [550] [120] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [550] [120] End Position: [650] [120] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [650] [120] End Position: [1250] [120] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1250] [120] End Position: [1450] [-50] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1450] [-50] End Position: [1800] [-50] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1800] [-50] End Position: [1800] [150] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [60] Elastic: [0.3] Position: [1200] [160] Velocity: [0] [0] Radius: [40] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1800] [150] End Position: [2100] [150] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2100] [160] End Position: [2400] [0] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2100] [230] End Position: [2400] [70] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2100] [230] End Position: [2100] [530] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2400] [70] End Position: [2400] [530] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2400] [-10] End Position: [2700] [-10] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2700] [-100] End Position: [2700] [120] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [30] Elastic: [0.3] Position: [2490] [10] Velocity: [0] [0] Radius: [25] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [5] Elastic: [0.3] Position: [2550] [0] Velocity: [0] [0] Radius: [13] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [20] Elastic: [0.3] Position: [2600] [5] Velocity: [0] [0] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2700] [130] End Position: [2900] [130] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2900] [130] End Position: [3100] [100] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3160] [40] End Position: [3160] [400] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3160] [40] End Position: [2960] [10] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2700] [-100] End Position: [3100] [-110] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [70] Elastic: [0.3] Position: [2900] [-30] Velocity: [0] [0] Radius: [60] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3100] [-110] End Position: [3400] [-110] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3600] [-110] End Position: [3600] [90] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3560] [-110] End Position: [3600] [-110] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.9] Start Position: [3400] [-110] End Position: [3560] [-110] Radius: [10] Color: (join [0x] [2894FF]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3600] [90] End Position: [3900] [90] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3900] [90] End Position: [3900] [290] Radius: [20] Color: (join [0x] [00EC00]) Type: [finish]\n\ndefine Level 2\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [0] [10] Velocity: [0] [0] Radius: [20] Color: (join [0x] [0080FF]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [300] [-20] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [-100] [220] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [300] [-20] End Position: [600] [40] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [20] Elastic: [0.1] Position: [150] [60] Velocity: [0] [0] Radius: [70] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1200] [40] End Position: [1500] [40] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [600] [-40] End Position: [1200] [-40] Radius: [10] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [600] [40] End Position: [600] [-40] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1200] [-40] End Position: [1200] [40] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1500] [40] End Position: [1500] [-200] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1560] [30] End Position: [1560] [30] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1620] [20] End Position: [1620] [20] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1680] [10] End Position: [1680] [10] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1740] [0] End Position: [2000] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1500] [100] Velocity: [0] [0] Radius: [26] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1560] [90] Velocity: [0] [0] Radius: [26] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1620] [80] Velocity: [0] [0] Radius: [26] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1680] [70] Velocity: [0] [0] Radius: [26] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2000] [0] End Position: [2000] [100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2000] [100] End Position: [2200] [100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2200] [100] End Position: [2500] [-100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2500] [-100] End Position: [2940] [-100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2400] [80] End Position: [2500] [15] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2400] [80] End Position: [2400] [400] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2500] [15] End Position: [2500] [400] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [2100] [150] Velocity: [0] [0] Radius: [50] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2500] [60] End Position: [2600] [60] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [2633] [70] Velocity: [0] [0] Radius: [32] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2670] [60] End Position: [2700] [60] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [20] Elastic: [0.2] Position: [2680] [80] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2700] [60] End Position: [2900] [40] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2950] [40] End Position: [2950] [40] Radius: [5] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3000] [40] End Position: [3000] [40] Radius: [5] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3050] [40] End Position: [3050] [40] Radius: [5] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3100] [40] End Position: [3100] [40] Radius: [5] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3150] [40] End Position: [3150] [40] Radius: [5] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [2950] [50] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [3000] [50] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [3050] [50] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [3100] [50] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [3150] [50] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3200] [-20] End Position: [3200] [200] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2940] [-140] End Position: [3200] [-140] Radius: [10] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [2940] [-100] End Position: [2940] [-140] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3200] [-140] End Position: [3200] [-100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3200] [-100] End Position: [3500] [-100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0] Start Position: [3500] [100] End Position: [3900] [100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [10] Elastic: [0] Position: [3600] [50] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [10] Elastic: [0] Position: [3800] [20] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3900] [-100] End Position: [4200] [-100] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [1.1] Start Position: [3500] [-100] End Position: [3900] [-100] Radius: [10] Color: (join [0x] [2894FF]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [4200] [-100] End Position: [4200] [100] Radius: [10] Color: (join [0x] [00EC00]) Type: [finish]\n\ndefine Level 3\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [0] [20] Velocity: [0] [0] Radius: [20] Color: (join [0x] [0080FF]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [300] [-20] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [-100] [220] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [200] [150] End Position: [215] [150] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [215] [150] End Position: [400] [130] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [320] [-20] End Position: [600] [40] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [130] [150] End Position: [130] [500] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [170] [170] Velocity: [0] [0] Radius: [30] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [5] Elastic: [0.2] Position: [211] [170] Velocity: [0] [0] Radius: [10] Color: (join [0x] [00EC00]) Type: [small]\nAdd Platfrom | Elastic: [0.2] Start Position: [440] [130] End Position: [440] [500] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [651] [-92] End Position: [651] [-92] Radius: [150] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [440] [130] End Position: [700] [180] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [850] [158] End Position: [850] [158] Radius: [150] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [950] [-85] End Position: [950] [-85] Radius: [90] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [750] [-15] End Position: [900] [-25] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [5] Elastic: [0.2] Position: [1000] [20] Velocity: [0] [0] Radius: [10] Color: (join [0x] [921AFF]) Type: [normal]\nAdd Platfrom | Elastic: [0.2] Start Position: [950] [-15] End Position: [1200] [-5] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [950] [150] End Position: [1250] [150] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1200] [-50] End Position: [1180] [50] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1200] [-30] End Position: [1360] [-20] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1250] [160] End Position: [1270] [60] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1380] [40] End Position: [1360] [-40] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1380] [40] End Position: [1700] [0] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [100] Elastic: [0.2] Position: [1350] [120] Velocity: [0] [0] Radius: [80] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1850] [-20] End Position: [1950] [150] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1950] [150] End Position: [2200] [0] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2050] [140] End Position: [2200] [50] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2050] [140] End Position: [2200] [50] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2250] [220] End Position: [2600] [190] Radius: [10] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0] Start Position: [2300] [305] End Position: [2600] [280] Radius: [10] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Ball | Mass: [1] Elastic: [0.2] Position: [1950] [180] Velocity: [0] [0] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [1.3] Start Position: [2200] [0] End Position: [2250] [0] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2200] [50] End Position: [2200] [200] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2200] [200] End Position: [2190] [200] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2050] [140] End Position: [2190] [200] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2250] [0] End Position: [2250] [220] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [1] Elastic: [0.2] Position: [2200] [210] Velocity: [0] [0] Radius: [10] Color: (join [0x] [FF8000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [2250] [220] End Position: [2210] [260] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2050] [190] End Position: [2210] [260] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2300] [305] End Position: [2300] [700] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2600] [280] End Position: [2600] [700] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2600] [190] End Position: [2800] [190] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2800] [190] End Position: [3100] [150] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2800] [230] End Position: [3100] [190] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [2830] [230] End Position: [2830] [700] Radius: [10] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [1] Elastic: [0.2] Position: [2820] [230] Velocity: [0] [0] Radius: [10] Color: (join [0x] [00EC00]) Type: [small]\nAdd Platfrom | Elastic: [0.2] Start Position: [3500] [140] End Position: [3500] [340] Radius: [20] Color: (join [0x] [00EC00]) Type: [finish]\nAdd Platfrom | Elastic: [0.2] Start Position: [3100] [140] End Position: [3500] [140] Radius: [20] Color: (join [0x] [4F4F4F]) Type: []\n\ndefine Level 4\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [0] [10] Velocity: [0] [0] Radius: [20] Color: (join [0x] [0080FF]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [200] [-20] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-100] [-20] End Position: [-100] [220] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [200] [-20] End Position: [250] [-20] Radius: [10] Color: (join [0x] [73BF00]) Type: [up]\nAdd Platfrom | Elastic: [0.2] Start Position: [200] [190] End Position: [250] [200] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [250] [200] End Position: [800] [200] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [800] [200] End Position: [850] [200] Radius: [10] Color: (join [0x] [73BF00]) Type: [down]\nAdd Platfrom | Elastic: [0.2] Start Position: [450] [200] End Position: [450] [150] Radius: [20] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [1000] [200] End Position: [1300] [200] Radius: [10] Color: (join [0x] [3C3C3C]) Type: [none]\nAdd Platfrom | Elastic: [0.2] Start Position: [1000] [200] End Position: [1000] [-20] Radius: [10] Color: (join [0x] [3C3C3C]) Type: [none]\nAdd Platfrom | Elastic: [0.2] Start Position: [1300] [200] End Position: [1300] [-20] Radius: [10] Color: (join [0x] [3C3C3C]) Type: [none]\nAdd Platfrom | Elastic: [0.2] Start Position: [650] [200] End Position: [650] [150] Radius: [20] Color: (join [0x] [FF0000]) Type: [lava]\nAdd Platfrom | Elastic: [0.2] Start Position: [1510] [-30] End Position: [1510] [400] Radius: [5] Color: (join [0x] [3C3C3C]) Type: [nograv none]\nAdd Platfrom | Elastic: [0.2] Start Position: [1500] [-30] End Position: [1500] [400] Radius: [5] Color: (join [0x] [3C3C3C]) Type: [down none]\nAdd Platfrom | Elastic: [0.2] Start Position: [2110] [-30] End Position: [2110] [400] Radius: [5] Color: (join [0x] [3C3C3C]) Type: [down none]\nAdd Platfrom | Elastic: [0.2] Start Position: [2100] [-30] End Position: [2100] [400] Radius: [5] Color: (join [0x] [3C3C3C]) Type: [nograv none]\nAdd Platfrom | Elastic: [0.2] Start Position: [800] [-20] End Position: [850] [-30] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [1500] [400] End Position: [2110] [400] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [850] [-30] End Position: [2300] [-30] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1090] [30] Velocity: [0] [0] Radius: [11] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1100] [20] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1110] [40] Velocity: [0] [0] Radius: [12] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1130] [50] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1150] [70] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1130] [30] Velocity: [0] [0] Radius: [13] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1120] [20] Velocity: [0] [0] Radius: [12] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [1125] [50] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1800] [200] Velocity: [0] [0] Radius: [90] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1850] [100] Velocity: [0] [0] Radius: [50] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [2000] [200] Velocity: [0] [0] Radius: [80] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1900] [100] Velocity: [0] [0] Radius: [60] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1800] [300] Velocity: [0] [0] Radius: [70] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1900] [300] Velocity: [0] [0] Radius: [50] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1700] [300] Velocity: [0] [0] Radius: [80] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [1700] [100] Velocity: [0] [0] Radius: [60] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [50] Elastic: [0.2] Position: [2000] [100] Velocity: [0] [0] Radius: [50] Color: (join [0x] [D0D0D0]) Type: [nograv]\nAdd Ball | Mass: [1] Elastic: [0.2] Position: [1800] [100] Velocity: [0] [0] Radius: [10] Color: (join [0x] [00EC00]) Type: [nograv small]\nAdd Platfrom | Elastic: [0.2] Start Position: [2300] [-30] End Position: [2600] [30] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Ball | Mass: [20] Elastic: [0.2] Position: [2200] [100] Velocity: [0] [0] Radius: [10] Color: (join [0x] [921AFF]) Type: [normal gravity]\nAdd Ball | Mass: [5000] Elastic: [0.2] Position: [2700] [200] Velocity: [0] [0] Radius: [140] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [3000] Elastic: [0.2] Position: [3000] [400] Velocity: [0] [0] Radius: [120] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Platfrom | Elastic: [0.2] Start Position: [3159] [370] End Position: [3600] [370] Radius: [10] Color: (join [0x] [D0D0D0]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [3600] [370] End Position: [3600] [570] Radius: [10] Color: (join [0x] [00EC00]) Type: [finish]\n\ndefine Magnetic Between Balls\nif <(distance) < [200]> then\n set [magnetic v] to (((20) * ((item ((#ball) + (1)) of [ball v]) * (item ((#other) + (1)) of [ball v]))) / ((distance) * (distance)))\n Change ((#ball) + (5)) by (((magnetic) * (cos)) / (item ((#ball) + (1)) of [ball v]))\n Change ((#ball) + (6)) by (((magnetic) * (sin)) / (item ((#ball) + (1)) of [ball v]))\n Change ((#other) + (5)) by (((0) - ((magnetic) * (cos))) / (item ((#other) + (1)) of [ball v]))\n Change ((#other) + (6)) by (((0) - ((magnetic) * (sin))) / (item ((#other) + (1)) of [ball v]))\nend\n\ndefine Platfrom Type\nif <(item ((#platfrom) + (11)) of [platfrom v]) = [finish]> then\n change [_level v] by (1)\n Reset\nend\nif <<(item ((#platfrom) + (11)) of [platfrom v]) = [lava]> and <not <(item (9) of [ball v]) = [lava]>>> then\n Reset\nend\nif < (item ((#platfrom) + (11)) of [platfrom v]) contains [up]?> then\n set [gravity v] to [0.98]\nend\nif < (item ((#platfrom) + (11)) of [platfrom v]) contains [down]?> then\n set [gravity v] to [-0.98]\nend\nif < (item ((#platfrom) + (11)) of [platfrom v]) contains [nograv]?> then\n set [gravity v] to [0]\nend\n\ndefine [ Player ] Horizental\nChange [5] by ((x axis) * ((item (7) of [ball v]) * (0.02)))\nif <(item (5) of [ball v]) > ((item (7) of [ball v]) * (0.5))> then\n replace item (5) of [ball v] with ((item (7) of [ball v]) * (0.5))\nend\nif <(item (5) of [ball v]) < ((item (7) of [ball v]) * (-0.5))> then\n replace item (5) of [ball v] with ((item (7) of [ball v]) * (-0.5))\nend\n\ndefine [ Player ] Vertical\nchange [falling v] by (1)\nif <(solid) > [0]> then\n set [falling v] to [0]\nend\nif <<(y axis) > [0]> and <not <(GRAVITY) = [0]>>> then\n if <<(falling) < [1]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [11]> then\n replace item (6) of [ball v] with ((item (7) of [ball v]) * (((GRAVITY) / (-0.98)) * (0.45)))\n end\n end\nelse\n set [jumping v] to [0]\n if <(y axis) < [0]> then\n Change [6] by ((item (7) of [ball v]) * (((GRAVITY) / (-0.98)) * (-0.05)))\n end\nend\nif <(GRAVITY) = [0]> then\n Change [6] by ((y axis) * ((item (7) of [ball v]) * (0.02)))\n if <(item (6) of [ball v]) > ((item (7) of [ball v]) * (0.5))> then\n replace item (6) of [ball v] with ((item (7) of [ball v]) * (0.5))\n end\n if <(item (6) of [ball v]) < ((item (7) of [ball v]) * (-0.5))> then\n replace item (6) of [ball v] with ((item (7) of [ball v]) * (-0.5))\n end\nend\n\ndefine Render\nset [#ball v] to [0]\nrepeat ((length of [ball v]) / (length of [\(ball infromation\) v]))\n pen up\n set pen color to (item ((#ball) + (8)) of [ball v])\n set pen size to (((2) * (item ((#ball) + (7)) of [ball v])) / (_zoom))\n Convert (item ((#ball) + (3)) of [ball v]) (item ((#ball) + (4)) of [ball v]) to Draw Coordinates\n switch costume to (position debug v)\n go to x: (scroll x) y: (scroll y)\n pen down\n switch costume to (render v)\n change [#ball v] by (length of [\(ball infromation\) v])\nend\nset [#platfrom v] to [0]\nrepeat ((length of [platfrom v]) / (length of [\(platfrom information\) v]))\n pen up\n set pen color to (item ((#platfrom) + (10)) of [platfrom v])\n Draw Convert Line from (item ((#platfrom) + (2)) of [platfrom v]) (item ((#platfrom) + (3)) of [platfrom v]) to (item ((#platfrom) + (4)) of [platfrom v]) (item ((#platfrom) + (5)) of [platfrom v]) with Radius (item ((#platfrom) + (9)) of [platfrom v])\n change [#platfrom v] by (length of [\(platfrom information\) v])\nend\n\ndefine Update\nset [#ball v] to [0]\nrepeat ((length of [ball v]) / (length of [\(ball infromation\) v]))\n Change ((#ball) + (3)) by (item ((#ball) + (5)) of [ball v])\n Change ((#ball) + (4)) by (item ((#ball) + (6)) of [ball v])\n Check Collied Ball\n Check Collide Platfrom\n if < (item ((#ball) + (9)) of [ball v]) contains [gravity]?> then\n Change ((#ball) + (6)) by [-0.98]\n else\n if < (item ((#ball) + (9)) of [ball v]) contains [nograv]?> then\n Change ((#ball) + (6)) by [0]\n else\n Change ((#ball) + (6)) by (GRAVITY)\n end\n end\n change [#ball v] by (length of [\(ball infromation\) v])\nend\n\ndefine Change (index) by (value)\nreplace item (index) of [ball v] with ((item (index) of [ball v]) + (value))\n\ndefine Calculate Ball Collided Velocity\nset [v1 normal v] to (((cos) * (item ((#ball) + (5)) of [ball v])) + ((sin) * (item ((#ball) + (6)) of [ball v])))\nset [v1 tangent v] to ((((0) - (sin)) * (item ((#ball) + (5)) of [ball v])) + ((cos) * (item ((#ball) + (6)) of [ball v])))\nset [v2 normal v] to (((cos) * (item ((#other) + (5)) of [ball v])) + ((sin) * (item ((#other) + (6)) of [ball v])))\nset [v2 tangent v] to ((((0) - (sin)) * (item ((#other) + (5)) of [ball v])) + ((cos) * (item ((#other) + (6)) of [ball v])))\nset [mass ratio 1 v] to ((item ((#ball) + (2)) of [ball v]) * ((item ((#other) + (1)) of [ball v]) * ((v2 normal) - (v1 normal))))\nset [mass ratio 2 v] to ((item ((#other) + (2)) of [ball v]) * ((item ((#ball) + (1)) of [ball v]) * ((v1 normal) - (v2 normal))))\nset [momentum v] to (((item ((#ball) + (1)) of [ball v]) * (v1 normal)) + ((item ((#other) + (1)) of [ball v]) * (v2 normal)))\nset [v1 v] to (((mass ratio 1) + (momentum)) / ((item ((#ball) + (1)) of [ball v]) + (item ((#other) + (1)) of [ball v])))\nset [v2 v] to (((mass ratio 2) + (momentum)) / ((item ((#ball) + (1)) of [ball v]) + (item ((#other) + (1)) of [ball v])))\nreplace item ((#ball) + (5)) of [ball v] with (((v1) * (cos)) + ((v1 tangent) * ((0) - (sin))))\nreplace item ((#ball) + (6)) of [ball v] with (((v1) * (sin)) + ((v1 tangent) * (cos)))\nreplace item ((#other) + (5)) of [ball v] with (((v2) * (cos)) + ((v2 tangent) * ((0) - (sin))))\nreplace item ((#other) + (6)) of [ball v] with (((v2) * (sin)) + ((v2 tangent) * (cos)))\n\ndefine Collied Ball at Point (x) (y)\nGet Vector from (x) (y) to (item ((#ball) + (3)) of [ball v]) (item ((#ball) + (4)) of [ball v])\nset [m v] to (((item ((#platfrom) + (5)) of [platfrom v]) - (item ((#platfrom) + (3)) of [platfrom v])) / ((item ((#platfrom) + (4)) of [platfrom v]) - (item ((#platfrom) + (2)) of [platfrom v])))\nset [depth v] to (((item ((#platfrom) + (9)) of [platfrom v]) + (item ((#ball) + (7)) of [ball v])) - (distance))\nif <(depth) > [0]> then\n if <(#ball) = [0]> then\n if <([abs v] of (m) ) < [3]> then\n set [solid v] to [1]\n end\n Platfrom Type\n end\n if <not << (item ((#platfrom) + (11)) of [platfrom v]) contains [none]?> and <(#ball) = [0]>>> then\n Normalize Vector\n if <(sin) < [0]> then\n change [depth v] by (0.1)\n end\n Change ((#ball) + (3)) by ((depth) * (cos))\n Change ((#ball) + (4)) by ((depth) * (sin))\n set [v1 normal v] to (((item ((#ball) + (5)) of [ball v]) * (cos)) + ((item ((#ball) + (6)) of [ball v]) * (sin)))\n set [v1 normal v] to (((-1) - (item ((#platfrom) + (1)) of [platfrom v])) * (v1 normal))\n Change ((#ball) + (5)) by ((v1 normal) * (cos))\n Change ((#ball) + (6)) by ((v1 normal) * (sin))\n end\nend\n\ndefine [ Player ] Heavy\nif <(_space) > [0]> then\n replace item (1) of [ball v] with ((item (7) of [ball v]) * (2))\n if <(item (9) of [ball v]) = [lava]> then\n replace item (8) of [ball v] with (join [0x] [844200])\n else\n replace item (8) of [ball v] with (join [0x] [003060])\n end\nelse\n replace item (1) of [ball v] with ((item (7) of [ball v]) / (2))\n if <(item (9) of [ball v]) = [lava]> then\n replace item (8) of [ball v] with (join [0x] [FF8000])\n else\n replace item (8) of [ball v] with (join [0x] [0080FF])\n end\nend\nif <(item (6) of [ball v]) < [-30]> then\n replace item (6) of [ball v] with [-30]\nend\n\ndefine Level 5\nset [gravity v] to [0]\nAdd Ball | Mass: [10] Elastic: [0.2] Position: [0] [0] Velocity: [0] [0] Radius: [20] Color: (join [0x] [0080FF]) Type: [nograv]\nAdd Platfrom | Elastic: [0.2] Start Position: [-200] [-200] End Position: [400] [-200] Radius: [40] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [-200] [-200] End Position: [-200] [200] Radius: [40] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [400] [200] End Position: [400] [-200] Radius: [40] Color: (join [0x] [4F4F4F]) Type: []\nAdd Platfrom | Elastic: [0.2] Start Position: [400] [200] End Position: [-200] [200] Radius: [40] Color: (join [0x] [4F4F4F]) Type: []\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-170] [50] Velocity: [0] [0] Radius: [11] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-150] [-120] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-130] [60] Velocity: [0] [0] Radius: [12] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-120] [70] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-100] [-20] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-80] [-130] Velocity: [0] [0] Radius: [25] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-70] [40] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-50] [20] Velocity: [0] [0] Radius: [17] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [-20] [180] Velocity: [0] [0] Radius: [11] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [0] [-20] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [20] [-50] Velocity: [0] [0] Radius: [12] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [40] [140] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [80] [70] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [100] [0] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [130] [20] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [150] [-50] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [170] [50] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [180] [80] Velocity: [0] [0] Radius: [25] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [190] [-20] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [200] [0] Velocity: [0] [0] Radius: [17] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [230] [0] Velocity: [0] [0] Radius: [11] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [250] [0] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [290] [0] Velocity: [0] [0] Radius: [12] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [310] [0] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [320] [0] Velocity: [0] [0] Radius: [10] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [340] [0] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [370] [0] Velocity: [0] [0] Radius: [20] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\nAdd Ball | Mass: [30] Elastic: [0.2] Position: [370] [0] Velocity: [0] [0] Radius: [15] Color: (join [0x] [D0D0D0]) Type: [magnetic nograv]\n\n@Appearance\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nshow\n\n
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❰ LAG LINK ❱\nhttps://turbowarp.org/846715587\n\n❰ Part 2 Appears!! ❱\nhttps://scratch.mit.edu/projects/886985803/
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Improved Platformer Engine
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@Stage\n\n@Sprite1\n\nwhen flag clicked\nset [wall jumping? v] to []\nset [lvl v] to [0]\nhide list [typewrite v]\ngo to x: (-88) y: (-9)\nswitch backdrop to (backdrop2 v)\nAsk [Do you want Wall Jumping enabled? \(Y or N\)]\nif <(answer) = [y]> then\n set [wall jumping? v] to [Yes]\n broadcast (yes v)\n show list [typewrite v]\nelse\n if <(answer) = [n]> then\n set [wall jumping? v] to [No]\n broadcast (no v)\n show list [typewrite v]\n end\nend\n\ndefine Ask (ask)\nSay (ask)\nask [] and wait\n\ndefine Say (say)\ndelete (all) of [typewrite v]\nset [la v] to [0]\nset [wigts v] to []\nrepeat (length of (say))\n change [la v] by (1)\n set [wigts v] to (join (Wigts) (letter (la) of (say)))\n add (Wigts) to [typewrite v]\n delete ((length of [typewrite v]) - (1)) of [typewrite v]\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [yes v]\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-195) y: (-22)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\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 y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-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 <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [10]\n else\n set [y v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (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?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (151)\n end\n if <touching color (#00cccc)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [no v]\nshow\nswitch backdrop to (backdrop1 v)\ngo to x: (-195) y: (-22)\nset [x v] to [0]\nset [y v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\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 y by (1)\n if <touching color (#000000)?> then\n change x by ((x) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\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 (-1)\n if <touching color (#000000)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n if <touching color (#ff0000)?> then\n go to x: (-210) y: (151)\n end\n if <touching color (#00cccc)?> then\n set [y v] to [20]\n end\nend\n\n
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Arrow Keys\n\nLook inside for the code, I've put a script which does not support Wall Jumping as well.
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Perfect Platformer Script
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@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (-235) y: (100)\nswitch backdrop to (1 v)\nset [lives v] to [3]\nforever\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\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 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)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> then\n change y by (1)\n if <<touching color (#000000)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> then\n change y by (1)\n end\n if <<touching color (#000000)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> 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)?> or <<touching color (#ff9400)?> and <(Yv) < [-0.0001]>>> 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)?> or <<touching color (#ff9400)?> and <(Yv) = [0]>>> then\n set [yv v] to [10]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff0000)?> then\n go to x: (-183) y: (-109)\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#00ff55)?> 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\n@Sprite2\n\n
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Arrow Keys to move\nWall jumping possible\nRed kills you\nGreen is bouncy\nYellow is next level (if you make more)\nYou can jump through the orange, but it's a platform\nHold Space to move faster
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✨Dad and milk platformer!!!✨#games #music #platformer #trending #all
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@Stage\n\n@Dad\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#0fff00)?>>\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\nhide\n\nwhen flag clicked\nhide\n\nif <touching (_edge_ v)?> then\n go to x: (-197) y: (-72)\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <<touching color (#9a7850)?> or <touching color (#0fff00)?>>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nwait (11) seconds\nshow\nswitch backdrop to (backdrop2 v)\nforever\n create clone of (_myself_ v)\n if <key (left arrow v) pressed?> then\n walk [-7]\n end\n if <key (right arrow v) pressed?> then\n walk [7]\n end\n if <<key (up arrow v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-197) y: (-72)\n next backdrop\n end\nend\n\n\n\n\n\nwhen flag clicked\nforever\n\nnext backdrop\n\nwhen I receive [message1 v]\n\nwhen I receive [message1 v]\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nwait (11) seconds\nswitch costume to (costume1 v)\nshow\ngo to x: (20) y: (300)\nglide (0.5) secs to x: (20) y: (-45)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y vel)>\nend\n\nwhen flag clicked\nset [oof v] to [0]\nwait (11) seconds\nrepeat until <(oof) = [50]>\n play sound [lol v] until done\nend\n\nwhen flag clicked\nforever\n if <<<<touching (sprite11 v)?> or <<touching (sprite6 v)?> or <<touching (sprite1 v)?> or <touching (sprite2 v)?>>>> or <touching (sprite3 v)?>> or <touching (sprite4 v)?>> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-197) y: (-72)\n end\n if <touching (sprite12 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-197) y: (-72)\n end\n if <touching (sprite13 v)?> then\n go to x: (-197) y: (-72)\n start sound [roblox-death-sound_1 \(2\) v]\n end\n if <<touching (sprite14 v)?> or <<touching (sprite18 v)?> or <touching (sprite17 v)?>>> then\n go to x: (-197) y: (-72)\n start sound [roblox-death-sound_1 \(2\) v]\n end\n if <<touching (sprite21 v)?> or <touching (sprite23 v)?>> then\n go to x: (-197) y: (-72)\n start sound [roblox-death-sound_1 \(2\) v]\n end\n if <touching (sprite25 v)?> then\n if <(found) = [1]> then\n broadcast (exit v)\n else\n broadcast (key v)\n end\n end\n if <touching (sprite24 v)?> then\n broadcast (found v)\n end\n if <touching (sprite25 v)?> then\n go to x: (-197) y: (-72)\n start sound [roblox-death-sound_1 \(2\) v]\n end\n if <<<<touching (sprite26 v)?> or <<touching (sprite27 v)?> or <touching (sprite28 v)?>>> or <touching (sprite29 v)?>> or <touching (sprite30 v)?>> then\n change [coins v] by (1)\n broadcast (coin v)\n end\n if <touching (sprite34 v)?> then\n go to x: (-197) y: (-72)\n start sound [roblox-death-sound_1 \(2\) v]\n end\nend\n\nbroadcast (found v)\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop21 v]\nstop all sounds\nhide\nset [oof v] to [50]\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen flag clicked\nhide variable [jump v]\n\n@Sprite1\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (40) y: (55)\n\nwhen backdrop switches to [backdrop4 v]\nshow\nchange size by (-20)\ngo to x: (-21) y: (-1)\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nset size to (100) %\nhide\n\n@Sprite2\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\nchange size by (-20)\ngo to x: (7) y: (16)\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\n@Sprite3\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (111) y: (25)\n\nwhen backdrop switches to [backdrop5 v]\nhide\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\nchange size by (-20)\ngo to x: (39) y: (21)\n\n@Sprite4\n\nwhen flag clicked\nhide\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\nset [brightness v] effect to (50)\ngo to x: (22) y: (28)\nforever\n glide (1) secs to x: (22) y: (-94)\n glide (1) secs to x: (22) y: (28)\nend\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite7\n\nglide (1) secs to x: (36) y: (28)\n\nwhen flag clicked\nhide\nwait (11) seconds\nchange [ghost v] effect by (50)\nforever\n wait (0.22) seconds\n show\n change y by (pick random (-5) to (5))\n go to x: (1) y: (y position)\n glide (1) secs to x: (468) y: (y position)\n hide\nend\n\n@Sprite5\n\nglide (1) secs to x: (36) y: (28)\n\nwhen flag clicked\nhide\nwait (11) seconds\nchange [ghost v] effect by (50)\nforever\n wait (0.3) seconds\n show\n change y by (pick random (-5) to (5))\n go to x: (1) y: (y position)\n glide (1) secs to x: (468) y: (y position)\n hide\nend\n\n@Sprite9\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen flag clicked\nforever\nend\n\nplay sound [marshmello_marshmello-moving-on-official-music-video \(2\) v] until done\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite11\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\nset [brightness v] effect to (50)\n\nwhen flag clicked\nhide\n\n@Sprite12\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop10 v]\nset [ghost v] effect to (100)\n\nwhen backdrop switches to [backdrop16 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nshow\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nset [brightness v] effect to (50)\nshow\ngo to x: (35) y: (35)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\nwhen backdrop switches to [backdrop15 v]\nhide\n\n@Sprite15\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Sprite8\n\nwhen backdrop switches to [backdrop8 v]\nshow\ngo to x: (36) y: (28)\nforever\n wait (2) seconds\n glide (2) secs to x: (308) y: (146)\n wait (2) seconds\n glide (2) secs to x: (36) y: (28)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite16\n\nwhen I receive [exit v]\nhide\n\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\n\n@Sprite14\n\nwhen backdrop switches to [backdrop9 v]\nrepeat until <(guigfdtfyu) = [50]>\n show\n go to x: (134) y: (100)\n glide (pick random (0.5) to (1.5)) secs to x: (134) y: (-158)\nend\n\nforever\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nset [guigfdtfyu v] to [50]\nhide\n\nwhen flag clicked\nset [guigfdtfyu v] to [0]\n\n@Sprite17\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nrepeat until <(guigfdtfyu) = [50]>\n show\n go to x: (-49) y: (100)\n glide (pick random (0.5) to (1.5)) secs to x: (-49) y: (-158)\nend\n\n@Sprite18\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop9 v]\nrepeat until <(guigfdtfyu) = [50]>\n show\n go to x: (-106) y: (100)\n glide (pick random (0.5) to (1.5)) secs to x: (-106) y: (-158)\nend\n\n@Sprite19\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\n\nwhen I receive [hide v]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite20\n\nwhen flag clicked\nshow\nwait (1) seconds\nswitch backdrop to (backdrop1 v)\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (1) seconds\nswitch backdrop to (backdrop11 v)\nset voice to (tenor v)::tts\nspeak [Hey kids, im just gonna go get some milk]::tts\nspeak [I'll be back in 15 mins ok?]::tts\nwait (1) seconds\nswitch backdrop to (backdrop12 v)\nset voice to (squeak v)::tts\nspeak [Ok!]::tts\nswitch backdrop to (backdrop13 v)\nwait (0.5) seconds\nswitch backdrop to (backdrop14 v)\nwait (0.5) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nbroadcast (message1 v)\n\nswitch backdrop to (backdrop11 v)\nwait (1) seconds\n\nwhen I receive [end v]\ngo to [front v] layer\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nbroadcast (hide v)\nswitch backdrop to (backdrop21 v)\nwait (1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\nwait (0.1) seconds\nchange [ghost v] effect by (25)\n\nwhen backdrop switches to [backdrop21 v]\nwait (0.5) seconds\nswitch backdrop to (backdrop22 v)\nset voice to (tenor v)::tts\nspeak [Hey kids, Im home!]::tts\nwait (1) seconds\nswitch backdrop to (backdrop23 v)\nspeak [Kids?]::tts\nwait (1) seconds\nswitch backdrop to (backdrop24 v)\nspeak [There's a note]::tts\nswitch backdrop to (backdrop26 v)\nspeak [It says, dear dad, it's been 17 years since you left, where are you?]::tts\nwait (0.5) seconds\nspeak [You told us you only went to get milk, you said it would only be 15 minutes, but it's been so long]::tts\nwait (0.5) seconds\nspeak [We left this note in case you ever came back]::tts\nwait (0.5) seconds\nspeak [We've both grown up now and have our own houses and families ]::tts\nwait (0.5) seconds\nspeak [We left our addresses at the bottom of this note]::tts\nwait (0.5) seconds\nspeak [Maybe you can come visit us sometime]::tts\nwait (0.5) seconds\nspeak [Lots of love, your two kids ]::tts\nswitch backdrop to (backdrop27 v)\nwait (3) seconds\nswitch backdrop to (backdrop26 v)\nspeak [I will visit them]::tts\nwait (2) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\nwait (0.1) seconds\nchange [ghost v] effect by (-25)\n\nwhen flag clicked\nshow variable [coins v]\n\n@Sprite22\n\n@Sprite21\n\nwhen flag clicked\n\nwhen backdrop switches to [backdrop17 v]\nshow\n\nwhen I receive [message1 v]\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n@Sprite23\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop18 v]\nset [brightness v] effect to (50)\nshow\n\nwhen backdrop switches to [backdrop20 v]\nhide\n\n@Sprite24\n\nwhen flag clicked\ngo to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop5 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop10 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop17 v]\nwait (1) seconds\nshow\nglide (1) secs to x: (13) y: (34)\nwait (2) seconds\nglide (1) secs to x: (13) y: (102)\nhide\n\n@Sprite25\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\n\nwhen backdrop switches to [backdrop19 v]\nhide\n\n@Sprite26\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen I receive [coin v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nhide\n\n@Sprite27\n\nwhen I receive [coin v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop4 v]\nshow\n\n@Sprite28\n\nwhen I receive [coin v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\n@Sprite29\n\nwhen I receive [coin v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite30\n\nwhen I receive [coin v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite31\n\nwhen [space v] key pressed\nif <(Coins) = [5]> then\n hide\n broadcast (end v)\nelse\n broadcast (nope v)\nend\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [hide v]\nhide variable [coins v]\n\nwhen flag clicked\nset [coins v] to [0]\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\n@Sprite32\n\nwhen I receive [nope v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [hide v]\nhide\n\n@Sprite33\n\nwhen I receive [end v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@Sprite34\n\nwhen flag clicked\nset [brightness v] effect to (50)\nhide\n\nwhen backdrop switches to [backdrop19 v]\nshow\n\n
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WHAT THIS ACTUALLY GOT ON #trending ?!\nTYSM EVERYONE!\n\nCheck out my Grimace Shake Platformer https://scratch.mit.edu/projects/881000486\n\nPOV: in this game you are a dad going to get milk\n\nSo I decided to make a platformer and I basically made it about a popular meme.....THE DAD AND MILK MEME!!!\n✨DO YOU LIKE MEMES?\n✨DO YOU LIKE PLATFORMERS?\nIf you answered YES to the questions above then you'll love this game!!!\n❤⭐Remember to love and fave and comment any suggestions!\n===⭐CREDITS⭐===\n-My brother @Da_meh_coder for telling me to use the oof sound\n-google for music and sound effects\n-art and code by me @Da_coding_noob\n\n#all #all #all #all #all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all\n#games #games #games #games #games #games #games#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #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#platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #platformer #trending #recent #popular #trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular#trending #recent #popular #trending #recent #popular #trending #recent #popular #trending #recent #popular #trending #recent #popular #trending #recent #popular #music #music #music #music #music #music #music #music #music #music #music #music #music #music #music #music #music #music \n#stories #stories #stories #stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories#stories #stories #stories
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Platformer AI (v0.0.3)
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@Stage\n\n@title\n\nwhen flag clicked\nhide\n\n@A* Engine\n\ndefine Create Graph\ndelete all of [graph v]\nset ['index v] to [1]\nrepeat ((length of [map v]) - (1))\n if <<(item ('index) of [map v]) = (((X lenght) * (Y lenght)) + (1))> and <not <(item (('index) - (X lenght)) of [map v]) = (((X lenght) * (Y lenght)) + (1))>>> then\n if <(('index) - (X lenght)) > [0]> then\n add (('index) - (X lenght)) to [graph v]\n end\n end\n change ['index v] by (1)\nend\nset ['index v] to [1]\nrepeat (length of [graph v])\n set ['ex h v] to [0]\n repeat until <<('ex h) = [done]> or <('ex h) = [3]>>\n set ['ex v v] to [0]\n repeat until <<('ex v) = [done]> or <('ex v) = (letter (('ex h) + (1)) of [321])>>\n if <<not <(item ((item ('index) of [graph v]) + ((('ex h) * ((X lenght) * (-1))) + (('ex v) + (1)))) of [map v]) = (((X lenght) * (Y lenght)) + (1))>> and < (((item ('index) of [graph v]) + ((('ex h) * (X lenght)) + ('ex v))) / (X lenght)) contains [.]?>> then\n change ['ex v v] by (1)\n if <[graph v] contains ((item ('index) of [graph v]) + ((('ex h) * ((X lenght) * (-1))) + ('ex v)))?> then\n add [] to [graph v]\n set ['rep i v] to [0]\n repeat ((length of [graph v]) - (('index) + (1)))\n replace item ((length of [graph v]) - ('rep i)) of [graph v] with (item ((length of [graph v]) - (('rep i) + (1))) of [graph v])\n change ['rep i v] by (1)\n end\n replace item (('index) + (1)) of [graph v] with (join [ ] ((item ('index) of [graph v]) + ((('ex h) * ((X lenght) * (-1))) + ('ex v))))\n set ['ex v v] to [done]\n end\n else\n set ['ex v v] to [done]\n end\n end\n set ['ex v v] to [0]\n repeat until <<('ex v) = [done]> or <('ex v) = (letter (('ex h) + (1)) of [321])>>\n if <<not <(item ((item ('index) of [graph v]) + ((('ex h) * ((X lenght) * (-1))) - (('ex v) + (1)))) of [map v]) = (((X lenght) * (Y lenght)) + (1))>> and < ((((item ('index) of [graph v]) + ((('ex h) * (X lenght)) - ('ex v))) + ((X lenght) - (1))) / (X lenght)) contains [.]?>> then\n change ['ex v v] by (1)\n if <[graph v] contains ((item ('index) of [graph v]) + ((('ex h) * ((X lenght) * (-1))) - ('ex v)))?> then\n add [] to [graph v]\n set ['rep i v] to [0]\n repeat ((length of [graph v]) - (('index) + (1)))\n replace item ((length of [graph v]) - ('rep i)) of [graph v] with (item ((length of [graph v]) - (('rep i) + (1))) of [graph v])\n change ['rep i v] by (1)\n end\n replace item (('index) + (1)) of [graph v] with (join [ ] ((item ('index) of [graph v]) + ((('ex h) * ((X lenght) * (-1))) - ('ex v))))\n set ['ex v v] to [done]\n end\n else\n set ['ex v v] to [done]\n end\n end\n if <not <(item ((item ('index) of [graph v]) + ((('ex h) + (1)) * ((X lenght) * (-1)))) of [map v]) = (((X lenght) * (Y lenght)) + (1))>> then\n change ['ex h v] by (1)\n else\n set ['ex h v] to [done]\n end\n end\n repeat until <not < (item (('index) + (1)) of [graph v]) contains [ ]?>>\n change ['index v] by (1)\n end\n change ['index v] by (1)\nend\ndelete all of ['explored v]\nset ['ex h v] to []\nrepeat until <('ex h) = [done]>\n set ['ex v v] to [0]\n repeat until <<<not < (item ('ex v) of [graph v]) contains [ ]?>> and <not <['explored v] contains (item ('ex v) of [graph v])?>>> or <('ex v) = ((length of [graph v]) + (1))>>\n change ['ex v v] by (1)\n end\n set ['index v] to (item ('ex v) of [graph v])\n if <('ex v) = ((length of [graph v]) + (1))> then\n set ['ex h v] to [done]\n else\n add (item ('ex v) of [graph v]) to ['explored v]\n delete all of ['down v]\n change ['ex v v] by (1)\n repeat until <not < (item ('ex v) of [graph v]) contains [ ]?>>\n if <([abs v] of (('index) - (item ('ex v) of [graph v])) ) > ((X lenght) - (3))> then\n add (item ('ex v) of [graph v]) to ['down v]\n end\n change ['ex v v] by (1)\n end\n set ['ex h v] to [1]\n repeat (length of ['down v])\n set ['ex v v] to [0]\n repeat until <<not < (item ('ex v) of [graph v]) contains [ ]?>> and <(item ('ex v) of [graph v]) = (item ('ex h) of ['down v])>>\n change ['ex v v] by (1)\n end\n add [] to [graph v]\n set ['rep i v] to [0]\n repeat ((length of [graph v]) - (('ex v) + (1)))\n replace item ((length of [graph v]) - ('rep i)) of [graph v] with (item ((length of [graph v]) - (('rep i) + (1))) of [graph v])\n change ['rep i v] by (1)\n end\n replace item (('ex v) + (1)) of [graph v] with (join [ ] ('index))\n change ['ex h v] by (1)\n end\n end\nend\n\nwhen I receive [new map v]\nClean Map\nCreate Graph\nCreate Gap\nCreate Path\nbroadcast (Draw arrows v)\n\ndefine Create Gap\nreset timer\ndelete all of ['anchor v]\nset ['index v] to [1]\nif <<[graph v] contains (End)?> and <[graph v] contains (Start)?>> then\n add (End) to ['anchor v]\n repeat until <<<<('index) = [done]> or <('index) = (length of [graph v])>> or <(length of ['anchor v]) = [0]>> or <(timer) > [0.1]>>\n set ['ex h v] to (length of ['anchor v])\n set ['rep i v] to [1]\n repeat (length of ['anchor v])\n set ['ex v v] to [1]\n repeat until <<(item ('ex v) of [graph v]) = (item ('rep i) of ['anchor v])> and <not < (item ('ex v) of [graph v]) contains [ ]?>>>\n change ['ex v v] by (1)\n end\n change ['ex v v] by (1)\n repeat until <<not < (item ('ex v) of [graph v]) contains [ ]?>> or <('index) = [done]>>\n if <(item (item ('ex v) of [graph v]) of [map v]) = [0]> then\n replace item (item ('ex v) of [graph v]) of [map v] with ('index)\n add (item ('ex v) of [graph v]) to ['anchor v]\n change ['index v] by (1)\n else\n if <(item ('ex v) of [graph v]) = (Start)> then\n set ['index v] to [done]\n end\n end\n change ['ex v v] by (1)\n end\n change ['rep i v] by (1)\n end\n repeat ('ex h)\n delete (1) of ['anchor v]\n end\n end\nend\n\ndefine Clean Map\nset ['index v] to [0]\nrepeat (length of [map v])\n if <([abs v] of (item ('index) of [map v]) ) < ((X lenght) * (Y lenght))> then\n replace item ('index) of [map v] with [0]\n end\n change ['index v] by (1)\nend\n\ndefine Create Path\nreset timer\ndelete all of [path v]\nif <<[graph v] contains (Start)?> and <[graph v] contains (End)?>> then\n add (join [ ] (Start)) to [path v]\n set ['index v] to [1]\n repeat until <<<('index) = [done]> or <('index) = (length of [graph v])>> or <(timer) > [0.1]>>\n set ['ex v v] to [1]\n repeat until <<(item ('ex v) of [graph v]) = (item (length of [path v]) of [path v])> and <not < (item ('ex v) of [graph v]) contains [ ]?>>>\n change ['ex v v] by (1)\n end\n change ['ex v v] by (1)\n set ['rep i v] to []\n repeat until <not < (item ('ex v) of [graph v]) contains [ ]?>>\n if <<(item (item (length of [path v]) of [path v]) of [map v]) > (item (item ('ex v) of [graph v]) of [map v])> and <not <(item (item ('ex v) of [graph v]) of [map v]) = [0]>>> then\n set ['rep i v] to (item ('ex v) of [graph v])\n end\n change ['ex v v] by (1)\n end\n if <(item ('rep i) of [map v]) = ((((X lenght) * (Y lenght)) + (1)) * (-1))> then\n set ['index v] to [done]\n add (End) to [path v]\n else\n if <('rep i) = []> then\n set ['index v] to [done]\n else\n add ('rep i) to [path v]\n change ['index v] by (1)\n end\n end\n end\nend\n\n@Render\n\ndefine Create Map\ndelete all of [path v]\ndelete all of [map v]\nshow\nswitch costume to (big v)\nset size to (70) %\nset [size v] to (((size) * (30)) / (100))\nswitch costume to (1 v)\ngo to x: ((((X lenght) + (-1)) * (Size)) / (-2)) y: ((((Y lenght) + (-1)) * (Size)) / (2))\nset ['grid v] to [1]\nrepeat ((Y lenght) - (1))\n repeat (X lenght)\n create clone of (_myself_ v)\n change x by (Size)\n change ['grid v] by (1)\n add [0] to [map v]\n end\n change y by ((Size) * (-1))\n set x to ((((X lenght) + (-1)) * (Size)) / (-2))\nend\nrepeat (X lenght)\n create clone of (_myself_ v)\n change x by (Size)\n change ['grid v] by (1)\n add (((X lenght) * (Y lenght)) + (1)) to [map v]\nend\nswitch costume to (big v)\nhide\nadd (((X lenght) * (Y lenght)) + (1)) to [map v]\n\nwhen I start as a clone\nset ['grid v] to ('Grid)\nif <('Grid) < (((X lenght) * (Y lenght)) - ((X lenght) - (1)))> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (70)\n if <<mouse down?> = [true]> then\n if <not <(item ('Grid) of [map v]) = (((X lenght) * (Y lenght)) + (1))>> then\n replace item ('Grid) of [map v] with (((X lenght) * (Y lenght)) + (1))\n else\n replace item ('Grid) of [map v] with [0]\n end\n wait until <<mouse down?> = [false]>\n set [edit v] to [no]\n end\n if <key (e v) pressed?> then\n if <(item ('Grid) of [map v]) < ((X lenght) * (Y lenght))> then\n replace item (item # of ((((X lenght) * (Y lenght)) + (1)) * (-1)) in [map v]) of [map v] with [0]\n replace item ('Grid) of [map v] with ((((X lenght) * (Y lenght)) + (1)) * (-1))\n set [end v] to ('Grid)\n else\n delete all of [path v]\n end\n if <(Start) = ('Grid)> then\n set [start v] to []\n end\n wait until <not <key (e v) pressed?>>\n set [edit v] to [no]\n end\n else\n set [ghost v] effect to (100)\n end\n Actions\n end\nelse\n set [brightness v] effect to (-40)\n set [ghost v] effect to (70)\nend\n\ndefine Actions\nset [color v] effect to (0)\nif <([abs v] of (item ('Grid) of [map v]) ) > ((X lenght) * (Y lenght))> then\n set [ghost v] effect to (70)\n if <(Start) = ('Grid)> then\n set [color v] effect to (0)\n else\n if <(End) = ('Grid)> then\n set [color v] effect to (80)\n else\n set [brightness v] effect to (-40)\n end\n end\nelse\n set [brightness v] effect to (0)\n set [color v] effect to (0)\nend\nbroadcast (New map v)\n\ndefine Arrows\npen up\nerase all\nset ['index v] to [1]\nrepeat (length of [graph v])\n if <not < (item ('index) of [graph v]) contains [ ]?>> then\n set ['anchor v] to (item ('index) of [graph v])\n else\n set ['aim v] to (item ('index) of [graph v])\n if <<[path v] contains ('aim)?> and <(item ((item # of ('aim) in [path v]) + (1)) of [path v]) = ('anchor)>> then\n set pen color to (#47da2a)\n set pen (transparency v) to (80)\n else\n set pen color to (#e8391a)\n set pen (transparency v) to (90)\n end\n pen up\n go to x: (((((X lenght) + (-1)) * (Size)) / (-2)) + (((('anchor) - (1)) mod (X lenght)) * (Size))) y: (((((Y lenght) + (1)) * (Size)) / (2)) - ((round ((('anchor) + ((X lenght) - ((('anchor) - (1)) mod (X lenght)))) / (X lenght))) * (Size)))\n pen down\n go to x: (((((X lenght) + (-1)) * (Size)) / (-2)) + (((('aim) - (1)) mod (X lenght)) * (Size))) y: (((((Y lenght) + (1)) * (Size)) / (2)) - ((round ((('aim) + ((X lenght) - ((('aim) - (1)) mod (X lenght)))) / (X lenght))) * (Size)))\n pen up\n set pen size to (2)\n end\n change ['index v] by (1)\nend\n\nwhen I receive [draw arrows v]\nif <(costume [name v]) = [big]> then\n Arrows\nend\n\nwhen flag clicked\nset [end v] to []\nset [start v] to []\nset [edit v] to [no]\nset [x lenght v] to [16]\nset [y lenght v] to [16]\nCreate Map\n\nwhen I start as a clone\nforever\n if <(Start) = ('Grid)> then\n replace item (item # of (((X lenght) * (Y lenght)) + (2)) in [map v]) of [map v] with [0]\n replace item ('Grid) of [map v] with (((X lenght) * (Y lenght)) + (2))\n end\nend\n\n@AI\n\ndefine Move (x) (y)\nrepeat ([abs v] of (x) )\n change x by (((x) / ([abs v] of (x) )) * (1))\n if <touching color (#cdcdcd)?> then\n change x by (((x) / ([abs v] of (x) )) * (-1))\n set ['x velocity v] to [0]\n end\nend\nchange x by (((x) / ([abs v] of (x) )) * (-1))\nrepeat ([abs v] of (y) )\n change y by (((y) / ([abs v] of (y) )) * (1))\n if <touching color (#cdcdcd)?> then\n change y by (((y) / ([abs v] of (y) )) * (-1))\n set ['y velocity v] to [0]\n set ['jump v] to [1]\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-133) y: (0)\nset ['x velocity v] to [0]\nset ['y velocity v] to [0]\nset ['x next v] to [0]\nset ['y next v] to [0]\nforever\n Locate\n Prompt\n Execute\nend\n\ndefine Execute\nMove ('X velocity) ('Y velocity)\n\ndefine Prompt\nchange y by (1)\nif <touching color (#cdcdcd)?> then\n change ['y velocity v] by (-1)\n change y by (-1)\nelse\n change ['y velocity v] by (-1)\nend\nif <(length of [path v]) > [1]> then\n if <('X next) > (x position)> then\n if <('X velocity) < [5]> then\n change ['x velocity v] by (1)\n end\n if <('jump) = [1]> then\n if <<(('Y next) - (y position)) > (Size)> or <<([abs v] of (('X next) - (x position)) ) > ((1.5) * (Size))> and <(('Y next) - (y position)) > [0]>>> then\n Jump\n end\n end\n else\n if <[-5] < ('X velocity)> then\n change ['x velocity v] by (-1)\n end\n if <('jump) = [1]> then\n if <<(('Y next) - (y position)) > (Size)> or <<([abs v] of (('X next) - (x position)) ) > ((1.5) * (Size))> and <(('Y next) - (y position)) > [0]>>> then\n Jump\n end\n end\n end\nelse\n change ['x velocity v] by ((('X velocity) / ([abs v] of ('X velocity) )) * (-1))\nend\nset ['jump v] to [0]\n\ndefine Locate\nset ['x center v] to (((((round ((((x position) * (-1)) + ((Size) / (2))) / (Size))) * (Size)) / ((Size) * (-1))) + ((X lenght) / (2))) + (1))\nset ['y center v] to ((((((round ((((y position) * (-1)) + ((Size) / (2))) / (Size))) * (Size)) / (Size)) + ((X lenght) / (2))) * (X lenght)) - (X lenght))\nif <(('X center) + ('Y center)) = (End)> then\n set [start v] to (('X center) + ('Y center))\n set [end v] to []\n set ['x next v] to [0]\n set ['y next v] to [0]\nelse\n if <[graph v] contains (('X center) + ('Y center))?> then\n set [start v] to (('X center) + ('Y center))\n set ['x next v] to (((((X lenght) + (-1)) * (Size)) / (-2)) + ((((item (2) of [path v]) - (1)) mod (X lenght)) * (Size)))\n set ['y next v] to (((((Y lenght) + (1)) * (Size)) / (2)) - ((round (((item (2) of [path v]) + ((X lenght) - (((item (2) of [path v]) - (1)) mod (X lenght)))) / (X lenght))) * (Size)))\n end\nend\n\nwhen flag clicked\nset size to (((Size) * (100)) / (30)) %\n\ndefine Jump\nif <not <(End) = []>> then\n if <((('X next) - (x position)) * ('X velocity)) > [0]> then\n if <(('Y next) - (y position)) > ((Size) * (2))> then\n set ['y velocity v] to [8]\n else\n if <(('Y next) - (y position)) < ((Size) * (0.20))> then\n set ['y velocity v] to [5]\n else\n set ['y velocity v] to [6]\n end\n end\n end\nend\n\n
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This is an experimental Platformer AI (V0.0.3)\n\nShould I release a B.E.T.A. tag game with this AI?\n\nIn this environment, you can edit the 16*16 grid by clicking on the tiles and setting the goal for the AI who will then try to reach it if he can. Any feedback would be very useful, thank you in advance for your help.\n\ninputs :\n - Click the grid to edit the block hovered \n - Press e to set the goal of the AI (put it somewhere \n accessible for the AI or it won't move, meaning it \n needs to be touching red lines and have them \n connecting the AI and the tile you are selecting)\n\nInformation / warning:\n - uses a graphing algorithm \n - uses an A* algorithm \n - The AI core ( engine + movement ) is 700 blocks\n - The movement can clog sometimes I'm working on it.\n You can simply move the goal somewhere else or edit \n the block clogging the bot to fix this. \n - The graphing isn't up to date making it so the AI can't \n fall down from more than 2 blocks. I'm currently \n thinking about how to implement bigger falls. \n\nHow does it work :\nEach time the level is edited a new graph will be made. The graph is what the lines represent, showing which blocks can access which. Then an A* algorithm is applied to the graph when the goal is set to figure out the fastest path. After that, the AI will use its platformer movement mechanics, a movement that is exactly similar to the ones people use to control their player in platformer games but with the inputs controlled by the AI so he can move left and right as well as jump. \n\nAim of this experiment :\nMy goal is to add reliable enemies that can challenge the player in all your grid platformers. When this experiment will reach its end scratch will be provided with its very own platformer bot sprite that would be very easy to implement and use in your own projects with simple functions and utility. \n\nLog :\n -v0.0.1\n Graphing algorithm (not polished)\n A* algorithm\n AI movement (not polished)\n\n -v0.0.2\n Added gap jumping as well as different jump powers\n\n-v0.0.3\n Added smart jumping\n\nWhat else should I add/fix?
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REVERSE platformer 『逆』【変なプラフォ第1弾】
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景3 v)\n\nwhen I receive [開始 v]\nswitch backdrop to (背景2 v)\n\n@blank\n\n@反対のプラフォ君\n\ndefine fast\nrepeat (6)\n if <touching (土地です v)?> then\n change y by (-1)\n end\nend\n\ndefine 縦移動\nrepeat until <not <touching (土地です v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\ndefine 横移動\nrepeat until <not <touching (土地です v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\nwhen I receive [開始 v]\nset rotation style [left-right v]\n消去\nswitch costume to (スキン変更機構)\npoint in direction (90)\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 (-1)\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 (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (土地です v)?> then\n fast\n if <touching (土地です v)?> then\n change y by (-5)\n 縦移動\n end\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n start sound [カチャカチャ v]\n set [y v] to [-14]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (土地です v)?> then\n 横移動\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n start sound [ジャンプ v]\n set [y v] to [-13]\n else\n set [y v] to [0]\n end\n end\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (30)\n start sound [ふっつ v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[186] < (y position)> then\n go to x: (-200) y: (30)\n start sound [ふっつ v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <([costume # v] of [土地です v]) = [20]>\n if <(x position) > [239]> then\n go to x: (-200) y: (1)\n broadcast (level v)\n start sound [次 v]\n end\nend\n\nwhen flag clicked\nclear graphic effects\nhide\n\ndefine 消去\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nshow\nset size to (100) %\ngo to x: (-200) y: (30)\n\nwhen I receive [開始 v]\nforever\n if <(costume [number v]) = [6]> then\n change [color v] effect by (3)\n end\nend\n\nwhen flag clicked\nclear graphic effects\n\n@土地です\n\nwhen flag clicked\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\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [開始 v]\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [土地です v])\nend\n\n@キラキラ✨\n\nwhen flag clicked\nhide\n\nwhen I receive [開始 v]\nforever\n show\n go to [back v] layer\n go to (反対のプラフォ君 v)\n turn right (5) degrees\nend\n\n@スプライト1\n\nwhen I receive [開始 v]\nshow\ngo to x: (30) y: (30)\nforever\n glide (1) secs to x: (40) y: (40)\n glide (1) secs to x: (30) y: (30)\nend\n\nwhen flag clicked\nhide\n\n@☁君\n\nwhen I start as a clone\nset [ghost v] effect to (50)\nshow\ngo to x: (430) y: (13)\nglide (5) secs to x: (-430) y: (13)\nhide\ndelete this clone\n\nwhen I receive [開始 v]\nhide\nforever\n switch costume to (pick random (1) to (2))\n create clone of (_myself_ v)\n wait (3) seconds\nend\n\nwhen flag clicked\nhide\n\n@イントロ\n\nwhen flag clicked\nstart sound [電子音 v]\nshow\nset [ghost v] effect to (100)\nrepeat (60)\n change [ghost v] effect by (-1.666666666666)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (ホーム v)\nhide\n\n@サムネイルを見ていただけたらわかると思うんですけど\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [サムネの動き v] to [-25]\ngo to [front v] layer\nshow\ngo to x: (0) y: (300)\nrepeat (10)\n change y by (サムネの動き)\n change [サムネの動き v] by (1.5)\nend\nrepeat (20)\n change y by (サムネの動き)\n change [サムネの動き v] by (0.5)\nend\n\nwhen flag clicked\nswitch costume to (サムネイル v)\n\nwhen I receive [だめだね v]\nswitch costume to (サムネイル2 v)\n\n@ホーム\n\nwhen I receive [ホーム v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (ho-mu v)\n\nwhen I receive [開始 v]\nhide\n\nwhen I receive [スキン変更機構発動準備完了β v]\nnext costume\n\nwhen flag clicked\nforever\n set [スキン変更機構 v] to (costume [number v])\n go to [back v] layer\n go to x: (0) y: (15)\nend\n\n@始まりの時\n\nwhen flag clicked\nhide\n\nwhen I receive [ホーム v]\nshow\nset size to (100) %\nforever\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen this sprite clicked\nstart sound [決定ボタン v]\nhide\nbroadcast (ok v)\n\n@モバイル対応してるんだそ\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\n\nwhen I receive [ok v]\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nbroadcast (開始 v)\nrepeat (25)\n change [ghost v] effect by (4)\nend\nhide\n\n@music box\n\nwhen I receive [ホーム v]\nrepeat until <(yo) = [1]>\n play sound [Link v] until done\nend\nstop all sounds\n\nwhen I receive [開始 v]\nset volume to (100) %\nset [yo v] to [1]\nstop all sounds\nforever\n play sound [Let's Go! v] until done\nend\n\nwhen flag clicked\nset [yo v] to [0]\n\nwhen I receive [! v]\nforever\n play sound [Link v] until done\nend\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: (-250) y: (-145)\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: (-250) y: (135)\n\nwhen I receive [開始 v]\nset [秒 v] to [0]\nrepeat until <([costume # v] of [土地です v]) = [20]>\n wait (1) seconds\n change [秒 v] by (1)\nend\nif <(☁ world) > (秒)> then\n set [☁ world v] to (秒)\nend\n\nwhen I receive [開始 v]\n配置\n\n@たぼくん\n\nwhen flag clicked\nswitch costume to ( v)\nset [変数 v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to ( v)\n go to [front v] layer\n set size to (100) %\n change [変数 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [変数 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (変数)> then\n broadcast (だめだね v)\n end\nend\n\nwhen I receive [だめだね v]\nstop [all v]\n\n@スプライト4\n\nwhen I receive [開始 v]\nforever\n if <touching (反対のプラフォ君 v)?> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [土地です v]) = [2]> then\n show\n else\n hide\n end\nend\n\n@CLEAR\n\nwhen flag clicked\nforever\n if <([costume # v] of [土地です v]) = [20]> then\n show\n next costume\n wait (0.05) seconds\n else\n hide\n end\nend\n\n@スキン変更機構α\n\nwhen this sprite clicked\nstart sound [Collect v]\nbroadcast (スキン変更機構発動準備完了β v)\n\nwhen flag clicked\nhide\nforever\n set size to (100) %\n repeat (10)\n change size by (1)\n end\n repeat (10)\n change size by (-1)\n end\nend\n\nwhen I receive [ホーム v]\nshow\n\nwhen I receive [ok v]\nhide\nstop [other scripts in sprite v]\n\n
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level editor! a platformer generator v.1.2
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@Stage\n\n@main-menu\n\nwhen I receive [tick v]\nif <(id) < [5]> then\n go to [front v] layer\n go [backward v] (1) layers\n change y by (((0) - (y position)) / (5))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (13)\n change size by (((110) - (size)) / (8))\n else\n set [brightness v] effect to (0)\n change size by (((100) - (size)) / (8))\n end\nend\n\nwhen flag clicked\nset size to (100) %\nset [mode v] to [0]\nset [id v] to [0]\ncreate clone of (_myself_ v)\nset [id v] to [1]\ncreate clone of (_myself_ v)\nshow\nset [id v] to [99]\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [@wait v] to [0]\nset size to (0) %\ngo to x: (0) y: (100)\nif <(id) = [0]> then\n switch costume to (new v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (hide v)\n set [mode v] to [edit]\n stop [this script v]\n end\n end\nelse\n if <[1] = (id)> then\n switch costume to (load v)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n if <(import) = [invalid]> then\n set [mode v] to [edit]\n else\n set [mode v] to [preview]\n end\n broadcast (hide v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nshow\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nforever\n delete (4) of [save v]\nend\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\nwhen [timer v] > ((TIME) + (0.01))\ngo to [front v] layer\nshow\n\nwhen flag clicked\nforever\n set [time v] to (timer)\nend\n\n@Select Block\n\nwhen flag clicked\nhide\nset size to (88) %\nset [@id v] to [0]\nrepeat (11)\n change [@id v] by (1)\n create clone of (_myself_ v)\nend\nset [@id v] to [e]\ncreate clone of (_myself_ v)\nset [@id v] to [null]\n\nwhen I receive [tick v]\nif <<(MODE) = [edit]> and <not <(@ID) = [null]>>> then\n show\n if <(@ID) = [1]> then\n switch costume to (join [g] (((Theme Type) * (2)) + (1)))\n go to x: (-215) y: (-165)\n else\n if <(@ID) = [2]> then\n switch costume to (l0 v)\n go to x: (-179) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [block # v] to [l]\n end\n else\n if <(@ID) = [3]> then\n switch costume to (w0 v)\n go to x: (-143) y: (-165)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [block # v] to [l]\n end\n else\n if <(@ID) = [4]> then\n switch costume to (s1 v)\n go to x: (-108) y: (-165)\n else\n if <(@ID) = [e]> then\n switch costume to (eraser v)\n go to x: (72) y: (-165)\n else\n if <(@ID) = [5]> then\n switch costume to (c1 v)\n go to x: (14) y: (-165)\n else\n if <(@ID) = [6]> then\n go to x: (42) y: (-165)\n if <[type v] contains [f]?> then\n switch costume to (f2 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(@ID) = [7]> then\n switch costume to (b1 v)\n go to x: (-77) y: (-165)\n else\n if <(@ID) = [8]> then\n switch costume to (p1 v)\n go to x: (-47) y: (-165)\n else\n if <(@ID) = [9]> then\n switch costume to (n1 v)\n go to x: (-16) y: (-165)\n else\n if <(@ID) = [10]> then\n switch costume to (t1 v)\n go to x: (102) y: (-165)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [block # v] to (letter (1) of (costume [name v]))\n end\n if <(Block #) = (letter (1) of (costume [name v]))> then\n set [ghost v] effect to (0)\n else\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (75)\n end\n end\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (88) %\ngo to [front v] layer\n\n@Mobile\n\nwhen flag clicked\ngo to x: (176) y: (91)\nshow\nset [ghost v] effect to (100)\nforever\n if <<(Mobile User?) = [1]> and <(MODE) = [edit]>> then\n show\n set [size_velocity v] to (((size_velocity) * (0.77)) + (((100) - (size)) / (6)))\n change size by (size_velocity)\n change [ghost v] effect by (-10)\n switch costume to (hitbox1 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile click? v] to [1]\n switch costume to (main1 v)\n else\n switch costume to (hitbox2 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile click? v] to [2]\n switch costume to (main2 v)\n else\n switch costume to (hitbox3 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile click? v] to [3]\n switch costume to (main3 v)\n else\n switch costume to (hitbox4 v)\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [mobile click? v] to [4]\n switch costume to (main4 v)\n else\n set [mobile click? v] to [0]\n switch costume to (main0 v)\n end\n end\n end\n end\n else\n change [ghost v] effect by (10)\n change size by (((0) - (size)) / (6))\n if <(size) < [10]> then\n hide\n end\n end\nend\n\n@Invalid\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [invalid v]\nshow\nrepeat until <(y position) < [12]>\n change y by (((11) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) - (8)) / (5))\nend\nhide\n\n@Invalid2\n\nwhen I receive [tick v]\ngo to [back v] layer\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\n\nwhen I receive [invalid v]\nshow\nrepeat until <(y position) < [12]>\n change y by (((11) - (y position)) / (6))\nend\nwait (2.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) - (8)) / (5))\nend\nhide\n\n@You Win!\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [win v]\ngo to x: (0) y: (120)\nset [ghost v] effect to (100)\nwait (0.2) seconds\nshow\nrepeat until <([abs v] of ((((-1) - (y position)) / (9)) + ((yvel) * (0.8))) ) < [0.03]>\n set [yvel v] to ((((-1) - (y position)) / (10)) + ((yvel) * (0.84)))\n change y by (yvel)\n change [ghost v] effect by (-25)\nend\nwait until <mouse down?>\nset [play ▮▮ v] to [0]\nrepeat until <(y position) < [-150]>\n change y by (((y position) - (6)) / (3))\n change [ghost v] effect by (0)\nend\nhide\n\nwhen I receive [edit v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@sign_text\n\nwhen flag clicked\nshow\n\nwhen I receive [tick v]\nset [ghost v] effect to (100)\nif <(MODE) = [edit]> then\n mouse\nelse\n if <(MODE) = [play]> then\n if <[collisons v] contains [n]?> then\n go to x: ((item (item # of [n] in [collisons v]) of [x v]) - (SCROLL X)) y: ((item (item # of [n] in [collisons v]) of [y v]) - (SCROLL Y))\n say (item (item # of [n] in [collisons v]) of [sign's text v])\n else\n say []\n end\n else\n say []\n end\nend\n\ndefine mouse\nset [c2 v] to [0]\nrepeat until <<(c2) > (length of [x v])> or <<((round (((mouse x) + (SCROLL X)) / (30))) * (30)) = (item (c2) of [x v])> and <((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) = (item (c2) of [y v])>>>\n change [c2 v] by (1)\nend\nif <(item (c2) of [sign's text v]) = []> then\n say []\nelse\n go to x: ((item (c2) of [x v]) - (SCROLL X)) y: ((item (c2) of [y v]) - (SCROLL Y))\n say (item (c2) of [sign's text v])\n if <<key (e v) pressed?> and <(ASK_WAIT) = [0]>> then\n set [ask_wait v] to [1]\n set [sign # v] to (c2)\n broadcast (rename v)\n end\nend\nif <key (1 v) pressed?> then\n set [block # v] to [g]\nelse\n if <key (2 v) pressed?> then\n set [block # v] to [l]\n else\n if <key (3 v) pressed?> then\n set [block # v] to [w]\n else\n if <key (4 v) pressed?> then\n set [block # v] to [s]\n else\n if <key (5 v) pressed?> then\n set [block # v] to [b]\n else\n if <key (6 v) pressed?> then\n set [block # v] to [p]\n else\n if <key (7 v) pressed?> then\n set [block # v] to [n]\n else\n if <key (8 v) pressed?> then\n set [block # v] to [c]\n else\n if <key (9 v) pressed?> then\n set [block # v] to [f]\n else\n if <key (0 v) pressed?> then\n set [block # v] to [e]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (r v) pressed?> then\n set [scroll x v] to [0]\n set [scroll y v] to [30]\nend\nstop [this script v]\n\n@buttons\n\nwhen flag clicked\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [3]\ncreate clone of (_myself_ v)\nset [@id v] to [m]\ncreate clone of (_myself_ v)\nset [@id v] to [u]\ncreate clone of (_myself_ v)\nset [@id v] to [r]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (save v)\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (export v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\ngo to [front v] layer\nif <(@ID) = [3]> then\n forever\n if <(MODE) = [play]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [click v] to [1]\n broadcast (edit v) and wait\n else\n set [click v] to [0]\n end\n else\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (play v) and wait\n end\n end\n end\n end\nelse\n if <(@ID) = [1]> then\n switch costume to (load v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (import v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [m]> then\n switch costume to (menu v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(round ([x vel v] of [menu v])) = [0]> then\n set [ui menu 2 v] to ((1) - (UI MENU 2))\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n else\n set [ui menu 2 v] to [0]\n end\n end\n else\n if <(@ID) = [u]> then\n switch costume to (undo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (undo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n else\n if <(@ID) = [r]> then\n switch costume to (redo v)\n forever\n if <(MODE) = [edit]> then\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (redo v) and wait\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(@ID) = [3]> then\n if <(MODE) = [play]> then\n show\n switch costume to (return v)\n else\n if <(MODE) = [edit]> then\n show\n switch costume to (play v)\n else\n hide\n end\n end\nelse\n if <(MODE) = [edit]> then\n show\n else\n hide\n end\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (4)\nelse\n set [brightness v] effect to (0)\nend\nif <(@ID) = [u]> then\n if <(history_current) > [1]> then\n switch costume to (undo v)\n else\n switch costume to (undo2 v)\n set [brightness v] effect to (0)\n end\nelse\n if <(@ID) = [r]> then\n if <(history_current) < (length of [history v])> then\n switch costume to (redo v)\n else\n switch costume to (redo2 v)\n set [brightness v] effect to (0)\n end\n end\nend\n\n@fade\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\nwhen I receive [play v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [play]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [edit v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [edit]\nwait (0.3) seconds\nbroadcast (mode v)\nwait (0.1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [preview v]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [mode v] to [preview]\nwait (0.7) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Border\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n switch costume to (edit v)\n show\nelse\n switch costume to (edit2 v)\n show\nend\n\n@menu\n\nwhen flag clicked\nset [ui menu 2 v] to [0]\nset [mobile user? v] to [0]\ngo to x: (-100) y: (0)\nshow\nswitch costume to (menu v)\nset [@id v] to [0]\ncreate clone of (_myself_ v)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [99]\nforever\n go to [back v] layer\nend\n\nwhen I receive [tick v]\nif <(UI MENU 2) = [1]> then\n set [x vel v] to ((((30) - (x position)) / (9)) + ((x vel) * (0.74)))\nelse\n set [x vel v] to (((-100) - (x position)) / (5))\nend\nchange x by (x vel)\nif <(MODE) = [edit]> then\n show\nelse\n hide\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\nelse\n set [brightness v] effect to (0)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nif <(@id) = [0]> then\n switch costume to (delete all v)\n forever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(MODE) = [edit]>> then\n broadcast (delete all v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\nelse\n if <(@id) = [1]> then\n switch costume to (mobile 0 v)\n forever\n switch costume to (join [Mobile ] (Mobile User?))\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n set [mobile user? v] to ((1) - (Mobile User?))\n switch costume to (join [Mobile ] (Mobile User?))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n else\n if <(@id) = [2]> then\n switch costume to (go to x&y v)\n forever\n if <<(MODE) = [edit]> and <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (go to v) and wait\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n end\n end\n end\nend\n\n@Preview\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\n wait (0) seconds\nend\n\nwhen I receive [tick v]\nif <(MODE) = [preview]> then\n set y to (-17)\n change [ghost v] effect by (-10)\n set size to (100) %\nelse\n change y by (((-6) - (y position)) / (4))\n switch costume to (sizer v)\n if <(MODE) = [play]> then\n change size by (((230) - (size)) / (12))\n if <(size) > [216]> then\n change [ghost v] effect by (20)\n end\n else\n change size by (((175) - (size)) / (11))\n if <(size) > [173]> then\n change [ghost v] effect by (10)\n end\n end\n switch costume to (border v)\nend\n\n@Preview \n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (edit v)\nset [ghost v] effect to (100)\ncreate clone of (_myself_ v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [edit]\n end\n end\nend\n\nwhen I start as a clone\nswitch costume to (play v)\nforever\n if <(MODE) = [preview]> then\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [mode v] to [play]\n end\n end\nend\n\nwhen I receive [tick v]\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(MODE) = [preview]> then\n set y to (0)\n change [ghost v] effect by (-10)\nelse\n change y by (((y position) - (80)) / (12))\n if <(y position) = [-49]> then\n set [ghost v] effect to (100)\n end\nend\nif <not <(MODE) = [play]>> then\n set [previous settings v] to (MODE)\nend\nif <touching (mouse-pointer v)?> then\n set [brightness v] effect to (25)\nelse\n set [brightness v] effect to (0)\nend\n\n@Blocks\n\nwhen flag clicked\nset [timer v] to [0]\nset [pause ▶ v] to [0]\nset [history_current v] to [1]\nhide\nset rotation style [all around v]\nshow list [save v]\ndelete all of [history v]\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [type v]\ndelete all of [c v]\ndelete all of [sign's text v]\nadd [] to [sign's text v]\nadd [0] to [x v]\nadd [-30] to [y v]\nadd [g] to [type v]\nadd [1] to [c v]\nadd [0] to [x v]\nadd [0] to [y v]\nadd [c] to [type v]\nadd [1] to [c v]\nadd [] to [sign's text v]\nset [ask_wait v] to [0]\nset [block # v] to [g]\nset [theme type v] to [0]\nBlock Costume # [1]\nSave\nadd (Save Level Code) to [history v]\nset [history_current v] to (length of [history v])\n\nwhen I receive [tick v]\nTICK - BLOCKS\nstop [this script v]\n\ndefine TICK - BLOCKS\nif <(Pause ▶) = [0]> then\n erase all\n if <<(MODE) = [edit]> and <mouse down?>> then\n if <(Block #) = [e]> then\n Remove Block At X&Y ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n else\n Add Block At X&Y ((round (((mouse x) + (SCROLL X)) / (30))) * (30)) ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))\n end\n end\n BLOCKS\n Mouse Curser\nend\nchange [timer v] by (0.3)\n\ndefine BLOCKS\nclear graphic effects\nset size to (100) %\nset [counter1 v] to [0]\nrepeat (length of [x v])\n change [counter1 v] by (1)\n if <<([abs v] of ((item (counter1) of [x v]) - (SCROLL X)) ) < [255]> and <([abs v] of ((item (counter1) of [y v]) - (SCROLL Y)) ) < [195]>> then\n switch costume to (blank v)\n go to x: ((item (counter1) of [x v]) - (SCROLL X)) y: ((item (counter1) of [y v]) - (SCROLL Y))\n Set Costume # (item (counter1) of [type v]) (item (counter1) of [c v])\n stamp\n end\nend\n\ndefine Add Block At X&Y (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<<(ASK_WAIT) = [1]> or <touching (main-menu v)?>> or <<[type v] contains [f]?> and <(Block #) = [f]>>> or <touching (mobile v)?>> or <touching (current block v)?>> or <touching (border v)?>> or <touching (menu v)?>> or <touching (preview v)?>> or <touching (ui v)?>> then\n hide\n stop [this script v]\nend\nhide\nset [counter3 v] to [0]\nrepeat (length of [x v])\n change [counter3 v] by (1)\n if <<(item (counter3) of [x v]) = (x)> and <(item (counter3) of [y v]) = (y)>> then\n stop [this script v]\n end\nend\nif <(Block #) = [n]> then\n add [] to [sign's text v]\n add (x) to [x v]\n add (y) to [y v]\n add (Block #) to [type v]\n add [1] to [c v]\n Block Costume # (length of [x v])\n set [sign_length v] to (length of [x v])\n set [ask_wait v] to [1]\n broadcast (sign v)\nelse\n add [] to [sign's text v]\n add (x) to [x v]\n add (y) to [y v]\n add (Block #) to [type v]\n add [1] to [c v]\n Block Costume # (length of [x v])\n Save\n add (Save Level Code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine Block Costume # (val)\nif <(item (val) of [type v]) = [p]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (-30))>> and <(item (counter4) of [type v]) = [p]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\nelse\n if <(item (val) of [type v]) = [b]> then\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <(item (counter4) of [type v]) = [b]>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n else\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) + (30))>> and <not < [ersfcpbn] contains (item (counter4) of [type v])?>>> then\n replace item (val) of [c v] with [0]\n end\n end\n set [counter4 v] to [0]\n repeat (length of [x v])\n change [counter4 v] by (1)\n if <<<(item (counter4) of [x v]) = (item (val) of [x v])> and <(item (counter4) of [y v]) = ((item (val) of [y v]) - (30))>> and <<not < [ersfcn] contains (item (val) of [type v])?>> and <not < [pb] contains (item (counter4) of [type v])?>>>> then\n replace item (counter4) of [c v] with [0]\n end\n end\n end\nend\n\ndefine Set Costume # (val) (val 2)\nif <(val) = [g]> then\n switch costume to (join (val) (((Theme Type) * (2)) + (val 2)))\nelse\n if <<(val) = [l]> or <(val) = [w]>> then\n switch costume to (join (val) ((val 2) + <(join ((round ((TIMER) * (6))) mod (2)) (val 2)) = [1]>))\n else\n if <(val) = [s]> then\n switch costume to (s1 v)\n else\n if <(val) = [f]> then\n if <<(counter1) = (Checkpoint #)> and <not <(MODE) = [edit]>>> then\n switch costume to (f0 v)\n else\n switch costume to (f1 v)\n end\n else\n if <(val) = [b]> then\n switch costume to (join [b] (val 2))\n else\n if <(val) = [p]> then\n switch costume to (join [p] (val 2))\n else\n if <(val) = [n]> then\n switch costume to (n1 v)\n else\n if <(val) = [c]> then\n if <<(counter1) = (Checkpoint #)> and <not <(MODE) = [edit]>>> then\n switch costume to (c0 v)\n else\n switch costume to (c1 v)\n end\n else\n if <(val) = [t]> then\n switch costume to (t1 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Mouse Curser\nif <<(MODE) = [edit]> and <(ASK_WAIT) = [0]>> then\n if <(Block #) = [e]> then\n switch costume to (e v)\n go to (mouse-pointer v)\n set [ghost v] effect to (30)\n stamp\n else\n go to x: (((round (((mouse x) + (SCROLL X)) / (30))) * (30)) - (SCROLL X)) y: (((round (((mouse y) + (SCROLL Y)) / (30))) * (30)) - (SCROLL Y))\n set size to (99) %\n if <(Block #) = [g]> then\n switch costume to (join [g] ((Theme Type) * (2)))\n else\n if <<(Block #) = [l]> or <(Block #) = [w]>> then\n switch costume to (join (Block #) [0])\n else\n if <(Block #) = [s]> then\n switch costume to (s1 v)\n else\n if <(Block #) = [f]> then\n switch costume to (f1 v)\n if <[type v] contains [f]?> then\n stop [this script v]\n end\n else\n if <(Block #) = [c]> then\n switch costume to (c1 v)\n else\n if <(Block #) = [b]> then\n switch costume to (b1 v)\n else\n if <(Block #) = [p]> then\n switch costume to (p1 v)\n else\n if <(Block #) = [n]> then\n switch costume to (n1 v)\n else\n if <(Block #) = [t]> then\n switch costume to (t1 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n set [counter5 v] to [0]\n repeat (length of [x v])\n change [counter5 v] by (1)\n if <<(item (counter5) of [x v]) = ((round (((mouse x) + (SCROLL X)) / (30))) * (30))> and <(item (counter5) of [y v]) = ((round (((mouse y) + (SCROLL Y)) / (30))) * (30))>> then\n stop [this script v]\n end\n end\n set [ghost v] effect to (50)\n stamp\n end\nend\n\ndefine Remove Block At X&Y (x) (y)\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\nshow\nif <<<<<<<<touching (mobile v)?> or <(ASK_WAIT) = [1]>> or <touching (current block v)?>> or <touching (border v)?>> or <touching (menu v)?>> or <touching (preview v)?>> or <touching (ui v)?>> or <<[0] = (x)> and <<[0] = (y)> or <[-30] = (y)>>>> then\n hide\n stop [this script v]\nend\nhide\nset [counter0 v] to [1]\nrepeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>>>\n change [counter0 v] by (1)\nend\nset [erased_ground? v] to [0]\nif <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = (y)>> then\n set [erased_ground? v] to [1]\n set [deleted_type v] to (item (counter0) of [type v])\n delete (counter0) of [x v]\n delete (counter0) of [y v]\n delete (counter0) of [type v]\n delete (counter0) of [c v]\n delete (counter0) of [sign's text v]\nend\nset [counter0 v] to [1]\nif <(deleted_type) = [p]> then\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <(item (counter0) of [y v]) = ((y) + (30))>>>\n change [counter0 v] by (1)\n end\nelse\n repeat until <<(counter0) > (length of [x v])> or <<(item (counter0) of [x v]) = (x)> and <((item (counter0) of [y v]) + (30)) = (y)>>>\n change [counter0 v] by (1)\n end\nend\nreplace item (counter0) of [c v] with [1]\nif <(erased_ground?) = [1]> then\n Save\n add (Save Level Code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine Save\nset [c2 v] to [0]\nset [save level code v] to (join (join (Theme Type) (Wall Jump?)) [{])\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [save level code v] to (join (Save Level Code) ((item (c2) of [x v]) / (30)))\n set [save level code v] to (join (Save Level Code) [}])\nend\nset [save level code v] to (join (Save Level Code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [save level code v] to (join (Save Level Code) ((item (c2) of [y v]) / (30)))\n set [save level code v] to (join (Save Level Code) [}])\nend\nset [save level code v] to (join (Save Level Code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [save level code v] to (join (Save Level Code) (item (c2) of [type v]))\n set [save level code v] to (join (Save Level Code) [}])\nend\nset [save level code v] to (join (Save Level Code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [save level code v] to (join (Save Level Code) (item (c2) of [c v]))\n set [save level code v] to (join (Save Level Code) [}])\nend\nset [save level code v] to (join (Save Level Code) [{])\nset [c2 v] to [0]\nrepeat (length of [x v])\n change [c2 v] by (1)\n set [save level code v] to (join (Save Level Code) (item (c2) of [sign's text v]))\n set [save level code v] to (join (Save Level Code) [}])\nend\nset [save level code v] to (join (Save Level Code) [{])\n\ndefine Load (i)\nset [c2 v] to [4]\ndelete all of [x v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [x v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [y v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add ((c3) * (30)) to [y v]\n change [c2 v] by (1)\nend\nchange [c2 v] by (1)\ndelete all of [type v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [type v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [c v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to (letter (c2) of (i))\n add (c3) to [c v]\n change [c2 v] by (2)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\nend\nchange [c2 v] by (1)\ndelete all of [sign's text v]\nrepeat until <(letter (c2) of (i)) = [{]>\n set [c3 v] to []\n repeat until <(letter (c2) of (i)) = [}]>\n set [c3 v] to (join (c3) (letter (c2) of (i)))\n change [c2 v] by (1)\n if <(c2) > (length of (i))> then\n set [import v] to [invalid]\n stop [this script v]\n end\n end\n add (c3) to [sign's text v]\n change [c2 v] by (1)\nend\nif <not <(length of [x v]) = (length of [y v])>> then\n set [import v] to [invalid]\n stop [this script v]\nend\n\nwhen I receive [redo v]\nif <<(history_current) < (length of [history v])> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (1)\n Load (item (history_current) of [history v])\nend\n\nwhen I receive [undo v]\nif <<(history_current) > [1]> and <(ASK_WAIT) = [0]>> then\n change [history_current v] by (-1)\n Load (item (history_current) of [history v])\nend\n\nwhen I receive [export v]\nSave\ndelete all of [save v]\nadd [Click 4 times \(Triple-Click\) to highlight it, then copy it \(ctrl+c\)] to [save v]\nadd (Save Level Code) to [save v]\nif <(length of (Save Level Code)) < [501]> then\n add [Next paste \(ctrl+v\) it in the comments! ] to [save v]\nelse\n add [If, your code is too long to fit in a comment, post it here:] to [save v]\n add [https://scratch.mit.edu/discuss/topic/564309/] to [save v]\n add [Your code is separated below so you can fit in multiple comments:] to [save v]\n Separate Blocks\n if <(length of [save v]) > [9]> then\n repeat (4)\n add [] to [save v]\n end\n end\nend\nhide list [save v]\nask [Paste your code here to confirm that you copied the whole thing:] and wait\nif <<not <(answer) = (item (2) of [save v])>> or <not <(answer) = (join (item (2) of [save v]) [ 3])>>> then\n repeat until <<(answer) = (join (item (2) of [save v]) [ 3])> or <(answer) = (item (2) of [save v])>>\n ask [You didn’t copy the entire code! Remember to triple click on the code, and copy it. Try again:] and wait\n end\nend\nshow list [save v]\n\nwhen I receive [import v]\nask [Paste your code below:] and wait\nif <not <(answer) = []>> then\n set [pause ▶ v] to [1]\n set [import v] to (answer)\n Load (import)\n if <(import) = [invalid]> then\n set [pause ▶ v] to [0]\n Load (item (length of [history v]) of [history v])\n broadcast (invalid v)\n else\n broadcast (preview v)\n set [theme type v] to (letter (1) of (import))\n set [wall jump? v] to (letter (2) of (import))\n add (import) to [history v]\n set [history_current v] to (length of [history v])\n wait until <(MODE) = [preview]>\n set [pause ▶ v] to [0]\n end\nend\n\nwhen I receive [delete all v]\nif <(length of [x v]) > [2]> then\n delete all of [c v]\n delete all of [x v]\n delete all of [y v]\n delete all of [type v]\n add [0] to [x v]\n add [-30] to [y v]\n add [g] to [type v]\n add [1] to [c v]\n add [0] to [x v]\n add [0] to [y v]\n add [c] to [type v]\n add [1] to [c v]\n Save\n add (Save Level Code) to [history v]\n set [history_current v] to (length of [history v])\nend\n\ndefine Separate Blocks\nset [i2 v] to [0]\nrepeat until <(i2) > (length of (Save Level Code))>\n set [i3 v] to []\n repeat (500)\n change [i2 v] by (1)\n if <(i2) > (length of (Save Level Code))> then\n add (i3) to [save v]\n stop [this script v]\n end\n set [i3 v] to (join (i3) (letter (i2) of (Save Level Code)))\n end\n add (i3) to [save v]\nend\n\nwhen I receive [go to v]\nask [Enter X Position:] and wait\nif <not <(answer) = []>> then\n set [scroll x v] to (round (answer))\nend\nask [Enter Y Position:] and wait\nif <not <(answer) = []>> then\n set [scroll y v] to (round (answer))\nend\n\nwhen I receive [sign v]\nask [Enter the text for the sign.] and wait\nif <(answer) = []> then\n delete (sign_length) of [sign's text v]\n delete (sign_length) of [x v]\n delete (sign_length) of [y v]\n delete (sign_length) of [type v]\n delete (sign_length) of [c v]\nelse\n replace item (sign_length) of [sign's text v] with (answer)\n Save\n add (Save Level Code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\nwhen I receive [rename v]\nask [What do you want to rename the sign to?] and wait\nif <not <(answer) = []>> then\n replace item (Sign #) of [sign's text v] with (answer)\n Save\n add (Save Level Code) to [history v]\n set [history_current v] to (length of [history v])\nend\nset [ask_wait v] to [0]\n\nwhen flag clicked\nforever\n point in direction (90)\nend\n\n@Player\n\ndefine tick-play\ngo to [back v] layer\nif <<<key (right arrow v) pressed?> or <<<mouse down?> and <(mouse x) > ((x position) + (20))>> or <key (d v) pressed?>>> and <(Click) = [0]>> then\n if <(Play ▮▮) = [0]> then\n if <[collisons v] contains [w]?> then\n change [x y v] by (0.7)\n else\n change [x y v] by (1.2)\n end\n end\nelse\n if <<<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < ((x position) - (20))>> or <key (a v) pressed?>>> and <(Click) = [0]>> then\n if <(Play ▮▮) = [0]> then\n if <[collisons v] contains [w]?> then\n change [x y v] by (-0.7)\n else\n change [x y v] by (-1.2)\n end\n end\n end\nend\nif <[collisons v] contains [w]?> then\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > ((y position) + (10))>> or <key (w v) pressed?>>> then\n if <(Play ▮▮) = [0]> then\n set [yv v] to [5.5]\n end\n end\n change [yv v] by (-1)\n set [yv v] to ((YV) * (0.76))\nelse\n if <<<key (up arrow v) pressed?> or <<<mouse down?> and <(mouse y) > ((y position) + (20))>> or <key (w v) pressed?>>> and <(Click) = [0]>> then\n if <(in air) < [4]> then\n if <(Play ▮▮) = [0]> then\n set [yv v] to [9]\n end\n end\n end\n change [yv v] by (-0.82)\nend\nset [x y v] to ((X Y) * (0.73))\nif <(YV) < [-13]> then\n set [yv v] to [-13]\nend\nchange x by (round ((X Y) * (1.4)))\nchange y by (round (YV))\nchange [scroll x v] by (round (((Offset X) - (SCROLL X)) / (7)))\nchange [scroll y v] by ((round (((Offset Y) - (SCROLL Y)) / (5))) + (2))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nposition\nif <<<[collisons v] contains [s]?> or <[collisons v] contains [l]?>> or <<(Offset Y) < [-430]> or <[collisons v] contains [t]?>>> then\n reset\nend\nif <[collisons v] contains [b]?> then\n set [yv v] to [14]\nelse\n if <[collisons v] contains [p]?> then\n set [yv v] to [-10]\n end\nend\nif <[collisons v] contains [c]?> then\n set [checkpoint # v] to (item # of [c] in [collisons v])\nelse\n if <[collisons v] contains [f]?> then\n set [checkpoint # v] to (item # of [f] in [collisons v])\n end\nend\ncollision test\n\ndefine change y by (sy)\nchange [offset y v] by (sy)\nchange [in air v] by (1)\nif <<[collisons v] contains [p]?> and <(sy) > [0]>> then\n change [offset y v] by ((0) - (sy))\nend\nposition\nrepeat until <not <[collisons v] contains [g]?>>\n if <(sy) > [0]> then\n change [offset y v] by (-1)\n else\n change [offset y v] by (1)\n set [in air v] to [0]\n end\n position\n set [yv v] to [0]\nend\n\ndefine change x by (sx)\nchange [offset x v] by (sx)\nposition\nif <[collisons v] contains [g]?> then\n repeat (10)\n change [offset y v] by (0.5)\n position\n if <not <[collisons v] contains [g]?>> then\n stop [this script v]\n end\n end\n change [offset y v] by (-5)\n repeat until <not <[collisons v] contains [g]?>>\n if <(sx) < [0]> then\n change [offset x v] by (1)\n else\n change [offset x v] by (-1)\n end\n position\n set [x y v] to [0]\n end\n if <(Wall Jump?) = [1]> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(Play ▮▮) = [0]> then\n if <[collisons v] contains [w]?> then\n end\n end\n end\nend\n\ndefine position\ngo to x: ((Offset X) - (SCROLL X)) y: ((Offset Y) - (SCROLL Y))\ncollision test\n\ndefine collision test\ndelete all of [collisons v]\nset [c1 v] to [0]\nrepeat (length of [type v])\n add [0] to [collisons v]\n change [c1 v] by (1)\n if <(item (C1) of [type v]) = [s]> then\n if <<<not <((item (C1) of [x v]) - (-17.5)) < (Offset X)>> and <((item (C1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (C1) of [y v]) - (-9.5)) < (Offset Y)>> and <((item (C1) of [x v]) - (17.5)) < (Offset X)>>> then\n replace item (C1) of [collisons v] with (item (C1) of [type v])\n end\n else\n if <<<not <((item (C1) of [x v]) - (-24.5)) < (Offset X)>> and <((item (C1) of [y v]) - (23.5)) < (Offset Y)>> and <<not <((item (C1) of [y v]) - (-23.5)) < (Offset Y)>> and <((item (C1) of [x v]) - (24.5)) < (Offset X)>>> then\n replace item (C1) of [collisons v] with (item (C1) of [type v])\n end\n end\nend\n\ndefine Tick-edit\ngo to [back v] layer\nclear graphic effects\nswitch costume to (player v)\nposition\nchange [scroll x v] by ((<<<(Mobile Click?) = [2]> or <key (right arrow v) pressed?>> or <key (d v) pressed?>> - <<<(Mobile Click?) = [4]> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (4))\nchange [scroll y v] by ((<<<(Mobile Click?) = [1]> or <key (up arrow v) pressed?>> or <key (w v) pressed?>> - <<<(Mobile Click?) = [3]> or <key (down arrow v) pressed?>> or <key (s v) pressed?>>) * (4))\nif <(SCROLL Y) < [-88]> then\n set [scroll y v] to [-88]\nend\nset [play ▮▮ v] to [0]\nset [wined? v] to [0]\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n Tick-edit\nelse\n if <(MODE) = [preview]> then\n go to [back v] layer\n set [scroll x v] to [0]\n set [scroll y v] to [35]\n set [offset x v] to [0]\n set [offset y v] to [-5]\n set [yv v] to [0]\n set [x y v] to [0]\n set [in air v] to [0]\n set [play ▮▮ v] to [0]\n set [wined? v] to [0]\n position\n else\n if <(MODE) = [play]> then\n repeat (1)\n tick-play\n end\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n broadcast (Tick v)\nend\n\ndefine reset\nset [play ▮▮ v] to [0]\nset [yv v] to [0]\nset [x y v] to [0]\nset [in air v] to [0]\nif <(MODE) = [play]> then\n set [scroll x v] to (item (Checkpoint #) of [x v])\n set [scroll y v] to (item (Checkpoint #) of [y v])\n set [offset x v] to (item (Checkpoint #) of [x v])\n set [offset y v] to (item (Checkpoint #) of [y v])\nelse\n set [scroll x v] to [0]\n set [scroll y v] to [30]\n set [offset x v] to [0]\n set [offset y v] to [-5]\nend\n\nwhen flag clicked\nset [wined? v] to [0]\nreset\nset size to (60) %\npoint in direction (90)\nshow\nswitch costume to (player v)\nbroadcast (start! v)\n\nwhen I receive [mode v]\nreset\n\nwhen flag clicked\nforever\n if <<<[collisons v] contains [f]?> and <(MODE) = [play]>> and <(Wined?) = [0]>> then\n set [wined? v] to [1]\n broadcast (win v)\n set [play ▮▮ v] to [1]\n end\nend\n\n@UI\n\nwhen flag clicked\nset [ui menu 1 v] to [0]\nset [wall jump? v] to [0]\ngo to x: (0) y: (0)\nset [@id v] to [1]\ncreate clone of (_myself_ v)\nset [@id v] to [2]\ncreate clone of (_myself_ v)\nset [@id v] to [c]\ncreate clone of (_myself_ v)\nset [@id v] to [0]\nforever\n if <(MODE) = [edit]> then\n show\n switch costume to (join [Wall Jump] (Wall Jump?))\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <mouse down?> then\n set [wall jump? v] to ((1) - (Wall Jump?))\n switch costume to (join [Wall Jump] (Wall Jump?))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nshow\nset size to (100) %\nif <(@ID) = [1]> then\n switch costume to (theme v)\n go to x: (0) y: (0)\n go to [front v] layer\n forever\n if <(MODE) = [edit]> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-4)\n if <<mouse down?> and <<(Y POS MENU) > [-0.6]> or <(Y POS MENU) < [-59.4]>>> then\n set [ui menu 1 v] to ((1) - (UI MENU 1))\n wait until <not <<mouse down?> and <touching (mouse-pointer v)?>>>\n end\n else\n set [brightness v] effect to (0)\n end\n else\n set [ui menu 1 v] to [0]\n end\n end\nelse\n if <(@ID) = [c]> then\n switch costume to (cover v)\n else\n if <(@ID) = [2]> then\n switch costume to (menu 0000 v)\n set [y pos menu v] to [-60]\n go to [back v] layer\n forever\n if <(MODE) = [edit]> then\n if <(UI MENU 1) = [1]> then\n change [y pos menu v] by (((20) - (Y POS MENU)) / (5))\n else\n change [y pos menu v] by (((-60) - (Y POS MENU)) / (5))\n end\n if <(Y POS MENU) > [-0.5]> then\n switch costume to (h0 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu 1000 v)\n if <mouse down?> then\n set [theme type v] to [0]\n end\n else\n switch costume to (h1 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu 0100 v)\n if <mouse down?> then\n set [theme type v] to [1]\n end\n else\n switch costume to (h2 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu 0010 v)\n if <mouse down?> then\n set [theme type v] to [2]\n end\n else\n switch costume to (h3 v)\n if <touching (mouse-pointer v)?> then\n switch costume to (menu 0001 v)\n if <mouse down?> then\n set [theme type v] to [3]\n end\n else\n switch costume to (menu 0000 v)\n end\n end\n end\n end\n else\n switch costume to (menu 0000 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [tick v]\nif <(MODE) = [edit]> then\n show\n if <(@ID) = [2]> then\n go to x: (0) y: (Y POS MENU)\n end\nelse\n hide\nend\n\n@Blank\n\n
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\nhttps://scratch.mit.edu/projects/851921220/ vote for me!\ngo here to share your projects!!! and check other people's out too!\nhttps://scratch.mit.edu/discuss/topic/684959/?page=1#post-7238567 \nmilestone: 2K views\n\nhttps://scratch.mit.edu/studios/28715018/comments/\ncan we get this on featured??\n\nhi! welcome to level editor! rate this out of 10!\nhere's how it works: use the ''Load a level'' to use the levels that are broadcasted in the messages!\nclick ''new level'' to create a level! To save the level click ''save'' then where it looks like a bunch of random keys triple click then ctrl S to copy it then ctrl V to post it in the speech bubble! \nhttps://turbowarp.org/850546277 runs better\n100 likes and faves for new textures\n\n
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platformer
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@Stage\n\nwhen I receive [position tiles v]\n\nif <(backdrop [number v]) = (BACKGROUND)> then\n stop [this script v]\nend\n\nwhen [n v] key pressed\nset [mouse v] to (join (round ((mouse x) + (CAMERA X))) (join [ ] ((mouse y) + (CAMERA Y))))\n\n@Player\n\nwhen flag clicked\nset [editor v] to [0]\nhide\nset [geo v] to []\ndelete all of [inventory v]\nset [particle intensity v] to [Full]\nset [sound volume v] to [5]\nset [music volume v] to [5]\nset [player action v] to [idle]\nset [menu screen v] to [main]\nbroadcast (Main Menu v)\nrepeat until <(MENU SCREEN) = []>\n broadcast (tick menu v)\nend\n\ndefine move camera\nchange [camera x v] by (round (((x) - (CAMERA X)) / (4)))\nif <<([down v] of [controls v]) > [15]> and <(falling) = [0]>> then\n change [camera y v] by (round ((((y) - (64)) - (CAMERA Y)) / (15)))\nelse\n if <<([up v] of [controls v]) > [15]> and <(falling) = [0]>> then\n change [camera y v] by (round ((((y) + (64)) - (CAMERA Y)) / (15)))\n else\n change [camera y v] by (round (((y) - (CAMERA Y)) / (4)))\n end\nend\nif <(SCREEN SHAKE) > [0]> then\n set [camera x v] to (x)\n set [camera y v] to (y)\n change [camera x v] by (pick random (round ((SCREEN SHAKE) / (2))) to ((0) - (round ((SCREEN SHAKE) / (2)))))\n change [camera y v] by (pick random (round ((SCREEN SHAKE) / (2))) to ((0) - (round ((SCREEN SHAKE) / (2)))))\n change [screen shake v] by (-1)\nend\nlimit camera edge x: [240] edge y: [180]\n\ndefine reset player\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (3)) layers\nset rotation style [left-right v]\nset [tiny - v] to [-0.000001]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [height v] to [5]\nset [width v] to [5]\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [falling v] to [-4]\nset [jumping v] to [99]\nset [invulnerable v] to [0]\nset [map v] to [0]\nset [arena progress v] to [0]\nset [screen shake v] to [0]\nset size to (140) %\nif <(x) < [550]> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nset [ghost v] effect to (0)\nmove camera\n\ndefine game loop\nforever\n broadcast (check controls v)\n broadcast (swing nail v)\n broadcast (move player v)\n broadcast (move enemy v)\n broadcast (move player after enemy v)\n broadcast (animate npcs v)\n broadcast (position tiles v)\n broadcast (position enemy v)\nend\n\nwhen I receive [move player v]\nset [bump index v] to []\nif <([pause v] of [controls v]) = [1]> then\n broadcast (game - pause v)\nend\nif <(EDITOR) > [0]> then\n handle - God mode\nelse\n if <(player action) = [sit]> then\n change [player frame v] by (1)\n if <(player frame) > [20]> then\n if <<([down v] of [controls v]) = [1]> or <([abs v] of ([x axis v] of [controls v]) ) = [1]>> then\n set [player action v] to [idle]\n set [player frame v] to [0]\n end\n end\n else\n handle keys - left right\n handle keys - jump/crouch\n move sprite x\n move sprite y\n check around player\n end\nend\nmove camera\npaint sprite\nif <(GEO) > [9999]> then\n set [geo v] to [9999]\nend\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (TINY -))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (TINY -))) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (TINY -))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\n if <(special action) = [start]> then\n set [special action v] to []\n end\nend\nif <(fix dy) > [0]> then\n change [y v] by ((TINY -) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((TINY -) - (mod x))\n if <(special action) = [start]> then\n set [special action v] to []\n end\nend\n\ndefine handle keys - left right\nif <([focus v] of [controls v]) > [0]> then\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [player action v] to [heal]\n stop [this script v]\nend\nset [key walk v] to ([x axis v] of [controls v])\nif <<(solid) > []> and <<<(player action) = [crouch]> or <(player action) = [look up]>> or <(player action) = [heal]>>> then\n set [key walk v] to [0]\nend\nif <(KEY WALK) = [0]> then\n set [player action v] to [idle]\n Decrease Speed x\nelse\n if <([abs v] of (speed x) ) < [0.2]> then\n if <(MAP) < [1]> then\n set [special action v] to [start]\n set [special action frame v] to [3]\n end\n end\n if <not <(direction) = ((90) * (KEY WALK))>> then\n set [special action v] to [turn]\n set [special action frame v] to [1]\n end\n point in direction ((90) * (KEY WALK))\n set [player action v] to [walk]\n if <(MAP) > [0]> then\n set [speed x v] to ((KEY WALK) * (3))\n else\n set [speed x v] to ((KEY WALK) * (5))\n end\nend\nset [temp v] to (([abs v] of (speed x) ) / (10))\nif <(temp) < [0.2]> then\n set [temp v] to [0.2]\nend\nchange [player frame v] by (temp)\n\ndefine handle keys - jump/crouch\nchange [speed y v] by (-2)\nif <(speed y) < [-16]> then\n set [speed y v] to [-16]\nend\nif <([focus v] of [controls v]) < [1]> then\n if <([y axis v] of [controls v]) < [0]> then\n set [player action v] to [crouch]\n else\n if <(player action) = [crouch]> then\n handle - get up\n end\n end\n if <([y axis v] of [controls v]) > [0]> then\n set [player action v] to [look up]\n else\n if <(player action) = [look up]> then\n handle - get up\n end\n end\nend\nif <([jump v] of [controls v]) > [0]> then\n if <<(falling) < [2]> or <(jumping) > [0]>> then\n change [jumping v] by (1)\n if <(jumping) < [8]> then\n set [speed y v] to [11]\n if <(jumping) = [1]> then\n start sound [hero_jump v]\n set [jumping v] to [3]\n end\n end\n end\nelse\n set [jumping v] to [0]\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.9))\n end\nend\nif <<(falling) < [2]> and <([abs v] of (speed x) ) > [0]>> then\n if <(([floor v] of ((player frame) * (2)) ) mod (8)) = [0]> then\n start sound (join [footsteps] (pick random (1) to (6)))\n end\nend\n\ndefine move sprite y\nchange [falling v] by (1)\nchange [y v] by (speed y)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n if <(falling) > [1]> then\n if <(falling) > [30]> then\n start sound [hero_land_hard v]\n set [special action v] to [land hard]\n set [special action frame v] to [4]\n set [screen shake v] to [10]\n set [speed x v] to [0]\n if <<(SPAWN Y) = [1550]> and <(SPAWN LEVEL) = [1]>> then\n start sound [Boss Defeat2 v]\n set [spawn y v] to (HAZARD RESPAWN Y)\n set [screen shake v] to [25]\n set [text v] to [KING'S PASS]\n broadcast (New title v)\n end\n else\n start sound [hero_land_soft v]\n set [special action v] to [land]\n set [special action frame v] to [3]\n end\n end\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\nif <<(falling) > [3]> and <(speed y) < [1]>> then\n if <((falling) mod (4)) = [0]> then\n start sound (join [falling] ((([floor v] of ((falling) / (4)) ) mod (6)) + (1)))\n end\nend\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (2)) layers\nif <([sword v] of [controls v]) = [1]> then\n if <([nail stage v] of [nail v]) = [1]> then\n if <(player action) = [look up]> then\n set [special action v] to [sword2]\n set [special action frame v] to [4]\n else\n if <(player action) = [crouch]> then\n if <(falling) > [0]> then\n set [special action v] to [sword3]\n set [special action frame v] to [2]\n end\n else\n set [special action v] to [sword1]\n set [special action frame v] to [3]\n end\n end\n end\nend\nif <(HEALTH) < [2]> then\n if <([floor v] of (((timer) * (30)) mod (5)) ) = [0]> then\n add [low health puff] to [particles v]\n add ((x) + (pick random (-10) to (10))) to [particles v]\n add ((y) + (pick random (-10) to (10))) to [particles v]\n end\nend\nif <(player action) = [lose life]> then\n stop [this script v]\nend\nif <(player action) = [hurt]> then\n switch costume to (knighthurt v)\n switch costume to ((costume [number v]) + ([floor v] of (player frame) ))\n stop [this script v]\nend\nif <(player action) = [enter door]> then\n switch costume to (knightenterdoor4 v)\n switch costume to ((costume [number v]) + ([floor v] of (player frame) ))\n stop [this script v]\nend\nif <(player action) = [flip]> then\n switch costume to (knightflip3 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (player frame) ))\n if <(player frame) < [-0.5]> then\n switch costume to (knightflip1 v)\n end\n change [player frame v] by (-0.5)\n stop [this script v]\nend\nif <(special action) = [sword1]> then\n switch costume to (knightnailswing5 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.25)\n if <(special action frame) < [-0.75]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(special action) = [sword2]> then\n switch costume to (knightupslash6 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.5)\n if <(special action frame) < [-0.5]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(special action) = [sword3]> then\n switch costume to (knightpogo2 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.25)\n if <(special action frame) < [-0.25]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(special action) = [land hard]> then\n switch costume to (knightlandhard5 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n if <(costume [name v]) = [KnightLandHard3]> then\n change [special action frame v] by (-0.1)\n else\n change [special action frame v] by (-0.5)\n end\n if <(special action frame) < [-0.5]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(special action) = [land]> then\n switch costume to (knightland3 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.5)\n if <(special action frame) < [-0.5]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(player action) = [sit]> then\n if <(MAP) > [0]> then\n switch costume to (knightsitmap v)\n else\n switch costume to (knightsit v)\n end\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(falling) > [5]> then\n if <(falling) < [21]> then\n switch costume to (knightfall1 v)\n switch costume to ((costume [number v]) + ([floor v] of (((falling) - (5)) / (2)) ))\n else\n switch costume to (knightfall11 v)\n switch costume to ((costume [number v]) + (([floor v] of ((falling) / (2)) ) mod (3)))\n end\n else\n switch costume to (knightjumping2 v)\n end\n stop [this script v]\nend\nif <(special action) = [heal]> then\n switch costume to (knightfinishheal3 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.25)\n if <(special action frame) < [-0.25]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(player action) = [heal]> then\n switch costume to (knightheal1 v)\n switch costume to ((costume [number v]) + (([floor v] of ((timer) * (10)) ) mod (5)))\n stop [this script v]\nend\nif <(special action) = [turn]> then\n if <(MAP) > [0]> then\n switch costume to (knightmapturn3 v)\n change [special action frame v] by (-0.25)\n else\n switch costume to (knightturning4 v)\n end\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.25)\n if <(special action frame) < [-0.75]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(special action) = [start]> then\n switch costume to (knightstarting3 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.25)\n if <(special action frame) < [-0.8]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(special action) = [stop]> then\n switch costume to (knightstopping3 v)\n switch costume to ((costume [number v]) - ([ceiling v] of (special action frame) ))\n change [special action frame v] by (-0.25)\n if <(special action frame) < [-0.75]> then\n set [special action v] to []\n end\n stop [this script v]\nend\nif <(player action) = [crouch]> then\n switch costume to (knightlookdown1 v)\n switch costume to ((costume [number v]) + (([floor v] of ((timer) * (10)) ) mod (3)))\n stop [this script v]\nend\nif <(player action) = [look up]> then\n switch costume to (knightlookup1 v)\n switch costume to ((costume [number v]) + (([floor v] of ((timer) * (10)) ) mod (3)))\n stop [this script v]\nend\nif <(player action) = [walk]> then\n if <(MAP) > [0]> then\n switch costume to (knightwalkmap1 v)\n switch costume to ((costume [number v]) + (([floor v] of (player frame) ) mod (4)))\n else\n switch costume to (knightwalk1 v)\n switch costume to ((costume [number v]) + (([floor v] of (player frame) ) mod (4)))\n end\n stop [this script v]\nend\nif <(MAP) > [0]> then\n switch costume to (knightidlemap1 v)\n switch costume to ((costume [number v]) + (([floor v] of ((timer) * (10)) ) mod (4)))\nelse\n if <(HEALTH) = [1]> then\n switch costume to (knightslouch1 v)\n switch costume to ((costume [number v]) + (([floor v] of ((timer) * (8)) ) mod (4)))\n else\n switch costume to (knightidle1 v)\n switch costume to ((costume [number v]) + (([floor v] of ((timer) * (10)) ) mod (4)))\n end\nend\n\ndefine handle - God mode\nchange [speed x v] by ((6) * ([x axis v] of [controls v]))\nchange [speed y v] by ((6) * ([y axis v] of [controls v]))\nset [speed x v] to ((0.7) * (speed x))\nset [speed y v] to ((0.7) * (speed y))\nchange [x v] by (speed x)\nchange [y v] by (speed y)\nget tile at x: (x) y: (y)\n\ndefine check around player\nif <(y) < [0]> then\n broadcast (player - die v)\nend\nif <(player action) = [crouch]> then\n if <([nail stage v] of [nail v]) = [1]> then\n set [invulnerable v] to [4]\n end\nend\nif <(player action) = [look up]> then\n if <([nail stage v] of [nail v]) = [1]> then\n set [invulnerable v] to [4]\n end\nend\nif <([focus v] of [controls v]) = [32]> then\n set [invulnerable v] to [10]\nend\nget tile at x: (x) y: ((y) - ((height) + (16)))\nif <(tile) = [151]> then\n set [falling v] to [15]\nend\nif <(tile) = [155]> then\n broadcast (player - hurt - spikes v)\nend\nget tile at x: (x) y: ((y) + ((height) + (16)))\nif <(tile) = [155]> then\n broadcast (player - hurt - spikes v)\nend\nget tile at x: ((x) - ((width) + (16))) y: (y)\nif <(tile) = [155]> then\n broadcast (player - hurt - spikes v)\nend\nget tile at x: ((x) + ((width) + (16))) y: (y)\nif <(tile) = [155]> then\n broadcast (player - hurt - spikes v)\nend\nget tile at x: (x) y: (y)\nif <<(tile) = [18]> or <(tile) = [155]>> then\n broadcast (player - hurt - spikes v)\nend\nif <<(ARENA PROGRESS) < [1]> and <not <[game data v] contains (join [are] (ROOM))?>>> then\n if <<(ROOM) = [16]> and <<<(tile index) = [321]> or <(tile index) = [322]>> or <<(tile index) = [540]> or <(tile index) = [541]>>>> then\n broadcast (Begin Arena v)\n end\n if <<(ROOM) = [27]> and <<(tile index) = [417]> or <(tile index) = [418]>>> then\n broadcast (Begin Arena v)\n end\nend\n\ndefine limit camera edge x: (edge x) edge y: (edge y)\nif <(CAMERA X) < (edge x)> then\n set [camera x v] to (edge x)\nend\nif <(CAMERA Y) < (edge y)> then\n set [camera y v] to (edge y)\nend\nif <(CAMERA X) > (((32) * (GRID WIDTH)) - (edge x))> then\n set [camera x v] to (((32) * (GRID WIDTH)) - (edge x))\nend\nif <(CAMERA Y) > (((32) * (GRID HEIGHT)) - (edge y))> then\n set [camera y v] to (((32) * (GRID HEIGHT)) - (edge y))\nend\n\nwhen I receive [level - stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [level - start game loop v]\nstop [other scripts in sprite v]\nset [arena progress v] to [0]\ngame loop\n\nwhen I receive [level - start game loop - respawn v]\nhide\nset [health v] to (MAX HEALTH)\nset [soul v] to [0]\nset [lifeblood health v] to [0]\nset [x v] to (SPAWN X)\nset [y v] to (SPAWN Y)\nset [room v] to (SPAWN LEVEL)\nbroadcast (LEVEL - Load v) and wait\nreset player\nif <not <(ROOM) = [1]>> then\n set [player action v] to [sit]\nend\nshow\ngame loop\n\nwhen I receive [move player after enemy v]\npaint sprite\n\nwhen I receive [player - die v]\nset [player action v] to [lose life]\nset [player frame v] to [0]\nstop all sounds\nstart sound [hero_damage v]\nstart sound [hero_death_extra_details v]\npoint in direction (90)\nwait (0) seconds\nstop [other scripts in sprite v]\nif <[game data v] contains [shade]?> then\n set [temp v] to (item # of [shade] in [game data v])\n replace item ((temp) + (1)) of [game data v] with (tile index)\n replace item ((temp) + (2)) of [game data v] with (ROOM)\n replace item ((temp) + (3)) of [game data v] with (GEO)\nelse\n add [shade] to [game data v]\n add (tile index) to [game data v]\n add (ROOM) to [game data v]\n add (GEO) to [game data v]\nend\nswitch costume to (knightdeath1 v)\nrepeat (50)\n change [player frame v] by (1)\n if <(player frame) < [29]> then\n if <((player frame) mod (2)) = [0]> then\n next costume\n end\n else\n set rotation style [all around v]\n set [speed y v] to [-5]\n if <not <(solid) > [0]>> then\n turn left (15) degrees\n end\n move sprite y\n end\n paint sprite\n broadcast (position tiles v)\n broadcast (position enemy v)\nend\nrepeat (20)\n broadcast (position tiles v)\n broadcast (position enemy v)\nend\nset [geo v] to [0]\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen I receive [player - exit room v]\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nrepeat until <<(falling) < [1]> or <([abs v] of (y position) ) > [160]>>\n if <(y position) > [-130]> then\n handle keys - jump/crouch\n move sprite x\n move sprite y\n else\n change [y v] by (speed y)\n end\n paint sprite\n broadcast (position tiles v)\n broadcast (position enemy v)\nend\nrepeat until <<([abs v] of (x position) ) > [237]> or <([abs v] of (y position) ) > [140]>>\n if <(MAP) < [1]> then\n set [speed x v] to (((direction) / (90)) * (5))\n else\n set [speed x v] to (((direction) / (90)) * (3))\n end\n change [x v] by (speed x)\n change [player frame v] by ([abs v] of ((speed x) / (15)) )\n paint sprite\n broadcast (position tiles v)\n broadcast (position enemy v)\nend\nrepeat (25)\n change [ghost v] effect by (10)\n change [y v] by (speed y)\n paint sprite\n broadcast (position tiles v)\n broadcast (position enemy v)\nend\nset [room v] to (NEW LEVEL)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - New Level v)\n\nwhen I receive [level - continue game loop v]\ngame loop\n\nwhen I receive [player - hurt v]\nset [player action v] to [hurt]\nget tile at x: (x) y: (y)\nif <<(invulnerable) > [0]> or <<(tile) = [18]> and <([nail stage v] of [nail v]) > [0]>>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [hero_damage v]\nif <(LIFEBLOOD HEALTH) > [0]> then\n change [lifeblood health v] by (-1)\nelse\n change [health v] by (-1)\nend\nif <(HEALTH) < [1]> then\n broadcast (player - die v)\n stop [this script v]\nend\nset [invulnerable v] to [40]\nset [player frame v] to [0]\nrepeat (5)\n paint sprite\n change [player frame v] by (0.5)\nend\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [position tiles v]\nif <(player action) = [lose life]> then\n stop [this script v]\nend\nif <(player action) = [sit]> then\n stop [this script v]\nend\nif <(invulnerable) > [0]> then\n change [invulnerable v] by (-1)\nend\nif <<(invulnerable) > [30]> and <(invulnerable) < [75]>> then\n if <((invulnerable) mod (4)) < [2]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (40)\n end\nelse\n if <((invulnerable) mod (2)) < [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (40)\n end\nend\n\nwhen I receive [attacked enemy v]\nif <([up v] of [controls v]) > [0]> then\n set [speed y v] to [0]\nelse\n if <([down v] of [controls v]) > [0]> then\n set [speed y v] to [18]\n else\n set [speed x v] to (((direction) / (-90)) * (4))\n end\nend\nchange [soul v] by (8)\nif <(SOUL) > (MAX SOUL)> then\n set [soul v] to (MAX SOUL)\nend\nif <(falling) > [5]> then\n set [falling v] to [5]\nend\n\nwhen I receive [attacked object v]\nif <([up v] of [controls v]) > [0]> then\n set [speed y v] to [0]\nelse\n if <([down v] of [controls v]) > [0]> then\n set [speed y v] to [18]\n else\n set [speed x v] to (((direction) / (-90)) * (4))\n end\nend\nif <(falling) > [5]> then\n set [falling v] to [5]\nend\n\nwhen I receive [new diolouge v]\nset [jumping v] to [20]\nset [special action v] to []\nset [player action v] to [look up]\npaint sprite\n\nwhen I receive [sit on bench v]\nset [player action v] to [sit]\nset [player frame v] to [0]\nset [health v] to (MAX HEALTH)\nset [x v] to (SPAWN X)\nset [y v] to (SPAWN Y)\nset [brightness v] effect to (50)\nrepeat (10)\n add [dot] to [particles v]\n add (x) to [particles v]\n add ((y) + (2)) to [particles v]\nend\nset [brightness v] effect to (0)\n\ndefine Decrease Speed x\nif <([abs v] of (speed x) ) > [4]> then\n if <(MAP) < [1]> then\n set [special action v] to [stop]\n set [special action frame v] to [2]\n end\nend\nif <(speed x) > [1]> then\n change [speed x v] by (-1)\nelse\n if <(speed x) < [-1]> then\n change [speed x v] by (1)\n else\n set [speed x v] to [0]\n set [player frame v] to [0]\n end\nend\n\nwhen I receive [level - start game loop - new level v]\nset [x v] to (HAZARD RESPAWN X)\nset [y v] to (HAZARD RESPAWN Y)\nreset player\nif <<(ROOM) = [3]> and <<(x) > [700]> and <(x) < [900]>>> then\n set [falling v] to [30]\n set [text v] to [FORGOTTEN CROSSROADS]\n broadcast (New title v)\nend\ngame loop\n\nwhen I receive [game - pause v]\nstop [other scripts in sprite v]\nrepeat (10)\n broadcast (check controls v)\n wait (0) seconds\nend\nrepeat until <(MENU SCREEN) = []>\n broadcast (check controls v)\n broadcast (tick menu v)\nend\nrepeat (2)\n broadcast (check controls v)\nend\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [game - new game v]\nset [spawn x v] to [530]\nset [spawn y v] to [1550]\nset [spawn level v] to [1]\nset [hazard respawn x v] to [530]\nset [hazard respawn y v] to [1550]\nset [max health v] to [5]\nset [max soul v] to [99]\nset [geo v] to [0]\nset [grubs v] to [0]\nset [grub rewards v] to [0]\ndelete all of [game data v]\nbroadcast (generate level v) and wait\nshow\nbroadcast (LEVEL - Start Game Loop - Respawn v)\n\nwhen I receive [player - exit room - up v]\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nrepeat (25)\n change [ghost v] effect by (10)\n change [y v] by (speed y)\n paint sprite\nend\nset [room v] to (NEW LEVEL)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - New Level v)\n\ndefine handle - get up\nset [player action v] to [idle]\nset [orig y v] to (y)\nfix collision in direction dx: [0] dy: [1]\nif <(solid) > [0]> then\n set [player action v] to [crouch]\n set [y v] to (orig y)\nend\n\nwhen I receive [player - hurt - double v]\nset [player action v] to [hurt]\nget tile at x: (x) y: (y)\nif <<(invulnerable) > [0]> or <<(tile) = [18]> and <([nail stage v] of [nail v]) > [0]>>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nstart sound [hero_double_damage v]\nrepeat (2)\n if <(LIFEBLOOD HEALTH) > [0]> then\n change [lifeblood health v] by (-1)\n else\n change [health v] by (-1)\n end\n if <(HEALTH) < [1]> then\n broadcast (player - die v)\n stop [this script v]\n end\nend\nset [speed x v] to (PLAYER KNOCKBACK)\nset [speed y v] to [2]\nset [invulnerable v] to [40]\nrepeat (5)\n paint sprite\nend\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [player - hurt - spikes v]\nget tile at x: (x) y: (y)\nif <<<(invulnerable) > [0]> and <(invulnerable) < [10]>> or <<(tile) = [18]> and <([nail stage v] of [nail v]) > [0]>>> then\n stop [this script v]\nend\nstop [other scripts in sprite v]\nset [player action v] to [flip]\nstart sound [hero_damage v]\nif <(LIFEBLOOD HEALTH) > [0]> then\n change [lifeblood health v] by (-1)\nelse\n change [health v] by (-1)\nend\nif <(HEALTH) < [1]> then\n broadcast (player - die v)\n stop [this script v]\nend\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [player frame v] to [2]\nrepeat (6)\n paint sprite\nend\nset [x v] to (HAZARD RESPAWN X)\nset [y v] to (HAZARD RESPAWN Y)\nset [camera x v] to (x)\nset [camera y v] to (y)\nset [invulnerable v] to [10]\nbroadcast (position tiles v) and wait\nbroadcast (position enemy v) and wait\nbroadcast (LEVEL - Continue Game Loop v)\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I receive [health healed v]\nset [special action v] to [heal]\nset [special action frame v] to [2]\n\nwhen I receive [main menu v]\nerase all\n\nset [hazard respawn x v] to (x)\nset [hazard respawn y v] to (y)\n\nwhen I receive [player - exit room - in v]\nstop [other scripts in sprite v]\nset [speed x v] to [0]\nset [player action v] to [enter door]\nset [player frame v] to [0]\nrepeat (7)\n paint sprite\n change [player frame v] by (0.5)\nend\nrepeat (20)\n change [ghost v] effect by (10)\n change [y v] by (0.75)\n paint sprite\nend\nset [room v] to (NEW LEVEL)\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - New Level v)\n\nwhen [r v] key pressed\nif <key ((join [!] []) v) pressed?> then\n broadcast (LEVEL - Start Game Loop v)\nend\n\nwhen I receive [level - start game loop - new level v]\nif <(ROOM) = [1]> then\n set [text v] to [KING'S PASS]\n broadcast (New title v)\nend\nif <(ROOM) = [2]> then\n set [text v] to [DIRTMOUTH]\n broadcast (New title v)\nend\nif <(ROOM) = [48]> then\n set [text v] to [BLACK EGG TEMPLE]\n broadcast (New title v)\nend\n\n@Tiles\n\ndefine Stamp Tiles - Top to bottom\nif <(tile index) > []> then\n stop [this script v]\nend\nshow\nclear graphic effects\nset [tile y v] to (((([floor v] of ((CAMERA Y) / (32)) ) + ((CLONE COUNT Y) - (1))) * (32)) + ((4) - (180)))\nrepeat (14)\n set [tile x v] to ((([floor v] of ((CAMERA X) / (32)) ) * (32)) + ((0) - (240)))\n repeat (17)\n get tile at x: (tile x) y: (tile y)\n if <<[clone tiles v] contains (tile)?> and <(ROOM) = (NEW LEVEL)>> then\n Position Tiles\n stamp\n create clone of (_myself_ v)\n else\n Position Tiles\n stamp\n end\n change [tile x v] by (32)\n end\n change [tile y v] by (-32)\nend\nset [tile index v] to []\nPosition Tiles\nstamp\nhide\n\ndefine editor brush\nif <<(EDITOR) < [1]> or <mouse down?>> then\n hide\n stop [this script v]\nend\nset [tile x v] to (((32) * ([tile grid x v] of [editor v])) + (16))\nset [tile y v] to (((32) * ([tile grid y v] of [editor v])) + (16))\nset [tile v] to ([chosen brush v] of [editor v])\nset [ghost v] effect to (50)\nshow\n\ndefine Animate Tiles\nif <<(tile) = [111]> or <(tile) = [120]>> then\n change [tile v] by (([floor v] of ((timer) * (15)) ) mod (9))\nend\nif <(tile) = [168]> then\n change [tile v] by (([floor v] of ((timer) * (10)) ) mod (6))\nend\nif <(tile) = [174]> then\n change [tile v] by (([floor v] of ((timer) * (10)) ) mod (5))\nend\n\ndefine Update Tiles\nif <(tile) = [38]> then\n if <(item ((tile index) - (1)) of [tile grid v]) = [37]> then\n replace item (tile index) of [tile grid v] with [2]\n end\nend\nif <(tile) = [102]> then\n if <(EDITOR) < [1]> then\n if <[game data v] contains (join (join [grub ] (tile index)) (join [ ] (ROOM)))?> then\n replace item (tile index) of [tile grid v] with [2]\n end\n end\nend\nif <(ARENA PROGRESS) > [0]> then\n if <<(tile) < [108]> and <(tile) > [103]>> then\n replace item (tile index) of [tile grid v] with ((tile) + (1))\n end\nelse\n if <<(tile) < [108]> and <(tile) > [103]>> then\n replace item (tile index) of [tile grid v] with ((tile) - (1))\n end\nend\nif <(tile) = [138]> then\n replace item (tile index) of [tile grid v] with [2]\nend\nif <<(tile) < [138]> and <(tile) > [132]>> then\n replace item (tile index) of [tile grid v] with ((tile) + (1))\nend\nif <(tile) = [2]> then\n if <(item ((tile index) + (1)) of [tile grid v]) = [108]> then\n replace item (tile index) of [tile grid v] with [104]\n end\nend\nif <(tile) = [103]> then\n if <(item ((tile index) + (1)) of [tile grid v]) = [103]> then\n replace item (tile index) of [tile grid v] with [2]\n end\nend\nif <(tile) = [132]> then\n if <not <<(item ((tile index) - (1)) of [tile grid v]) < [138]> and <(item ((tile index) - (1)) of [tile grid v]) > [131]>>> then\n replace item (tile index) of [tile grid v] with [133]\n end\nend\nif <<(tile) = [149]> or <(tile) = [150]>> then\n if <(([floor v] of ((timer) * (20)) ) mod (5)) = [0]> then\n start sound [breakable_wall_hit_1 v]\n replace item (tile index) of [tile grid v] with ((tile) + (1))\n add [rock] to [particles v]\n add (tile x) to [particles v]\n add (tile y) to [particles v]\n end\nend\nif <(tile) = [151]> then\n if <(([floor v] of ((timer) * (20)) ) mod (5)) = [0]> then\n start sound [breakable_wall_death v]\n replace item (tile index) of [tile grid v] with [2]\n repeat (3)\n add [rock] to [particles v]\n add (tile x) to [particles v]\n add (tile y) to [particles v]\n end\n end\nend\nif <(tile) = [148]> then\n if <([tile index v] of [player v]) = ((tile index) + (1))> then\n start sound [breakable_wall_hit_1 v]\n replace item (tile index) of [tile grid v] with [149]\n add [rock] to [particles v]\n add (tile x) to [particles v]\n add ((tile y) + (16)) to [particles v]\n end\n if <(item ((tile index) + (GRID HEIGHT)) of [tile grid v]) = [149]> then\n replace item (tile index) of [tile grid v] with [149]\n end\n if <(item ((tile index) - (GRID HEIGHT)) of [tile grid v]) = [149]> then\n replace item (tile index) of [tile grid v] with [149]\n end\n if <(item ((tile index) - ((GRID HEIGHT) * (2))) of [tile grid v]) = [149]> then\n replace item (tile index) of [tile grid v] with [149]\n end\n if <(item ((tile index) - ((GRID HEIGHT) * (3))) of [tile grid v]) = [149]> then\n replace item (tile index) of [tile grid v] with [149]\n end\nend\nif <<<(tile) = [27]> or <(tile) = [30]>> or <(tile) = [94]>> then\n if <([tile index v] of [player v]) = (tile index)> then\n change [grass wave v] by (((([speed x v] of [player v]) * (2)) - (GRASS WAVE)) / (5))\n end\nend\nif <not <<<([tile v] of [player v]) = [27]> or <([tile v] of [player v]) = [30]>> or <([tile v] of [player v]) = [94]>>> then\n set [grass wave v] to [0]\nend\nif <<(tile) = [152]> or <(tile) = [153]>> then\n if <(item ((tile index) + (1)) of [tile grid v]) = ((tile) + (1))> then\n replace item (tile index) of [tile grid v] with ((tile) + (1))\n end\n if <(item ((tile index) - (1)) of [tile grid v]) = ((tile) + (1))> then\n replace item (tile index) of [tile grid v] with ((tile) + (1))\n end\nend\nif <(tile) = [154]> then\n if <(item ((tile index) + (1)) of [tile grid v]) = [2]> then\n replace item (tile index) of [tile grid v] with [2]\n end\n if <(item ((tile index) - (1)) of [tile grid v]) = [2]> then\n replace item (tile index) of [tile grid v] with [2]\n end\nend\nif <(tile) = [11]> then\n if <(item ((tile index) + (1)) of [tile grid v]) = [2]> then\n replace item (tile index) of [tile grid v] with [5]\n end\nend\nif <(tile) = [22]> then\n if <(item ((tile index) - (1)) of [tile grid v]) = [2]> then\n replace item (tile index) of [tile grid v] with [15]\n end\nend\nif <(tile) = [158]> then\n if <(([floor v] of ((timer) * (20)) ) mod (2)) = [0]> then\n add [dot] to [particles v]\n add ((tile x) + (pick random (-16) to (16))) to [particles v]\n add ((tile y) + (pick random (-24) to (0))) to [particles v]\n end\nend\nif <<(tile) < [167]> and <(tile) > [158]>> then\n replace item (tile index) of [tile grid v] with ((tile) + (1))\n if <(tile) = [163]> then\n repeat (2)\n add [10] to [geo drops v]\n add (tile x) to [geo drops v]\n add (tile y) to [geo drops v]\n add [12] to [geo drops v]\n end\n repeat (6)\n add [6] to [geo drops v]\n add (tile x) to [geo drops v]\n add (tile y) to [geo drops v]\n add [15] to [geo drops v]\n end\n repeat (20)\n add [2] to [geo drops v]\n add (tile x) to [geo drops v]\n add (tile y) to [geo drops v]\n add [16] to [geo drops v]\n end\n end\nend\n\nwhen I receive [prepare diolouge v]\nStamp Tiles - Bottom to Top\n\nwhen I receive [begin arena v]\nif <(tile index) = []> then\n repeat until <not <[tile grid v] contains [103]?>>\n replace item (item # of [103] in [tile grid v]) of [tile grid v] with [104]\n end\nelse\n if <(tile) = [103]> then\n replace item (tile index) of [tile grid v] with [104]\n end\nend\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [tile grid v])\n\nwhen I receive [finish arena v]\nif <(tile index) = []> then\n repeat until <not <[tile grid v] contains [108]?>>\n replace item (item # of [108] in [tile grid v]) of [tile grid v] with [107]\n end\nend\n\nwhen I receive [lever flipped v]\nif <(tile index) = []> then\n repeat until <not <[tile grid v] contains [108]?>>\n replace item (item # of [108] in [tile grid v]) of [tile grid v] with [107]\n end\n repeat until <not <[tile grid v] contains [131]?>>\n replace item (item # of [131] in [tile grid v]) of [tile grid v] with [132]\n end\nend\n\nwhen I receive [level - start game loop - new level v]\nif <(tile index) = []> then\n if <<[game data v] contains (join [are] (ROOM))?> or <[game data v] contains (join [lvr] (ROOM))?>> then\n repeat until <not <[tile grid v] contains [108]?>>\n replace item (item # of [108] in [tile grid v]) of [tile grid v] with [103]\n end\n repeat until <not <[tile grid v] contains [131]?>>\n replace item (item # of [131] in [tile grid v]) of [tile grid v] with [2]\n end\n end\n if <[game data v] contains (join [che] (ROOM))?> then\n repeat until <not <[tile grid v] contains [158]?>>\n replace item (item # of [158] in [tile grid v]) of [tile grid v] with [167]\n end\n end\n if <<(ROOM) = [15]> and <[game data v] contains [lvr28]?>> then\n replace item (707) of [tile grid v] with [2]\n replace item (708) of [tile grid v] with [2]\n replace item (737) of [tile grid v] with [2]\n replace item (738) of [tile grid v] with [2]\n replace item (706) of [tile grid v] with [45]\n replace item (736) of [tile grid v] with [45]\n replace item (709) of [tile grid v] with [56]\n replace item (739) of [tile grid v] with [57]\n end\nend\n\ndefine Position Tiles\npoint in direction (90)\nif <(tile index) = []> then\n editor brush\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nswitch costume to (big v)\ngo to x: ((tile x) - (CAMERA X)) y: ((tile y) - (CAMERA Y))\nif <(tile) < [2]> then\n set [tile v] to [2]\nelse\n Animate Tiles\n if <<(tile index) > []> and <(EDITOR) < [1]>> then\n Update Tiles\n end\nend\nswitch costume to (tile)\nif <<(tile) > [110]> and <(tile) < [129]>> then\n set size to (25) %\n change y by (-8)\nelse\n if <<(tile) > [167]> and <(tile) < [181]>> then\n set size to (75) %\n change y by (-2)\n else\n set size to (100) %\n end\nend\nif <<(tile) > [140]> and <(tile) < [147]>> then\n go to [back v] layer\n go [forward v] (1) layers\nend\nif <<<(tile) > [26]> and <(tile) < [33]>> or <<(tile) > [93]> and <(tile) < [97]>>> then\n change y by (-24)\n if <not <<<(tile) = [29]> or <(tile) = [32]>> or <(tile) = [96]>>> then\n turn right (([sin v] of (((timer) + (tile)) * (50)) ) * (10)) degrees\n if <(tile index) = ([tile index v] of [player v])> then\n turn right (GRASS WAVE) degrees\n if <(GRASS WAVE) > [0.4]> then\n change [grass wave v] by (-0.5)\n else\n if <(GRASS WAVE) < [-0.4]> then\n change [grass wave v] by (0.5)\n else\n set [grass wave v] to [0]\n end\n end\n end\n end\nend\n\nwhen I receive [position tiles v]\nif <(ROOM) = [5]> then\n Stamp Tiles - Top to bottom\nelse\n Stamp Tiles - Bottom to Top\nend\n\nwhen I receive [check controls v]\nif <(MENU SCREEN) = []> then\n delete this clone\nend\n\nwhen I receive [level - stop v]\ndelete this clone\n\ndefine Stamp Tiles - Bottom to Top\nif <(tile index) > []> then\n stop [this script v]\nend\nshow\nclear graphic effects\nset [tile y v] to ((([floor v] of ((CAMERA Y) / (32)) ) * (32)) + ((4) - (180)))\nrepeat (14)\n set [tile x v] to ((([floor v] of ((CAMERA X) / (32)) ) * (32)) + ((0) - (240)))\n repeat (17)\n get tile at x: (tile x) y: (tile y)\n if <<[clone tiles v] contains (tile)?> and <(ROOM) = (NEW LEVEL)>> then\n Position Tiles\n stamp\n create clone of (_myself_ v)\n else\n Position Tiles\n stamp\n end\n change [tile x v] by (32)\n end\n change [tile y v] by (32)\nend\nset [tile index v] to []\nPosition Tiles\nstamp\nhide\n\nwhen flag clicked\nset size to (100) %\ngo to [back v] layer\ngo [forward v] (LAYERS - BACKGROUND) layers\nset [clone count x v] to [17]\nset [clone count y v] to [14]\nset [tile index v] to []\n\n@Entity\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((TINY -) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((TINY -) - (mod x))\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (TINY -))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (TINY -))) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (TINY -))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n if <(special action) = []> then\n if <<<(type) = [crawlid]> or <(type) = [gruzzer]>> or << (type) contains [husk]?> and <(falling) < [2]>>> then\n turn right (180) degrees\n set [special action v] to [turn]\n set [special action timer v] to [1]\n end\n if <(type) = [lifeseed]> then\n set [speed x v] to (((direction) / (90)) * (-5))\n end\n if <(type) = [tiktik]> then\n if <(direction) = [90]> then\n turn left (90) degrees\n set [special action v] to [turn left]\n set [special action timer v] to [0]\n end\n end\n end\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.9))\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(type) = [tiktik]> then\n if <(direction) = [180]> then\n turn left (90) degrees\n set [special action v] to [turn left]\n set [special action timer v] to [0]\n end\n end\n if << [crawlid lifeseed] contains (type)?> or << (type) contains [husk]?> and <(angered) < [1]>>> then\n Check Below Feet\n end\n if <(type) = [leaping husk]> then\n if <(falling) > [1]> then\n set [angered v] to [51]\n set [speed x v] to [0]\n end\n end\n if <(speed y) < [0]> then\n set [falling v] to [0]\n else\n set [jumping v] to [99]\n end\n set [speed y v] to [0]\nend\n\nwhen flag clicked\nset size to (200) %\nhide\nset rotation style [left-right v]\nset [type v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [visible v] to []\nset [special action v] to []\nset [special action timer v] to [0]\nset [action v] to []\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\n\nwhen I receive [move enemy v]\nif <<(EDITOR) > [0]> or <(type) = []>> then\n hide\n stop [this script v]\nend\nMove Enemy\nif <(visible) < [2]> then\n hide\nelse\n show\nend\n\ndefine Tick Crawlid\nAccelerate y [1] Max: [20] Direction: [-1]\nmove sprite y\nAccelerate x [0.25] Max: [2.5] Direction: (direction)\nmove sprite x\nchange [frame v] by (0.4)\nif <(special action) = [turn]> then\n set [costume v] to (((root costume) + (5)) - (special action timer))\n Decrease Special Action Timer [2]\nelse\n set [costume v] to ((root costume) + ([floor v] of ((frame) mod (4)) ))\nend\npaint sprite\nif <((frame) mod (7)) = [0]> then\n start sound [crawler v]\nend\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (6)) frames: [3]\n end\n end\nend\nif <touching (player v)?> then\n set [player knockback v] to ((direction) / (10))\n broadcast (player - hurt v)\nend\n\ndefine spawn type (tile type)\nset [frame v] to []\nif <(tile type) = [16]> then\n Set Type: [crawlid] Costume: [2] Width: [16] Height: [0] Size: [50] HP: [8] Geo: [2] [0] [0]\nend\nif <(tile type) = [17]> then\n Set Type: [vengefly] Costume: [12] Width: [12] Height: [8] Size: [60] HP: [8] Geo: [3] [0] [0]\nend\nif <(tile type) = [35]> then\n Set Type: [geo] Costume: [29] Width: [16] Height: [8] Size: [175] HP: [3] Geo: [10] [1] [0]\nend\nif <(tile type) = [39]> then\n Set Type: [cocoon] Costume: [169] Width: [24] Height: [40] Size: [150] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [41]> then\n Set Type: [object] Costume: [31] Width: [128] Height: [90] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [42]> then\n Set Type: [object] Costume: [32] Width: [128] Height: [88] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [43]> then\n Set Type: [object] Costume: [33] Width: [128] Height: [76] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [44]> then\n Set Type: [bench] Costume: [34] Width: [32] Height: [12] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [62]> then\n Set Type: [wandering husk] Costume: [55] Width: [12] Height: [10] Size: [80] HP: [15] Geo: [3] [0] [0]\nend\nif <(tile type) = [63]> then\n Set Type: [tiktik] Costume: [38] Width: [5] Height: [0] Size: [60] HP: [8] Geo: [2] [0] [0]\nend\nif <(tile type) = [69]> then\n Set Type: [gruzzer] Costume: [45] Width: [12] Height: [12] Size: [60] HP: [8] Geo: [2] [0] [0]\nend\nif <(tile type) = [70]> then\n Set Type: [husk hornhead] Costume: [87] Width: [12] Height: [8] Size: [80] HP: [15] Geo: [3] [0] [0]\nend\nif <(tile type) = [75]> then\n Set Type: [object] Costume: [35] Width: [200] Height: [120] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [76]> then\n Set Type: [object] Costume: [36] Width: [128] Height: [100] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [77]> then\n Set Type: [leaping husk] Costume: [116] Width: [12] Height: [16] Size: [80] HP: [15] Geo: [3] [0] [0]\nend\nif <(tile type) = [83]> then\n Set Type: [object] Costume: [37] Width: [200] Height: [150] Size: [150] HP: [0] Geo: [0] [0] [0]\nend\nif <(tile type) = [84]> then\n Set Type: [husk bully] Costume: [174] Width: [12] Height: [10] Size: [80] HP: [15] Geo: [3] [0] [0]\nend\nif <(tile type) = [86]> then\n Set Type: [aspid hunter] Costume: [202] Width: [10] Height: [10] Size: [100] HP: [15] Geo: [6] [0] [0]\nend\nif <(tile type) = [87]> then\n Set Type: [goam 90 out] Costume: [220] Width: [12] Height: [64] Size: [80] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [88]> then\n Set Type: [goam 90 in] Costume: [220] Width: [12] Height: [64] Size: [80] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [89]> then\n Set Type: [goam 0] Costume: [220] Width: [12] Height: [64] Size: [80] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [90]> then\n Set Type: [goam 180] Costume: [220] Width: [12] Height: [64] Size: [80] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [91]> then\n Set Type: [goam -90] Costume: [220] Width: [12] Height: [64] Size: [80] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [92]> then\n Set Type: [object] Costume: [230] Width: [0] Height: [0] Size: [80] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [93]> then\n Set Type: [hot spring] Costume: [236] Width: [0] Height: [0] Size: [100] HP: [1] Geo: [0] [0] [0]\nend\nif <(tile type) = [97]> then\n Set Type: [aspid mother] Costume: [237] Width: [15] Height: [15] Size: [80] HP: [20] Geo: [5] [1] [0]\nend\nif <(tile type) = [98]> then\n Set Type: [soul totem] Costume: [264] Width: [0] Height: [12] Size: [125] HP: [3] Geo: [0] [0] [0]\nend\nif <(tile type) = [99]> then\n Set Type: [object] Costume: [267] Width: [0] Height: [12] Size: [80] HP: [0] Geo: [0] [0] [0]\nend\nif <(tile type) = [100]> then\n Set Type: [husk guard] Costume: [268] Width: [31] Height: [31] Size: [80] HP: [70] Geo: [10] [2] [1]\nend\nif <(tile type) = [110]> then\n Set Type: [false knight 1] Costume: [343] Width: [45] Height: [42] Size: [120] HP: [65] Geo: [0] [0] [0]\nend\nif <(tile type) = [129]> then\n Set Type: [lever -90] Costume: [443] Width: [0] Height: [0] Size: [30] HP: [0] Geo: [0] [0] [0]\nend\nif <(tile type) = [130]> then\n Set Type: [lever] Costume: [443] Width: [0] Height: [0] Size: [30] HP: [0] Geo: [0] [0] [0]\nend\nif <(tile type) = [139]> then\n Set Type: [acid] Costume: [452] Width: [0] Height: [0] Size: [100] HP: [0] Geo: [0] [0] [0]\nend\nif <(tile type) = [181]> then\n Set Type: [shade] Costume: [453] Width: [12] Height: [12] Size: [100] HP: [15] Geo: [4] [3] [20]\nend\n\nwhen I receive [level - done loading v]\nbroadcast (ENTITY - Clear v)\nbroadcast (ENTITY - Setup v)\n\nwhen I receive [entity - clear v]\ndelete this clone\n\nwhen I receive [entity - setup v]\nSpawn Loop\n\ndefine Spawn Loop\nset [object item # v] to [1]\nrepeat (length of [object idx v])\n set [spawn index v] to (item (object item #) of [object idx v])\n spawn type (item (object item #) of [object type v])\n hide\n change [object item # v] by (1)\nend\nset [object item # v] to []\nset [type v] to []\n\ndefine Set Type: (type) Costume: (costume) Width: (width) Height: (height) Size: (size) HP: (health) Geo: (geo1) (geo5) (geo25)\nset [type v] to (type)\nset [costume v] to (costume)\nset [root costume v] to (costume)\nset [width v] to (width)\nset [height v] to (height)\nset [health v] to (health)\nset [geo held \(1\) v] to (geo1)\nset [geo held \(5\) v] to (geo5)\nset [geo held \(25\) v] to (geo25)\nset [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\nset [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\nset [angered v] to [0]\nset [start y v] to (y)\nset [start x v] to (x)\npoint in direction (90)\nset size to (size) %\npaint sprite\nif <<(EDITOR) > [0]> or <(frame) = []>> then\n set [visible v] to [1]\nend\ncreate clone of (_myself_ v)\nset [visible v] to []\n\nwhen I receive [position enemy v]\nif <(type) > []> then\n paint sprite\nend\nif <not <(type) = [corpse]>> then\n if <(invulnerable) > [0]> then\n change [invulnerable v] by (-1)\n end\n if <<(invulnerable) > [30]> and <(invulnerable) < [75]>> then\n if <((invulnerable) mod (4)) < [2]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (30)\n end\n else\n if <((invulnerable) mod (2)) < [1]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (30)\n end\n end\nend\nif <(visible) > [0]> then\n if << [_object_hot spring_lever_lever -90_] contains (type)?> or < (type) contains [goam]?>> then\n hide\n else\n show\n end\nelse\n hide\nend\n\ndefine Move Enemy\nif <(type) = []> then\n hide\n stop [this script v]\nend\nif <(type) = [flip]> then\n change [x v] by (speed x)\n change [speed y v] by (-1)\n change [y v] by (speed y)\n if <(y) < ((CAMERA Y) - (200))> then\n delete this clone\n end\n stop [this script v]\nend\nif <(y) < [-40]> then\n delete this clone\nend\nif <(type) = [corpse]> then\n set [invulnerable v] to [0]\n if <(speed y) > [-16]> then\n change [speed y v] by (-1)\n end\n move sprite y\n if <(falling) < [1]> then\n set [speed x v] to [0]\n end\n move sprite x\n change [frame v] by (1)\n if <(angered) > [0]> then\n if <((round (frame)) mod (2)) = [0]> then\n change [angered v] by (-1)\n change [costume v] by (1)\n end\n end\n if <<(frame) < (width)> or <(frame) < [8]>> then\n if <not <<(root costume) = [148]> or <(root costume) = [453]>>> then\n repeat ([ceiling v] of ((((width) + (1)) * ((height) + (5))) / (200)) )\n add [smoke] to [particles v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [particles v]\n add ((y) + (pick random ((0) - (height)) to (height))) to [particles v]\n end\n end\n end\n paint sprite\n if <(frame) > [100]> then\n change [ghost v] effect by (5)\n end\n if <(frame) > [120]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(frame) < [0]> then\n set [frame v] to [0]\n if < (type) contains [husk]?> then\n set [frame v] to (pick random (1) to (32))\n end\nend\nCheck around enemy\nif <(type) = [crawlid]> then\n Tick Crawlid\n stop [this script v]\nend\nif <(type) = [vengefly]> then\n Tick Vengefly\n stop [this script v]\nend\nif <(type) = [geo]> then\n Tick Geo Deposit\n stop [this script v]\nend\nif <(type) = [cocoon]> then\n Tick Cocoon\n stop [this script v]\nend\nif <(type) = [lifeseed]> then\n Tick Lifeseed\n stop [this script v]\nend\nif <(type) = [object]> then\n point in direction (90)\n go to [back v] layer\n go [forward v] ((LAYERS - BACKGROUND) + <not <(root costume) = [32]>>) layers\n if <(root costume) = [230]> then\n change [frame v] by (0.5)\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (6)))\n paint sprite\n end\nend\nif <(type) = [bench]> then\n change [frame v] by (0.5)\n point in direction (90)\n go to [back v] layer\n if <((frame) mod (2)) = [0]> then\n if <<(distance to [player v]) < [100]> and <not <([player action v] of [player v]) = [sit]>>> then\n add [dot] to [particles v]\n add ((x) + (pick random (-20) to (20))) to [particles v]\n add (y) to [particles v]\n end\n end\n if <([up v] of [controls v]) = [1]> then\n if <<not <([player action v] of [player v]) = [sit]>> and <touching (player v)?>> then\n set [spawn x v] to (x)\n set [spawn y v] to (y)\n set [spawn level v] to (ROOM)\n start sound [bench_rest v]\n start sound [ui_save v]\n broadcast (Sit on bench v)\n end\n end\n stop [this script v]\nend\nif <(type) = [husk guard]> then\n Tick Husk Guard\n stop [this script v]\nend\nif < (type) contains [husk]?> then\n Tick Husk\n stop [this script v]\nend\nif <(type) = [tiktik]> then\n Tick Tiktik\n stop [this script v]\nend\nif <(type) = [gruzzer]> then\n Tick Gruzzer\n stop [this script v]\nend\nif <(type) = [aspid hunter]> then\n Tick Aspid Hunter\n stop [this script v]\nend\nif < (type) contains [goam]?> then\n Tick Goam\n stop [this script v]\nend\nif <(type) = [hot spring]> then\n go to [back v] layer\n go [forward v] (LAYERS - BACKGROUND) layers\n if <(SOUL) < (MAX SOUL)> then\n if <touching (player v)?> then\n change [soul v] by (1)\n end\n end\n stop [this script v]\nend\nif <(type) = [aspid mother]> then\n Tick Aspid Mother\n stop [this script v]\nend\nif <(type) = [aspid hatchling]> then\n Tick Aspid Hatchling\n stop [this script v]\nend\nif <(type) = [soul totem]> then\n Tick Soul Totem\n stop [this script v]\nend\nif < (type) contains [false knight]?> then\n Tick False Knight\n stop [this script v]\nend\nif < (type) contains [lever]?> then\n Tick Lever\n stop [this script v]\nend\nif <(type) = [acid]> then\n if <touching (player v)?> then\n broadcast (player - hurt - spikes v)\n end\n stop [this script v]\nend\nif <(type) = [shade]> then\n Tick Shade\n stop [this script v]\nend\n\nwhen I receive [move player after enemy v]\nif <<(type) = [flip]> or <(type) = []>> then\n stop [this script v]\nend\nif <<(EDITOR) < [1]> and <(visible) = [1]>> then\n show\n if <(ARENA PROGRESS) = [0]> then\n if <touching (entity v)?> then\n if <not << [geo object aspid mother bench lever -90 cocoon] contains (type)?> or < (type) contains [goam]?>>> then\n set [health v] to [0]\n Take Damage\n delete this clone\n end\n end\n end\n hide\nend\n\ndefine check around enemy at x: (x) y: (y)\nget tile at x: (x) y: (y)\nif <(tile) = [18]> then\n set [health v] to [1]\n Take Damage\n delete this clone\nend\n\ndefine Check Below Feet\nget tile at x: ((x) - (16)) y: ((y) - ((height) + (8)))\nif <(tile shape) = []> then\n set [speed x v] to [0]\n turn right (180) degrees\n set [special action v] to [turn]\n set [special action timer v] to [1]\n if <(type) = [lifeseed]> then\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (-5))\n end\n if <(type) = [tiktik]> then\n turn left (90) degrees\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [special action v] to [turn left]\n set [special action timer v] to [0]\n else\n change [x v] by ((direction) / (45))\n end\n stop [this script v]\nend\nget tile at x: ((x) + (16)) y: ((y) - ((height) + (8)))\nif <(tile shape) = []> then\n set [speed x v] to [0]\n turn right (180) degrees\n if <(type) = [lifeseed]> then\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (-5))\n end\n if <(type) = [tiktik]> then\n turn left (90) degrees\n set [speed x v] to [0]\n set [speed y v] to [0]\n else\n change [x v] by ((direction) / (45))\n end\n stop [this script v]\nend\n\nwhen I receive [hide fireballs v]\nif < (type) contains [ball]?> then\n hide\n stop [this script v]\nend\nif <(visible) > [0]> then\n show\nend\n\ndefine Take Damage\nif <<not <(type) = [shade]>> and <<not < (type) contains [false knight]?>> or <(action) = [stagger]>>> then\n broadcast (attacked enemy v)\nelse\n broadcast (attacked object v)\nend\nif <not <(type) = [shade]>> then\n start sound [enemy_damage v]\nend\nif <not <<(type) = [tiktik]> or < (type) contains [false knight]?>>> then\n if <([player action v] of [player v]) = [look up]> then\n set [temp v] to (speed y)\n set [speed y v] to [2]\n repeat (5)\n move sprite y\n end\n set [speed y v] to (temp)\n else\n if <([player action v] of [player v]) = [crouch]> then\n set [temp v] to (speed y)\n set [speed y v] to [-2]\n repeat (5)\n move sprite y\n end\n set [speed y v] to (temp)\n else\n set [temp v] to (speed x)\n if <([direction v] of [player v]) > [0]> then\n set [speed x v] to [2]\n if <(type) = [shade]> then\n set [speed x v] to [4]\n end\n else\n set [speed x v] to [-2]\n if <(type) = [shade]> then\n set [speed x v] to [-4]\n end\n end\n repeat (5)\n move sprite x\n end\n set [speed x v] to (temp)\n end\n end\nend\nchange [health v] by (-5)\nset [invulnerable v] to [10]\nadd [nail impact big] to [particles v]\nadd (x) to [particles v]\nadd (y) to [particles v]\nif <(health) < [1]> then\n if <(type) = [shade]> then\n repeat (60)\n add [radial black puff] to [particles v]\n add ((x) + (pick random (-10) to (10))) to [particles v]\n add ((y) + (pick random (-10) to (10))) to [particles v]\n end\n else\n repeat (pick random ([floor v] of (((width) * ((height) + (5))) / (60)) ) to ([floor v] of (((width) * ((height) + (5))) / (40)) ))\n add [small radial smoke] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n end\n repeat (geo held \(1\))\n add [2] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [10] to [geo drops v]\n end\n repeat (geo held \(5\))\n add [6] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [8] to [geo drops v]\n end\n repeat (geo held \(25\))\n add [10] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [6] to [geo drops v]\n end\nend\n\ndefine Tick Vengefly\nchange [frame v] by (0.5)\nif <(x) > ([x v] of [player v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\npoint towards (player v)\nif <((frame) mod (16)) = [0]> then\n start sound [buzzer_fly v]\nend\nswitch costume to (vengefly-fov1 v)\nif <touching (player v)?> then\n set [angered v] to [1]\nelse\n switch costume to (vengefly-fov2 v)\n if <touching (player v)?> then\n if <(angered) = [0]> then\n start sound [buzzer_startle_02 v]\n set [special action v] to [startle]\n set [special action timer v] to [3]\n end\n set [angered v] to [2]\n end\nend\nif <(angered) > [0]> then\n Accelerate y [0.1] Max: (angered) Direction: (([y v] of [player v]) - (y))\n move sprite y\n Accelerate x [0.1] Max: ((angered) + (1)) Direction: (direction)\n move sprite x\nend\nif <(special action) = [startle]> then\n set [costume v] to (((root costume) + (12)) - (special action timer))\n Decrease Special Action Timer [1]\nelse\n if <(angered) > [0]> then\n set [costume v] to (((root costume) + (4)) + ([floor v] of ((frame) mod (5)) ))\n else\n set [costume v] to ((root costume) + ([floor v] of ((frame) mod (4)) ))\n end\nend\npaint sprite\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n repeat (pick random (3) to (5))\n add [infection blip] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (13)) frames: [1]\n end\n end\nend\nif <touching (player v)?> then\n if <(direction) > [0]> then\n set [player knockback v] to [9]\n else\n set [player knockback v] to [-9]\n end\n broadcast (player - hurt v)\nend\n\ndefine Tick Geo Deposit\nif <[game data v] contains (join (join [gr ] (join (x) [ ])) (join (y) (join [ ] (ROOM))))?> then\n delete this clone\nend\nchange [frame v] by (1)\nset [speed x v] to [0]\nmove sprite x\nset [speed y v] to [0]\nmove sprite y\npaint sprite\nif <(costume) = [Geo Broken]> then\n stop [this script v]\nend\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Hit Georock\n if <(health) < [1]> then\n start sound [geo_rock_hit_2 v]\n switch costume to (geo broken v)\n set [costume v] to [Geo Broken]\n end\n end\nend\n\ndefine Hit Georock\nbroadcast (attacked object v)\nstart sound [geo_rock_hit_1 v]\nif <not <([direction v] of [player v]) = (direction)>> then\n set [speed x v] to [0]\nend\nchange [health v] by (-1)\nset [invulnerable v] to [10]\nrepeat (pick random (1) to (4))\n change [geo held \(1\) v] by (-1)\n add [2] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [16] to [geo drops v]\nend\nif <(health) < [1]> then\n repeat (geo held \(1\))\n add [2] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [16] to [geo drops v]\n end\n repeat (geo held \(5\))\n add [6] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [13] to [geo drops v]\n end\n repeat (geo held \(25\))\n add [10] to [geo drops v]\n add ((x) + (pick random ((0) - (width)) to (width))) to [geo drops v]\n add (y) to [geo drops v]\n add [10] to [geo drops v]\n end\n add (join (join [gr ] (join (x) [ ])) (join (y) (join [ ] (ROOM)))) to [game data v]\nend\n\ndefine Tick Lifeseed\nchange [frame v] by (0.5)\nAccelerate y [0.25] Max: [10] Direction: [-1]\nmove sprite y\nif <(falling) > [1]> then\n Accelerate x [0.25] Max: [1] Direction: (direction)\nelse\n Accelerate x [0.5] Max: [6] Direction: (direction)\nend\nmove sprite x\nif <(falling) > [1]> then\n set [costume v] to (((root costume) + (4)) + (([floor v] of (frame) ) mod (6)))\nelse\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (4)))\nend\npaint sprite\nif <<touching (nail v)?> and <(invulnerable) < [1]>> then\n broadcast (Lifeblood glow v)\n change [lifeblood health v] by (1)\n start sound [splat_01 v]\n Die with corpse: ((root costume) + (18)) frames: [2]\nend\n\ndefine Tick Husk\nchange [frame v] by (0.5)\nAccelerate y [1] Max: [20] Direction: [-1]\nmove sprite y\nif <((frame) mod (40)) < [20]> then\n set [action v] to [walk]\n Accelerate x [0.2] Max: [0.8] Direction: (direction)\n if <((round (((frame) mod (8)) * (10))) / (10)) = [0.2]> then\n start sound [zombie_five_footstep v]\n end\nelse\n set [action v] to [idle]\n set [speed x v] to [0]\n if <<((round (((frame) mod (8)) * (10))) / (10)) = [0.2]> and <(angered) > [0]>> then\n start sound [zombie_five_footstep v]\n end\nend\nif <(angered) < [60]> then\n switch costume to (join (type) [-FOV])\n if <touching (player v)?> then\n change [angered v] by (1)\n if <(angered) < [50]> then\n if <(type) = [leaping husk]> then\n set [action v] to [jump]\n else\n if <(type) = [husk bully]> then\n set [action v] to [charge]\n else\n set [action v] to [run]\n end\n end\n if <(angered) = [0]> then\n start sound (join [zombie_chase_] (pick random (1) to (2)))\n if <not <(action) = [jump]>> then\n if <(type) = [wandering husk]> then\n set [special action v] to [startle]\n set [special action timer v] to [5]\n end\n end\n end\n if <(angered) = [1]> then\n if <(x) > ([x v] of [player v])> then\n if <(direction) = [90]> then\n if <(special action) = []> then\n set [special action v] to [turn]\n set [special action timer v] to [1]\n end\n end\n point in direction (-90)\n else\n if <(direction) = [-90]> then\n if <(special action) = []> then\n set [special action v] to [turn]\n set [special action timer v] to [1]\n end\n end\n point in direction (90)\n end\n if <(type) = [husk hornhead]> then\n set [special action v] to [startle]\n set [special action timer v] to [2]\n end\n if <(type) = [leaping husk]> then\n set [special action v] to [startle]\n set [special action timer v] to [2]\n end\n if <(type) = [husk bully]> then\n set [special action v] to [startle]\n set [special action timer v] to [5]\n end\n end\n if <(type) = [leaping husk]> then\n if <<(solid) > [0]> and <(falling) = [0]>> then\n set [speed y v] to [11]\n end\n else\n if <(type) = [husk hornhead]> then\n set [speed x v] to ((direction) / (30))\n else\n if <(type) = [husk bully]> then\n set [speed x v] to ((direction) / (22.5))\n else\n set [speed x v] to ((direction) / (45))\n end\n end\n end\n end\n else\n if <(distance to [player v]) < [300]> then\n if <(angered) > [-1]> then\n set [angered v] to [51]\n end\n else\n set [angered v] to [-1]\n end\n end\nelse\n set [angered v] to [0]\nend\nif <(special action) = [startle]> then\n if <not <(type) = [husk hornhead]>> then\n set [speed x v] to [0]\n end\n if <(type) = [leaping husk]> then\n if <(falling) < [1]> then\n set [speed y v] to [0]\n end\n end\nend\nif <<(type) = [leaping husk]> and <(falling) > [0]>> then\n set [action v] to [jump]\n set [speed x v] to ((direction) / (30))\nend\nmove sprite x\nif <(special action) > []> then\n if <(special action) = [turn]> then\n if <(type) = [leaping husk]> then\n set [costume v] to (((root costume) + (26)) - (special action timer))\n else\n if <(type) = [husk bully]> then\n set [costume v] to (((root costume) + (22)) - (special action timer))\n else\n set [costume v] to (((root costume) + (18)) - (special action timer))\n end\n end\n end\n if <(special action) = [startle]> then\n set [speed x v] to [0]\n if <(type) = [husk hornhead]> then\n set [costume v] to (((root costume) + (21)) - (special action timer))\n else\n if <(type) = [husk bully]> then\n set [costume v] to (((root costume) + (20)) - (special action timer))\n if <(special action timer) < [1]> then\n set [angered v] to [42]\n end\n else\n set [costume v] to (((root costume) + (24)) - (special action timer))\n end\n end\n end\n Decrease Special Action Timer [1.25]\nelse\n if <(action) = [idle]> then\n set [costume v] to ((root costume) + ([floor v] of ((frame) mod (6)) ))\n else\n if <(action) = [walk]> then\n set [costume v] to (((root costume) + (6)) + ([floor v] of ((frame) mod (7)) ))\n else\n if <(action) = [run]> then\n set [costume v] to (((root costume) + (13)) + ([floor v] of ((frame) mod (4)) ))\n else\n if <(action) = [jump]> then\n if <(falling) > [14]> then\n set [costume v] to ((root costume) + (19))\n else\n set [costume v] to (((root costume) + (13)) + ([floor v] of ((falling) / (2)) ))\n end\n else\n if <(action) = [charge]> then\n set [costume v] to (((root costume) + (13)) + ([floor v] of (((angered) - (45)) / (2)) ))\n if <(costume) > ((root costume) + (15))> then\n set [costume v] to ((root costume) + (15))\n end\n if <(costume) < ((root costume) + (13))> then\n set [costume v] to ((root costume) + (13))\n end\n else\n set [costume v] to (root costume)\n end\n end\n end\n end\n end\nend\npaint sprite\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n repeat (pick random (4) to (6))\n add [infection blip] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n set [speed x v] to [0]\n if <(health) < [1]> then\n start sound [zombie_death v]\n if <(type) = [leaping husk]> then\n Die with corpse: ((root costume) + (27)) frames: [3]\n set [height v] to [4]\n stop [this script v]\n else\n if <(type) = [husk hornhead]> then\n Die with corpse: ((root costume) + (22)) frames: [5]\n stop [this script v]\n else\n if <(type) = [wandering husk]> then\n Die with corpse: ((root costume) + (25)) frames: [5]\n stop [this script v]\n else\n if <(type) = [husk bully]> then\n Die with corpse: ((root costume) + (23)) frames: [3]\n stop [this script v]\n else\n Die with corpse: (root costume) frames: [0]\n end\n end\n end\n end\n end\n if <<(type) = [husk hornhead]> or <(type) = [husk bully]>> then\n set [angered v] to [55]\n else\n if <(type) = [wandering husk]> then\n set [angered v] to [50]\n end\n end\n end\nend\nif <touching (player v)?> then\n if <(direction) > [0]> then\n set [player knockback v] to [9]\n else\n set [player knockback v] to [-9]\n end\n broadcast (player - hurt v)\nend\n\ndefine Tick Tiktik\nset rotation style [all around v]\nif <(direction) = [90]> then\n Accelerate y [1] Max: [20] Direction: [-1]\n move sprite y\n Accelerate x [0.1] Max: [1] Direction: [1]\n move sprite x\n if <(speed y) < [-3]> then\n turn right (90) degrees\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [special action v] to [turn right]\n set [special action timer v] to [0]\n end\nend\nif <(direction) = [-90]> then\n Accelerate y [1] Max: [20] Direction: [1]\n move sprite y\n Accelerate x [0.1] Max: [1] Direction: [-1]\n move sprite x\n if <(speed y) > [3]> then\n turn right (90) degrees\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [special action v] to [turn right]\n set [special action timer v] to [0]\n end\nend\nif <(direction) = [180]> then\n Accelerate x [1] Max: [20] Direction: [-1]\n move sprite x\n Accelerate y [0.1] Max: [1] Direction: [-1]\n move sprite y\n if <(speed x) < [-3]> then\n turn right (90) degrees\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [special action v] to [turn right]\n set [special action timer v] to [0]\n end\nend\nif <(direction) = [0]> then\n Accelerate x [1] Max: [20] Direction: [1]\n move sprite x\n Accelerate y [0.1] Max: [1] Direction: [1]\n move sprite y\n if <(speed x) > [3]> then\n turn right (90) degrees\n set [speed x v] to [0]\n set [speed y v] to [0]\n set [special action v] to [turn right]\n set [special action timer v] to [0]\n end\nend\nchange [frame v] by (0.25)\nif <(special action) > []> then\n if <(special action) = [turn right]> then\n set [costume v] to ((root costume) + (2))\n else\n set [costume v] to ((root costume) + (3))\n end\n Decrease Special Action Timer [2]\nelse\n set [costume v] to ((root costume) + ([floor v] of ((frame) mod (2)) ))\nend\npaint sprite\nif <((frame) mod (7)) = [0]> then\n start sound [climer v]\nend\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (4)) frames: [2]\n end\n end\nend\nif <touching (player v)?> then\n set [player knockback v] to ((direction) / (10))\n broadcast (player - hurt v)\nend\n\ndefine Tick Gruzzer\nif <(action) = [90]> then\n set [action v] to [91]\nend\nif <(round ((action) / (90))) = [1]> then\n point in direction (90)\n set [speed x v] to [1.5]\nelse\n point in direction (-90)\n set [speed x v] to [-1.5]\nend\nmove sprite x\nif <(speed x) = [0]> then\n set [action v] to ((0) - (action))\nend\nif <([abs v] of ((action) / (90)) ) > [1]> then\n set [speed y v] to [1.5]\nelse\n set [speed y v] to [-1.5]\nend\nmove sprite y\nif <(speed y) = [0]> then\n if <(action) = [-89]> then\n set [action v] to [-91]\n stop [this script v]\n end\n if <(action) = [-91]> then\n set [action v] to [-89]\n stop [this script v]\n end\n if <(action) = [89]> then\n set [action v] to [91]\n stop [this script v]\n end\n if <(action) = [91]> then\n set [action v] to [89]\n stop [this script v]\n end\nend\nchange [frame v] by (0.4)\nset [costume v] to ((root costume) + ([floor v] of ((frame) mod (4)) ))\npaint sprite\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (4)) frames: [5]\n end\n end\nend\nif <touching (player v)?> then\n if <(direction) > [0]> then\n set [player knockback v] to [9]\n else\n set [player knockback v] to [-9]\n end\n broadcast (player - hurt v)\nend\n\ndefine Check around enemy\ncheck around enemy at x: (x) y: ((y) - (12))\ncheck around enemy at x: (x) y: (y)\n\ndefine Die with corpse: (corpse costume) frames: (corpse frames)\nstart sound [enemy_death_sword v]\nswitch costume to (corpse costume)\nset [costume v] to (corpse costume)\nset [angered v] to (corpse frames)\nif <([direction v] of [player v]) = [90]> then\n set [speed x v] to [4]\nelse\n set [speed x v] to [-4]\nend\nset [speed y v] to [4]\nset [frame v] to [0]\nset [type v] to [corpse]\nif <(ARENA PROGRESS) > [0]> then\n if <not <(type) = [shade]>> then\n change [arena progress v] by (-1)\n if <(ARENA PROGRESS) = [0]> then\n add (join [are] (ROOM)) to [game data v]\n start sound [gate_open v]\n broadcast (Finish Arena v)\n end\n end\nend\n\nwhen I start as a clone\nif <(type) = [gruzzer]> then\n set [action v] to [90]\nend\nif < (type) contains [husk]?> then\n set [angered v] to [-1]\nend\nif < (type) contains [goam]?> then\n set rotation style [all around v]\n if < (type) contains [goam 90]?> then\n change [x v] by (16)\n point in direction (90)\n end\n if < (type) contains [goam 0]?> then\n change [y v] by (0)\n change [x v] by (-16)\n point in direction (0)\n end\n if < (type) contains [goam 180]?> then\n change [y v] by (0)\n change [x v] by (16)\n point in direction (180)\n end\n if < (type) contains [goam -90]?> then\n change [x v] by (16)\n point in direction (-90)\n end\n if < (type) contains [in]?> then\n set [frame v] to [12]\n end\nend\nif <(type) = [hot spring]> then\n change [y v] by (16)\nend\nif < (type) contains [aspid]?> then\n set [angered v] to []\n set [visible v] to [1]\n if <(type) = [aspid hatchling]> then\n set [health v] to [1]\n set [geo held \(1\) v] to [0]\n set [geo held \(5\) v] to [0]\n set [root costume v] to [253]\n set [height v] to [2]\n set [width v] to [2]\n set size to (80) %\n end\nend\nif < (type) contains [lever]?> then\n set [action v] to [unflipped]\n if <(type) = [lever -90]> then\n set rotation style [all around v]\n point in direction (-90)\n change [x v] by (-16)\n change [y v] by (-4)\n else\n change [y v] by (4)\n end\nend\nif < (type) contains [false knight]?> then\n set [text v] to [FALSE KNIGHT]\n broadcast (New title v)\nend\n\ndefine Accelerate x (acc) Max: (max) Direction: (dir)\nif <(dir) > [0]> then\n if <(speed x) < (max)> then\n change [speed x v] by (acc)\n else\n change [speed x v] by ((0) - (acc))\n if <(speed x) < [0]> then\n set [speed x v] to [0]\n end\n end\nelse\n if <(speed x) > ((0) - (max))> then\n change [speed x v] by ((0) - (acc))\n else\n change [speed x v] by (acc)\n if <(speed x) > [0]> then\n set [speed x v] to [0]\n end\n end\nend\n\ndefine Accelerate y (acc) Max: (max) Direction: (dir)\nif <(dir) > [0]> then\n if <(speed y) < (max)> then\n change [speed y v] by (acc)\n else\n change [speed y v] by ((0) - (acc))\n if <(speed y) < [0]> then\n set [speed y v] to [0]\n end\n end\nelse\n if <(speed y) > ((0) - (max))> then\n change [speed y v] by ((0) - (acc))\n else\n change [speed y v] by (acc)\n if <(speed y) > [0]> then\n set [speed y v] to [0]\n end\n end\nend\n\ndefine Tick Aspid Hunter\nchange [frame v] by (0.5)\nif <(x) > ([x v] of [player v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <(distance to [player v]) > [240]> then\n if <(angered) = []> then\n set [action v] to [still]\n end\nelse\n if <(angered) = []> then\n set [angered v] to [-1]\n end\n switch costume to (aspid hunter-fov-right v)\n if <touching (player v)?> then\n set [action v] to [right up]\n else\n switch costume to (aspid hunter-fov-left v)\n if <touching (player v)?> then\n if <((y) - ([y v] of [player v])) > [80]> then\n set [action v] to [left down]\n else\n set [action v] to [left up]\n end\n else\n if <(distance to [player v]) > [160]> then\n if <((y) - ([y v] of [player v])) > [160]> then\n set [action v] to [down]\n else\n if <((x) - ([x v] of [player v])) > [220]> then\n set [action v] to [left]\n else\n if <(([x v] of [player v]) - (x)) > [220]> then\n set [action v] to [right]\n else\n set [action v] to [in range]\n if <(angered) = [-1]> then\n set [angered v] to [20]\n end\n change [angered v] by (1)\n end\n end\n end\n else\n set [action v] to [in range]\n if <(angered) = [-1]> then\n set [angered v] to [20]\n end\n change [angered v] by (1)\n end\n end\n end\nend\nif < (action) contains [right]?> then\n Accelerate x [0.2] Max: [2] Direction: (direction)\n move sprite x\nend\nif < (action) contains [left]?> then\n Accelerate x [0.2] Max: [2] Direction: ((0) - (direction))\n move sprite x\nend\nif < (action) contains [up]?> then\n Accelerate y [0.2] Max: [2] Direction: [1]\n move sprite y\nend\nif < (action) contains [down]?> then\n Accelerate y [0.2] Max: [2] Direction: [-1]\n move sprite y\nend\nif <(action) = [in range]> then\n if <not <([abs v] of (speed x) ) > [0.1]>> then\n set [speed x v] to [0]\n else\n change [speed x v] by (((speed x) / ([abs v] of (speed x) )) * (-0.1))\n end\n move sprite x\n if <not <([abs v] of (speed y) ) > [0.1]>> then\n set [speed y v] to [0]\n else\n change [speed y v] by (((speed y) / ([abs v] of (speed y) )) * (-0.1))\n end\n move sprite y\nelse\n if <(angered) > [37]> then\n change [angered v] by (1)\n else\n set [angered v] to [-1]\n end\nend\nif <(angered) > [40]> then\n start sound [spitter_spit v]\n add [infection shot] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n set [angered v] to [0]\nend\nif <(angered) = [38]> then\n set [special action v] to [fire]\n set [special action timer v] to [4]\nend\nif <(action) = [still]> then\n set [speed x v] to [0]\n set [speed y v] to [0]\nend\nif <(special action) > []> then\n set [costume v] to (((root costume) + (8)) - (special action timer))\n Decrease Special Action Timer [1]\nelse\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (4)))\nend\npaint sprite\nif <((round (frame)) mod (92)) = [0]> then\n start sound [spitter_fly_loop v]\nend\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (9)) frames: [6]\n end\n end\nend\nif <touching (player v)?> then\n broadcast (player - hurt v)\nend\n\ndefine Decrease Special Action Timer (modifier)\nif <(round (((frame) * (modifier)) mod (1))) = [0]> then\n change [special action timer v] by (-1)\n if <(special action timer) < [0]> then\n set [special action v] to []\n end\nend\n\ndefine Tick Goam\ngo to [back v] layer\ngo [forward v] (LAYERS - BACKGROUND) layers\nset [visible v] to [2]\nchange [frame v] by (0.25)\nif <<((frame) mod (24)) < [11]> and <((frame) mod (24)) > [1]>> then\n if <((frame) mod (24)) = [3]> then\n start sound [worm v]\n end\n switch costume to (goam-hitbox1 v)\n if <touching (player v)?> then\n broadcast (player - hurt v)\n end\n set [costume v] to ((root costume) + (([floor v] of ((frame) * (2)) ) mod (4)))\nelse\n if <<((frame) mod (24)) > [13]> and <((frame) mod (24)) < [23]>> then\n if <((frame) mod (24)) = [15]> then\n start sound [worm v]\n end\n set [costume v] to ((root costume) + (8))\n else\n if <<((frame) mod (24)) > [6]> and <((frame) mod (24)) < [18]>> then\n set [costume v] to (((root costume) + (4)) + (([floor v] of ((frame) - (11)) ) mod (24)))\n else\n set [costume v] to (((root costume) + (8)) - (([floor v] of ((frame) - (23)) ) mod (24)))\n end\n end\nend\npaint sprite\nif <([nail stage v] of [nail v]) = [4]> then\n if <touching (nail v)?> then\n start sound [sword_hit_reject v]\n broadcast (attacked object v)\n end\nend\n\ndefine Tick Aspid Mother\nchange [frame v] by (0.5)\nset [visible v] to [1]\nif <([x v] of [player v]) < (x)> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nif <(distance to [player v]) > [150]> then\n if <(angered) = []> then\n set [action v] to [still]\n else\n set [action v] to [fly towards]\n end\nelse\n if <(angered) = []> then\n set [angered v] to [-1]\n end\n if <(distance to [player v]) < [100]> then\n set [action v] to [fly away]\n else\n set [action v] to [in range]\n end\nend\nif <(action) = [fly away]> then\n Accelerate x [0.25] Max: [1] Direction: ((0) - (direction))\n Accelerate y [0.25] Max: [1] Direction: ((y) - ([y v] of [player v]))\nend\nif <(action) = [fly towards]> then\n Accelerate x [0.25] Max: [1] Direction: (direction)\n Accelerate y [0.25] Max: [1] Direction: (([y v] of [player v]) - (y))\nend\nif <(action) = [in range]> then\n Accelerate x [0.1] Max: [0] Direction: (direction)\n Accelerate y [0.1] Max: [0] Direction: (([abs v] of (speed y) ) / (speed y))\nend\nmove sprite x\nmove sprite y\nif <(angered) > []> then\n if <not <(action) = [fly towards]>> then\n if <(angered) = [-1]> then\n set [angered v] to [20]\n else\n change [angered v] by (1)\n end\n else\n if <(angered) < [34]> then\n set [angered v] to [-1]\n end\n end\nend\nif <(angered) = [34]> then\n set [special action v] to [hatch]\n set [special action timer v] to [7]\nend\nif <(angered) = [40]> then\n set [angered v] to [0]\n set [type v] to [aspid hatchling]\n change [y v] by (-12)\n create clone of (_myself_ v)\n set [type v] to [aspid mother]\n change [y v] by (12)\nend\nif <(special action) > []> then\n set [costume v] to (((root costume) + (11)) - (special action timer))\n Decrease Special Action Timer [1]\nelse\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (4)))\nend\npaint sprite\nif <touching (player v)?> then\n broadcast (player - hurt v)\nend\nif <touching (nail v)?> then\n if <(invulnerable) < [1]> then\n Take Damage\n if <(health) < [1]> then\n set [type v] to [aspid hatchling]\n change [x v] by (-4)\n change [y v] by (-4)\n create clone of (_myself_ v)\n change [y v] by (-4)\n change [x v] by (8)\n create clone of (_myself_ v)\n change [x v] by (-4)\n change [y v] by (8)\n set [type v] to [aspid mother]\n Die with corpse: ((root costume) + (12)) frames: [3]\n end\n end\nend\n\ndefine Tick Aspid Hatchling\nchange [frame v] by (0.5)\nif <(x) > ([x v] of [player v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nAccelerate y [0.1] Max: [1] Direction: (([y v] of [player v]) - (y))\nmove sprite y\nAccelerate x [0.1] Max: [1] Direction: (direction)\nmove sprite x\nset [costume v] to ((root costume) + ([floor v] of ((frame) mod (4)) ))\npaint sprite\nif <touching (player v)?> then\n if <(direction) > [0]> then\n set [player knockback v] to [6]\n else\n set [player knockback v] to [-6]\n end\n broadcast (player - hurt v)\nend\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (6)) frames: [4]\n end\n end\nend\n\ndefine Tick Soul Totem\nchange [frame v] by (1)\nif <(health) < [1]> then\n set [costume v] to (root costume)\nelse\n if <(distance to [player v]) < [100]> then\n if <touching (nail v)?> then\n if <(costume) < ((root costume) + (2))> then\n change [soul v] by (12)\n start sound [soul_totem_slash v]\n change [health v] by (-1)\n repeat (10)\n add [dot] to [particles v]\n add ((x) + (pick random (-10) to (10))) to [particles v]\n add ((y) - (pick random (0) to (12))) to [particles v]\n end\n end\n set [costume v] to ((root costume) + (2))\n else\n set [costume v] to ((root costume) + (1))\n end\n if <((frame) mod (6)) = [0]> then\n add [dot] to [particles v]\n add ((x) + (pick random (-10) to (10))) to [particles v]\n add ((y) - (16)) to [particles v]\n end\n else\n set [costume v] to (root costume)\n end\nend\n\ndefine Tick Husk Guard\nchange [frame v] by (0.5)\nif <(angered) = [-1]> then\n switch costume to (huskguard-fov1 v)\n if <touching (player v)?> then\n start sound [zombie_guard_awake v]\n set [special action v] to [startle]\n set [special action timer v] to [3]\n set [angered v] to [1]\n set [action music v] to [1]\n end\nend\nAccelerate y [1] Max: [16] Direction: [-1]\nmove sprite y\nif <(angered) < [1]> then\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (8)))\n paint sprite\n set [action music v] to [0]\n stop [this script v]\nend\nif <not <<(special action) = [club]> or <<(special action) = [turn]> or <(special action) = [startle]>>>> then\n if <<<(x) < ([x v] of [player v])> and <not <(action) = [walk]>>> or <<(x) > ([x v] of [player v])> and <(action) = [walk]>>> then\n if <(direction) < [0]> then\n point in direction (90)\n set [special action v] to [turn]\n set [special action timer v] to [1]\n end\n else\n if <(direction) > [0]> then\n point in direction (-90)\n set [special action v] to [turn]\n set [special action timer v] to [1]\n end\n end\nend\nif <(angered) > [0]> then\n switch costume to (huskguard-fov2 v)\n if <touching (player v)?> then\n set [action music v] to [1]\n set [action v] to [idle]\n if <(angered) < [100]> then\n set [angered v] to [100]\n else\n change [angered v] by (1)\n end\n else\n switch costume to (huskguard-fov3 v)\n if <not <touching (player v)?>> then\n switch costume to (huskguard-fov1 v)\n if <touching (player v)?> then\n set [action music v] to [1]\n if <(special action) = []> then\n if <not <(action) = [run]>> then\n set [special action v] to [start run]\n set [special action timer v] to [1]\n end\n if <(angered) > [1]> then\n change [angered v] by (-1)\n end\n set [action v] to [run]\n if <(angered) > [1]> then\n change [angered v] by (-1)\n end\n end\n else\n set [action music v] to [0]\n if <(action) = [run]> then\n if <(special action) = []> then\n set [special action v] to [end run]\n set [special action timer v] to [1]\n end\n end\n set [action v] to [idle]\n if <(angered) > [1]> then\n change [angered v] by (-1)\n end\n if <(x) < ([x v] of [player v])> then\n if <(angered) < [50]> then\n if <((x) - (start x)) > [20]> then\n set [action v] to [walk]\n end\n if <((x) - (start x)) < [20]> then\n set [action v] to [idle]\n end\n end\n else\n if <(angered) < [50]> then\n if <((x) - (start x)) < [20]> then\n set [action v] to [walk]\n end\n if <((x) - (start x)) > [20]> then\n set [action v] to [idle]\n end\n end\n end\n end\n else\n if <(action) = [run]> then\n if <(special action) = []> then\n set [special action v] to [end run]\n set [special action timer v] to [1]\n end\n end\n set [action v] to [idle]\n if <(angered) > [1]> then\n change [angered v] by (-1)\n end\n end\n end\nelse\n if <(action) = [run]> then\n if <(special action) = []> then\n set [special action v] to [end run]\n set [special action timer v] to [1]\n end\n end\n set [action v] to [idle]\n set [angered v] to [1]\nend\nif <<(action) = [run]> and <(special action) = []>> then\n Accelerate x [0.5] Max: [5] Direction: (direction)\n if <(([floor v] of ((frame) * (2)) ) mod (6)) = [0]> then\n start sound [zombie_guard_footstep v]\n end\nelse\n if <(action) = [walk]> then\n Accelerate x [0.5] Max: [3] Direction: (direction)\n if <(([floor v] of ((frame) * (2)) ) mod (8)) = [0]> then\n start sound [zombie_guard_footstep v]\n end\n else\n Accelerate x [0.5] Max: [0] Direction: (direction)\n end\nend\nmove sprite x\nif <(angered) = [110]> then\n if <(special action) = []> then\n start sound (join [zombie_guard_club_prepare_] (pick random (1) to (2)))\n if <(pick random (1) to (3)) = [1]> then\n set [special action v] to [jump]\n set [special action timer v] to [12]\n else\n set [special action v] to [club]\n set [special action timer v] to [14]\n end\n end\nend\nif <(special action) > []> then\n if <(special action) = [startle]> then\n set [costume v] to (((root costume) + (56)) - (special action timer))\n end\n if <(special action) = [turn]> then\n set [costume v] to (((root costume) + (58)) - (special action timer))\n end\n if <(special action) = [start run]> then\n set [costume v] to (((root costume) + (60)) - (special action timer))\n end\n if <(special action) = [end run]> then\n set [costume v] to (((root costume) + (59)) + (special action timer))\n end\n if <(special action) = [club]> then\n set [costume v] to (((root costume) + (39)) - (special action timer))\n if <(special action timer) = [4]> then\n set [speed x v] to ((direction) / (-90))\n set [screen shake v] to [12]\n start sound [zombie_guard_club v]\n add [enemy weapon impact] to [particles v]\n add ((x) + (direction)) to [particles v]\n add ((y) - (height)) to [particles v]\n repeat (10)\n add [rock] to [particles v]\n add ((x) + (direction)) to [particles v]\n add ((y) - (height)) to [particles v]\n end\n end\n if <(special action timer) = [0]> then\n set [angered v] to [100]\n end\n end\n if <(special action) = [jump]> then\n set [costume v] to (((root costume) + (52)) - (special action timer))\n if <(special action timer) = [9]> then\n set [speed x v] to ((direction) / (-10))\n set [speed y v] to [5]\n end\n if <(special action timer) = [6]> then\n set [screen shake v] to [10]\n add [shockwave 90] to [particles v]\n add (x) to [particles v]\n add ((y) - ((height) + (4))) to [particles v]\n add [shockwave -90] to [particles v]\n add (x) to [particles v]\n add ((y) - ((height) + (4))) to [particles v]\n repeat (10)\n add [rock] to [particles v]\n add (x) to [particles v]\n add ((y) - (height)) to [particles v]\n end\n start sound [zombie_guard_club v]\n end\n if <(special action timer) = [0]> then\n set [angered v] to [100]\n end\n end\n get tile at x: (x) y: ((y) - ((height) + (1)))\n if <not <<<(special action) = [jump]> and <(special action timer) = [8]>> and <not <(tile shape) = [#]>>>> then\n Decrease Special Action Timer [1]\n end\nelse\n if <(action) = [idle]> then\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (8)))\n else\n if <(action) = [walk]> then\n set [costume v] to (((root costume) + (8)) + (([floor v] of (frame) ) mod (10)))\n else\n set [costume v] to (((root costume) + (18)) + (([floor v] of (frame) ) mod (6)))\n end\n end\nend\nif <<(special action) = [club]> and <(special action timer) = [4]>> then\n switch costume to (huskguard-hitbox2 v)\n if <touching (player v)?> then\n broadcast (Player - hurt - double v)\n end\nelse\n switch costume to (huskguard-hitbox1 v)\n if <touching (player v)?> then\n broadcast (player - hurt v)\n end\nend\nswitch costume to (huskguard-hitbox1 v)\nif <touching (nail v)?> then\n if <(invulnerable) < [1]> then\n Take Damage\n if <(health) < [1]> then\n start sound [zombie_guard_death v]\n set [action music v] to [0]\n Die with corpse: ((root costume) + (61)) frames: [8]\n set [height v] to [24]\n end\n end\nend\npaint sprite\n\nwhen I receive [begin arena v]\nstart sound [gate_slam v]\nif <(ARENA PROGRESS) < [1]> then\n set [screen shake v] to [15]\n if <(ROOM) = [16]> then\n set [arena progress v] to [2]\n set [spawn index v] to [397]\n spawn type [86]\n set [spawn index v] to [491]\n spawn type [86]\n end\n if <(ROOM) = [27]> then\n set [arena progress v] to [1]\n set [spawn index v] to [702]\n spawn type [110]\n end\n set [type v] to []\nend\n\ndefine Tick False Knight\nAccelerate y [0.5] Max: [10] Direction: [-1]\nmove sprite y\nif <<(action) = [fall]> and <(falling) = [0]>> then\n set [screen shake v] to [10]\n set [action v] to [stagger]\n set [special action v] to [stagger]\n set [special action timer v] to [11]\nend\nif <not <<<(action) = [stagger]> or <<(action) = [death]> or <(action) = [fall]>>> or << (action) contains [rage]?> or <(action) = [dead]>>>> then\n change [frame v] by (0.5)\n if <(falling) = [0]> then\n if <<(special action) = []> and <(action) = [idle]>> then\n if <(x) > ([x v] of [player v])> then\n point in direction (-90)\n else\n point in direction (90)\n end\n end\n set [speed x v] to [0]\n change [angered v] by (1)\n if <(action) = [jump]> then\n start sound [false_knight_land v]\n set [special action v] to [land]\n set [special action timer v] to [4]\n set [screen shake v] to [10]\n repeat (10)\n add [rock] to [particles v]\n add (x) to [particles v]\n add ((y) - (height)) to [particles v]\n end\n end\n if <(action) = [jump attack]> then\n start sound [false_knight_land v]\n start sound [false_knight_swing v]\n set [special action v] to [attack]\n set [special action timer v] to [6]\n set [screen shake v] to [15]\n repeat (15)\n add [rock] to [particles v]\n add ((x) + ((width) * ((direction) / (45)))) to [particles v]\n add ((y) - (height)) to [particles v]\n end\n if < (type) contains [3]?> then\n repeat (pick random (2) to (4))\n add [falling barrel] to [particles v]\n add (pick random (330) to (780)) to [particles v]\n add (pick random (700) to (780)) to [particles v]\n end\n end\n if < (type) contains [4]?> then\n Break FK Floor\n set [action v] to [fall]\n set [special action v] to [start fall]\n set [special action timer v] to [2]\n end\n end\n if <not < (type) contains [4]?>> then\n set [action v] to [idle]\n end\n end\n if <(angered) = [20]> then\n if <not < (type) contains [4]?>> then\n switch costume to (falseknight-fov1 v)\n if <(pick random (1) to ((2) + <touching (player v)?>)) = [1]> then\n set [special action v] to [ready attack]\n set [special action timer v] to [12]\n end\n end\n end\n if <(angered) = [30]> then\n if <not <(special action) = [ready attack]>> then\n set [special action v] to [ready jump]\n set [special action timer v] to [2]\n end\n end\n if <(angered) = [45]> then\n if <(special action) = [ready attack]> then\n start sound [false_knight_swing v]\n set [special action v] to [attack]\n set [special action timer v] to [6]\n set [previous attack v] to [slam]\n if < (type) contains [2]?> then\n repeat (pick random (2) to (3))\n add [falling barrel] to [particles v]\n add (pick random (330) to (780)) to [particles v]\n add (pick random (700) to (780)) to [particles v]\n end\n end\n if < (type) contains [3]?> then\n repeat (pick random (4) to (5))\n add [falling barrel] to [particles v]\n add (pick random (330) to (780)) to [particles v]\n add (pick random (700) to (780)) to [particles v]\n end\n end\n end\n end\n if <(angered) = [36]> then\n if <not <(special action) = [ready attack]>> then\n if < (type) contains [4]?> then\n set [speed y v] to [10]\n set [speed x v] to (((700) - (x)) / (40))\n set [angered v] to [0]\n set [action v] to [jump attack]\n else\n switch costume to (falseknight-fov1 v)\n if <touching (player v)?> then\n set [temp v] to [1]\n else\n set [temp v] to [2]\n end\n if <<(pick random (1) to (2)) = [1]> and <not <(previous attack) = [jump]>>> then\n if <(temp) = [1]> then\n get tile at x: ((x) - (((width) + (1)) * ((direction) / (90)))) y: ((y) + (64))\n if <(tile shape) = [#]> then\n set [speed y v] to [10]\n set [speed x v] to ((direction) / (15))\n set [angered v] to [10]\n set [action v] to [jump]\n else\n set [speed y v] to [10]\n set [speed x v] to ((direction) / (-15))\n set [angered v] to [10]\n set [action v] to [jump]\n end\n else\n set [speed y v] to [10]\n set [speed x v] to ((([x v] of [player v]) - (x)) / (40))\n set [angered v] to [0]\n set [action v] to [jump]\n end\n set [previous attack v] to [jump]\n else\n set [speed y v] to [10]\n set [speed x v] to (((([x v] of [player v]) - (x)) / (40)) - ((direction) / (45)))\n set [angered v] to [0]\n set [action v] to [jump attack]\n set [previous attack v] to [jump attack]\n end\n end\n start sound [false_knight_jump v]\n end\n end\n if <(angered) > [60]> then\n set [angered v] to [0]\n end\nelse\n if <(action) = [stagger]> then\n change [frame v] by (0.2)\n set [angered v] to [0]\n if <(falling) = [0]> then\n set [speed x v] to [0]\n end\n else\n if < (action) contains [rage]?> then\n change [frame v] by (0.5)\n if <(falling) = [0]> then\n set [speed x v] to [0]\n change [angered v] by (1)\n if <(action) = [rage jump]> then\n set [special action v] to [land]\n set [special action timer v] to [4]\n set [action v] to [rage idle]\n start sound [false_knight_land v]\n end\n end\n if <(special action) = [recover]> then\n set [angered v] to [0]\n end\n if <(angered) = [14]> then\n set [special action v] to [ready jump]\n set [special action timer v] to [2]\n end\n if <(angered) = [20]> then\n set [action v] to [rage jump]\n set [speed y v] to [10]\n set [speed x v] to (((560) - (x)) / (40))\n change [angered v] by (1)\n start sound [false_knight_jump v]\n end\n if <(angered) = [30]> then\n set [special action v] to [ready attack]\n set [special action timer v] to [12]\n set [action v] to [rage]\n set [frame v] to [2]\n start sound [FKnight_Rage v]\n end\n if <(angered) > [30]> then\n if <((angered) mod (8)) = [0]> then\n add [falling barrel] to [particles v]\n add (pick random (330) to (780)) to [particles v]\n add [780] to [particles v]\n end\n end\n if <(angered) = [154]> then\n set [action v] to [idle]\n set [frame v] to [0]\n end\n else\n if <not <(action) = [fall]>> then\n change [frame v] by (0.5)\n if <(action) = [death]> then\n set [screen shake v] to [6]\n add [radial smoke] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n if <(frame) = [42]> then\n set [special action v] to [die]\n set [special action timer v] to [5]\n start sound [boss_explode v]\n set [screen shake v] to [30]\n end\n end\n end\n end\nend\nmove sprite x\nif <(special action) > []> then\n if <(special action) = [ready jump]> then\n set [costume v] to (((root costume) + (13)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [land]> then\n set [costume v] to (((root costume) + (24)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [attack]> then\n set [costume v] to (((root costume) + (37)) - ([ceiling v] of (special action timer) ))\n if <(special action timer) = [4]> then\n if <(angered) > [36]> then\n add (join [shockwave ] (direction)) to [particles v]\n add ((x) + ((direction) / (1.5))) to [particles v]\n add ((y) - ((height) + (4))) to [particles v]\n repeat (15)\n add [rock] to [particles v]\n add ((x) + ((width) * ((direction) / (45)))) to [particles v]\n add ((y) - (height)) to [particles v]\n end\n end\n start sound [false_knight_strike_ground v]\n set [screen shake v] to [10]\n end\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [ready attack]> then\n set [costume v] to (((root costume) + (50)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [stagger]> then\n set [costume v] to (((root costume) + (74)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [recover]> then\n set [costume v] to (((root costume) + (85)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [hit]> then\n set [costume v] to (((root costume) + (80)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [start fall]> then\n set [costume v] to (((root costume) + (88)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [die]> then\n set [costume v] to (((root costume) + (94)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action timer) < [-0.9]> then\n if <(special action) = [die]> then\n set [action v] to [dead]\n if <(ARENA PROGRESS) > [0]> then\n change [arena progress v] by (-1)\n if <(ARENA PROGRESS) = [0]> then\n add (join [are] (ROOM)) to [game data v]\n start sound [gate_open v]\n broadcast (Finish Arena v)\n end\n end\n end\n set [special action v] to []\n end\nelse\n if <<(action) = [jump]> or <(action) = [rage jump]>> then\n if <(falling) > [10]> then\n set [costume v] to ((root costume) + (19))\n else\n set [costume v] to (((root costume) + (13)) + (([floor v] of (falling) ) / (2)))\n end\n else\n if <(action) = [jump attack]> then\n if <(falling) > [10]> then\n set [costume v] to ((root costume) + (30))\n else\n set [costume v] to (((root costume) + (25)) + (([floor v] of (falling) ) / (2)))\n end\n else\n if <(action) = [stagger]> then\n set [costume v] to (((root costume) + (75)) + (([floor v] of (frame) ) mod (4)))\n else\n if <(action) = [rage]> then\n set [costume v] to (((root costume) + (51)) + (([floor v] of (frame) ) mod (10)))\n else\n if <(action) = [fall]> then\n set [costume v] to ((root costume) + (88))\n else\n if <(action) = [death]> then\n set [costume v] to (((root costume) + (78)) + (([floor v] of (frame) ) mod (3)))\n else\n if <(action) = [dead]> then\n set [costume v] to ((root costume) + (94))\n else\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (5)))\n end\n end\n end\n end\n end\n end\n end\nend\nif <not <<(action) = [stagger]> or <<(action) = [death]> or <(action) = [dead]>>>> then\n switch costume to (falseknight-hitbox1 v)\n if <touching (player v)?> then\n broadcast (player - hurt v)\n else\n if <<(special action) = [attack]> and <(special action timer) = [4]>> then\n switch costume to (falseknight-hitbox2 v)\n if <touching (player v)?> then\n broadcast (player - hurt v)\n end\n else\n if <<(action) = [rage]> and <(special action) = []>> then\n switch costume to (falseknight-hitbox4 v)\n if <touching (player v)?> then\n broadcast (player - hurt v)\n end\n end\n end\n end\n switch costume to (falseknight-hitbox1 v)\nelse\n switch costume to (falseknight-hitbox3 v)\nend\nif <not <<(action) = [death]> or <(action) = [dead]>>> then\n if <(invulnerable) = [0]> then\n if <touching (nail v)?> then\n Take Damage\n if <(action) = [stagger]> then\n set [special action v] to [hit]\n set [special action timer v] to [1]\n start sound (join [Fknight_hit_0] (pick random (1) to (2)))\n repeat (6)\n add [infection blip] to [particles v]\n add ((x) + ((direction) / (1.5))) to [particles v]\n add (y) to [particles v]\n end\n if <(health) = [0]> then\n if <(y) < [500]> then\n set [frame v] to [0]\n set [action v] to [death]\n set [speed x v] to [0]\n start sound [boss_gushing v]\n start sound [FKnight_death v]\n add [ach_falsehood] to [inventory v]\n else\n set [action v] to [rage idle]\n set [special action v] to [recover]\n set [special action timer v] to [4]\n set [health v] to [65]\n if <not <(letter (14) of (type)) = [4]>> then\n set [type v] to (join [false knight ] ((letter (14) of (type)) + (1)))\n end\n end\n end\n else\n start sound [false_knight_damage_armour v]\n if <(health) = [0]> then\n set [screen shake v] to [10]\n set [action v] to [stagger]\n set [special action v] to [stagger]\n set [special action timer v] to [14]\n set [speed x v] to ((direction) / (-22.5))\n set [speed y v] to [4]\n set [health v] to [40]\n start sound [boss_stun v]\n end\n end\n end\n end\nend\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I start as a clone\nset volume to ((SOUND VOLUME) * (10)) %\n\ndefine Tick Lever\ngo to [back v] layer\ngo [forward v] (LAYERS - BACKGROUND) layers\nif <(action) = [unflipped]> then\n if <[game data v] contains (join [lvr] (ROOM))?> then\n set [action v] to [flipped]\n broadcast (lever flipped v)\n end\n if <touching (nail v)?> then\n start sound [switch_gate_switch v]\n start sound [switch_gate_gate v]\n set [action v] to [flipped]\n set [special action v] to [flip]\n set [special action timer v] to [9]\n end\nend\nif <(special action) > []> then\n change [special action timer v] by (-1)\n set [costume v] to (((root costume) + (8)) - (special action timer))\n if <(special action timer) < [1]> then\n set [special action v] to []\n add (join [lvr] (ROOM)) to [game data v]\n broadcast (lever flipped v)\n end\nelse\n if <(action) = [flipped]> then\n set [costume v] to ((root costume) + (8))\n else\n set [costume v] to (root costume)\n end\nend\n\nwhen I receive [move player after enemy v]\nif << [_object_hot spring_lever_lever -90_] contains (join [_] (join (type) [_]))?> or < (type) contains [goam]?>> then\n paint sprite\n if <(visible) > [0]> then\n stamp\n end\nend\n\nwhen I receive [check controls v]\nif <(type) > []> then\n show\nend\n\ndefine Tick Cocoon\nif <[game data v] contains (join (join [lb ] (join (x) [ ])) (join (y) (join [ ] (ROOM))))?> then\n delete this clone\nend\nchange [frame v] by (0.5)\nset [costume v] to ((root costume) + (1))\npaint sprite\npoint in direction (90)\nif <touching (nail v)?> then\n broadcast (Lifeblood glow v)\n repeat (10)\n add [lifeblood glob] to [particles v]\n add (x) to [particles v]\n add ((y) - (pick random (10) to (40))) to [particles v]\n end\n start sound [enemy_damage v]\n set [root costume v] to [148]\n set [costume v] to [148]\n set [width v] to [1]\n set [height v] to [1]\n switch costume to (lifeseed-walk1 v)\n set [invulnerable v] to [10]\n set [speed y v] to [0]\n set [speed x v] to [0]\n change [y v] by (-32)\n set [type v] to [lifeseed]\n set [frame v] to [0]\n point towards (player v)\n point in direction (((direction) / ([abs v] of (direction) )) * (-90))\n create clone of (_myself_ v)\n turn right (180) degrees\n create clone of (_myself_ v)\n add (join (join [lb ] (join (x) [ ])) (join (y) (join [ ] (ROOM)))) to [game data v]\n delete this clone\nend\n\ndefine Break FK Floor\nreplace item (776) of [tile grid v] with [2]\nreplace item (816) of [tile grid v] with [2]\nreplace item (856) of [tile grid v] with [2]\nreplace item (896) of [tile grid v] with [2]\nreplace item (936) of [tile grid v] with [2]\nreplace item (775) of [tile grid v] with [2]\nreplace item (815) of [tile grid v] with [2]\nreplace item (855) of [tile grid v] with [2]\nreplace item (895) of [tile grid v] with [2]\nreplace item (935) of [tile grid v] with [2]\nreplace item (774) of [tile grid v] with [2]\nreplace item (814) of [tile grid v] with [2]\nreplace item (854) of [tile grid v] with [2]\nreplace item (894) of [tile grid v] with [2]\nreplace item (934) of [tile grid v] with [2]\nreplace item (736) of [tile grid v] with [50]\nreplace item (735) of [tile grid v] with [9]\nreplace item (734) of [tile grid v] with [20]\nreplace item (694) of [tile grid v] with [72]\nreplace item (976) of [tile grid v] with [51]\nreplace item (975) of [tile grid v] with [19]\nreplace item (974) of [tile grid v] with [2]\nreplace item (1015) of [tile grid v] with [71]\nreplace item (1014) of [tile grid v] with [54]\n\nwhen I receive [level - done loading v]\nif <<(ROOM) = [27]> and <[game data v] contains [are27]?>> then\n Break FK Floor\nend\n\ndefine Tick Shade\ngo to [back v] layer\ngo [forward v] (LAYERS - BACKGROUND) layers\nchange [frame v] by (0.5)\nif <(x) > ([x v] of [player v])> then\n point in direction (-90)\nelse\n point in direction (90)\nend\npoint towards (player v)\nswitch costume to (vengefly-fov1 v)\nif <touching (player v)?> then\n change [angered v] by (1)\nelse\n switch costume to (shade-fov2 v)\n if <touching (player v)?> then\n if <(angered) = [0]> then\n start sound [hollow_shade_startle v]\n set [special action v] to [startle]\n set [special action timer v] to [7]\n end\n set [angered v] to [1]\n end\nend\nif <(angered) > [0]> then\n Accelerate y [0.1] Max: [2] Direction: (([y v] of [player v]) - (y))\n move sprite y\n Accelerate x [0.1] Max: [3] Direction: (direction)\n move sprite x\n if <(angered) = [40]> then\n start sound [hollow_shade_sword v]\n set [special action v] to [attack]\n set [special action timer v] to [7]\n set [angered v] to [1]\n end\nend\nif <(special action) > []> then\n if <(special action) = [startle]> then\n set [costume v] to (((root costume) + (13)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action) = [attack]> then\n set [costume v] to (((root costume) + (28)) - ([ceiling v] of (special action timer) ))\n change [special action timer v] by (-0.5)\n end\n if <(special action timer) < [-0.9]> then\n set [special action v] to []\n end\nelse\n if <(angered) > [0]> then\n set [costume v] to (((root costume) + (14)) + ([floor v] of ((frame) mod (7)) ))\n else\n set [costume v] to ((root costume) + ([floor v] of ((frame) mod (6)) ))\n end\nend\npaint sprite\nif <(invulnerable) < [1]> then\n if <touching (nail v)?> then\n Take Damage\n start sound [hollow_shade_sword2 v]\n repeat (pick random (3) to (5))\n add [low health puff] to [particles v]\n add ((x) + (pick random (-10) to (10))) to [particles v]\n add ((y) + (pick random (-10) to (10))) to [particles v]\n end\n if <(health) < [1]> then\n Die with corpse: ((root costume) + (29)) frames: [3]\n end\n end\nend\nif <touching (player v)?> then\n if <(direction) > [0]> then\n set [player knockback v] to [9]\n else\n set [player knockback v] to [-9]\n end\n broadcast (player - hurt v)\nend\n\nwhen I receive [entity - setup v]\nif <[game data v] contains [shade]?> then\n wait (0.1) seconds\n if <(ROOM) = (item ((item # of [shade] in [game data v]) + (2)) of [game data v])> then\n set [spawn index v] to (item ((item # of [shade] in [game data v]) + (1)) of [game data v])\n if <(item (item (spawn index) of [tile grid v]) of [tile shape v]) = [#]> then\n set [spawn index v] to ((spawn index) - (GRID HEIGHT))\n end\n set [temp v] to (item ((item # of [shade] in [game data v]) + (3)) of [game data v])\n set [geo held \(25\) v] to ([floor v] of ((temp) / (25)) )\n set [geo held \(5\) v] to ([floor v] of (((temp) mod (25)) / (5)) )\n set [geo held \(1\) v] to ((temp) mod (5))\n Set Type: [shade] Costume: [453] Width: [12] Height: [12] Size: [100] HP: [15] Geo: (geo held \(1\)) (geo held \(5\)) (geo held \(25\))\n set [type v] to []\n set [temp v] to (item # of [shade] in [game data v])\n delete (temp) of [game data v]\n delete (temp) of [game data v]\n delete (temp) of [game data v]\n delete (temp) of [game data v]\n end\nend\n\n@NPC\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\nshow\n\nwhen flag clicked\nset size to (100) %\nhide\nset [type v] to []\nset [speed x v] to [0]\nset [speed y v] to [0]\n\ndefine Set Type: (type) Costume: (costume) Height: (height) size: (size)\nset [type v] to (type)\nset [costume v] to (costume)\nset [root costume v] to (costume)\nset [height v] to (height)\nset [x v] to ([floor v] of (((spawn index) - (1)) / (GRID HEIGHT)) )\nset [y v] to (((spawn index) - (1)) mod (GRID HEIGHT))\nset [x v] to (((x) * (32)) + (16))\nset [y v] to (((y) * (32)) + (height))\nset [frame v] to [0]\nif <[game data v] contains (type)?> then\n set [times spoken v] to ((item (item # of (type) in [game data v]) of [game data v]) + (1))\nelse\n set [times spoken v] to [0]\nend\nset size to (size) %\npoint in direction (90)\npaint sprite\ncreate clone of (_myself_ v)\n\ndefine spawn type (tile type)\nset [frame v] to []\nif <(tile type) = [40]> then\n Set Type: [Elderbug] Costume: [2] Height: [18] size: [75]\nend\nif <(tile type) = [58]> then\n Set Type: [Tut Lore Tablet] Costume: [TutorialTablet] Height: [1] size: [100]\nend\nif <(tile type) = [85]> then\n Set Type: [Cornifer] Costume: [16] Height: [16] size: [30]\nend\nif <(tile type) = [101]> then\n Set Type: [Grub] Costume: [25] Height: [3] size: [70]\nend\nif <(tile type) = [140]> then\n if <<(temp) < (GRUBS)> or <(EDITOR) > [0]>> then\n change [temp v] by (1)\n Set Type: [Freed Grub] Costume: [48] Height: [0] size: [80]\n end\nend\nif <(tile type) = [147]> then\n Set Type: [Grubfather] Costume: [57] Height: [0] size: [80]\nend\nif <(tile type) = [157]> then\n Set Type: [Quirrel Black Egg] Costume: [81] Height: [20] size: [100]\nend\n\ndefine Spawn Loop\nset [temp v] to [0]\nset [object item # v] to [1]\nrepeat (length of [npc index v])\n set [spawn index v] to (item (object item #) of [npc index v])\n spawn type (item (object item #) of [npc type v])\n hide\n change [object item # v] by (1)\nend\nset [object item # v] to []\nset [type v] to []\n\nwhen I receive [entity - clear v]\ndelete this clone\n\nwhen I receive [entity - setup v]\nSpawn Loop\n\nwhen I receive [level - done loading v]\nbroadcast (ENTITY - Clear v)\nbroadcast (ENTITY - Setup v)\n\nwhen I receive [animate npcs v]\nif <<(type) = []> or <(EDITOR) = [1]>> then\n stop [this script v]\nend\nAnimate NPCs\nCheck talk\n\ndefine Tick Elderbug\nchange [frame v] by (0.4)\nif <<([x v] of [player v]) < (x)> and <(distance to [player v]) < [150]>> then\n set [costume v] to (((root costume) + (6)) + (([floor v] of (frame) ) mod (6)))\nelse\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (6)))\nend\n\ndefine Animate NPCs\nif <(type) = [Elderbug]> then\n Tick Elderbug\n stop [this script v]\nend\nif <(type) = [Cornifer]> then\n change [frame v] by (0.25)\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (9)))\n stop [this script v]\nend\nif <(type) = [Grub]> then\n Tick Grub\n stop [this script v]\nend\nif <(type) = [Freed Grub]> then\n change [frame v] by (0.4)\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (4)))\n if <((([floor v] of ((frame) * (2.5)) ) / (2.5)) mod (10)) = [0]> then\n if <(pick random (1) to (5)) = [1]> then\n start sound (join [Grub_wave_0] (pick random (1) to (4)))\n end\n end\n stop [this script v]\nend\nif <(type) = [Grubfather]> then\n Tick Grubfather\n stop [this script v]\nend\nif <(type) = [Quirrel Black Egg]> then\n change [frame v] by (0.3)\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (12)))\n stop [this script v]\nend\n\nwhen I receive [position tiles v]\nif <(type) > []> then\n paint sprite\nend\n\ndefine Check talk\nif <(distance to [player v]) < [50]> then\n if <([up v] of [controls v]) > [0]> then\n if <([falling v] of [player v]) < [1]> then\n if <(type) = [Elderbug]> then\n Dialogue Elderbug\n if <[game data v] contains (type)?> then\n replace item ((item # of (type) in [game data v]) + (1)) of [game data v] with (times spoken)\n else\n add (type) to [game data v]\n add (times spoken) to [game data v]\n end\n stop [this script v]\n end\n if <(type) = [Tut Lore Tablet]> then\n Tutorial Lore\n stop [this script v]\n end\n if <(type) = [Cornifer]> then\n Dialogue Cornifer\n if <[game data v] contains (type)?> then\n replace item ((item # of (type) in [game data v]) + (1)) of [game data v] with (times spoken)\n else\n add (type) to [game data v]\n add (times spoken) to [game data v]\n end\n stop [this script v]\n end\n if <(type) = [Quirrel Black Egg]> then\n Dialogue Quirrel Black Egg\n set [costume v] to ((root costume) + (16))\n repeat (4)\n paint sprite\n wait (0.05) seconds\n change [costume v] by (-1)\n end\n broadcast (LEVEL - Continue Game Loop v)\n if <[game data v] contains (type)?> then\n replace item ((item # of (type) in [game data v]) + (1)) of [game data v] with (times spoken)\n else\n add (type) to [game data v]\n add (times spoken) to [game data v]\n end\n stop [this script v]\n end\n end\n end\nend\n\ndefine Dialogue Elderbug\nbroadcast (LEVEL - STOP v) and wait\nwait (0) seconds\nstart sound (join [Elderbug_] (pick random (2) to (4)))\nbroadcast (prepare diolouge v) and wait\nset [text v] to [ELDERBUG]\nbroadcast (New title v) and wait\nif <(times spoken) = [0]> then\n set [text v] to [Ho there, traveller. I'm afraid there's only me left to offer welcome. Our town's fallen quiet you see.]\n broadcast (new diolouge v) and wait\n set [text v] to [The other residents, they've all disappeared. Headed down that well, one by one, into the caverns below.]\n broadcast (new diolouge v) and wait\n set [text v] to [Used to be there was a great kingdom beneath our town. It's long fell to ruin, yet it still draws folks into its depths.]\n broadcast (new diolouge v) and wait\n set [text v] to [Wealth, glory, enlightenment, that darkness seems to promise all things. I'm sure you too seek your dreams down there.]\n broadcast (new diolouge v) and wait\n set [text v] to [Well watch out. It's a sickly air that fills the place. Creatures turn mad and travellers are robbed of their memories.]\n broadcast (new diolouge v) and wait\n set [text v] to [Perhaps dreams aren't such great things after all... ]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nif <(times spoken) = [1]> then\n set [text v] to [Many used to come, hoping the kingdom would fulfill their desires.]\n broadcast (new diolouge v) and wait\n set [text v] to [Hallownest, it was once called. Supposedly the greatest kingdom there ever was, full of treasures and secrets.]\n broadcast (new diolouge v) and wait\n set [text v] to [Hm. Now it's nothing more than a poisonous tomb full of monsters and madness.]\n broadcast (new diolouge v) and wait\n set [text v] to [Everything fades eventually, I suppose. ]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nset [text v] to [Feeling tired? That bench may be iron, but I assure you it's quite comfortable. There's no better place to collect your thoughts before heading below.]\nbroadcast (new diolouge v) and wait\nset [text v] to [Plus I enjoy the company. Not that you seem the talkative sort. ]\nbroadcast (new diolouge v) and wait\nbroadcast (finish diolouge v) and wait\nbroadcast (LEVEL - Continue Game Loop v)\n\ndefine Tutorial Lore\nbroadcast (LEVEL - STOP v) and wait\nwait (0) seconds\nstart sound [Lore_Tablet_activate_temp v]\nbroadcast (prepare diolouge v) and wait\nif <(y) > [560]> then\n set [text v] to [Higher beings, these words are for you alone.]\n broadcast (new diolouge v) and wait\n set [text v] to [Beyond this point you enter the land of King and Creator.]\n broadcast (new diolouge v) and wait\n set [text v] to [Step across this threshold and obey our laws.]\n broadcast (new diolouge v) and wait\n set [text v] to [Bear witness to the last and only civilization, the eternal Kingdom.]\n broadcast (new diolouge v) and wait\n set [text v] to [Hallownest ]\n broadcast (new diolouge v) and wait\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nif <(y) > [460]> then\n set [text v] to [Higher beings, these words are for you alone.]\n broadcast (new diolouge v) and wait\n set [text v] to [Your great strength marks you amongst us. Focus your soul and you shall achieve feats of which others can only dream. ]\n broadcast (new diolouge v) and wait\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nset [text v] to [Higher beings, these words are for you alone.]\nbroadcast (new diolouge v) and wait\nset [text v] to [Within our lands do not hide your true form. Let all bask in your majesty, for only this kingdom could produce ones such as you. ]\nbroadcast (new diolouge v) and wait\nbroadcast (finish diolouge v) and wait\nbroadcast (LEVEL - Continue Game Loop v)\nstop [this script v]\n\ndefine Dialogue Cornifer\nbroadcast (LEVEL - STOP v) and wait\nwait (0) seconds\nstop all sounds\nstart sound (join [Cornifer_] (pick random (1) to (3)))\nbroadcast (prepare diolouge v) and wait\nset [frame v] to [0]\nif <(times spoken) = [0]> then\n set [text v] to [Hmm? Ah, hello there. Come down to explore these beautiful old ruins? Don't mind me. ]\n broadcast (new diolouge v) and wait\n set [text v] to [I've a fondness for exploring myself. Getting lost and finding your way again is a pleasure like no other. We're exquisitely lucky, you and I. ]\n broadcast (new diolouge v) and wait\n set [text v] to [I'm a cartographer by trade, and I'm working on mapping this area right now. Would you like to purchase a copy of my work so far?]\n broadcast (new diolouge v) and wait\n set [text v] to []\n broadcast (Yes/No Question v)\n repeat until <(TEXT) > []>\n broadcast (tick menu v)\n end\n if <(GEO) > [29]> then\n if <(TEXT) = [Yes]> then\n start sound [geo_deplete_count_down v]\n change [geo v] by (-30)\n broadcast (tick menu v)\n broadcast (position tiles v)\n broadcast (Aquire Item v) and wait\n if <not <[inventory v] contains [map]?>> then\n add [map] to [inventory v]\n add [ach_cartographer] to [inventory v]\n end\n set [text v] to [Perhaps we'll meet again on our travels.]\n broadcast (new diolouge v) and wait\n else\n set [text v] to [Not interested, then? Yes, quite understandable. Exploring without a map, finding your own way through unknown caverns... All very nourishing for the soul.]\n broadcast (new diolouge v) and wait\n set [text v] to [Perhaps we'll meet again on our travels.]\n broadcast (new diolouge v) and wait\n end\n else\n set [text v] to [You don't have enough Geo? Ah, I understand. I'd give you the map as a gift, but I don't think my wife would be very happy if I did. "All our food is made of Geo", as they say. ]\n broadcast (new diolouge v) and wait\n end\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nif <(times spoken) = [1]> then\n if <[inventory v] contains [map]?> then\n set [text v] to [Oh, by the way, I haven't introduced myself have I? Yes, I should apologise for that. When you spend a lot of time by yourself, with just your own thoughts, you forget the niceties of conversation.]\n broadcast (new diolouge v) and wait\n set [text v] to [CORNIFER]\n broadcast (New title v) and wait\n set [text v] to [My name is Cornifer, and I've always loved exploring the world. Why, when I was first hatched I wandered off immediately, leaving my brothers and sisters and poor mother behind!]\n broadcast (new diolouge v) and wait\n set [text v] to [That's why as soon as I could I moved to Dirtmouth with my wife. A huge, unending Kingdom to explore right on our doorstep. Who could resist?]\n broadcast (new diolouge v) and wait\n set [text v] to [Anyway, I'll let you return to your travels. With a little luck, we'll meet again. Be safe and farewell!]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n else\n set [text v] to [Hmm? Have you changed your mind about buying a map? ]\n broadcast (new diolouge v) and wait\n set [text v] to []\n broadcast (Yes/No Question v)\n repeat until <(TEXT) > []>\n broadcast (tick menu v)\n end\n if <(GEO) > [29]> then\n if <(TEXT) = [Yes]> then\n start sound [geo_deplete_count_down v]\n change [geo v] by (-30)\n broadcast (tick menu v)\n broadcast (position tiles v)\n broadcast (Aquire Item v) and wait\n if <not <[inventory v] contains [map]?>> then\n add [map] to [inventory v]\n end\n set [text v] to [Perhaps we'll meet again on our travels.]\n broadcast (new diolouge v) and wait\n else\n set [text v] to [Not interested, then? Yes, quite understandable. Exploring without a map, finding your own way through unknown caverns... All very nourishing for the soul.]\n broadcast (new diolouge v) and wait\n set [text v] to [Perhaps we'll meet again on our travels.]\n broadcast (new diolouge v) and wait\n end\n else\n set [text v] to [You don't have enough Geo? Ah, I understand. I'd give you the map as a gift, but I don't think my wife would be very happy if I did. "All our food is made of Geo", as they say. ]\n broadcast (new diolouge v) and wait\n end\n end\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nset [text v] to [CORNIFER]\nbroadcast (New title v) and wait\nset [text v] to [Hello again! Still winding your way through these beautiful highways? Just imagine how they must have looked during the kingdom's height, thick with traffic and bustling with life! I wish I could have seen it.]\nbroadcast (new diolouge v) and wait\nbroadcast (finish diolouge v) and wait\nbroadcast (LEVEL - Continue Game Loop v)\nstop [this script v]\n\ndefine Tick Grub\nif <[game data v] contains (join (join (type) [ ]) (join (spawn index) (join [ ] (ROOM))))?> then\n delete this clone\nend\ngo to [back v] layer\ngo [forward v] (LAYERS - BACKGROUND) layers\nif <(item (spawn index) of [tile grid v]) = [2]> then\n change [frame v] by (1)\n if <(frame) > [54]> then\n start sound [grub_free_1 v]\n set [frame v] to [0]\n end\n if <(frame) < [38]> then\n set [costume v] to (((root costume) + (9)) + (([floor v] of ((frame) / (2)) ) mod (6)))\n else\n if <(frame) = [38]> then\n start sound [grub_burrow v]\n end\n set [costume v] to (((root costume) + (15)) + ([floor v] of (((frame) - (38)) / (2)) ))\n end\n if <([floor v] of (frame) ) = [54]> then\n add (join (join (type) [ ]) (join (spawn index) (join [ ] (ROOM)))) to [game data v]\n change [grubs v] by (1)\n delete this clone\n end\n stop [this script v]\nend\npoint towards (player v)\nchange [frame v] by (0.4)\nif <(distance to [player v]) < [100]> then\n if <(costume) < ((root costume) + (6))> then\n start sound [grub_alert v]\n end\n set [costume v] to (((root costume) + (6)) + (([floor v] of (frame) ) mod (3)))\nelse\n if <(costume) > ((root costume) + (5))> then\n start sound (join [grub_sad_] (pick random (1) to (2)))\n end\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (6)))\n if <((round ((frame) * (2))) mod (80)) = [0]> then\n start sound (join [Grub_sad_idle_0] (pick random (1) to (4)))\n end\nend\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I start as a clone\nif <(type) = [Freed Grub]> then\n set [frame v] to ((pick random (0) to (40)) / (10))\nend\nif <(type) = [Grubfather]> then\n change [y v] by (-6)\nend\n\nrepeat (2)\n switch costume to (grubfather-idle1 v)\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\nend\nswitch costume to (grubfather-gift1 v)\nrepeat (11)\n wait (0.05) seconds\n next costume\nend\nwait (0.05) seconds\nrepeat (2)\n switch costume to (grubfather-idle1 v)\n repeat (4)\n wait (0.05) seconds\n next costume\n end\n wait (0.05) seconds\nend\n\ndefine Tick Grubfather\nif <<(GRUBS) > (GRUB REWARDS)> and <(distance to [player v]) < [200]>> then\n if <not <(frame) < [0]>> then\n set [frame v] to [-1]\n else\n if <(frame) < [-11.5]> then\n change [grub rewards v] by (1)\n set [frame v] to [0]\n if <(GRUB REWARDS) = [4]> then\n add [ach_grubfriend] to [inventory v]\n end\n else\n change [frame v] by (-0.4)\n if <(round ((frame) * (100))) = [-300]> then\n start sound (join [Grub_king_cheer_0] (pick random (1) to (3)))\n repeat (((GRUB REWARDS) + (1)) * (5))\n add [2] to [geo drops v]\n add (x) to [geo drops v]\n add (y) to [geo drops v]\n add (((GRUB REWARDS) + (1)) * (4)) to [geo drops v]\n end\n repeat ((GRUB REWARDS) + (1))\n add [6] to [geo drops v]\n add (x) to [geo drops v]\n add (y) to [geo drops v]\n add (((GRUB REWARDS) + (1)) * (4)) to [geo drops v]\n end\n end\n end\n end\n set [costume v] to (((root costume) + (11)) + (([floor v] of ((0) - (frame)) ) mod (12)))\nelse\n change [frame v] by (0.35)\n if <(GRUBS) = [0]> then\n set [costume v] to ((root costume) + (([floor v] of (frame) ) mod (7)))\n else\n set [costume v] to (((root costume) + (7)) + (([floor v] of (frame) ) mod (5)))\n end\nend\n\nset [geo v] to [100]\n\ndefine Dialogue Quirrel Black Egg\nbroadcast (LEVEL - STOP v) and wait\nbroadcast (move player after enemy v) and wait\nset [costume v] to ((root costume) + (12))\nrepeat (4)\n paint sprite\n wait (0.05) seconds\n change [costume v] by (1)\nend\nif <(times spoken) < [4]> then\n start sound (join [Quirrel_0] (pick random (1) to (4)))\nend\nbroadcast (prepare diolouge v) and wait\nif <(times spoken) = [0]> then\n set [text v] to [Hello there! How delightful to meet another traveller on these forgotten roads.]\n broadcast (new diolouge v) and wait\n set [text v] to [You're a short one, but you've a strong look about you.]\n broadcast (new diolouge v) and wait\n start sound (join [Quirrel_0] (pick random (1) to (4)))\n set [text v] to [QUIRREL]\n broadcast (New title v) and wait\n set [text v] to [I'm Quirrel. I have something of an obsession with uncharted places.]\n broadcast (new diolouge v) and wait\n set [text v] to [This ancient kingdom holds many fascinating mysteries, and one of the most intriguing of them is standing right before us.]\n broadcast (new diolouge v) and wait\n start sound [Quirrel_05_hmmm v]\n set [text v] to [A great stone egg, lying in the corpse of an ancient kingdom. And this egg...Is it warm? It certainly gives off a unique air.]\n broadcast (new diolouge v) and wait\n set [text v] to [Can it be opened? There are strange marks all over it...]\n broadcast (new diolouge v) and wait\n start sound (join [Quirrel_0] (pick random (1) to (4)))\n set [text v] to [I do so love a mystery...And who knows what other marvels lie even deeper below us... ]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n stop [this script v]\nend\nif <(times spoken) = [1]> then\n set [text v] to [QUIRREL]\n broadcast (New title v) and wait\n set [text v] to [For so long I've felt drawn here. So many tales full of wonders and horrors. No longer could I resist. I just had to see it for myself.]\n broadcast (new diolouge v) and wait\n set [text v] to [And what a time I chose to arrive! This dead world has sprung to life.]\n broadcast (new diolouge v) and wait\n start sound (join [Quirrel_0] (pick random (1) to (4)))\n set [text v] to [The creatures are riled up and the earth rumbles. The air is thick. I wonder what could have brought it all about? ]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n broadcast (LEVEL - Continue Game Loop v)\n stop [this script v]\nend\nif <(times spoken) = [2]> then\n set [text v] to [QUIRREL]\n broadcast (New title v) and wait\n set [text v] to [To persevere in this ruin, that old nail alone just won't be enough. Though that's no problem! One only has to look around.]\n broadcast (new diolouge v) and wait\n set [text v] to [Plenty have come before us and most have met their grisly end, many more equipped than you and I.]\n broadcast (new diolouge v) and wait\n start sound (join [Quirrel_0] (pick random (1) to (4)))\n set [text v] to [I'm sure they wouldn't mind were a fellow explorer to relieve them of their tools. It's a kindness really. The dead shouldn't be burdened with such things. ]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n stop [this script v]\nend\nif <(times spoken) = [3]> then\n set [text v] to [QUIRREL]\n broadcast (New title v) and wait\n set [text v] to [Did you pass that town above? What a gloomy little place. And such majesty hidden right beneath!]\n broadcast (new diolouge v) and wait\n set [text v] to [I suppose that's why they've all headed down here. Who could resist such possibilities? ]\n broadcast (new diolouge v) and wait\n change [times spoken v] by (1)\n broadcast (finish diolouge v) and wait\n stop [this script v]\nend\nset [text v] to [QUIRREL]\nbroadcast (New title v) and wait\nstart sound [Quirrel_05_hmmm v]\nset [text v] to [Truly a marvel...]\nbroadcast (new diolouge v) and wait\nbroadcast (finish diolouge v) and wait\n\nset [geo v] to [600]\n\n@Nail\n\nwhen I receive [swing nail v]\nif <(EDITOR) > [0]> then\n stop [this script v]\nend\nUpdate Nail\nif <(nail stage) > [1]> then\n if <(nail stage) < [5]> then\n get tile at x: (x) y: (y)\n Check Hit <[0] = [1]>\n if <([player action v] of [player v]) = [look up]> then\n get tile at x: (x) y: ((y) + (20))\n else\n if <([player action v] of [player v]) = [crouch]> then\n get tile at x: ((x) - (20)) y: (y)\n else\n get tile at x: ((x) + ((direction) / (3))) y: (y)\n end\n end\n Check Hit <[1] = [1]>\n end\nend\nDisplay Hitbox\n\ndefine Update Nail\npoint in direction (direction)\nif <(nail stage) < [1]> then\n set [created impact? v] to [0]\n if <([player action v] of [player v]) = [sit]> then\n stop [this script v]\n end\n set [direction v] to ([direction v] of [player v])\n if <([player action v] of [player v]) = [look up]> then\n set [costume v] to [31]\n else\n if <([player action v] of [player v]) = [crouch]> then\n if <([solid v] of [player v]) = []> then\n set [costume v] to [34]\n else\n stop [this script v]\n end\n else\n set [costume v] to [28]\n end\n end\n if <([sword v] of [controls v]) = [1]> then\n change [nail stage v] by (1)\n start sound (pick random (1) to (3))\n end\n stop [this script v]\nend\nif <(nail stage) < [10]> then\n change [nail stage v] by (1)\n stop [this script v]\nend\nset [nail stage v] to [0]\n\ndefine Display Nail\npoint in direction (direction)\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nif <(costume) = [31]> then\n change [y v] by (20)\nelse\n if <(costume) = [34]> then\n change [y v] by (-15)\n else\n change [x v] by ((direction) / (6))\n end\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nif <(nail stage) > [0]> then\n if <(nail stage) < [7]> then\n show\n switch costume to ((costume) + ([ceiling v] of ((nail stage) / (2)) ))\n else\n hide\n end\nelse\n hide\nend\n\nwhen I receive [position tiles v]\nif <([player action v] of [player v]) = [lose life]> then\n hide\nelse\n Display Nail\nend\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [tile grid v])\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine Check Hit <at distance?>\nif <<(tile) = [18]> or <(tile) = [155]>> then\n start sound [sword_hit_reject v]\n if <not <at distance?>> then\n Add particles [nail impact big] [1] <at distance?>\n end\n set [nail stage v] to [7]\n broadcast (attacked object v)\n stop [this script v]\nend\nif <(item ((tile index) - (1)) of [tile grid v]) = [155]> then\n start sound [sword_hit_reject v]\n if <not <at distance?>> then\n Add particles [nail impact big] [1] <at distance?>\n end\n set [nail stage v] to [7]\n broadcast (attacked object v)\n stop [this script v]\nend\nif <(tile) = [36]> then\n replace item (tile index) of [tile grid v] with [37]\n start sound [breakable_wall_hit_1 v]\n Add particles [door] [4] <at distance?>\n stop [this script v]\nend\nif <<(tile) > [26]> and <(tile) < [30]>> then\n replace item (tile index) of [tile grid v] with [33]\n start sound [grass_cut_1 v]\n Add particles [grass] [7] <at distance?>\n stop [this script v]\nend\nif <<(tile) > [29]> and <(tile) < [33]>> then\n replace item (tile index) of [tile grid v] with [34]\n start sound [grass_cut_5 v]\n Add particles [grass] [4] <at distance?>\n stop [this script v]\nend\nif <<(tile) = [78]> or <(tile) = [79]>> then\n replace item (tile index) of [tile grid v] with [2]\n start sound (join [barrel_death_] (pick random (1) to (2)))\n Add particles [shell] [4] <at distance?>\n broadcast (attacked object v)\n stop [this script v]\nend\nif <(tile) = [80]> then\n replace item (tile index) of [tile grid v] with [2]\n start sound (join [barrel_death_] (pick random (1) to (2)))\n Add particles [shell] [6] <at distance?>\n broadcast (attacked object v)\n stop [this script v]\nend\nif <<(tile) = [81]> or <(tile) = [82]>> then\n replace item (tile index) of [tile grid v] with [2]\n start sound [wagon_death v]\n Add particles [shell] [8] <at distance?>\n broadcast (attacked object v)\n stop [this script v]\nend\nif <(tile) = [102]> then\n replace item (tile index) of [tile grid v] with [2]\n start sound [globe_break v]\n Add particles [glass] [12] <at distance?>\n stop [this script v]\nend\nif <(nail stage) = [2]> then\n if <<(tile) = [152]> or <(tile) = [153]>> then\n replace item (tile index) of [tile grid v] with ((tile) + (1))\n Add particles [rock] [6] <at distance?>\n start sound [breakable_wall_hit_1 v]\n stop [this script v]\n end\n if <(tile) = [154]> then\n replace item (tile index) of [tile grid v] with [2]\n Add particles [rock] [15] <at distance?>\n start sound [breakable_wall_death v]\n stop [this script v]\n end\nend\nif <(tile) = [158]> then\n replace item (tile index) of [tile grid v] with [159]\n add (join [che] (ROOM)) to [game data v]\n start sound [chest_open v]\n stop [this script v]\nend\nif <<(tile) > [93]> and <(tile) < [97]>> then\n replace item (tile index) of [tile grid v] with [33]\n start sound [grass_cut_5 v]\n Add particles [grass] [5] <at distance?>\n stop [this script v]\nend\nif <(tile) = [111]> then\n replace item (tile index) of [tile grid v] with [2]\n start sound [grass_cut_5 v]\n Add particles [black grass] [3] <at distance?>\n stop [this script v]\nend\nif <(tile) = [120]> then\n replace item (tile index) of [tile grid v] with [2]\n start sound [grass_cut_5 v]\n Add particles [black grass] [5] <at distance?>\n stop [this script v]\nend\nif <(tile) = [168]> then\n replace item (tile index) of [tile grid v] with [179]\n start sound [orange_shot_impact v]\n Add particles [lifeplant] [7] <at distance?>\n stop [this script v]\nend\nif <(tile) = [174]> then\n replace item (tile index) of [tile grid v] with [180]\n start sound [orange_shot_impact v]\n Add particles [lifeplant] [3] <at distance?>\n stop [this script v]\nend\nif <(tile shape) = [#]> then\n if <(nail stage) > [0]> then\n if <(created impact?) = [0]> then\n if <(tile) = [108]> then\n start sound [sword_terrain_temp v]\n else\n start sound [spikes_arm_1 v]\n end\n Add particles [nail impact] [1] <at distance?>\n set [created impact? v] to [1]\n end\n if <not <at distance?>> then\n set [nail stage v] to [7]\n end\n stop [this script v]\n end\nend\n\ndefine Add particles (type) (amount) <at distance?>\nrepeat (amount)\n add (type) to [particles v]\n if <at distance?> then\n add ((x) + ((direction) / (3))) to [particles v]\n else\n add (x) to [particles v]\n end\n add (y) to [particles v]\nend\n\ndefine Display Hitbox\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (5)) layers\nif <(costume) = [31]> then\n change [y v] by (20)\n switch costume to (nail hitbox up v)\nelse\n if <(costume) = [34]> then\n change [y v] by (-15)\n switch costume to (nail hitbox down v)\n else\n switch costume to (nail hitbox right v)\n end\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\n\nwhen I receive [main menu v]\nset [nail stage v] to [0]\nhide\n\nwhen I receive [player - exit room v]\nset [nail stage v] to [0]\nhide\n\nwhen I receive [player - exit room - up v]\nset [nail stage v] to [0]\nhide\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I receive [player - die v]\nhide\n\n@Geo\n\ndefine fix collision at point x: (x) y: (y) part: (part)\nget tile at x: (x) y: (y)\nif <(tile shape) = []> then\n stop [this script v]\nend\nset [mod x v] to ((x) mod (32))\nset [mod y v] to ((y) mod (32))\nset [temp v] to (letter (1) of (tile shape))\nif <<(temp) = [/]> or <(temp) = [\]>> then\n set [m v] to ((1) / (letter (2) of (tile shape)))\n set [c v] to ((letter (3) of (tile shape)) * ((32) * (m)))\n if <(temp) = [\]> then\n set [m v] to ((0) - (m))\n set [c v] to ((32) - (c))\n end\n set [offset y v] to ((mod y) - (((mod x) * (m)) + (c)))\n if <not <(offset y) < [0]>> then\n stop [this script v]\n end\n if <(fix dy) < [0]> then\n change [y v] by ((0) - (offset y))\n set [solid v] to [10]\n stop [this script v]\n end\n if <<(fix dy) = [0]> and <<(fix dx) > [0]> = <(m) > [0]>>> then\n change [x v] by ((offset y) / (m))\n set [solid v] to [10]\n stop [this script v]\n end\nend\nif <(tile shape) = [=]> then\n if <<not <(part) = [feet]>> or <((mod y) - (fix dy)) < [32]>> then\n stop [this script v]\n end\nend\nset [solid v] to [10]\nif <(fix dy) < [0]> then\n change [y v] by ((32) - (mod y))\nend\nif <(fix dx) < [0]> then\n change [x v] by ((32) - (mod x))\nend\nif <(fix dy) > [0]> then\n change [y v] by ((TINY -) - (mod y))\nend\nif <(fix dx) > [0]> then\n change [x v] by ((TINY -) - (mod x))\nend\n\ndefine fix collision in direction dx: (dx) dy: (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [solid v] to []\nrepeat (2)\n fix collision at point x: ((x) - (width)) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) - (width)) y: (y) part: []\n fix collision at point x: ((x) - (width)) y: ((y) + (height)) part: []\n fix collision at point x: ((x) + ((width) + (TINY -))) y: ((y) - (height)) part: [feet]\n fix collision at point x: ((x) + ((width) + (TINY -))) y: (y) part: []\n fix collision at point x: ((x) + ((width) + (TINY -))) y: ((y) + (height)) part: []\n if <(solid) < [1]> then\n stop [this script v]\n end\nend\n\ndefine move sprite y\nchange [y v] by (speed y)\nchange [falling v] by (1)\nfix collision in direction dx: [0] dy: (speed y)\nif <(solid) > [0]> then\n if <(speed y) < [0]> then\n set [falling v] to [0]\n set [speed y v] to (round ((speed y) * (-0.5)))\n else\n set [jumping v] to [99]\n set [speed y v] to (round ((speed y) / (-2)))\n end\nend\n\ndefine move sprite x\nset [orig y v] to (y)\nchange [x v] by (speed x)\nfix collision in direction dx: [0] dy: [-1]\nif <(y) > ((orig y) + (([abs v] of (speed x) ) + (4)))> then\n set [y v] to (orig y)\n fix collision in direction dx: (speed x) dy: [0]\n if <(solid) > [0]> then\n set [speed x v] to [0]\n end\nelse\n if <(y) > (orig y)> then\n set [speed x v] to ((speed x) * (0.9))\n end\nend\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine paint sprite\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\nshow\n\ndefine Spawn - Geo\nrepeat until <(length of [geo drops v]) = [0]>\n set [root costume v] to (item (1) of [geo drops v])\n set [x v] to (item (2) of [geo drops v])\n set [y v] to (item (3) of [geo drops v])\n set [speed x v] to (pick random ((0) - (item (4) of [geo drops v])) to (item (4) of [geo drops v]))\n set [speed y v] to (pick random (0) to (round ((item (4) of [geo drops v]) / (1.5))))\n create clone of (_myself_ v)\n repeat (4)\n delete (1) of [geo drops v]\n end\nend\n\nwhen flag clicked\ndelete all of [geo drops v]\nset [frame v] to []\nset size to (80) %\nhide\n\nwhen I receive [position tiles v]\nif <(frame) = []> then\n Spawn - Geo\n stop [this script v]\nend\nTick - Geo\n\ndefine Tick - Geo\nif <not <(speed x) = [0]>> then\n set [speed x v] to ((speed x) * (0.8))\nend\nmove sprite x\nif <(speed y) > [-12]> then\n change [speed y v] by (-1)\nend\nif <touching (nail v)?> then\n set [speed y v] to [4]\nend\nmove sprite y\nif <(falling) = [0]> then\n change [frame v] by (0.25)\nend\nset [costume v] to ((root costume) + (([floor v] of (frame) ) mod (4)))\npaint sprite\nchange [frame v] by (0.25)\nif <(frame) > [1]> then\n Check Picked Up\nend\n\nwhen I start as a clone\nset [frame v] to [0]\nset [height v] to [1]\nset [width v] to [1]\n\ndefine Check Picked Up\nif <touching (player v)?> then\n start sound (pick random (1) to (2))\n if <(root costume) > [9]> then\n change [geo v] by (25)\n else\n change [geo v] by ((root costume) - (1))\n end\n if <(GEO) > [699]> then\n if <not <[inventory v] contains [ach_wealth]?>> then\n add [ach_wealth] to [inventory v]\n end\n end\n delete this clone\nend\n\nwhen I receive [level - start game loop v]\ndelete this clone\n\nwhen I receive [level - start game loop - respawn v]\ndelete this clone\n\nwhen I receive [level - start game loop - new level v]\ndelete this clone\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I start as a clone\nset volume to ((SOUND VOLUME) * (10)) %\n\n@Particles\n\nwhen flag clicked\ndelete all of [particles v]\nset [frame v] to []\nset size to (200) %\nhide\n\nwhen I start as a clone\nswitch costume to (big v)\nset [frame v] to [1]\nif <(type) = [smoke]> then\n set [speed y v] to [2]\n set size to (pick random (25) to (50)) %\n set [brightness v] effect to (pick random (0) to (-30))\n set [ghost v] effect to (pick random (20) to (60))\nend\nif < (type) contains [radial smoke]?> then\n set [costume v] to [42]\n set [dir v] to (pick random (-180) to (180))\n set [brightness v] effect to (pick random (15) to (-15))\n set [ghost v] effect to (pick random (20) to (40))\n if < (type) contains [small]?> then\n set size to (pick random (25) to (50)) %\n set [speed x v] to (pick random (3) to (5))\n else\n set size to (pick random (50) to (75)) %\n set [speed x v] to (pick random (6) to (10))\n end\nend\nif <(type) = [radial black puff]> then\n set [costume v] to [33]\n set [dir v] to (pick random (-180) to (180))\n set [speed x v] to (pick random (3) to (5))\n set size to (pick random (30) to (60)) %\n set [brightness v] effect to (pick random (-50) to (-70))\n set [ghost v] effect to (pick random (20) to (50))\n go to [back v] layer\n go [forward v] ((LAYERS - BACKGROUND) + (1)) layers\nend\nif < (type) contains [grass]?> then\n set [speed y v] to (pick random (1.6) to (2.4))\n set [speed x v] to (pick random (-2) to (2))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n if <(type) = [black grass]> then\n set [costume v] to (pick random (62) to (64))\n else\n set [costume v] to (pick random (7) to (9))\n end\nend\nif <(type) = [dot]> then\n set [speed x v] to (pick random (-1.5) to (1.5))\n set size to (pick random (100) to (200)) %\n set [ghost v] effect to (pick random (0) to (50))\nend\nif <(type) = [shell]> then\n set [speed y v] to (pick random (4) to (6.5))\n set [speed x v] to (pick random (-3) to (3))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set [costume v] to (pick random (13) to (18))\n set size to (100) %\nend\nif <(type) = [rock]> then\n set [speed y v] to (pick random (6) to (12))\n set [speed x v] to (pick random (-4) to (4))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set [costume v] to (pick random (72) to (75))\n set size to (30) %\nend\nif <(type) = [glass]> then\n set [speed y v] to (pick random (4) to (6.5))\n set [speed x v] to (pick random (-3) to (3))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set [costume v] to (pick random (51) to (54))\n set size to (100) %\nend\nif <(type) = [door]> then\n set [speed y v] to (pick random (2) to (4))\n set [speed x v] to (pick random (-3) to (3))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set [costume v] to (pick random (19) to (20))\n set size to (100) %\nend\nif <(type) = [lifeplant]> then\n set [speed y v] to (pick random (4) to (6))\n set [speed x v] to (pick random (-3) to (3))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set [costume v] to (pick random (83) to (86))\n set size to (25) %\nend\nif <(type) = [lifeblood glob]> then\n set [speed y v] to [0]\n set [speed x v] to ((pick random (-20) to (20)) / (5))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set size to (50) %\nend\nif <(type) = [infection shot]> then\n if <(([x v] of [player v]) - (x)) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set [speed x v] to (((([x v] of [player v]) - (x)) / (18)) - (round ((([y v] of [player v]) - (y)) / (160))))\n set size to (70) %\nend\nif <(type) = [infection blip]> then\n set [speed y v] to (pick random (2) to (5))\n set [speed x v] to (pick random (-3.9) to (3.9))\n if <(speed x) > [0]> then\n set [dir v] to [1]\n else\n set [dir v] to [-1]\n end\n set size to (20) %\nend\nif <(type) = [shockwave -90]> then\n set size to (70) %\n set [dir v] to [-1]\n set [speed x v] to [-2]\n set rotation style [left-right v]\nend\nif <(type) = [shockwave 90]> then\n set size to (70) %\n set [dir v] to [1]\n set [speed x v] to [2]\n set rotation style [left-right v]\nend\nif < (type) contains [low health puff]?> then\n set size to (pick random (30) to (60)) %\n set [brightness v] effect to (pick random (-50) to (-70))\n set [ghost v] effect to (pick random (20) to (50))\n go to [back v] layer\n go [forward v] ((LAYERS - BACKGROUND) + (1)) layers\nend\nif < (type) contains [splat]?> then\n set size to (15) %\nend\n\nwhen I receive [position tiles v]\nif <(frame) = []> then\n Spawn - Particles\n stop [this script v]\nend\nif <(type) = [smoke]> then\n Tick - Smoke\n stop [this script v]\nend\nif < (type) contains [radial]?> then\n Tick - Radial Smoke\n stop [this script v]\nend\nif <(type) = [focus]> then\n Tick - Focus\n stop [this script v]\nend\nif < (type) contains [grass]?> then\n Tick - Grass\n stop [this script v]\nend\nif <(type) = [dot]> then\n Tick - Dot\n stop [this script v]\nend\nif <(type) = [shell]> then\n Tick - Bit\n stop [this script v]\nend\nif <(type) = [door]> then\n Tick - Bit\n stop [this script v]\nend\nif <(type) = [glass]> then\n Tick - Bit\n stop [this script v]\nend\nif <(type) = [rock]> then\n Tick - Bit\n stop [this script v]\nend\nif <(type) = [lifeplant]> then\n Tick - Bit\n stop [this script v]\nend\nif <(type) = [nail impact]> then\n change [frame v] by (1)\n Position with Costume ((22) + <(frame) > [2]>)\n set size to (200) %\n if <(frame) > [4]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [nail impact big]> then\n change [frame v] by (1)\n Position with Costume ((21) + (<(frame) > [2]> + <(frame) > [4]>))\n set size to (200) %\n if <(frame) > [6]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [enemy weapon impact]> then\n change [frame v] by (1)\n Position with Costume ((21) + (<(frame) > [2]> + <(frame) > [4]>))\n set size to (300) %\n if <(frame) > [6]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [infection shot]> then\n Tick Projectile\n stop [this script v]\nend\nif <(type) = [infection blip]> then\n Tick Projectile\n stop [this script v]\nend\nif < (type) contains [shockwave]?> then\n Tick Shockwave\n stop [this script v]\nend\nif < (type) contains [low health puff]?> then\n change [frame v] by (0.5)\n Position with Costume ((33) + ([floor v] of (frame) ))\n if <(frame) > [8.5]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [orange splat]> then\n set size to (15) %\n change [frame v] by (1)\n Position with Costume ((55) + ([floor v] of (frame) ))\n if <(frame) > [5]> then\n delete this clone\n end\n stop [this script v]\nend\nif <(type) = [falling barrel]> then\n Tick Barrel\n stop [this script v]\nend\nif < (type) contains [glob]?> then\n Tick Glob\n stop [this script v]\nend\n\ndefine Tick - Smoke\nif <(frame) > [8.5]> then\n delete this clone\nend\nPosition with Costume ((42) + (([floor v] of (frame) ) mod (9)))\nchange [y v] by (speed y)\nchange [frame v] by (0.5)\n\nset [ghost v] effect to ((frame) * (20))\n\nchange [x v] by (speed x)\n\ndefine Spawn - Particles\nrepeat until <(length of [particles v]) = [0]>\n set [type v] to (item (1) of [particles v])\n set [x v] to (item (2) of [particles v])\n set [y v] to (item (3) of [particles v])\n if <(PARTICLE INTENSITY) = [Full]> then\n set [temp v] to [1]\n end\n if <(PARTICLE INTENSITY) = [Less]> then\n if << [_infection shot_orange splat_falling barrel_focus_] contains (join [_] (join (type) [_]))?> or << (type) contains [impact]?> or < (type) contains [shockwave]?>>> then\n set [temp v] to [1]\n else\n set [temp v] to [2]\n end\n end\n if <(PARTICLE INTENSITY) = [Low]> then\n if << [_infection shot_orange splat_falling barrel_focus_] contains (join [_] (join (type) [_]))?> or << (type) contains [impact]?> or < (type) contains [shockwave]?>>> then\n set [temp v] to [1]\n else\n set [temp v] to [4]\n end\n end\n if <<(pick random (1) to (temp)) = [1]> and <(temp) > [0]>> then\n create clone of (_myself_ v)\n end\n repeat (3)\n delete (1) of [particles v]\n end\nend\n\ndefine Position with Costume (costume)\nswitch costume to (big v)\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\nswitch costume to (costume)\nshow\n\ndefine Tick - Focus\nchange [frame v] by (0.5)\nset [x v] to ([x v] of [player v])\nset [y v] to ([y v] of [player v])\nset size to (175) %\nPosition with Costume ((2) + (([floor v] of (frame) ) mod (3)))\nif <<([focus v] of [controls v]) = [0]> or <([focus v] of [controls v]) = [-1]>> then\n delete this clone\nend\nif <([focus v] of [controls v]) < [1]> then\n Position with Costume ((70) + ([floor v] of (([focus v] of [controls v]) / (2)) ))\nend\n\ndefine Tick - Grass\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (3)) layers\nset [speed x v] to ((speed x) * (0.9))\nif <(speed y) > [-1]> then\n change [speed y v] by (-0.1)\nend\nif <(frame) > [50]> then\n delete this clone\nend\nturn right ((dir) * (5)) degrees\nchange [y v] by (speed y)\nchange [x v] by (speed x)\nPosition with Costume (costume)\nchange [frame v] by (1)\nchange [ghost v] effect by (2)\n\ndefine Tick - Dot\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (3)) layers\nset [speed x v] to ((speed x) * (0.9))\nset [speed y v] to [0.5]\nif <(frame) > [25]> then\n delete this clone\nend\nchange [y v] by (speed y)\nchange [x v] by (speed x)\nset [costume v] to [12]\nPosition with Costume (costume)\nchange [frame v] by (0.5)\nchange [ghost v] effect by (2)\n\ndefine Tick - Bit\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (3)) layers\nset [speed x v] to ((speed x) * (0.9))\nif <(type) = [rock]> then\n if <(speed y) > [-5]> then\n change [speed y v] by (-1)\n end\nelse\n if <(speed y) > [-3]> then\n change [speed y v] by (-0.5)\n end\nend\nif <(frame) > [50]> then\n delete this clone\nend\nturn right ((dir) * (5)) degrees\nchange [y v] by (speed y)\nchange [x v] by (speed x)\nPosition with Costume (costume)\nchange [frame v] by (1)\nchange [ghost v] effect by (2)\n\ndefine Tick Projectile\nchange [x v] by (speed x)\nchange [y v] by (speed y)\nchange [speed y v] by (-0.5)\nchange [frame v] by (1)\nPosition with Costume [24]\nif <(type) = [infection shot]> then\n if <touching (player v)?> then\n broadcast (player - hurt v)\n end\nend\nget tile at x: (x) y: (y)\nif <(tile shape) = [#]> then\n start sound [orange_shot_impact v]\n add [orange splat] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n delete this clone\nend\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nif <(tile grid y) < [0]> then\n set [tile v] to []\nelse\n set [tile v] to (item (tile index) of [tile grid v])\nend\nset [tile shape v] to (item (tile) of [tile shape v])\n\ndefine Tick Shockwave\nchange [frame v] by (0.5)\npoint in direction ((dir) * (90))\nif <([abs v] of (speed x) ) < [6]> then\n set [speed x v] to ((speed x) * (1.2))\nend\nchange [x v] by (speed x)\nif <(frame) > [7]> then\n Position with Costume [32]\nelse\n Position with Costume ((25) + ([floor v] of (frame) ))\nend\nget tile at x: ((x) + ((70) * (dir))) y: ((y) + (16))\nif <<<(frame) > [20]> or <(tile shape) = [#]>> and <(frame) < [100]>> then\n set [frame v] to [100]\nend\nif <(tile shape) = [#]> then\n change [x v] by (((0) - (speed x)) * (0.2))\nend\nget tile at x: ((x) + ((70) * (dir))) y: ((y) - (16))\nif <<<(frame) > [20]> or <(tile shape) = []>> and <(frame) < [100]>> then\n set [frame v] to [100]\nend\nif <(tile shape) = []> then\n change [x v] by (((0) - (speed x)) * (0.2))\nend\nif <(frame) > [99.5]> then\n Position with Costume ((32) + (((100) - ([floor v] of (frame) )) * (2)))\nend\nif <(frame) > [101.5]> then\n delete this clone\nend\nif <touching (player v)?> then\n broadcast (player - hurt v)\nend\n\nPosition with Costume ((2) + (([floor v] of ((frame) / (2)) ) mod (3)))\n\ndefine Tick - Radial Smoke\nif <(frame) > [8.5]> then\n delete this clone\nend\nchange [x v] by ((speed x) * ([sin v] of (dir) ))\nchange [y v] by ((speed x) * ([cos v] of (dir) ))\nchange [frame v] by ((4) / (speed x))\nPosition with Costume ((costume) + (([floor v] of (frame) ) mod (9)))\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I start as a clone\nset volume to ((SOUND VOLUME) * (10)) %\n\ndefine Tick Barrel\nset rotation style [all around v]\nchange [frame v] by (1)\nchange [y v] by (-5)\nif <((frame) mod (4)) = [0]> then\n turn right (45) degrees\nend\nPosition with Costume [61]\nget tile at x: (x) y: (y)\nif <touching (player v)?> then\n broadcast (player - hurt v)\nend\nif <<<(tile shape) = [#]> or <touching (player v)?>> or <<touching (entity v)?> or <touching (nail v)?>>> then\n start sound (join [barrel_death_] (pick random (1) to (2)))\n repeat (3)\n add [shell] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n repeat (3)\n add [infection blip] to [particles v]\n add (x) to [particles v]\n add (y) to [particles v]\n end\n delete this clone\nend\n\ndefine Tick Glob\nif <(frame) = [1]> then\n change [x v] by (speed x)\n change [speed y v] by (-0.5)\n change [y v] by (speed y)\n Position with Costume [76]\n get tile at x: (x) y: (y)\n if <(tile shape) = [#]> then\n start sound [orange_shot_impact v]\n change [frame v] by (1)\n end\nelse\n if <(frame) < [11]> then\n Position with Costume ((76) + ([floor v] of ((frame) / (2)) ))\n change [frame v] by (1)\n else\n Position with Costume [82]\n if <touching (nail v)?> then\n start sound [splat_01 v]\n delete this clone\n end\n end\nend\n\nwhen I receive [entity - clear v]\ndelete this clone\n\n@Editor\n\ndefine Generate Level\ndelete all of [tile grid v]\ndelete all of [object idx v]\ndelete all of [object type v]\nadd wall column [3] [3] [3] [3]\nadd wall column [9] [11] [3] [3]\nrepeat ((GRID WIDTH) - (4))\n add boxed column [5] [15] [2] [3]\nend\nadd wall column [10] [12] [3] [3]\nadd wall column [3] [3] [3] [3]\n\ndefine add wall column (wall) (bottom) (top) (bottom2)\nset [brush v] to [16]\nrepeat (3)\n add (bottom2) to [tile grid v]\nend\nadd (bottom) to [tile grid v]\nrepeat ((GRID HEIGHT) - (5))\n add (wall) to [tile grid v]\nend\nadd (top) to [tile grid v]\n\ndefine add boxed column (floor) (ceiling) (air) (floor2)\nrepeat (3)\n add (floor2) to [tile grid v]\nend\nadd (floor) to [tile grid v]\nrepeat ((GRID HEIGHT) - (5))\n add (air) to [tile grid v]\nend\nadd (ceiling) to [tile grid v]\n\nwhen I receive [generate level v]\nset [editor v] to [0]\nset [room v] to [1]\ndelete all of [tile grid v]\nbroadcast (LEVEL - Load v) and wait\nif <(length of [tile grid v]) = [0]> then\n set [grid width v] to [150]\n set [grid height v] to [40]\n Generate Level\nend\n\nwhen I receive [move player v]\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nget tile at x: ((mouse x) + (CAMERA X)) y: ((mouse y) + (CAMERA Y))\nif <not <mouse down?>> then\n set [brush v] to [0]\n stop [this script v]\nend\nif <<(item (chosen brush) of [tile keymap v]) = [2]> or <(item (chosen brush) of [tile keymap v]) = [8]>> then\n Paint Entity\n stop [this script v]\nend\nif <(item (chosen brush) of [tile keymap v]) = [5]> then\n Paint NPC\n stop [this script v]\nend\nif <(brush) = [0]> then\n if <(tile) = (chosen brush)> then\n set [brush v] to [2]\n else\n set [brush v] to (chosen brush)\n end\nend\nif <(brush) = [23]> then\n set [found index v] to (item # of (brush) in [tile grid v])\n replace item (found index) of [tile grid v] with [2]\nend\nreplace item (tile index) of [tile grid v] with (brush)\n\ndefine get tile at x: (x) y: (y)\nset [tile grid x v] to ([floor v] of ((x) / (32)) )\nset [tile grid y v] to ([floor v] of ((y) / (32)) )\nset [tile index v] to (((1) + (tile grid y)) + ((tile grid x) * (GRID HEIGHT)))\nset [tile v] to (item (tile index) of [tile grid v])\n\nwhen [1 v] key pressed\nnext brush [1]\n\nwhen [9 v] key pressed\nnext brush [9]\n\nwhen [0 v] key pressed\nif <not <(username) = [FindingPepper3]>> then\n stop [this script v]\nend\ndelete all of [game data v]\nif <(EDITOR) > [0]> then\n broadcast (LEVEL - STOP v) and wait\n broadcast (LEVEL - Save v) and wait\n set [editor v] to [0]\n broadcast (LEVEL - Done Loading v) and wait\n broadcast (LEVEL - Start Game Loop v)\nelse\n broadcast (LEVEL - STOP v) and wait\n set [editor v] to [1]\n set [health v] to (MAX HEALTH)\n set [soul v] to [0]\n set [geo v] to [0]\n set [lifeblood health v] to [0]\n broadcast (LEVEL - Load v) and wait\n broadcast (LEVEL - Start Game Loop v)\nend\n\ndefine next brush (key)\nrepeat (length of [tile keymap v])\n if <(chosen brush) < (length of [tile keymap v])> then\n change [chosen brush v] by (1)\n else\n set [chosen brush v] to [1]\n end\n if <(item (chosen brush) of [tile keymap v]) = (key)> then\n stop [this script v]\n end\nend\n\nwhen [i v] key pressed\nset [obj # v] to (item # of (tile index) in [object idx v])\nif <(obj #) > [0]> then\n set [chosen brush v] to (item (obj #) of [object type v])\nelse\n set [chosen brush v] to (tile)\nend\n\nwhen [l v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask (join [Enter Level Number \(Current ] (join (ROOM) [\)])) and wait\nif <(round (answer)) < [1]> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP v) and wait\nbroadcast (LEVEL - Save v) and wait\nset [room v] to (round (answer))\nbroadcast (LEVEL - Load v) and wait\nbroadcast (LEVEL - Start Game Loop - New Level v)\n\nwhen [r v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nask [Are you sure you want to reset your level? \[Y/N\]] and wait\nif <not <(answer) = [Y]>> then\n stop [this script v]\nend\nbroadcast (LEVEL - STOP v) and wait\nask (join [Enter Level Width \(Current: ] (join (GRID WIDTH) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid width v] to (answer)\nend\nask (join [Enter Level Height \(Current: ] (join (GRID HEIGHT) [\)])) and wait\nif <not <(answer) = []>> then\n set [grid height v] to (answer)\nend\nGenerate Level\nbroadcast (LEVEL - Done Loading v) and wait\nbroadcast (LEVEL - Start Game Loop - New Level v)\n\ndefine Paint Entity\nif <(brush) > [0]> then\n stop [this script v]\nend\nset [brush v] to (chosen brush)\nset [found index v] to (item # of (tile index) in [object idx v])\nif <(found index) > [0]> then\n delete (found index) of [object idx v]\n delete (found index) of [object type v]\nelse\n add (tile index) to [object idx v]\n add (brush) to [object type v]\nend\nbroadcast (ENTITY - Clear v)\nbroadcast (ENTITY - Setup v)\n\nwhen [b v] key pressed\nif <(EDITOR) < [1]> then\n stop [this script v]\nend\nchange [background v] by (1)\nif <(BACKGROUND) > [3]> then\n set [background v] to [1]\nend\n\nwhen [2 v] key pressed\nnext brush [2]\n\nwhen [3 v] key pressed\nnext brush [3]\n\nwhen [4 v] key pressed\nnext brush [4]\n\ndefine Paint NPC\nif <(brush) > [0]> then\n stop [this script v]\nend\nset [brush v] to (chosen brush)\nset [found index v] to (item # of (tile index) in [npc index v])\nif <(found index) > [0]> then\n delete (found index) of [npc index v]\n delete (found index) of [npc type v]\nelse\n add (tile index) to [npc index v]\n add (brush) to [npc type v]\nend\nbroadcast (ENTITY - Clear v)\nbroadcast (ENTITY - Setup v)\n\nwhen [5 v] key pressed\nnext brush [5]\n\nwhen [8 v] key pressed\nnext brush [8]\n\nwhen [6 v] key pressed\nnext brush [6]\n\n@Menu/UI\n\nwhen I receive [level - start game loop v]\nhide\ndelete this clone\n\nwhen I receive [level - start game loop - new level v]\nhide\ndelete this clone\n\nwhen I receive [level - start game loop - respawn v]\ngo to [back v] layer\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [level - continue game loop v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\nwhen I receive [game - pause v]\nwait (0.1) seconds\nset [menu screen v] to [pause]\nset [ghost v] effect to (100)\nshow\nClone at [0] [40] Costume [Continue] []\nClone at [0] [15] Costume [Options] []\nClone at [0] [-10] Costume [Achievements] []\nClone at [0] [-35] Costume [Quit] []\nset [costume v] to []\ngo to x: (0) y: (0)\nswitch costume to (pause fleurs v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [tick menu v]\nchange [ghost v] effect by (-10)\nif <(costume) = []> then\n if < (MENU SCREEN) contains [pause]?> then\n go to [front v] layer\n go [backward v] (1) layers\n end\n if <([pause v] of [controls v]) = [2]> then\n set [menu screen v] to []\n end\n stop [this script v]\nend\ngo to [front v] layer\ngo [backward v] (1) layers\nif <(costume) < [0]> then\n Special Buttons\n stop [this script v]\nend\nif << (costume [name v]) contains [No]?> or < (costume [name v]) contains [Yes]?>> then\n if <(TEXT) > []> then\n delete this clone\n end\nend\nif <<([abs v] of ((x position) - (mouse x)) ) < [60]> and <([abs v] of ((y position) - (mouse y)) ) < [10]>> then\n if <(costume [number v]) = (costume)> then\n start sound [ui_change_selection v]\n end\n switch costume to ((costume) + (1))\n if <mouse down?> then\n Click\n end\nelse\n switch costume to (costume)\n if < (costume [name v]) contains [ Particle]?> then\n if < (costume [name v]) contains (PARTICLE INTENSITY)?> then\n switch costume to ((costume) + (1))\n end\n end\nend\n\nwhen I receive [game - stop v]\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset [menu screen v] to [main]\nset [ghost v] effect to (0)\nshow\ngo to x: (0) y: (0)\nswitch costume to (new game v)\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-25)\nswitch costume to (load v)\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-50)\nswitch costume to (options v)\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-75)\nswitch costume to (stop v)\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\nset [costume v] to []\ngo to x: (0) y: (0)\nswitch costume to (menubackground v)\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen I receive [aquire item v]\nif <(costume) = []> then\n go to [front v] layer\n start sound [spell_information_screen v]\n set [ghost v] effect to (100)\n switch costume to (map_prompt v)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (space v) pressed?>>\n wait until <key (space v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (100)\n hide\n go [backward v] (LAYERS - UI) layers\nend\n\nwhen I receive [change menu v]\ndelete this clone\n\nwhen I receive [game - pause v]\ndelete this clone\n\nwhen I receive [change menu v]\nwait (0.1) seconds\nif < (MENU SCREEN) contains [options]?> then\n set [ghost v] effect to (100)\n show\n Clone at [0] [20] Costume [Particles] []\n Clone at [0] [-5] Costume [Audio] []\n Clone at [0] [-30] Costume [Controls] []\n Clone at [0] [-55] Costume [Back] []\nend\nif < (MENU SCREEN) contains [particles]?> then\n set [ghost v] effect to (100)\n show\n Clone at [0] [25] Costume [Full Particle] []\n Clone at [0] [5] Costume [Less Particle] []\n Clone at [0] [-15] Costume [Low Particle] []\n Clone at [0] [-35] Costume [Back] []\nend\nif < (MENU SCREEN) contains [audio]?> then\n set [ghost v] effect to (100)\n show\n Clone at [0] [5] Costume [number1] [-1]\n Clone at [-20] [5] Costume [Sound Audio Down] [-3]\n Clone at [20] [5] Costume [Sound Audio Up] [-4]\n Clone at [0] [-30] Costume [number1] [-2]\n Clone at [-20] [-30] Costume [Sound Audio Down] [-5]\n Clone at [20] [-30] Costume [Sound Audio Up] [-6]\n Clone at [0] [-50] Costume [Back] []\n if < (MENU SCREEN) contains [pause]?> then\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (options fleurs2 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\n if < (MENU SCREEN) contains [main]?> then\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (menubackground3 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\nend\nif < (MENU SCREEN) contains [controls]?> then\n set [ghost v] effect to (100)\n show\n Clone at [-73] [11] Costume [d] [-8]\n Clone at [-73] [-23] Costume [a] [-7]\n Clone at [-73] [-58] Costume [w] [-9]\n Clone at [23] [11] Costume [s] [-10]\n Clone at [23] [-23] Costume [space] [-11]\n Clone at [23] [-58] Costume [j] [-12]\n Clone at [118] [11] Costume [k] [-13]\n Clone at [118] [-23] Costume [m] [-15]\n Clone at [118] [-58] Costume [p] [-14]\n Clone at [0] [-90] Costume [Back] []\n if < (MENU SCREEN) contains [pause]?> then\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (controls menu v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\n if < (MENU SCREEN) contains [main]?> then\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (menubackground4 v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\n end\nend\nif < (MENU SCREEN) contains [achievements]?> then\n set [ghost v] effect to (100)\n show\n Clone at [40] [40] Costume [ach_falsehood] [-20]\n Clone at [40] [5] Costume [ach_grubfriend] [-21]\n Clone at [40] [-30] Costume [ach_cartographer] [-22]\n Clone at [40] [-65] Costume [ach_wealth] [-23]\n Clone at [0] [-90] Costume [Back] []\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (achievements menu v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\nend\nif < (MENU SCREEN) contains [main]?> then\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (menubackground2 v)\n set [ghost v] effect to (0)\n stop [this script v]\nend\nif < (MENU SCREEN) contains [pause]?> then\n set [costume v] to []\n go to x: (0) y: (0)\n switch costume to (options fleurs v)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n stop [this script v]\nend\n\nwhen I start as a clone\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I receive [yes/no question v]\nif <(costume) = []> then\n show\n go to x: (-75) y: (40)\n switch costume to (yes v)\n set [costume v] to (costume [number v])\n create clone of (_myself_ v)\n go to x: (75) y: (40)\n switch costume to (no v)\n set [costume v] to (costume [number v])\n create clone of (_myself_ v)\n hide\n go to x: (0) y: (0)\n set [costume v] to []\nend\n\nwhen I receive [tick menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I receive [new diolouge v]\nrepeat (10)\n change [ghost v] effect by (20)\nend\nhide\ndelete this clone\n\ndefine Clone at (x) (y) Costume (costume) (type)\ngo to x: (x) y: (y)\nswitch costume to (costume)\nif <(type) = []> then\n set [costume v] to (costume [number v])\nelse\n set [costume v] to (type)\nend\ncreate clone of (_myself_ v)\n\ndefine Special Buttons\nif <(costume) = [-1]> then\n switch costume to (join [number] (SOUND VOLUME))\nend\nif <(costume) = [-2]> then\n switch costume to (join [number] (MUSIC VOLUME))\nend\nif <<(costume) < [-6]> and <(costume) > [-20]>> then\n if <(round (item ((0) - ((costume) + (6))) of [controls v])) = (item ((0) - ((costume) + (6))) of [controls v])> then\n switch costume to (join [number] (item ((0) - ((costume) + (6))) of [controls v]))\n else\n switch costume to (item ((0) - ((costume) + (6))) of [controls v])\n end\nend\nif <(costume) < [-19]> then\n if <[inventory v] contains (costume [name v])?> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-60)\n end\nend\nif <(click cooldown) > [0]> then\n change [click cooldown v] by (-1)\n stop [this script v]\nend\nif <(click cooldown) < [-1]> then\n change [click cooldown v] by (1)\n stop [this script v]\nend\nif <<([abs v] of ((x position) - (mouse x)) ) < [30]> and <([abs v] of ((y position) - (mouse y)) ) < [10]>> then\n if <mouse down?> then\n if <(costume) > [-7]> then\n set [click cooldown v] to [5]\n else\n set [click cooldown v] to [-5]\n start sound [ui_button_confirm v]\n end\n if <(costume) = [-3]> then\n change [sound volume v] by (-1)\n end\n if <(costume) = [-4]> then\n change [sound volume v] by (1)\n end\n if <(costume) = [-5]> then\n change [music volume v] by (-1)\n end\n if <(costume) = [-6]> then\n change [music volume v] by (1)\n end\n if <(MUSIC VOLUME) > [9]> then\n set [music volume v] to [9]\n end\n if <(SOUND VOLUME) > [9]> then\n set [sound volume v] to [9]\n end\n if <(MUSIC VOLUME) < [0]> then\n set [music volume v] to [0]\n end\n if <(SOUND VOLUME) < [0]> then\n set [sound volume v] to [0]\n end\n end\nend\nif <(costume) < [-6]> then\n if <(click cooldown) = [-1]> then\n if <mouse down?> then\n set [click cooldown v] to [0]\n start sound [ui_change_selection v]\n else\n Check Keys\n if <(pressed key) > []> then\n set [click cooldown v] to [0]\n replace item ((0) - ((costume) + (6))) of [controls v] with (pressed key)\n end\n end\n end\nend\n\ndefine Check Keys\nset [pressed key v] to [1]\nrepeat (length of [keys v])\n if <key ((item (pressed key) of [keys v]) v) pressed?> then\n set [pressed key v] to (item (pressed key) of [keys v])\n stop [this script v]\n end\n change [pressed key v] by (1)\nend\nset [pressed key v] to []\n\nCheck Keys\n\nwhen I receive [level - stop v]\nhide\n\ndefine Click\nstart sound [ui_button_confirm v]\nif < (costume [name v]) contains [Continue]?> then\n set [menu screen v] to []\nend\nif < (costume [name v]) contains [Load]?> then\n broadcast (Game - load v) and wait\n set [menu screen v] to []\nend\nif < (costume [name v]) contains [Options]?> then\n if <(MENU SCREEN) = [main]> then\n set [menu screen v] to [options main]\n else\n set [menu screen v] to [options pause]\n end\n broadcast (change menu v) and wait\nend\nif < (costume [name v]) contains [Save]?> then\n broadcast (Game - Save v) and wait\nend\nif < (costume [name v]) contains [Quit]?> then\n broadcast (Game - Save to menu v) and wait\nend\nif < (costume [name v]) contains [Particles]?> then\n if < (MENU SCREEN) contains [main]?> then\n set [menu screen v] to [particles main]\n else\n set [menu screen v] to [particles pause]\n end\n broadcast (change menu v) and wait\nend\nif < (costume [name v]) contains [Audio]?> then\n if < (MENU SCREEN) contains [main]?> then\n set [menu screen v] to [audio main]\n else\n set [menu screen v] to [audio pause]\n end\n broadcast (change menu v) and wait\nend\nif < (costume [name v]) contains [Controls]?> then\n if < (MENU SCREEN) contains [main]?> then\n set [menu screen v] to [controls main]\n else\n set [menu screen v] to [controls pause]\n end\n broadcast (change menu v) and wait\nend\nif < (costume [name v]) contains [Achievements]?> then\n set [menu screen v] to [achievements pause]\n broadcast (change menu v) and wait\nend\nif < (costume [name v]) contains [Full Particle]?> then\n set [particle intensity v] to [Full]\n stop [this script v]\nend\nif < (costume [name v]) contains [Less Particle]?> then\n set [particle intensity v] to [Less]\n stop [this script v]\nend\nif < (costume [name v]) contains [Low Particle]?> then\n set [particle intensity v] to [Low]\n stop [this script v]\nend\nif < (costume [name v]) contains [Back]?> then\n if <(MENU SCREEN) = [options main]> then\n broadcast (Main Menu v) and wait\n stop [this script v]\n end\n if <(MENU SCREEN) = [options pause]> then\n broadcast (game - pause v) and wait\n stop [this script v]\n end\n if <(MENU SCREEN) = [achievements pause]> then\n broadcast (game - pause v) and wait\n stop [this script v]\n end\n if < (MENU SCREEN) contains [main]?> then\n set [menu screen v] to [options main]\n broadcast (change menu v) and wait\n stop [this script v]\n end\n if < (MENU SCREEN) contains [pause]?> then\n set [menu screen v] to [options pause]\n broadcast (change menu v) and wait\n stop [this script v]\n end\nend\nif < (costume [name v]) contains [Stop]?> then\n broadcast (LEVEL - STOP v) and wait\n wait (0.5) seconds\n stop [all v]\nend\nif < (costume [name v]) contains [New Game]?> then\n set [menu screen v] to []\n broadcast (Game - New Game v)\nend\nif < (costume [name v]) contains [Yes]?> then\n set [text v] to [Yes]\nend\nif < (costume [name v]) contains [No]?> then\n set [text v] to [No]\nend\n\nwhen flag clicked\n\n@Diolouge\n\nwhen I receive [new diolouge v]\nif <(is clone?) = [true]> then\n stop [this script v]\nend\nbroadcast (position tiles v)\nwait until <not <key (space v) pressed?>>\nwait (0) seconds\ngo to [front v] layer\nhide\nset [brightness v] effect to (0)\nif <(ROOM) = [1]> then\n switch costume to (tut lore backboard v)\n set size to (100) %\n go to x: (0) y: (0)\n set [ghost v] effect to (50)\n show\n create clone of (_myself_ v)\n set size to (80) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (50)\nelse\n switch costume to (text backboard v)\n set size to (100) %\n set [ghost v] effect to (50)\n go to x: (0) y: (80)\n show\n create clone of (_myself_ v)\n set [ghost v] effect to (0)\n set size to (50) %\nend\nwait until <not <key (space v) pressed?>>\nDialouge\nwait (0.1) seconds\nhide\nwait until <key (space v) pressed?>\n\nwhen flag clicked\nhide\nswitch costume to (m v)\nset size to (50) %\nset [is clone? v] to [false]\n\nwhen I receive [level - continue game loop v]\ndelete this clone\n\nwhen I receive [level - start game loop v]\ndelete this clone\n\nwhen I receive [level - start game loop - respawn v]\ndelete this clone\n\nwhen I receive [new diolouge v]\nif <(size) < [160]> then\n if <(is clone?) = [true]> then\n change [layers - ui v] by (-1)\n delete this clone\n end\nend\n\nwhen I receive [finish diolouge v]\nif <(is clone?) = [true]> then\n change [layers - ui v] by (-1)\n delete this clone\nend\n\ndefine Quick Dialouge\nshow\nrepeat ((length of (TEXT)) - ((letter num) - (1)))\n set [letter v] to (letter (letter num) of (TEXT))\n switch costume to (letter)\n create clone of (_myself_ v)\n change x by (round ((size) / (12.5)))\n change [letter num v] by (1)\n if <<(x position) > [100]> and <(letter) = [ ]>> then\n set x to (-120)\n change y by (-10)\n end\nend\nhide\n\ndefine Dialouge\ngo to x: (-120) y: (85)\nset [letter num v] to [1]\nrepeat until <(letter num) > (length of (TEXT))>\n Write Letters [2]\n if <key (space v) pressed?> then\n Quick Dialouge\n wait (0.2) seconds\n stop [this script v]\n end\nend\n\nset [letter v] to (letter (letter num) of (TEXT))\nswitch costume to (letter)\nshow\ncreate clone of (_myself_ v)\nhide\nchange x by (round ((size) / (12.5)))\nchange [letter num v] by (1)\nif <<(x position) > [100]> and <(letter) = [ ]>> then\n set x to (-120)\n change y by (-10)\nend\n\nwhen I receive [new title v]\nif <(is clone?) = [true]> then\n stop [this script v]\nend\nwait until <not <key (space v) pressed?>>\ngo to [front v] layer\nshow\nset [brightness v] effect to (0)\nset [ghost v] effect to (100)\nset size to (160) %\nTitle\nhide\n\ndefine Title\ngo to x: (-185) y: (-125)\nset [letter num v] to [1]\nrepeat (length of (TEXT))\n set [letter v] to (letter (letter num) of (TEXT))\n switch costume to (letter)\n create clone of (_myself_ v)\n change x by (18)\n change [letter num v] by (1)\nend\n\nwhen I start as a clone\nset [is clone? v] to [true]\nif <not < (costume [name v]) contains [backboard]?>> then\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [aquire item v]\nif <(is clone?) = [true]> then\n change [layers - ui v] by (-1)\n delete this clone\nend\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I receive [yes/no question v]\nif <(costume [name v]) = [text backboard]> then\n switch costume to (text backboard large v)\nend\n\nwhen I start as a clone\nif <(size) = [160]> then\n set [temp v] to (ROOM)\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n if <(ROOM) = (temp)> then\n change [layers - ui v] by (-1)\n end\n delete this clone\nend\n\nwhen I start as a clone\nchange [layers - ui v] by (1)\n\ndefine Write Letters (amount)\nshow\nrepeat (amount)\n set [letter v] to (letter (letter num) of (TEXT))\n switch costume to (letter)\n create clone of (_myself_ v)\n change x by (round ((size) / (12.5)))\n change [letter num v] by (1)\n if <(letter num) > (length of (TEXT))> then\n hide\n stop [this script v]\n end\n if <<(x position) > [100]> and <(letter) = [ ]>> then\n set x to (-120)\n change y by (-10)\n end\nend\nhide\n\n@Background\n\nwhen flag clicked\nset [layers - background v] to [0]\nhide\ngo to [back v] layer\nswitch costume to (size 100% v)\nset size to (200) %\nswitch costume to (dirtmouthbackground2 v)\nset [x v] to [450]\n\nwhen I receive [move enemy v]\nPosition Background\nstamp\n\nwhen I receive [tick menu v]\nif < (MENU SCREEN) contains [main]?> then\n hide\nend\n\ndefine Position Background\nif <(ROOM) = [48]> then\n set [screen x v] to ((x) - (CAMERA X))\n set y to ((480) - (CAMERA Y))\nelse\n set [screen x v] to ((x) - ((CAMERA X) / (1.5)))\n set y to (((300) - ((CAMERA Y) / (2))) + (32))\nend\nset x to (screen x)\nswitch costume to (size 100% v)\nset size to (200) %\nif <(ROOM) = [1]> then\n switch costume to (knigspassbackground2 v)\n stop [this script v]\nend\nif <(ROOM) = [2]> then\n switch costume to (dirtmouthbackground2 v)\n stop [this script v]\nend\nif <(ROOM) = [3]> then\n switch costume to (wellroombackground3 v)\n stop [this script v]\nend\nif <<(ROOM) = [4]> or <(ROOM) = [24]>> then\n if <(ROOM) = [24]> then\n change x by (-50)\n end\n switch costume to (crossroadstallbackground v)\n stop [this script v]\nend\nif <<<(ROOM) = [6]> or <(ROOM) = [7]>> or <<(ROOM) = [33]> or <(ROOM) = [35]>>> then\n switch costume to (northcrossroadsbackground v)\n stop [this script v]\nend\nif <(ROOM) = [8]> then\n switch costume to (crossroadsbackgroundbridge v)\n stop [this script v]\nend\nif <(ROOM) = [15]> then\n switch costume to (crossroadsliftbottombackground2 v)\n stop [this script v]\nend\nif <(ROOM) = [16]> then\n switch costume to (crossroadsl16background v)\n stop [this script v]\nend\nif <(ROOM) = [17]> then\n switch costume to (hotspringbackground1 v)\n switch costume to ((costume [number v]) + ([floor v] of (((timer) * (15)) mod (3)) ))\n stop [this script v]\nend\nif <(ROOM) = [22]> then\n switch costume to (goamroombackground v)\n stop [this script v]\nend\nif <(ROOM) = [27]> then\n switch costume to (fkroombackgroundv2 v)\n stop [this script v]\nend\nif <(ROOM) = [28]> then\n switch costume to (shammanoutsidev2 v)\n stop [this script v]\nend\nif <(ROOM) = [34]> then\n switch costume to (rightcrossroadstallbackground v)\n stop [this script v]\nend\nif <(ROOM) = [48]> then\n switch costume to (blackeggtemple v)\n stop [this script v]\nend\nswitch costume to (crossroadsmidbackground v)\nif <(ROOM) = [18]> then\n change y by (125)\nend\n\nwhen I receive [move player v]\nerase all\n\n@HUD\n\nwhen I receive [entity - clear v]\ndelete this clone\n\ndefine Setup\nswitch costume to (soul backboard v)\nset size to (65) %\nset [clone id v] to [1]\ngo to x: (-150) y: (128)\nrepeat ((MAX HEALTH) + (2))\n create clone of (_myself_ v)\n change [clone id v] by (1)\n change x by (18)\nend\ngo to x: (-180) y: (120)\nset size to (80) %\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\ngo to x: (-150) y: (105)\ncreate clone of (_myself_ v)\nchange [clone id v] by (1)\nrepeat (5)\n change x by (7)\n create clone of (_myself_ v)\n change [clone id v] by (1)\nend\nset [layers - ui v] to (clone id)\nchange [layers - ui v] by (1)\nset [clone id v] to [-1]\nhide\n\nwhen I receive [position tiles v]\nDisplay\n\ndefine Display\nif <(clone id) < [0]> then\n hide\n stop [this script v]\nend\nif <not <(ROOM) = (NEW LEVEL)>> then\n stop [this script v]\nelse\n show\nend\ngo to [front v] layer\ngo [backward v] (1) layers\nif <not <(clone id) > (MAX HEALTH)>> then\n if <(HEALTH) < (clone id)> then\n switch costume to (maskbackboard v)\n else\n switch costume to (mask v)\n end\n stop [this script v]\nend\nif <(clone id) < ((MAX HEALTH) + (3))> then\n switch costume to (lifeblood mask v)\n show\n if <(LIFEBLOOD HEALTH) < ((clone id) - (MAX HEALTH))> then\n hide\n end\n stop [this script v]\nend\nif <(clone id) = ((MAX HEALTH) + (3))> then\n switch costume to (soul backboard v)\n stop [this script v]\nend\nif <(clone id) = ((MAX HEALTH) + (4))> then\n go to [front v] layer\n if <(SOUL) > [99]> then\n switch costume to (soul99 v)\n else\n switch costume to (soul0 v)\n switch costume to ((costume [number v]) + ([floor v] of ((SOUL) / (4.95)) ))\n end\n if <(SOUL) > [32]> then\n set [brightness v] effect to (0)\n else\n set [brightness v] effect to (-40)\n end\n stop [this script v]\nend\nif <(clone id) = ((MAX HEALTH) + (5))> then\n if <(GEO) > [0]> then\n switch costume to (geo v)\n else\n switch costume to (n v)\n end\n stop [this script v]\nend\nif <(clone id) > ((MAX HEALTH) + (5))> then\n if <(GEO) > [0]> then\n switch costume to (join [N] (letter ((clone id) - ((MAX HEALTH) + (6))) of (GEO)))\n else\n switch costume to (n v)\n end\n stop [this script v]\nend\n\nif <not <([focus v] of [controls v]) > [0]>> then\n if <not <<(costume [name v]) = [soul0]> or <(costume [name v]) = [soul99]>>> then\n switch costume to ((costume [number v]) + (round ([sin v] of ((timer) * (500)) )))\n end\nend\n\nwhen I receive [entity - setup v]\nSetup\n\nshow\n\n@Loading Zone\n\nwhen I receive [move player after enemy v]\nif <(MENU SCREEN) > []> then\n hide\n stop [this script v]\nend\nif <(ROOM) = (level)> then\n stamp\n show\nelse\n hide\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\ngo to [back v] layer\ngo [forward v] ((LAYERS - BACKGROUND) + (1)) layers\nif <(EDITOR) > [0]> then\n set [ghost v] effect to (40)\nelse\n set [ghost v] effect to (0)\n if <<touching (player v)?> and <([abs v] of ((x) - ([x v] of [player v])) ) < [60]>> then\n if <<not < (costume [name v]) contains [in]?>> or <<([up v] of [controls v]) = [1]> and <([falling v] of [player v]) = [0]>>> then\n hide\n broadcast (LEVEL - STOP v) and wait\n set [new level v] to (new level)\n set [hazard respawn x v] to (new x)\n set [hazard respawn y v] to (new y)\n wait (0) seconds\n if < (costume [name v]) contains [in]?> then\n broadcast (player - exit room - in v) and wait\n else\n if < (costume [name v]) contains [up]?> then\n broadcast (player - exit room - up v) and wait\n else\n broadcast (player - exit room v) and wait\n end\n end\n end\n end\nend\nhide\n\ndefine Clone at: (x) (y) (level) new pos: (new x) (new y) (new level) costume: (costume)\nif <(ROOM) = (level)> then\n set [x v] to (x)\n set [y v] to (y)\n set [level v] to (level)\n set [new x v] to (new x)\n set [new y v] to (new y)\n set [new level v] to (new level)\n switch costume to (costume)\n create clone of (_myself_ v)\nend\n\ndefine Clone Loading Zones\nClone at: [2830] [975] [1] new pos: [80] [650] [2] costume: [right]\nClone at: [50] [700] [2] new pos: [2800] [940] [1] costume: [left]\nClone at: [3700] [32] [2] new pos: [800] [360] [3] costume: [down]\nClone at: [800] [450] [3] new pos: [3640] [133] [2] costume: [up]\nClone at: [30] [280] [3] new pos: [890] [1200] [4] costume: [left]\nClone at: [920] [1220] [4] new pos: [80] [270] [3] costume: [right]\nClone at: [40] [1220] [4] new pos: [900] [140] [5] costume: [left]\nClone at: [912] [160] [5] new pos: [80] [1200] [4] costume: [right]\nClone at: [912] [647] [4] new pos: [80] [200] [8] costume: [right]\nClone at: [45] [216] [8] new pos: [880] [625] [4] costume: [left]\nClone at: [1400] [220] [8] new pos: [80] [136] [9] costume: [right]\nClone at: [40] [160] [9] new pos: [1350] [200] [8] costume: [left]\nClone at: [1550] [170] [9] new pos: [80] [265] [10] costume: [right]\nClone at: [50] [300] [10] new pos: [1500] [135] [9] costume: [left]\nClone at: [1560] [340] [3] new pos: [80] [140] [6] costume: [right]\nClone at: [45] [160] [6] new pos: [1530] [300] [3] costume: [left]\nClone at: [1230] [160] [6] new pos: [80] [140] [7] costume: [right]\nClone at: [45] [160] [7] new pos: [1200] [140] [6] costume: [left]\nClone at: [1024] [40] [7] new pos: [100] [650] [38] costume: [down]\nClone at: [100] [740] [38] new pos: [1080] [150] [7] costume: [up]\nClone at: [1375] [320] [10] new pos: [100] [200] [38] costume: [right]\nClone at: [70] [225] [38] new pos: [1360] [300] [10] costume: [left]\nClone at: [480] [32] [4] new pos: [375] [645] [15] costume: [down]\nClone at: [384] [770] [15] new pos: [560] [101] [4] costume: [up]\nClone at: [750] [192] [15] new pos: [80] [395] [16] costume: [right]\nClone at: [60] [416] [16] new pos: [740] [165] [15] costume: [left]\nClone at: [64] [192] [15] new pos: [1210] [197] [19] costume: [left]\nClone at: [1234] [216] [19] new pos: [80] [165] [15] costume: [right]\nClone at: [920] [384] [16] new pos: [80] [165] [17] costume: [right]\nClone at: [64] [192] [17] new pos: [890] [357] [16] costume: [left]\nClone at: [894] [224] [16] new pos: [80] [261] [21] costume: [right]\nClone at: [48] [310] [21] new pos: [875] [197] [16] costume: [left]\nClone at: [64] [160] [16] new pos: [730] [709] [18] costume: [left]\nClone at: [750] [736] [18] new pos: [80] [133] [16] costume: [right]\nClone at: [1220] [290] [21] new pos: [80] [160] [22] costume: [right]\nClone at: [64] [160] [22] new pos: [1200] [261] [21] costume: [left]\nClone at: [1984] [224] [22] new pos: [80] [549] [23] costume: [right]\nClone at: [64] [576] [23] new pos: [1950] [197] [22] costume: [left]\nClone at: [352] [800] [23] new pos: [288] [165] [24] costume: [up]\nClone at: [352] [64] [24] new pos: [352] [680] [23] costume: [down]\nClone at: [64] [288] [24] new pos: [700] [133] [25] costume: [left]\nClone at: [736] [180] [25] new pos: [80] [261] [24] costume: [right]\nClone at: [64] [674] [24] new pos: [1680] [293] [26] costume: [left]\nClone at: [1700] [320] [26] new pos: [100] [645] [24] costume: [right]\nClone at: [1024] [64] [10] new pos: [324] [1220] [24] costume: [down]\nClone at: [320] [1370] [24] new pos: [1090] [165] [10] costume: [up]\nClone at: [736] [640] [38] new pos: [80] [133] [39] costume: [right]\nClone at: [0] [160] [39] new pos: [720] [613] [38] costume: [left]\nClone at: [64] [192] [26] new pos: [1250] [133] [27] costume: [left]\nClone at: [1280] [160] [27] new pos: [80] [165] [26] costume: [right]\nClone at: [64] [160] [27] new pos: [960] [133] [28] costume: [left]\nClone at: [992] [160] [28] new pos: [80] [133] [27] costume: [right]\nClone at: [32] [160] [28] new pos: [750] [517] [15] costume: [left]\nClone at: [800] [544] [15] new pos: [120] [133] [28] costume: [right]\nClone at: [32] [288] [19] new pos: [1200] [325] [20] costume: [left]\nClone at: [1248] [352] [20] new pos: [80] [261] [19] costume: [right]\nClone at: [600] [700] [24] new pos: [80] [133] [36] costume: [right]\nClone at: [32] [160] [36] new pos: [575] [677] [24] costume: [left]\nClone at: [860] [200] [23] new pos: [80] [133] [33] costume: [right]\nClone at: [32] [160] [33] new pos: [830] [165] [23] costume: [left]\nClone at: [900] [440] [33] new pos: [200] [133] [34] costume: [up]\nClone at: [256] [32] [34] new pos: [900] [330] [33] costume: [down]\nClone at: [32] [1050] [34] new pos: [1050] [133] [36] costume: [left]\nClone at: [1080] [160] [36] new pos: [80] [1029] [34] costume: [right]\nClone at: [32] [710] [34] new pos: [890] [133] [35] costume: [left]\nClone at: [930] [150] [35] new pos: [80] [677] [34] costume: [right]\nClone at: [625] [133] [6] new pos: [70] [133] [48] costume: [in]\nClone at: [48] [175] [48] new pos: [625] [133] [6] costume: [left]\n\nwhen I receive [entity - clear v]\nhide\ndelete this clone\n\nwhen I receive [entity - setup v]\nhide\nswitch costume to (size 100% v)\nset size to (200) %\nClone Loading Zones\nswitch costume to (costume1 v)\nset [level v] to []\n\nwhen I receive [level - start game loop - respawn v]\nset [new level v] to (ROOM)\n\nwhen I receive [level - start game loop v]\nset [new level v] to (ROOM)\n\n@Mask\n\nwhen I receive [position tiles v]\nif <(ROOM) = (level)> then\n show\nelse\n hide\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (4)) layers\nif <(MENU SCREEN) > []> then\n stop [this script v]\nend\nif <(EDITOR) > [0]> then\n set [ghost v] to [80]\n set [brightness v] effect to (50)\n set [color v] effect to (50)\nelse\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n if <touching (player v)?> then\n if <(discovered) = [0]> then\n set [discovered v] to [1]\n start sound [secret_discovered_temp v]\n if <not <[game data v] contains (join (join (join [mk ] (x)) (join [ ] (y))) (join [ ] (ROOM)))?>> then\n add (join (join (join [mk ] (x)) (join [ ] (y))) (join [ ] (ROOM))) to [game data v]\n end\n end\n if <(ghost) < [100]> then\n change [ghost v] by (10)\n else\n set [ghost v] to [100]\n end\n else\n if <<(ghost) < [100]> and <(ghost) > [0]>> then\n change [ghost v] by (10)\n end\n end\nend\nset [ghost v] effect to (ghost)\n\ndefine Clone at: (x) (y) (level)\nif <(level) = (ROOM)> then\n set [x v] to (x)\n set [y v] to (y)\n set [level v] to (level)\n if <[game data v] contains (join (join (join [mk] (x)) (join [ ] (y))) (join [ ] (level)))?> then\n set [discovered v] to [1]\n else\n set [discovered v] to [0]\n end\n create clone of (_myself_ v)\nend\nnext costume\n\ndefine Clone Masks\nClone at: [880] [590] [1]\nClone at: [1890] [720] [1]\nClone at: [150] [380] [1]\nClone at: [2500] [470] [1]\nClone at: [700] [180] [3]\nClone at: [620] [560] [16]\nClone at: [300] [200] [21]\nClone at: [230] [800] [24]\n\nwhen I receive [entity - setup v]\nhide\nset [ghost v] to [0]\nset [discovered v] to [0]\nswitch costume to (size 100% v)\nset size to (200) %\nswitch costume to (costume1 v)\nClone Masks\nset [level v] to []\n\nwhen I receive [entity - clear v]\ndelete this clone\n\nwhen I receive [tick menu v]\nif <(MENU SCREEN) > []> then\n hide\n stop [this script v]\nend\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nwhen I start as a clone\nset volume to ((SOUND VOLUME) * (10)) %\n\n@Hazard Respawn Checkpoint\n\nwhen I receive [position tiles v]\nif <(MENU SCREEN) > []> then\n hide\n stop [this script v]\nend\nif <(ROOM) = (level)> then\n show\nelse\n hide\nend\ngo to x: ((x) - (CAMERA X)) y: ((y) - (CAMERA Y))\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (2)) layers\nif <(EDITOR) > [0]> then\n set [ghost v] effect to (80)\nelse\n set [ghost v] effect to (100)\n if <(NEW LEVEL) = (ROOM)> then\n if <touching (player v)?> then\n if <not <<(HAZARD RESPAWN X) = (x)> and <(HAZARD RESPAWN Y) = (y)>>> then\n set [hazard respawn x v] to (x)\n set [hazard respawn y v] to (y)\n end\n end\n end\nend\n\ndefine Clone at: (x) (y) (level)\nif <(ROOM) = (level)> then\n set [x v] to (x)\n set [y v] to (y)\n set [level v] to (level)\n create clone of (_myself_ v)\nend\nnext costume\n\ndefine Clone Checkpoints\nClone at: [530] [260] [1]\nClone at: [1370] [485] [1]\nClone at: [1780] [680] [1]\nClone at: [2250] [590] [1]\nClone at: [2230] [745] [1]\nClone at: [440] [260] [10]\nClone at: [750] [260] [10]\nClone at: [375] [425] [15]\nClone at: [200] [165] [15]\nClone at: [620] [165] [15]\nClone at: [580] [165] [19]\nClone at: [128] [261] [19]\nClone at: [180] [229] [20]\nClone at: [675] [133] [20]\nClone at: [460] [165] [21]\nClone at: [990] [197] [21]\nClone at: [163] [930] [34]\n\nwhen I receive [entity - setup v]\nhide\nswitch costume to (size 100% v)\nset size to (200) %\nswitch costume to (costume1 v)\nClone Checkpoints\nset [level v] to []\n\nwhen I receive [entity - clear v]\ndelete this clone\n\n@Map\n\nadd [] to [map x v]\nadd [] to [map y v]\nnext costume\n\ndefine Clone Maps\nset [is clone? v] to [1]\nset [i v] to [1]\nset [pin v] to []\nswitch costume to (room 1 v)\nshow\nrepeat (39)\n if <[levels updated v] contains (i)?> then\n go to x: ((item (i) of [map x v]) + (16)) y: ((item (i) of [map y v]) - (40))\n create clone of (_myself_ v)\n end\n change [i v] by (1)\n next costume\nend\nset [pin v] to [knight]\nset [is clone? v] to [0]\nhide\n\nwhen I receive [position tiles v]\nset [ghost v] effect to (30)\nif <not <[inventory v] contains [map]?>> then\n hide\n stop [this script v]\nend\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) + (1)) layers\nif <([map v] of [controls v]) = []> then\n set [map v] to [0]\n if <(pin) > []> then\n hide\n end\n delete this clone\nelse\n if <(pin) > []> then\n set size to (20) %\n else\n set size to (100) %\n end\n if <(pin) = [knight]> then\n show\n switch costume to (knightpin v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (((item (ROOM) of [map x v]) + (16)) + ((round ([x v] of [player v])) / (32))) y: (((item (ROOM) of [map y v]) - (40)) + ((round ([y v] of [player v])) / (32)))\n end\nend\n\nwhen flag clicked\nhide\ndelete all of [rooms visited v]\nadd [1] to [rooms visited v]\ndelete all of [levels updated v]\n\nwhen I receive [level - start game loop - new level v]\nhide\nif <not <[rooms visited v] contains (ROOM)?>> then\n add (ROOM) to [rooms visited v]\nend\n\nerase all\nset [i v] to [1]\nswitch costume to (room 1 v)\nshow\nrepeat (39)\n go to x: (item (i) of [map x v]) y: (item (i) of [map y v])\n stamp\n change [i v] by (1)\n next costume\nend\nset [is clone? v] to [0]\nhide\n\nwhen I receive [move player v]\nif <([map v] of [controls v]) = [1]> then\n if <(MAP) < [1]> then\n if <(is clone?) < [1]> then\n if <[inventory v] contains [map]?> then\n set [map v] to [1]\n Clone Maps\n end\n end\n end\nend\n\nadd (costume [name v]) to [pin type v]\nadd (x position) to [pin x v]\nadd (y position) to [pin y v]\nstamp\n\nwhen I receive [sit on bench v]\nif <<(pin) = []> or <(pin) = [knight]>> then\n Update Map\n if <[inventory v] contains [map]?> then\n show\n go to [front v] layer\n set size to (100) %\n repeat (2)\n switch costume to (costume3 v)\n wait (0.02) seconds\n show\n repeat (10)\n go to [front v] layer\n show\n next costume\n wait (0.02) seconds\n show\n end\n end\n hide\n set [pin v] to [knight]\n end\nend\n\ndefine Update Map\ngo to x: (150) y: (-105)\nset [i v] to [1]\nrepeat (length of [rooms visited v])\n if <not <[levels updated v] contains (item (i) of [rooms visited v])?>> then\n start sound [ui_map_update v]\n add (item (i) of [rooms visited v]) to [levels updated v]\n set [pin v] to []\n end\n change [i v] by (1)\nend\n\nwhen I receive [aquire item v]\nUpdate Map\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\nadd (x position) to [map x v]\nadd (y position) to [map y v]\nstamp\nnext costume\n\nwhen I receive [level - start game loop - respawn v]\nhide\n\nreplace item (costume [number v]) of [map x v] with (x position)\nreplace item (costume [number v]) of [map y v] with (y position)\nstamp\nnext costume\n\n@Save\n\ndefine write value (value) delimiter (letter)\nset [encoded v] to (join (encoded) (join (value) (letter)))\n\ndefine save level (level #)\nset [encoded v] to []\nwrite value [1] delimiter [_]\nSave - Tile Grid\nSave - Objects\nSave - NPCs\nrepeat ((level #) - (length of [level store v]))\n add [] to [level store v]\nend\nreplace item (level #) of [level store v] with (encoded)\n\ndefine load level (level #)\nset [encoded v] to (item (level #) of [level store v])\nset [read index v] to [1]\nread value\nif <not <(value) = [1]>> then\n stop [this script v]\nend\nLoad - Tile Grid\nLoad - Objects\nLoad - NPCs\n\ndefine read letter\nset [letter v] to (letter (read index) of (encoded))\nchange [read index v] by (1)\n\ndefine read value\nset [value v] to []\nread letter\nrepeat until <<(letter) > [9]> or <(letter) = []>>\n set [value v] to (join (value) (letter))\n read letter\nend\n\nwhen I receive [level - save v]\nsave level (ROOM)\n\nwhen I receive [level - load v]\nload level (ROOM)\nbroadcast (LEVEL - Done Loading v) and wait\n\ndefine Save - Tile Grid\nwrite value (GRID WIDTH) delimiter [_]\nwrite value (GRID HEIGHT) delimiter [_]\nwrite value (BACKGROUND) delimiter [_]\nset [tile index v] to [1]\nset [tile v] to (item (tile index) of [tile grid v])\nset [length v] to [0]\nrepeat (GRID HEIGHT)\n repeat (GRID WIDTH)\n if <<(length) < [26]> and <(tile) = (item (tile index) of [tile grid v])>> then\n change [length v] by (1)\n else\n if <(tile) = [2]> then\n set [tile v] to []\n end\n write value (tile) delimiter (item (length) of [a to z v])\n set [tile v] to (item (tile index) of [tile grid v])\n set [length v] to [1]\n end\n change [tile index v] by (GRID HEIGHT)\n end\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\nend\nwrite value (tile) delimiter (item (length) of [a to z v])\n\ndefine Load - Tile Grid\ndelete all of [tile grid v]\nread value\nset [grid width v] to (value)\nread value\nset [grid height v] to (value)\nread value\nset [background v] to (value)\nrepeat ((GRID WIDTH) * (GRID HEIGHT))\n add [] to [tile grid v]\nend\nset [tile index v] to [1]\nrepeat until <(read index) > (length of (encoded))>\n read value\n if <(value) = []> then\n set [value v] to [2]\n end\n repeat (item # of (letter) in [a to z v])\n replace item (tile index) of [tile grid v] with (value)\n change [tile index v] by (GRID HEIGHT)\n if <(tile index) > ((GRID WIDTH) * (GRID HEIGHT))> then\n change [tile index v] by ((1) - ((GRID WIDTH) * (GRID HEIGHT)))\n if <(tile index) > (GRID HEIGHT)> then\n stop [this script v]\n end\n end\n end\nend\n\ndefine Save - Objects\nset [row v] to [1]\nwrite value (length of [object idx v]) delimiter [_]\nrepeat (length of [object idx v])\n write value (item (row) of [object idx v]) delimiter [_]\n write value (item (row) of [object type v]) delimiter [_]\n change [row v] by (1)\nend\n\ndefine Load - Objects\ndelete all of [object idx v]\ndelete all of [object type v]\nread value\nrepeat (value)\n read value\n add (value) to [object idx v]\n read value\n add (value) to [object type v]\nend\n\ndefine Save - NPCs\nset [row v] to [1]\nwrite value (length of [npc index v]) delimiter [_]\nrepeat (length of [npc index v])\n write value (item (row) of [npc index v]) delimiter [_]\n write value (item (row) of [npc type v]) delimiter [_]\n change [row v] by (1)\nend\n\ndefine Load - NPCs\ndelete all of [npc index v]\ndelete all of [npc type v]\nread value\nrepeat (value)\n read value\n add (value) to [npc index v]\n read value\n add (value) to [npc type v]\nend\n\ndefine Save game\nset [encoded v] to []\nwrite value (SPAWN X) delimiter [\]\nwrite value (SPAWN Y) delimiter [\]\nwrite value (SPAWN LEVEL) delimiter [_]\nwrite value (GEO) delimiter [_]\nwrite value (MAX HEALTH) delimiter [\]\nwrite value (MAX SOUL) delimiter [_]\nset [i v] to [1]\nrepeat (length of [inventory v])\n if <(i) = (length of [inventory v])> then\n write value (item (i) of [inventory v]) delimiter [;]\n else\n write value (item (i) of [inventory v]) delimiter [\]\n end\n change [i v] by (1)\nend\nif <(length of [inventory v]) = [0]> then\n write value [] delimiter [;]\nend\nset [i v] to [1]\nrepeat (length of [rooms visited v])\n if <(i) = (length of [rooms visited v])> then\n write value (item (i) of [rooms visited v]) delimiter [;]\n else\n write value (item (i) of [rooms visited v]) delimiter [\]\n end\n change [i v] by (1)\nend\nif <(length of [rooms visited v]) = [0]> then\n write value [] delimiter [;]\nend\nset [i v] to [1]\nrepeat (length of [game data v])\n if <(i) = (length of [game data v])> then\n write value (item (i) of [game data v]) delimiter [;]\n else\n write value (item (i) of [game data v]) delimiter [\]\n end\n change [i v] by (1)\nend\nif <(length of [game data v]) = [0]> then\n write value [] delimiter [;]\nend\ndelete all of [current game v]\nadd (encoded) to [current game v]\nadd [Triple-click on the code above and press ctrl + c to copy it.] to [current game v]\nadd [Make sure to paste it somewhere \(ctrl + v\) and keep track of it!] to [current game v]\nadd [press PAUSE to continue \(You may have to click off of the list first\)] to [current game v]\n\ndefine Load game\nset [fail v] to []\nset [read index v] to [1]\nrepeat (2)\n read value\n if <not <(round (value)) = (value)>> then\n set [fail v] to [That save code is invalid! \[Error Code: 11\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\n end\n if <not <(letter) = [\]>> then\n set [fail v] to [That save code is invalid! \[Error Code: 10\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\n end\nend\nread value\nif <(item (value) of [level store v]) = []> then\n set [fail v] to [That save code is invalid! \[Error Code: 21\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nif <not <(letter) = [_]>> then\n set [fail v] to [That save code is invalid! \[Error Code: 20\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nread value\nif <(value) < [0]> then\n set [fail v] to [That save code is invalid! \[Error Code: 31\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nif <not <(round (value)) = (value)>> then\n set [fail v] to [That save code is invalid! \[Error Code: 32\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nif <not <(letter) = [_]>> then\n set [fail v] to [That save code is invalid! \[Error Code: 30\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nread value\nif <(value) < [1]> then\n set [fail v] to [That save code is invalid! \[Error Code: 41\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nif <(value) > [10]> then\n set [fail v] to [That save code is invalid! \[Error Code: 42\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nif <not <(letter) = [\]>> then\n set [fail v] to [That save code is invalid! \[Error Code: 40\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nread value\nif <not <(value) = [99]>> then\n set [fail v] to [That save code is invalid! \[Error Code: 51\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nif <not <(letter) = [_]>> then\n set [fail v] to [That save code is invalid! \[Error Code: 50\] Please notify FindingPepper if this was a mistake.]\n stop [this script v]\nend\nset [read index v] to [1]\nread value\nset [spawn x v] to (value)\nread value\nset [spawn y v] to (value)\nread value\nset [spawn level v] to (value)\nread value\nset [geo v] to (value)\nread value\nset [max health v] to (value)\nread value\nset [max soul v] to (value)\ndelete all of [game data v]\ndelete all of [inventory v]\ndelete all of [rooms visited v]\nread item\nrepeat until <(letter) = [;]>\n add (item) to [inventory v]\n read item\nend\nif <(item) > []> then\n add (item) to [inventory v]\nend\nread item\nrepeat until <(letter) = [;]>\n add (item) to [rooms visited v]\n read item\nend\nif <(item) > []> then\n add (item) to [rooms visited v]\nend\nread item\nrepeat until <(letter) = [;]>\n add (item) to [game data v]\n read item\nend\nif <(item) > []> then\n add (item) to [game data v]\nend\n\nwhen I receive [game - save v]\nwait (0.5) seconds\nSave game\nhide list [current game v]\nwait until <key ((item (8) of [controls v]) v) pressed?>\nshow list [current game v]\n\nwhen I receive [game - load v]\nwait (0.5) seconds\nask [Paste your save code below \(ctrl + v\)] and wait\nset [encoded v] to (answer)\nLoad game\nif <(fail) > []> then\n if <(value) > []> then\n ask (join (fail) [ \(press enter to continue\)]) and wait\n end\n if <(MENU SCREEN) > []> then\n broadcast (Main Menu v)\n else\n broadcast (LEVEL - Continue Game Loop v)\n end\nelse\n set [menu screen v] to []\n broadcast (LEVEL - Start Game Loop - Respawn v)\nend\n\nwhen flag clicked\nshow list [current game v]\n\nwhen I receive [game - save to menu v]\nwait (0.5) seconds\nSave game\nset [menu screen v] to [main]\nhide list [current game v]\nwait until <key ((item (8) of [controls v]) v) pressed?>\nshow list [current game v]\nbroadcast (Main Menu v)\n\ndefine read item\nset [item v] to []\nread value\nrepeat until <<(letter) = [\]> or <<(letter) = [;]> or <(letter) = []>>>\n set [item v] to (join (item) (join (value) (letter)))\n read value\nend\nset [item v] to (join (item) (value))\n\n@Music\n\nwhen I receive [level - start game loop v]\nset [action music v] to [0]\nStart Music\n\nwhen I receive [level - start game loop - respawn v]\nset [action music v] to [0]\nStart Music\n\ndefine Ambience\nset [tempa v] to (item (ROOM) of [tracks ambience levels v])\nforever\n if <(EDITOR) < [1]> then\n if < (tempa) contains [N]?> then\n if <(ROOM) = [5]> then\n if <(GRUBS) = [0]> then\n play sound (tempa) until done\n else\n play sound [A2-1 v] until done\n play sound [A2-2 v] until done\n end\n else\n play sound (tempa) until done\n end\n else\n play sound (join (join [A] (tempa)) [-1]) until done\n play sound (join (join [A] (tempa)) [-2]) until done\n end\n end\nend\n\ndefine Music - Main\nset [tempm v] to (item (ROOM) of [tracks main levels v])\nforever\n if <(EDITOR) < [1]> then\n if < (MENU SCREEN) contains [main]?> then\n play sound [Title1 v] until done\n play sound [Title2 v] until done\n else\n play sound (join (join [M] (tempm)) [-1]) until done\n play sound (join (join [M] (tempm)) [-2]) until done\n play sound (join (join [M] (tempm)) [-3]) until done\n end\n end\nend\n\nif <(ROOM) = [2]> then\n play sound [M1-1 v] until done\n play sound [M1-2 v] until done\nend\nif <<(ROOM) > [2]> and <(ROOM) < [42]>> then\n if <<(ROOM) = [17]> or <(ROOM) = [25]>> then\n play sound [M3-1 v] until done\n play sound [M3-2 v] until done\n else\n if <(ROOM) = [5]> then\n if <(GRUBS) = [0]> then\n play sound [N2 v] until done\n end\n else\n if <not <<<(ROOM) = [7]> or <(ROOM) = [28]>> or <<<(ROOM) = [38]> or <(ROOM) = [25]>> or <<(ROOM) = [6]> or <(ROOM) = [27]>>>>> then\n play sound [M2-1 v] until done\n play sound [M2-2 v] until done\n play sound [M2-3 v] until done\n end\n end\n end\nend\n\nwhen I receive [level - start game loop - new level v]\nif <<not <(item (ROOM) of [tracks main levels v]) = (current main)>> or <not <(item (ROOM) of [tracks ambience levels v]) = (current ambience)>>> then\n Start Music\nend\n\ndefine Music - Bass\nset [tempb v] to [0]\nforever\n if <(EDITOR) < [1]> then\n play sound (join (join [B] (tempb)) [-1]) until done\n play sound (join (join [B] (tempb)) [-2]) until done\n play sound (join (join [B] (tempb)) [-3]) until done\n end\nend\n\nif <<(ROOM) > [2]> and <(ROOM) < [42]>> then\n if <not <<<(ROOM) = [5]> or <(ROOM) = [25]>> or <<(ROOM) = [17]> or <<(ROOM) = [27]> or <(ROOM) = [28]>>>>> then\nend\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset volume to ((MUSIC VOLUME) * (10)) %\nbroadcast (Start Music - Main v)\n\nwhen I start as a clone\nMusic - Action - Toggle\n\ndefine Music - Action\nforever\n if <(EDITOR) < [1]> then\n if <(ROOM) = [27]> then\n if <(ARENA PROGRESS) > [0]> then\n play sound [E1-1 v] until done\n play sound [E1-2 v] until done\n play sound [E1-3 v] until done\n end\n else\n play sound [C2-1 v] until done\n play sound [C2-2 v] until done\n play sound [C2-3 v] until done\n end\n end\nend\n\ndefine Music - Action - Toggle\nforever\n if <<(ARENA PROGRESS) > [0]> or <(ACTION MUSIC) > [0]>> then\n set volume to ((MUSIC VOLUME) * (10)) %\n else\n set volume to (0) %\n end\nend\n\nwhen I start as a clone\nMusic - Action\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen I receive [level - start game loop - new level v]\nset [action music v] to [0]\nif <not <(item (ROOM) of [tracks main levels v]) = (current main)>> then\n delete this clone\nend\n\nwhen I receive [level - start game loop - respawn v]\ndelete this clone\n\nwhen I receive [level - start game loop v]\ndelete this clone\n\nwhen I receive [change menu v]\nset volume to ((MUSIC VOLUME) * (10)) %\n\nif <(ROOM) < [3]> then\n play sound [A1-1 v] until done\nend\nif <<(ROOM) > [2]> and <(ROOM) < [42]>> then\n if <(ROOM) = [17]> then\n play sound [A3-1 v] until done\n else\n if <(ROOM) = [15]> then\n play sound [N1 v] until done\n else\n play sound [A2-1 v] until done\n play sound [A2-2 v] until done\n end\n end\nend\n\nwhen I receive [start music - ambience v]\nif <(clone) = [0]> then\n Ambience\nend\n\nwhen I receive [start music - main v]\nif <(clone) = [0]> then\n Music - Main\nend\n\nwhen I receive [start music - bass v]\nif <(clone) = [0]> then\n Music - Bass\nend\n\nwhen I receive [start music - action v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [clone v] to [1]\n\nwhen flag clicked\nset [clone v] to [0]\nset [current main v] to [-]\n\ndefine Start Music\nif <(clone) = [0]> then\n stop [other scripts in sprite v]\n wait (0.01) seconds\n set volume to ((MUSIC VOLUME) * (10)) %\n broadcast (Start Music - Ambience v)\n broadcast (Start Music - Main v)\n broadcast (Start Music - Bass v)\n wait (0) seconds\n broadcast (Start Music - Action v)\n set [current main v] to (item (ROOM) of [tracks main levels v])\n set [current ambience v] to (item (ROOM) of [tracks ambience levels v])\nelse\n delete this clone\nend\n\nplay sound [N2 v] until done\n\nplay sound [C2-1 v] until done\n\nset volume to ((MUSIC VOLUME) * (10)) %\n\n@Controls\n\nwhen I receive [check controls v]\nif < (MENU SCREEN) contains [main]?> then\n stop [this script v]\nend\nif <(focus) < [0]> then\n change [focus v] by (1)\nend\nif <<([solid v] of [player v]) > []> and <not <([player action v] of [player v]) = [sit]>>> then\n if <key ((item (7) of [controls v]) v) pressed?> then\n if <not <(focus) < [0]>> then\n if <(focus) > [0]> then\n Focus\n stop [this script v]\n else\n if <(SOUL) > [32]> then\n if <(x axis) = [0]> then\n Focus\n stop [this script v]\n end\n end\n end\n end\n else\n if <(focus) > [0]> then\n if <(focus) < [16]> then\n set [soul v] to (temp)\n end\n set [focus v] to [0]\n end\n end\nend\nset [left v] to (round <key ((item (1) of [controls v]) v) pressed?>)\nset [right v] to (round <key ((item (2) of [controls v]) v) pressed?>)\nif <key ((item (3) of [controls v]) v) pressed?> then\n change [up v] by (1)\nelse\n set [up v] to [0]\nend\nif <key ((item (4) of [controls v]) v) pressed?> then\n change [down v] by (1)\nelse\n set [down v] to [0]\nend\nif <<key ((item (9) of [controls v]) v) pressed?> and <[inventory v] contains [map]?>> then\n change [map v] by (1)\n set [jump v] to [0]\n set [sword v] to []\n set [y axis v] to [0]\nelse\n set [y axis v] to (((up) / ([abs v] of (up) )) - ((down) / ([abs v] of (down) )))\n set [map v] to []\n set [jump v] to <key ((item (5) of [controls v]) v) pressed?>\n if <key ((item (6) of [controls v]) v) pressed?> then\n change [sword v] by (1)\n else\n set [sword v] to []\n end\nend\nif <key ((item (8) of [controls v]) v) pressed?> then\n change [pause v] by (1)\n if <(MENU SCREEN) > []> then\n change [pause v] by (1)\n end\nelse\n set [pause v] to []\nend\nif <<<([special action v] of [player v]) = [land hard]> or <<(SPAWN Y) = [1550]> and <(ROOM) = [1]>>> and <(EDITOR) < [1]>> then\n set [x axis v] to [0]\n set [jump v] to [0]\n set [sword v] to []\n set [y axis v] to [0]\nelse\n set [x axis v] to (((right) / ([abs v] of (right) )) - ((left) / ([abs v] of (left) )))\nend\nif <(EDITOR) > [0]> then\n set [x axis v] to (((right) / ([abs v] of (right) )) - ((left) / ([abs v] of (left) )))\n set [y axis v] to (((up) / ([abs v] of (up) )) - ((down) / ([abs v] of (down) )))\nend\n\ndefine Focus\nchange [focus v] by (1)\nif <(focus) = [1]> then\n set [temp v] to (SOUL)\n add [focus] to [particles v]\n add ([x v] of [player v]) to [particles v]\n add ([y v] of [player v]) to [particles v]\nend\nif <(SOUL) > [0]> then\n change [soul v] by (-1)\n if <((focus) mod (5)) = [1]> then\n start sound (join [healing] ((([floor v] of ((focus) / (5)) ) mod (6)) + (1)))\n end\nelse\n set [focus v] to [0]\nend\nif <(focus) > [32]> then\n start sound [focus_health_heal v]\n set [focus v] to [-10]\n change [health v] by (1)\n broadcast (health healed v)\nend\nif <(HEALTH) > (MAX HEALTH)> then\n set [health v] to (MAX HEALTH)\nend\n\nwhen I receive [change menu v]\nset volume to ((SOUND VOLUME) * (10)) %\n\n@Border/Transition\n\nwhen I receive [position tiles v]\ngo to [front v] layer\ngo [backward v] ((LAYERS - UI) - (1)) layers\ngo to x: (0) y: (0)\nif <(EDITOR) > [0]> then\n hide\nelse\n show\nend\n\nwhen I receive [player - exit room v]\nswitch costume to (normal v)\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [Loading]>\n next costume\nend\n\nwhen I receive [level - start game loop v]\nswitch costume to (loading v)\nrepeat until <(costume [name v]) = [Normal]>\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (normal v)\n\nwhen I receive [level - start game loop - respawn v]\nswitch costume to (loading v)\nrepeat until <(costume [name v]) = [Normal]>\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (normal v)\n\nwhen I receive [level - start game loop - new level v]\nswitch costume to (loading v)\ngo to [front v] layer\nwait (0.2) seconds\nrepeat until <(costume [name v]) = [Normal]>\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (normal v)\n\nwhen I receive [player - hurt v]\nif <([invulnerable v] of [player v]) < [1]> then\n switch costume to (normal v)\n repeat (3)\n next costume\n end\n wait (0.08) seconds\n repeat (3)\n switch costume to ((costume [number v]) - (1))\n end\nend\nswitch costume to (normal v)\n\nwhen I receive [game - stop v]\nswitch costume to (normal v)\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [Loading]>\n next costume\nend\n\nwhen I receive [tick menu v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\n\nwhen I receive [player - hurt - double v]\nif <([invulnerable v] of [player v]) < [1]> then\n switch costume to (normal v)\n repeat (6)\n next costume\n end\n wait (0.05) seconds\n repeat (6)\n switch costume to ((costume [number v]) - (1))\n end\nend\nswitch costume to (normal v)\n\nif <(HEALTH) < [2]> then\n switch costume to (transition13 v)\nelse\n switch costume to (normal2 v)\nend\n\nwhen I receive [player - exit room - up v]\nswitch costume to (normal v)\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [Loading]>\n next costume\nend\n\nif <(MAP) < [1]> then\n\nwhen I receive [player - exit room - in v]\nswitch costume to (normal v)\nwait (0.3) seconds\nrepeat until <(costume [name v]) = [Loading]>\n next costume\nend\n\nwhen I receive [sit on bench v]\nswitch costume to (bench1 v)\nrepeat (3)\n next costume\nend\nwait (0.03) seconds\nrepeat (3)\n switch costume to ((costume [number v]) - (1))\nend\nswitch costume to (normal v)\n\nwhen I receive [main menu v]\nswitch costume to (normal v)\n\nwhen I receive [player - hurt - spikes v]\nif <<<([invulnerable v] of [player v]) < [1]> or <([invulnerable v] of [player v]) > [9]>> and <not <<([tile v] of [player v]) = [18]> and <([nail stage v] of [nail v]) > [0]>>>> then\n switch costume to (transition2 v)\n repeat (8)\n next costume\n end\n wait (0.2) seconds\n repeat (10)\n switch costume to ((costume [number v]) - (1))\n end\nend\nswitch costume to (normal v)\n\nwhen I receive [lifeblood glow v]\nswitch costume to (lifeblood1 v)\nrepeat (3)\n next costume\nend\nwait (0.03) seconds\nrepeat (1)\n next costume\nend\nswitch costume to (normal v)\n\nwhen I receive [finish diolouge v]\ngo to [front v] layer\n\n
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This is Hollow Knight: Forgotten Crossroads - In Scratch! It is a fully playable version of the Hollow Knight's first area, the Forgotten Crossroads, including enemies, bosses, grubs, and geo rocks (It doesn't include Sly, Gruz Mother, charms, or the Ancestral Mound, however). I hope to eventually expand this to include more areas, enemies, and features. Enjoy!\n\n---STORY---\nIf you haven't played Hollow Knight, it is a 2D platform RPG set in a ruined underground kingdom of bugs. Most of the inhabitants have succumbed to the infection, a dangerous plague that has spread throughout the kingdom, corrupting bugs. Your goal is to contain the infection, or destroy it completely. There are many areas to explore, and many enemies you encounter. This project only includes the first area, the Forgotten Crossroads.\n\n---CONTROLS---\nYou can view and change controls in the options menu, accessible from the main menu and the pause menu.\nTo open the pause menu press P.\nThe controls are by default set to the default Hollow Knight controls, but I would recommend changing them to WASD, Space for jump, J for nail and K for focus, which I find just a bit more intuitive.\n\n---HOW TO PLAY---\n--The Nail--\nAttack enemies and objects with your nail to hurt them.\nThe direction you are facing determines which direction you swing your nail.\nIf you look up while swinging your nail, you will swing upwards. Same for downwards.\nIf you hit spikes or an enemy while attacking downward, you will bounce a small distance off of them. This can be used to reach places you can't ordinarily reach.\n--Your Health--\nThe five white masks in the upper left are your health.\nIf you touch an enemy, it will hurt you, removing one mask. \nWhen you reach zero masks, you will die.\n--Soul--\nHitting an enemy with your nail will give you a small amount of soul.\nSoul is contained within the large circle in the upper-left.\nWhen your soul vessel is one-third full, you can focus the soul to heal one mask.\nIf your soul vessel is not full enough, it will be gray.\nWhen it gets to one-third full, it turns white.\n--Geo--\nGeo is this game's form of currency.\nYou can get it from enemies and geo rocks.\nGeo has little use in this recreation, however. Shops and such may be added later!\n--NPCs--\nThere are several NPCs (non-player characters) around the world. \nTalk to them by pressing up\nThey may give you helpful information, or offer their services. Sometimes, however, they are entirely useless.\n--Benches--\nSit on a bench by pressing up.\nGet off a bench by pressing down.\nSitting on a bench will restore your health.\nWhen you die, you will return to the last bench you sat on.\n--Grubs--\nYou can find grubs trapped in jars around the world.\nSave them by breaking their jars.\nThe Grubfather, located in the upper left of the Crossroads, will reward you for saving the Grubs.\n--The Shade--\nWhen you die, you will leave an dark stain of your previous life on the world, which takes the form of a black ghost known as the Shade.\nYou must return to where you last died and defeat your Shade to get back your geo.
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Coconut Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Kevin_MacLeod_-_Beach_Party.mp3 v] until done\nend\n\nwhen I receive [reset v]\nset [music v] to [0]\nstop all sounds\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Coconuts\n\nwhen I start as a clone\ngo to x: (Target) y: (240)\nglide (1) secs to x: (Target) y: (-180)\ndelete this clone\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nforever\n if <touching (monkey v)?> then\n switch costume to (coconut-fruit-cartoon-vector-23981227 v)\n broadcast (table v)\n play sound [Children_Yay_-_Sound_Effect\[Mp3Converter.net\].mp3 v] until done\n end\nend\n\nwhen flag clicked\nswitch costume to (coconut-7748636_1280 v)\n\nwhen I receive [table v]\nadd (username) to [who has completed this game? v]\n\nwhen flag clicked\nforever\n if <[who has completed this game? v] contains [Mariominecraftpup]?> then\n broadcast (I AM PLAYING v)\n end\nend\n\nwhen I receive [i am playing v]\nset [color v] effect to (1)\n\nwhen I receive [reset v]\nswitch costume to (coconut-7748636_1280 v)\n\nwhen I receive [rain v]\nforever\n set [target v] to (pick random (-240) to (240))\nend\n\nwhen I receive [rain v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <touching (monkey v)?> then\n broadcast (completed v)\n end\nend\n\n@Green Flag\n\nwhen this sprite clicked\nbroadcast (reset v)\n\n@Platform2\n\nwhen I receive [completed v]\nwait (1) seconds\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Platform3\n\nwhen I receive [completed v]\nwait (2) seconds\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Monkey\n\nwhen flag clicked\nforever\n change [y v] by (-0.30)\n if <key (right arrow v) pressed?> then\n switch costume to (costume1 v)\n change [x v] by (0.7)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\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 color (#361010)?> or <touching color (#361010)?>> then\n change y by (1)\n if <<touching color (#361010)?> or <touching color (#361010)?>> then\n change y by (1)\n if <<touching color (#361010)?> or <touching color (#361010)?>> then\n change y by (1)\n if <<touching color (#361010)?> or <touching color (#361010)?>> then\n change y by (1)\n if <<touching color (#361010)?> or <touching color (#361010)?>> then\n change y by (1)\n if <<touching color (#361010)?> or <touching color (#361010)?>> then\n change x by ((X) * (-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 <(X) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y)\n if <<touching color (#361010)?> or <touching color (#ff0000)?>> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching color (#361010)?> or <touching color (#ff0000)?>> then\n if <key (up arrow v) pressed?> then\n set [y v] to [7.5]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (coconuts v)?> then\n say [Thank you!] for (2) seconds\n end\nend\n\nwhen flag clicked\nsay [Help me get to the coconut, it has bananas inside!] for (2) seconds\n\nwhen flag clicked\ngo to x: (-211) y: (-122)\n\nwhen flag clicked\nwait until <touching (coconut palm tree v)?>\nchange y by (200)\n\nwhen [up arrow v] key pressed\n\ndefine Hi\n\nwhen flag clicked\nHi\n\nwhen [n v] key pressed\nswitch costume to (monkey2-a v)\nset [music v] to [1]\n\nwhen [a v] key pressed\nset [music v] to [0]\n\nwhen flag clicked\nswitch costume to (monkey2-a v)\n\nwhen flag clicked\nswitch costume to (monkey2-a v)\n\nwhen flag clicked\nforever\n if <touching (coconuts v)?> then\n switch costume to (coconut-fruit-cartoon-vector-23981227 v)\n broadcast (table v)\n play sound [Children_Yay_-_Sound_Effect\[Mp3Converter.net\].mp3 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <touching (coconuts v)?> then\n broadcast (completed v)\n end\nend\n\nwhen I receive [message1 v]\nset [y spawn v] to [-132]\nset [x spawn v] to [-211]\nset [ball: y v] to [0]\nset [ball: x v] to [0]\nshow\nset size to (40) %\ngo to x: (X spawn) y: (Y spawn)\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n play sound [smb_jump-small v] until done\n end\nend\n\n@Coconut Palm Tree\n\nwhen flag clicked\nforever\n if <touching (monkey v)?> then\n play sound (pick random (1) to (16)) until done\n end\nend\n\nwhen flag clicked\nwait until <touching (monkey v)?>\nchange [touched palm tree? v] by (1)\nstop [this script v]\n\nchange y by (200)\n\n@Table\n\nwhen flag clicked\nhide\n\nwhen I receive [table v]\nshow\n\nwhen flag clicked\nforever\n\nwhen I receive [reset v]\nhide\n\n@Button3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (button3-b v)\n else\n switch costume to (button3-a v)\n end\nend\n\nwhen flag clicked\nswitch costume to (button3-a v)\n\nwhen this sprite clicked\nbroadcast (rain v)\n\n@Platform1\n\nwhen I receive [completed v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n
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Help the monkey get to the coconut!\nGet this featured!\nGet this to 3000 views
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Cheese platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\nhide variable [deaths: v]\nhide variable [☁ world high score v]\nhide variable [score v]\n\nwhen I receive [play v]\nset [time v] to [0]\nrepeat until <(backdrop [number v]) = [backdrop1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [deaths: v]\nshow variable [☁ world high score v]\nshow variable [score v]\nset [score v] to ((10000) - ((deaths:) * (5)))\nchange [score v] by ((Score) - ((time) / (2)))\nif <(Score) > (☁ World high score)> then\n set [☁ world high score v] to (Score)\nend\n\nwhen I receive [next_level_ v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n play sound [Elucidate - PaulRHJT v] until done\nend\n\n@Panda\n\nwhen I receive [play v]\nshow\nset [level v] to [1]\nset [deaths: v] to [0]\ngo to x: (-190) y: (-81)\nswitch backdrop to (level1 v)\ngo to [front v] layer\nset [yv v] to [0]\nset [xv v] to [0]\nforever\n if <key (right arrow v) pressed?> then\n change [xv v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change y by (1)\n if <touching color (#009933)?> then\n change x by ((Xv) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yv v] by (-1)\n change y by (Yv)\n if <touching color (#009933)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#009933)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [15]\n end\n end\n change y by (-1)\nend\n\nwhen I receive [play v]\nforever\n if <touching (taco v)?> then\n broadcast (next_level_ v)\n go to x: (-190) y: (-81)\n end\n if <touching color (#00cccc)?> then\n go to x: (-190) y: (-81)\n change [deaths: v] by (1)\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-190) y: (-81)\n\n@Taco\n\nwhen backdrop switches to [level2 v]\ngo to x: (126) y: (1)\n\nwhen backdrop switches to [level3 v]\ngo to x: (205) y: (-79)\n\nwhen backdrop switches to [level4 v]\ngo to x: (139) y: (42)\n\nwhen backdrop switches to [level5 v]\ngo to x: (169) y: (-79)\n\nwhen backdrop switches to [level6 v]\ngo to x: (207) y: (104)\n\nwhen backdrop switches to [level7 v]\ngo to x: (143) y: (-6)\n\nwhen backdrop switches to [level8 v]\ngo to x: (93) y: (-7)\n\nwhen backdrop switches to [level9 v]\ngo to x: (44) y: (-36)\n\nwhen backdrop switches to [level10 v]\ngo to x: (176) y: (-74)\n\nwhen backdrop switches to [level11 v]\ngo to x: (118) y: (151)\n\nwhen backdrop switches to [level12 v]\ngo to x: (186) y: (107)\n\nwhen backdrop switches to [level13 v]\ngo to x: (180) y: (-61)\n\nwhen backdrop switches to [level14 v]\ngo to x: (200) y: (-105)\n\nwhen backdrop switches to [level15 v]\ngo to x: (154) y: (-1)\n\nwhen backdrop switches to [level16 v]\ngo to x: (202) y: (-47)\n\nwhen backdrop switches to [level17 v]\ngo to x: (168) y: (-112)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [level1 v]\ngo to x: (205) y: (-79)\nshow\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\n@play button\n\nwhen flag clicked\nshow\n\nwhen this sprite clicked\nswitch costume to (button_template-3 v)\nwait (0.3) seconds\nswitch costume to (button_template-2 v)\nbroadcast (play v)\nhide\n\n
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Use arrow keys to move the cheese\nAll levels are possible :D (level 1-8 are really easy in my opinion)\nlook out for puddles of water....\nKey R to restart\nbetter played in full screen\n\n
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Constellations - A Platformer
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@Stage\n\n@player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat (15)\n change [ghost v] effect by (7)\n change size by (-2)\nend\ndelete this clone\n\nwhen flag clicked\nset size to (60) %\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <not <(y position) < [-155]>> then\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(x position) > (mouse x)>> or <key (a v) pressed?>>> then\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(mouse x) > (x position)>> or <key (d 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 (stars v)?> then\n change y by (1)\n end\n if <touching (stars v)?> then\n change y by (1)\n end\n if <touching (stars v)?> then\n change y by (1)\n end\n if <touching (stars v)?> then\n change y by (1)\n end\n change y by (y)\n if <touching (stars 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 (stars v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [222]> then\n go to x: (-217) y: (200)\n broadcast (NEXT LEVEL v)\n end\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\n\nwhen flag clicked\nforever\n if <(y position) < [-155]> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-217) y: (200)\n clear graphic effects\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\ngo to x: (-217) y: (200)\n\nwhen flag clicked\nforever\n if <touching (stars v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\nend\n\n@stars\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [front v] layer\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nforever\n play sound [secret crates - secret crates.mp3 v] until done\nend\n\n@glow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@lines/text\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n
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OMG, featured!?!?!?! Tysm Scratch Team! This is amazing!\n(Please don't advertise or spam or anything like that)\n(If you do I may have to report it)\n(Which I really don't want to do so please don't)\n(Actually the comments are closed now so you can't do that anyway >:D)\n\n-Instructions-\n❯❯ PC - left, right, and up arrows or (recently added) WAD to move\n❯❯ mobile - finger controls oriented around player x (sorry it's kinda glitchy so sometimes it works and sometimes it doesn't)\n\n-Notes-\n❯❯ gameplay was prioritized slightly over accuracy, so the levels may not be entirely accurate\n❯❯ comment if you recognize any of the constellations!\n❯❯ enjoy :)\n\n-Credits-\n❯❯ @-LilWolfy- for the platformer engine, slightly modified by me\n❯❯ the music is something I backpacked from a project a while ago, and I have no idea who made it XD\n❯❯ ringed planet design by @TinyDxde\n❯❯ everything else by me, @-total_nerd-\n\n-Updates-\n❯❯ May 20, 2023 - game released\n❯❯ July 26, 2023 - added WASD controls, attempted to fix the jumping bug on mobile
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戦闘中✕PLATFORMER #all #game #games #PLATFORMER
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@Stage\n\nwhen flag clicked\nhide variable [next終わり v]\nhide variable [x v]\nhide variable [y v]\nhide variable [地面 v]\nhide variable [影の大きさ v]\nhide variable [鍵 v]\nhide variable [太陽の大きさ v]\nhide variable [表示 v]\nhide variable [タイム time v]\nhide variable [☁ 最高スコア highest score v]\n\nwhen flag clicked\nplay sound [Alan Walker, K-391, Tungevaag, Mangoo - Play \[Xaf Remix\] v] until done\n\nshow variable [タイム time v]\n\n@プレイヤー\n\nwhen I start as a clone\nset rotation style [all around v]\nclear graphic effects\npoint in direction (90)\nrepeat (20)\n change size by (-5)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [プディング v]\ndelete this clone\n\nwhen flag clicked\nhide\nforever\n wait (0.01) seconds\n create clone of (_myself_ v)\nend\n\ndefine 初期設定\nclear graphic effects\nshow\nset [y v] to [0]\nset [x v] to [0]\nset size to (100) %\ngo to x: (-201) y: (50)\n\nwhen I receive [start v]\nshow variable [タイム time v]\nset [タイム time v] to [0]\nset [ステージ v] to [1]\ngo to x: (-201) y: (-50)\nshow\nset size to (100) %\nset drag mode [not draggable v]\nif <touching (ステージ v)?> then\n go to x: (-201) y: (50)\nend\npoint in direction (90)\nforever\n if <<<mouse down?> and <[ 100] > (mouse x)>> or <key (left arrow v) pressed?>> then\n set [b v] to [0]\n switch costume to (左 v)\n change [x v] by (-1)\n create clone of (土と草 v)\n point in direction (90)\n end\n if <<<mouse down?> and <(mouse x) > [-100]>> or <key (right arrow v) pressed?>> then\n set [b v] to [1]\n switch costume to (右 v)\n change [x v] by (1)\n create clone of (土と草 v)\n point in direction (90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<<mouse down?> and <[-100] < (mouse y)>> or <key (up arrow v) pressed?>> then\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<mouse down?> and <[-100] < (mouse y)>> or <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ 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 (次! v)\n change [ステージ v] by (1)\n hide\n wait (2) seconds\n 初期設定\n end\n if <(y position) < [-170]> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n show\n 初期設定\n end\n if <<touching (とげ v)?> or <touching (敵 v)?>> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (5)\n end\n hide\n clear graphic effects\n show\n broadcast (死んだ v)\n 初期設定\n end\nend\n\n@ステージ\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\nhide variable [☁ 最高スコア highest score v]\n\nwhen I receive [next v]\nswitch costume to (ステージ)\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [タイム time v] to [0]\n\nwhen flag clicked\nforever\n if <(ステージ) = [7]> then\n show variable [☁ 最高スコア highest score v]\n end\nend\n\nwhen I receive [start v]\nshow\n\nset [☁ 最高スコア highest score v] to [47]\n\nwhen I receive [start v]\nforever\n if <<(ステージ) = [7]> and <(タイム time) < (☁ 最高スコア highest score)>> then\n set [☁ 最高スコア highest score v] to (タイム time)\n end\nend\n\nwhen I receive [start v]\nrepeat until <(ステージ) = [7]>\n wait (1) seconds\n change [タイム time v] by (1)\nend\nbroadcast (金 v)\n\n@土と草\n\nwhen I start as a clone\nshow\ngo to [front v] layer\ngo [backward v] (5) layers\npoint in direction (pick random (-90) to (90))\ngo to (プレイヤー v)\nchange y by (pick random (-17) to (-5))\nset size to (pick random (50) to (100)) %\nswitch costume to (pick random (1) to (2))\nif <(x) > [-1]> then\n change x by (-28)\n set [土ぼこりx v] to (pick random (-3) to (-1))\n set [土ぼこりy v] to (pick random (2) to (5))\nelse\n change x by (28)\n set [土ぼこりx v] to (pick random (1) to (3))\n set [土ぼこりy v] to (pick random (2) to (5))\nend\nset [brightness v] effect to (pick random (-10) to (10))\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (土ぼこりx)\n change y by (土ぼこりy)\n if <(x) > [0]> then\n turn right (15) degrees\n change [土ぼこりx v] by (-0.5)\n change [土ぼこりy v] by (-0.8)\n else\n turn left (15) degrees\n change [土ぼこりx v] by (0.5)\n change [土ぼこりy v] by (-0.8)\n end\nend\ndelete this clone\n\n@影\n\nwhen flag clicked\nhide\n\nwhen I receive [メッセージ1 v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [死んだ v]\nhide\nwait (1) seconds\nshow\n\nwhen I receive [start v]\nshow\nforever\n go to (プレイヤー v)\n point towards (太陽 v)\nend\n\n@太陽\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nset size to (100) %\nset [太陽の大きさ v] to [0]\nforever\n go to [back v] layer\n change [太陽の大きさ v] by (3)\n change size by ([cos v] of (太陽の大きさ) )\nend\n\n@とげ\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\ngo to x: (0) y: (-60)\nforever\n switch costume to (ステージ)\nend\n\n@スプライト1\n\nwhen I start as a clone\nset size to (110) %\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>>> then\n go to x: (0) y: (-342)\n forever\n change y by (((0) - (y position)) / (5))\n end\nelse\n go to x: (-493) y: (0)\n if <(costume [number v]) = [7]> then\n forever\n change x by (((0) - (x position)) / (5))\n end\n else\n forever\n change x by (((30) - (x position)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [次! v]\nswitch costume to (コスチューム3 \(1\) v)\nrepeat (7)\n create clone of (_myself_ v)\n next costume\n wait (0.1) seconds\nend\nchange [地面 v] by (1)\nwait (1) seconds\nbroadcast (NEXT v)\n\n@スプライト2\n\nwhen flag clicked\nset [ボール v] to [0]\nset [b v] to [0]\nhide\n\nwhen I receive [start v]\nshow\nforever\n if <key (space v) pressed?> then\n if <(ボール) = [0]> then\n if <([costume name v] of [プレイヤー v]) = [右]> then\n repeat until <<<touching (_edge_ v)?> or <touching (敵 v)?>> or <<<touching (ステージ v)?> or <touching (とげ v)?>> or <(distance to [プレイヤー v]) > [200]>>>\n set [ボール v] to [1]\n point in direction (90)\n move (10) steps\n end\n wait (0.01) seconds\n set [ボール v] to [0]\n wait until <not <key (space v) pressed?>>\n else\n repeat until <<<touching (_edge_ v)?> or <touching (敵 v)?>> or <<<touching (ステージ v)?> or <touching (とげ v)?>> or <(distance to [プレイヤー v]) > [200]>>>\n set [ボール v] to [1]\n point in direction (-90)\n move (10) steps\n end\n wait (0.01) seconds\n set [ボール v] to [0]\n wait until <not <key (space v) pressed?>>\n end\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <(ボール) = [0]> then\n if <(b) = [1]> then\n go to (プレイヤー v)\n change x by (30)\n end\n if <(b) = [0]> then\n go to (プレイヤー v)\n change x by (-30)\n end\n end\nend\n\nwhen I receive [next v]\nshow\n\nwhen I receive [次! v]\nhide\n\nwhen I receive [撃つ v]\nshow\nif <(ボール) = [0]> then\n if <([costume name v] of [プレイヤー v]) = [右]> then\n repeat until <<<touching (_edge_ v)?> or <touching (敵 v)?>> or <<<touching (ステージ v)?> or <touching (とげ v)?>> or <(distance to [プレイヤー v]) > [200]>>>\n set [ボール v] to [1]\n point in direction (90)\n move (10) steps\n end\n wait (0.01) seconds\n set [ボール v] to [0]\n else\n repeat until <<<touching (_edge_ v)?> or <touching (敵 v)?>> or <<<touching (ステージ v)?> or <touching (とげ v)?>> or <(distance to [プレイヤー v]) > [200]>>>\n set [ボール v] to [1]\n point in direction (-90)\n move (10) steps\n end\n wait (0.01) seconds\n set [ボール v] to [0]\n end\nend\n\n@敵\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n set [hp v] to [1]\nelse\n set [hp v] to [5]\nend\nshow\nset [敵: x v] to [0]\nset [敵: y v] to [0]\ngo to x: (219) y: (0)\nforever\n if <<touching (スプライト2 v)?> and <(ボール) = [1]>> then\n change [hp v] by (-1)\n set [向き v] to [左]\n set [敵: y v] to [15]\n set [敵: x v] to [30]\n wait (0.1) seconds\n if <(HP) < [1]> then\n delete this clone\n end\n end\n point towards (プレイヤー v)\n if < (direction) contains [-]?> then\n set [向き v] to [左]\n else\n set [向き v] to [右]\n end\n if <(向き) = [右]> then\n change [敵: x v] by (pick random (0.5) to (1))\n end\n if <(向き) = [左]> then\n change [敵: x v] by (pick random (-0.5) to (-1))\n end\n set [敵: x v] to ((敵: x) * (0.85))\n change x by (敵: x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change x by ((敵: x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(敵: x) > [0]> then\n set [敵: x v] to [-15]\n else\n set [敵: x v] to [15]\n end\n set [敵: y v] to [14.5]\n else\n set [敵: x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [敵: y v] by (-1)\n change y by (敵: y)\n if <touching (ステージ v)?> then\n change y by ((敵: y) * (-1))\n set [敵: y v] to [0]\n end\n change y by (-1)\n if <<touching (ステージ v)?> and <(pick random (1) to (10)) = [1]>> then\n change [敵: y v] by (14)\n end\n change y by (1)\nend\n\nwhen I receive [next v]\nif <(ステージ) = [2]> then\n repeat (3)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n end\nelse\n if <(ステージ) = [3]> then\n repeat (4)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n end\n else\n if <(ステージ) = [ 4]> then\n repeat (5)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n end\n else\n if <(ステージ) = [5]> then\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n switch costume to (ボス v)\n create clone of (_myself_ v)\n else\n if <(ステージ) = [6]> then\n repeat (4)\n switch costume to (雑魚 v)\n create clone of (_myself_ v)\n end\n repeat (2)\n switch costume to (ボス v)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [死んだ v]\ngo to x: (219) y: (0)\n\nwhen I receive [start v]\nhide\nswitch costume to (雑魚 v)\ncreate clone of (_myself_ v)\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n switch costume to (size hack v)\n set size to (100) %\n switch costume to (grid v)\n go to [back v] layer\n go [forward v] (1) layers\n show\n set [ghost v] effect to (100)\n set [brightness v] effect to (100)\n repeat (50)\n change [brightness v] effect by (-2)\n change [ghost v] effect by (-2)\n end\n wait (2.9) seconds\n switch costume to (diamonds v)\n wait (1.65) seconds\n switch costume to (hexagon pattern v)\n wait (1.55) seconds\n switch costume to (triangle pattern v)\n wait (1.55) seconds\n switch costume to (checkerboard pattern v)\n wait (1.2) seconds\n repeat (20)\n change [brightness v] effect by (5)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (0) seconds\nwait (.5) seconds\nCreate Clone [Grid]\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (4.6) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (6.24) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7.8) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (9.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (4.38) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.9) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (7.51) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.02) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (10.6) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (3.88) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (5.4) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (7) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (8.5) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Grid]> then\n wait (10.1) seconds\n point in direction (105)\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\n repeat (10)\n set [degrees v] to (((Degrees) * (0.75)) + (((90) - (direction)) / (3)))\n turn right (Degrees) degrees\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Lines]> then\n show\n go to [front v] layer\n go [backward v] (2) layers\n clear graphic effects\n go to x: (0) y: (0)\n set size to (1) %\n switch costume to (1 v)\n set [line size v] to [20]\n repeat (15)\n change size by (Line Size)\n change [line size v] by (-1)\n next costume\n end\n repeat (20)\n change [ghost v] effect by (20)\n change size by (Line Size)\n end\nend\n\nwhen flag clicked\nwait (4.4) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (5.92) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (7.53) seconds\nCreate Clone [Lines]\n\nwhen flag clicked\nwait (10.62) seconds\nCreate Clone [Lines]\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (1.54) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (3.15) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (4.73) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n wait (6.31) seconds\n go to x: (0) y: (0)\n set [whirl v] to [200]\n set [whirl: v] to [0]\n point in direction (70)\n repeat (25)\n set [whirl # v] to (((Whirl #) * (.2)) + (((Whirl:) - (Whirl)) / (5)))\n change [whirl v] by (Whirl #)\n set [whirl v] effect to (Whirl)\n set [bounce v] to (((Bounce) * (.2)) + (((90) - (direction)) / (5)))\n turn right (Bounce) degrees\n end\n set [whirl v] to [200]\n set [whirl: v] to [0]\nend\n\nwhen flag clicked\nswitch costume to (name v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (14) seconds\nbroadcast (start v)\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\n@スプライト3\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\ngo to x: (0) y: (-130)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (撃つ v)\n set [ボール v] to [0]\n end\nend\n\n@題名\n\nwhen flag clicked\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\n
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投票よろ!!↓\nhttps://scratch.mit.edu/projects/865634611/\n旗2回押し推奨\n拡 散 手 伝 っ て く だ さ い\n拡散してくれたら発狂しながら1万回転します\nハートと星を押さないと全財産消えています。(多分)\n\nDouble push flag recommended\nPlease help spread the word。\nIf it spreads, it will rotate 10,000 times while going crazy.\nSee also this https://scratch.mit.edu/projects/760913972/\n\nIf you don't press the heart and star, all your property will disappear. (perhaps)\n日本語は下\n\n【English】\n〈PC〉\nright key to move right\nleft key to move left\njump with up key\nthrow with spacebar\n<mobile>\nTap right to move right\nTap left to move left\nTap the top to jump\npush button to throw\n\n【日本語】\n〈PC〉\n右キーで右に動く\n左キーで左に動く\n上キーでジャンプ\nスペースキーで投げる\n〈モバイル〉\n右側をタップで右に移動\n左側をタップで左に移動\n上側をタップでジャンプ\nボタンを押して投げる
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⭐ Day - A Platformer ⭐
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [new level v]\nnext backdrop\n\n@Thumbnail\n\nwhen flag clicked\nforever\n play sound [Take on me - Aha v] until done\nend\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Player\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-180) y: (30)\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n change [y v] by (-1)\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (costume1 v)\n change [x v] by (2.5)\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (costume2 v)\n change [x v] by (-2.5)\n end\n set [x v] to ((x) * (0.75))\n change x by (x)\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (1)\n end\n if <touching (floor v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n change y by (y)\n if <touching (floor v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (floor v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y v] to [15]\n switch costume to (costume3 v)\n end\n if <(x position) > [220]> then\n go to x: (-180) y: (30)\n broadcast (New Level v)\n change [level v] by (1)\n end\n if <<<<touching color (#d0d0d0)?> or <touching color (#a0a0a0)?>> or <touching color (#ff0f00)?>> or <<touching color (#d0d0d0)?> and <touching color (#a0a0a0)?>>> then\n go to x: (-180) y: (-34)\n end\nend\n\n@Enemy\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nhide\nforever\n Check\nend\n\ndefine Check\nif <(Level) = [1]> then\n show\n switch costume to (1 v)\n go to x: (0) y: (0)\nelse\n hide\nend\nif <(Level) = [2]> then\n show\n switch costume to (1 v)\n go to x: (82) y: (84)\nend\nif <(Level) = [3]> then\n show\n go to x: (0) y: (-5)\n switch costume to (2 v)\nend\nif <(Level) = [4]> then\n show\n go to x: (-39) y: (75)\n switch costume to (3 v)\nend\nif <(Level) = [5]> then\n show\n go to x: (-90) y: (-3)\n switch costume to (4 v)\nend\nif <(Level) = [6]> then\n show\n go to x: (0) y: (0)\n switch costume to (5 v)\nend\nif <(Level) = [7]> then\n show\n go to x: (50) y: (9)\n switch costume to (6 v)\nend\nif <(Level) = [8]> then\n hide\nend\n\n@Floor\n\nwhen flag clicked\nset size to (100) %\nshow\nhide variable [level v]\nset [level v] to [0]\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [new level v]\nnext costume\n\n
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ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴅᴀʏ - ᴀ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ.\n-------------------------------------------------------------------------< ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ᴍᴏᴠᴇ.\n< ᴠᴇʀʏ ɴɪᴄᴇ ᴛᴇxᴛᴜʀᴇ.\n< ᴀ ʙɪᴛ ꜱʜᴏʀᴛ ʙᴜᴛ ʙᴇᴄᴀᴜꜱᴇ ᴛʜᴇʀᴇ ᴀʀᴇ ᴍᴜʟᴛɪᴘʟᴇ ᴘᴀʀᴛꜱ ᴄᴏᴍɪɴɢ ꜱᴏᴏɴ.\n\n
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LENGTH Platformer『縦』 ver 1.5
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@Stage\n\nwhen I receive [開始 v]\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@blank\n\n@プラフォ君\n\ndefine fast\nrepeat (6)\n if <touching (地面 v)?> then\n change x by (-1)\n end\nend\n\ndefine 横移動\nrepeat until <not <touching (地面 v)?>>\n if <(y) > [0]> then\n change y by (-1)\n else\n change y by (1)\n end\nend\n\ndefine 縦移動\nrepeat until <not <touching (地面 v)?>>\n if <(x) > [0]> then\n change x by (-1)\n else\n change x by (1)\n end\nend\n\nwhen I receive [開始 v]\n初期化\nswitch costume to (Skin)\nforever\n change [x v] by (1)\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n if <(costume [number v]) = [8]> then\n switch costume to (コスチューム9 v)\n change [y v] by (-1.1)\n else\n if <(costume [number v]) = [9]> then\n change [y v] by (-1.1)\n else\n change [y v] by (-1.1)\n point in direction (-90)\n end\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(costume [number v]) = [9]> then\n switch costume to (コスチューム8 v)\n change [y v] by (1.1)\n else\n if <(costume [number v]) = [8]> then\n change [y v] by (1.1)\n else\n change [y v] by (1.1)\n point in direction (90)\n end\n end\n end\n set [y v] to ((y) * (0.9))\n change y by (y)\n if <touching (地面 v)?> then\n fast\n if <touching (地面 v)?> then\n change y by (-5)\n 横移動\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n start sound [壁 v]\n set [x v] to [-13]\n if <([abs v] of (y) ) = (y)> then\n set [y v] to [-4]\n else\n set [y v] to [4]\n end\n else\n set [y v] to [0]\n end\n end\n change x by (x)\n if <touching (地面 v)?> then\n 縦移動\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n start sound [ジャンプ v]\n set [x v] to [-13]\n else\n set [x v] to [0]\n end\n end\n if <touching (kaite2 v)?> then\n 初期化\n end\n if <touching (kaite3 v)?> then\n 初期化\n end\nend\n\nwhen I receive [開始 v]\nforever\n if <touching (針 v)?> then\n go to x: (-200) y: (-144)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <touching (kaite v)?> then\n go to x: (-200) y: (-144)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\n if <[245] < (x position)> then\n go to x: (-200) y: (-144)\n start sound [空気 v]\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen I receive [開始 v]\nrepeat until <([costume # v] of [地面 v]) = [30]>\n if <(y position) > [182]> then\n go to x: (-200) y: (-144)\n broadcast (level v)\n end\nend\n\nwhen flag clicked\nset [color v] effect to (0)\nhide\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nshow\nset size to (100) %\ngo to x: (-200) y: (-144)\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\nwhen I receive [開始 v]\nforever\n if <(costume [number v]) = [7]> then\n change [color v] effect by (3)\n end\nend\n\n@針\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [開始 v]\ngo to [back v] layer\nshow\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@地面\n\nwhen flag clicked\nhide\nswitch costume to (ステージ1 v)\nforever\n go to x: (46) y: (5)\nend\n\nwhen I receive [level v]\nnext costume\n\nwhen I receive [開始 v]\nshow\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: (-250) 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: (-250) y: (135)\n\nwhen I receive [開始 v]\nset [秒 v] to [0]\nrepeat until <([costume # v] of [地面 v]) = [30]>\n wait (1) seconds\n change [秒 v] by (1)\nend\nif <(秒) < (☁ world)> then\n set [☁ world v] to (秒)\nend\n\nwhen I receive [開始 v]\n配置\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@次\n\nwhen I receive [level v]\nstart sound [ふっ v]\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@ホーム\n\nwhen I receive [開始 v]\nhide\n\nwhen I receive [演出 v]\nrepeat (20)\n change [pixelate v] effect by (7)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (黒く v)\n\nwhen I receive [ホーム画面 v]\nclear graphic effects\nshow\nforever\n go to [back v] layer\n go to x: (0) y: (0)\n glide (1) secs to x: (0) y: (10)\n glide (1) secs to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nforever\n set [skin v] to (costume [number v])\nend\n\nwhen I receive [skin変更 v]\nnext costume\n\n@バネ\n\nwhen flag clicked\npoint in direction (0)\nhide\nforever\n if <([costume # v] of [地面 v]) = [7]> then\n go to x: (132) y: (-53)\n ジャンプ\n else\n if <([costume # v] of [地面 v]) = [29]> then\n go to x: (142) y: (-140)\n ジャンプ\n else\n hide\n end\n end\nend\n\ndefine ジャンプ\nshow\nif <touching (プラフォ君 v)?> then\n switch costume to (2 v)\n set [x v] to [-25]\n start sound [ジャンプ v]\nelse\n switch costume to (1 v)\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@ぷれい\n\nwhen flag clicked\nset [ok1 v] to [0]\nswitch costume to (コスチューム1 v)\nhide\nrepeat until <(ok1) = [1]>\n if <touching (mouse-pointer v)?> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\nend\n\nwhen this sprite clicked\nset [ok1 v] to [1]\nswitch costume to (コスチューム2 v)\nset volume to (volume) %\nbroadcast (回転はじめ v)\nplay sound [決定ボタンを押す5 v] until done\nbroadcast (回転追わり v)\nbroadcast (演出 v)\nhide\n\nwhen I receive [ホーム画面 v]\nshow\nforever\n set volume to (volume) %\nend\n\n@音理機構\n\nwhen I receive [開始 v]\nset [12 v] to [1]\nset volume to (volume) %\nstop all sounds\nforever\n play sound [Spectre v] until done\nend\n\nwhen flag clicked\nhide\nset [音量管理 v] to [0]\nrepeat until <(音量管理) = [1]>\n set volume to (volume) %\nend\n\nwhen I receive [ホーム画面 v]\nset [volume v] to [100]\nhide\nrepeat until <(12) = [1]>\n play sound [Syn Cole Feel Good v] until done\nend\nstop all sounds\n\nwhen I receive [回転はじめ v]\nset [音量管理 v] to [1]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [回転追わり v]\nstop all sounds\n\nwhen flag clicked\nset [12 v] to [0]\n\n@回転するだけ\n\nwhen flag clicked\nhide\n\nwhen I receive [回転はじめ v]\nshow\nforever\n go to [front v] layer\n turn right (20) degrees\nend\n\nwhen I receive [回転追わり v]\nhide\nstop [other scripts in sprite v]\n\n@サムネイル\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.0001)\nset [サムネの動き v] to [-25]\ngo to [front v] layer\nshow\ngo to x: (0) y: (300)\nrepeat (10)\n change y by (サムネの動き)\n change [サムネの動き v] by (1.5)\nend\nrepeat (20)\n change y by (サムネの動き)\n change [サムネの動き v] by (0.5)\nend\n\n@ぷれい2\n\nwhen flag clicked\nhide variable [volume v]\nset [volume v] to [100]\nswitch costume to (なる v)\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen this sprite clicked\nnext costume\nstart sound [Collect v]\nif <(costume [number v]) = [1]> then\n set [volume v] to [100]\nelse\n set [volume v] to [0]\nend\n\nwhen I receive [開始 v]\nset volume to (volume) %\nhide\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen I receive [演出 v]\nhide\n\nwhen flag clicked\nhide\n\n@スプライト2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [黒く v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (開始 v)\n\n@イントロ\n\nwhen flag clicked\nstart sound [電子音 v]\nshow\nset [ghost v] effect to (100)\nrepeat (60)\n change [ghost v] effect by (-1.666666666666)\nend\nrepeat (25)\n change [ghost v] effect by (4)\nend\nbroadcast (ホーム画面 v)\n\n@ぷれい3\n\nwhen I receive [ホーム画面 v]\nshow\n\nwhen this sprite clicked\nbroadcast (Skin変更 v)\nstart sound [Collect v]\n\nwhen I receive [開始 v]\nset volume to (volume) %\nhide\n\nwhen flag clicked\nforever\n set volume to (volume) %\nend\n\nwhen I receive [演出 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nswitch costume to (なる v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (なる2 v)\n else\n switch costume to (なる v)\n end\nend\n\n@バネ2\n\nwhen flag clicked\npoint in direction (0)\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (126) y: (-67)\n ジャンプ\n else\n hide\n end\nend\n\ndefine ジャンプ\nshow\nif <touching (プラフォ君 v)?> then\n switch costume to (2 v)\n set [x v] to [-25]\n start sound [ジャンプ v]\nelse\n switch costume to (1 v)\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@バネ3\n\nwhen flag clicked\npoint in direction (0)\nhide\nforever\n if <([costume # v] of [地面 v]) = [10]> then\n go to x: (126) y: (100)\n ジャンプ\n else\n hide\n end\nend\n\ndefine ジャンプ\nshow\nif <touching (プラフォ君 v)?> then\n switch costume to (2 v)\n set [x v] to [-25]\n start sound [ジャンプ v]\nelse\n switch costume to (1 v)\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\nwhen I receive [開始 v]\nset volume to (volume) %\n\n@スプライト1\n\nwhen I receive [開始 v]\nshow\nset size to (100) %\nforever\n repeat (25)\n change size by (1)\n end\n repeat (25)\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide\n\ngo to x: (-230) y: (-180)\n\n@kaite\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [14]> then\n show\n go to x: (180) y: (50)\n turn right (4) degrees\n else\n hide\n end\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\n@たぼくん\n\nwhen flag clicked\nswitch costume to ( v)\nset [変数 v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to ( v)\n go to [front v] layer\n set size to (100) %\n change [変数 v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [変数 v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (変数)> then\n broadcast (だめだね v)\n end\nend\n\nwhen I receive [だめだね v]\nstop [all v]\n\n@kaite2\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [19]> then\n show\n go to x: (-7) y: (-21)\n turn right (4) degrees\n else\n hide\n end\nend\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\n@kaite3\n\nwhen flag clicked\nforever\n if <([costume # v] of [地面 v]) = [19]> then\n go to x: (34) y: (101)\n show\n turn right (4) degrees\n else\n hide\n end\nend\n\ngo to x: (54) y: (90)\n\nif <([costume # v] of [地面 v]) = [9]> then\n hide\nend\n\n
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Every platformer be like | A Platformer #games
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@Stage\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-213) y: (7)\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?> and <not <(x position) < [-224]>>> 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 if <(x position) < [-224]> then\n change [x v] by (1.1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (1)\n end\n if <touching (sprite2 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [17]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n set [x v] to [0]\n end\n end\n go to [front v] layer\n change y by (y)\n if <touching (sprite2 v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (sprite2 v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (sprite3 v)?> then\n go to x: (-213) y: (7)\n end\n if <(x position) > [218]> then\n go to x: (-213) y: (7)\n broadcast (change level v)\n end\nend\n\n@Sprite2\n\nwhen I receive [change level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [change level v]\nnext costume\n\n@Sprite4\n\nwhen I receive [change level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sprite5\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
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ALL BY ME\narrow keys\nthis is meant to be a joke\ncheck out the prequel https://scratch.mit.edu/projects/847144544
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-ADVENTURE- PART 2 #Games#Trending#Platformer
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@Stage\n\n@Blank\n\n@ADVENTURE\n\nwhen flag clicked\nswitch backdrop to (level 1 v)\nReset Player Position\nset [speed v] to [3]\nset [gravity v] to [-1.5]\nset [jump v] to [17]\nset [player speed x v] to [0]\nforever\n Check Player Gravity\n Check Player Walk\n Check Player Touching\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <<touching color (#54e000)?> or <touching color (#000000)?>>>\n change x by (dx)\n change y by (dy)\nend\n\ndefine Check Player Gravity\nchange [player speed y v] by (Gravity)\nchange y by (Player Speed Y)\nif <<touching color (#54e000)?> or <touching color (#000000)?>> then\n if <(Player Speed Y) > [0]> then\n move out [0] [-1]\n set [player speed y v] to [0]\n else\n move out [0] [1]\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [player speed y v] to (Jump)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine Check Player Walk\nif <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n change [player speed x v] by ((-1) * (Speed))\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [player speed x v] by ((1) * (Speed))\nend\nset [player speed x v] to ((Player Speed X) * (0.7))\nchange x by (Player Speed X)\nif <(Player Speed X) > [0]> then\n move out [-1] [0]\nelse\n move out [1] [0]\nend\n\ndefine Check Player Touching\nif <<touching color (#0cfffb)?> or <touching color (#8e8e8e)?>> then\n broadcast (Complete level v) and wait\n Reset Player Position\n next backdrop\nend\nif <touching color (#7587ff)?> then\n set [player speed y v] to [24]\nend\nif <<touching color (#b7b7b7)?> or <touching color (#ff0000)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n Reset Player Position\nend\n\ndefine Reset Player Position\nclear graphic effects\ngo to x: (-200) y: (-10)\n\nwhen I start as a clone\nrepeat (11)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen backdrop switches to [backdrop1 v]\nshow variable [jump v]\nshow variable [speed v]\n\nwhen flag clicked\nhide variable [jump v]\nhide variable [speed v]\n\nwhen [b v] key pressed\nset [jump v] to [17]\nset [speed v] to [4]\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <key (g v) pressed?> then\n wait (0.1) seconds\n change [jump v] by (1)\n if <(Jump) = [30]> then\n wait until <(Jump) = [29]>\n end\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nforever\n if <key (h v) pressed?> then\n wait (0.1) seconds\n change [speed v] by (1)\n if <(Speed) = [10]> then\n wait until <(Speed) = [9]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n wait (.1) seconds\n change [speed v] by (-1)\n if <(Speed) = [0]> then\n wait until <(Speed) = [1]>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n wait (.1) seconds\n change [jump v] by (-1)\n if <(Jump) = [0]> then\n wait until <(Jump) = [1]>\n end\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\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 (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@SOUND\n\nwhen this sprite clicked\nset [brightness v] effect to (10)\nstop all sounds\nrepeat until <<mouse down?> and <not <touching (mouse-pointer v)?>>>\n play sound [MUSIC v] until done\nend\nset [brightness v] effect to (0)\n\nwhen flag clicked\nset drag mode [not draggable v]\nswitch costume to (sunburst v)\ngo to x: (99) y: (134)\ngo to [front v] layer\nset size to (100) %\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to (107) %\n end\nend\n\nwhen flag clicked\nforever\n if <not <touching (mouse-pointer v)?>> then\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset volume to (20) %\n\nwhen [down arrow v] key pressed\nchange volume by (-5)\n\nwhen [space v] key pressed\nchange volume by (5)\n\nwhen I receive [previous v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nclear graphic effects\n\nwhen I receive [next v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to x: (99) y: (134)\nend\n\nwhen flag clicked\nswitch costume to (2337 v)\n\n
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Press "B" to reset powerups and press "E" for speed to go down and press "R" for Jump To go down and press space for music to go up and press down arrow for music to go down and press "G" for Jump to go up and press "H" for speed to go up. See part one to get caught up!\nBarely any loves. YOU GUYS HATE THIS!!!!!!!!!! AWWWW YEAHHHH 5000 veiws!\n\n#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#Trending#Games#All
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Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop2 v)\n\nwhen I receive [message1 v]\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nswitch backdrop to (dark blue v)\n\n@Bat\n\ndefine platform (gravity)\nchange [yvelocity v] by (gravity)\nchange y by (yVelocity)\nif <<touching (under ground v)?> or <touching (under ground2 v)?>> then\n repeat until <not <<touching (under ground v)?> or <touching (under ground2 v)?>>>\n change y by ((([abs v] of (yVelocity) ) / (yVelocity)) * (-1))\n end\n set [yvelocity v] to [0]\n if <<key (up arrow v) pressed?> or > then\n set [yvelocity v] to [15]\n end\nend\n\nwhen flag clicked\nhide\ngo to x: (-201) y: (0)\npoint in direction (90)\nset size to (50) %\nstart sound [bootup v]\nwait (1) seconds\nerase all\nset [jump v] to [30]\nrepeat (50)\n change [jump v] by (1)\n play note ((jump)) for (0.1) beats\nend\nrepeat (50)\n change [jump v] by (-1)\n play note ((jump)) for (0.1) beats\nend\nbroadcast (Start v)\nshow\nforever\n if <key (right arrow v) pressed?> then\n point in direction (90)\n play note (66) for (0.01) beats\n move (10) steps\n end\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n play note (54) for (0.01) beats\n move (10) steps\n end\n platform [-1]\n if then\n play note (((yVelocity) * (5))) for (0.01) beats\n end\nend\n\nbroadcast (message1 v)\nplay note (66) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (68) for (0.25) beats\nplay note (66) for (0.25) beats\nplay note (70) for (0.25) beats\nplay note (68) for (0.25) beats\nwait (0.3) seconds\nplay note (68) for (0.25) beats\nplay note (66) for (0.25) beats\nwait (0.3) seconds\nplay note (66) for (0.25) beats\nplay note (70) for (0.25) beats\nwait (0.1) seconds\nplay note (54) for (0.25) beats\n\nwhen flag clicked\nset tempo to (90)\nset [score v] to [0]\n\nwhen flag clicked\n\n@under ground\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nhide\n\n
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Rainbow cube | a platformer - VERY HARD #Games #Trending #All
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@Stage\n\nwhen flag clicked\nforever\n next backdrop\n wait (1) seconds\nend\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) = [30]>\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 (spikes v)?>> or <<touching (lava 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\nrepeat until <(Level) = [30]>\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 (spikes v)?>> or <<touching (lava 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\nset [deaths v] to [0]\nforever\n if <touching (spikes v)?> then\n broadcast (Ded v)\n change [deaths v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (words v)?> then\n go to [front v] layer\n end\nend\n\nwhen I receive [skip v]\n\n@Spikes\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [skip v]\nnext costume\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (END v)\n end\nend\n\n@Ground\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\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 [next level v]\nnext costume\n\nwhen flag clicked\nforever\n set [level v] to (costume [number v])\nend\n\nwhen I receive [skip v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (END v)\n end\nend\n\n@Words\n\nwhen I receive [skip v]\nnext costume\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\nwhen flag clicked\nforever\n if <(costume [number v]) = [20]> then\n broadcast (END v)\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 (15) to (25)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [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 (1.25) 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\nshow\nset [ghost v] effect to (1)\nwait (.3) seconds\nrepeat (33)\n change [ghost v] effect by (3)\nend\nhide\n\nshow\ngo to [front v] layer\n\n@Skip button\n\nwhen flag clicked\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (SKIP v)\n broadcast (respawn v)\n change [skips used v] by (1)\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [end v]\nhide\nstop [this script v]\n\nwhen flag clicked\nset [skips used v] to [0]\n\n
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Click the green flag to play!\nUse arrow keys to move.\nIf you find any issues please tell me in the chat :)\nPost your number of deaths in the chat!\n100% possible on computer (Not sure about mobile I have had some troubles with other games)\nPLEASE DO NOT ADVERTISE HERE!
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Moon Light. MMO platformer
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@Stage\n\nwhen flag clicked\nadd data\nforever\n play sound [Super Mario Odyssey - Cap Kingdom v] until done\nend\n\ndefine add data\ndelete all of [letter data v]\nadd [] to [letter data v]\nadd [011010505061616808010464] to [letter data v]\nadd [0008085858676765655454044453535151404000] to [letter data v]\nadd [6150501010010107071818585867] to [letter data v]\nadd [000808585867676161505000] to [letter data v]\nadd [6000000804440868] to [letter data v]\nadd [600000080444] to [letter data v]\nadd [615050101001010707181858586767646444] to [letter data v]\nadd [000860680464] to [letter data v]\nadd [105030381858] to [letter data v]\nadd [00603037372828181807] to [letter data v]\nadd [0008043434682450] to [letter data v]\nadd [00080868] to [letter data v]\nadd [0800003434606068] to [letter data v]\nadd [080000686860] to [letter data v]\nadd [01101050506161676758581818070701] to [letter data v]\nadd [080000505061616363545404] to [letter data v]\nadd [011010505061616666484818180707016846] to [letter data v]\nadd [0800005050616163635454043468] to [letter data v]\nadd [601010010103031414545465656767585808] to [letter data v]\nadd [00603038] to [letter data v]\nadd [00070718185858676760] to [letter data v]\nadd [00383860] to [letter data v]\nadd [0018183434585860] to [letter data v]\nadd [00686008] to [letter data v]\nadd [003434603438] to [letter data v]\nadd [006060080868] to [letter data v]\nadd [123030380868] to [letter data v]\nadd [011010505061616262080868] to [letter data v]\nadd [01101050506161636354542454656567675858181807] to [letter data v]\nadd [505850050565] to [letter data v]\nadd [600000040413135353646467675858181807] to [letter data v]\nadd [5020200404070718185858676765655454242405] to [letter data v]\nadd [00606018] to [letter data v]\nadd [011010505061616363545414140303015465656767585818180707050514] to [letter data v]\nadd [011010505061616664141403030166484818] to [letter data v]\nadd [011010505061616767585818180707010167] to [letter data v]\nadd [243333444453] to [letter data v]\nadd [2031] to [letter data v]\nadd [30364838] to [letter data v]\nadd [454343232325255555646462625151111102020606171767] to [letter data v]\nadd [2028404803630565] to [letter data v]\nadd [5111110202030314145454656566665757173038] to [letter data v]\nadd [600811115757] to [letter data v]\nadd [22303042] to [letter data v]\nadd [68020201011010202031313232050507071818383864] to [letter data v]\nadd [32303211325132233243] to [letter data v]\nadd [403232363648] to [letter data v]\nadd [203232363628] to [letter data v]\nadd [0868] to [letter data v]\nadd [2444] to [letter data v]\nadd [04643137] to [letter data v]\nadd [13531555] to [letter data v]\nadd [403131333324243535373748] to [letter data v]\nadd [503030383858] to [letter data v]\nadd [203131333344443535373728] to [letter data v]\nadd [103030383818] to [letter data v]\nadd [3038] to [letter data v]\nadd [1058] to [letter data v]\nadd [31414142423232313747474848383837] to [letter data v]\nadd [31414142423232314638] to [letter data v]\nadd [20224042] to [letter data v]\nadd [3032] to [letter data v]\nadd [30020234] to [letter data v]\nadd [3628] to [letter data v]\nadd [30626234] to [letter data v]\nadd [2737373838282827] to [letter data v]\nadd [38383634344444535351514040202011] to [letter data v]\nadd [5018] to [letter data v]\nset [characters v] to [ abcdefghijklmnopqrstuvwxyz1234567890~`!@#$%^&*\(\)_-+={\[}\]|\:;"'<,>.?/]\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\n\n@game\n\ndefine add values (ax) : (ay) : (bx) : (by) : (cx) : (cy) :\nreplace item (5) of [values v] with ([abs v] of ((((((((ax) * (by)) + ((bx) * (cy))) + ((cx) * (ay))) - ((ax) * (cy))) - ((bx) * (ay))) - ((cx) * (by))) / (2)) )\n\ndefine level 2 (tri 1) (tri2) (tri3) (tri4) (tri5) (tri6) (tri7) (tri8) (a) (b) (c) (d) (e) (f)\nrepeat until <(_tri0) < (tri8)>\n set [_tri0 v] to ((tri 1) * (_tri0))\n set pen size to ((_tri0) + (.5))\n go to x: ((a) + ((_tri0) * (tri2))) y: ((b) + ((_tri0) * (tri3)))\n go to x: ((c) + ((_tri0) * (tri4))) y: ((d) + ((_tri0) * (tri5)))\n go to x: ((e) + ((_tri0) * (tri6))) y: ((f) + ((_tri0) * (tri7)))\n go to x: ((a) + ((_tri0) * (tri2))) y: ((b) + ((_tri0) * (tri3)))\nend\n\ndefine level 1 (tri2) (tri3) (tri4) (a) (b) (c) (d) (e) (f)\nset [_tri1 v] to (((tri2) + ((tri3) + (tri4))) / (2))\nset [_tri0 v] to ((2) * ([sqrt v] of ((((_tri1) - (tri2)) * (((_tri1) - (tri3)) * ((_tri1) - (tri4)))) / (_tri1)) ))\ngo to x: (((((tri2) * (a)) + ((tri3) * (c))) + ((tri4) * (e))) / ((2) * (_tri1))) y: (((((tri2) * (b)) + ((tri3) * (d))) + ((tri4) * (f))) / ((2) * (_tri1)))\nset pen size to (_tri0)\npen down\nif <<(tri3) < (tri2)> or <(tri4) < (tri2)>> then\n if <(tri4) < (tri3)> then\n set [_tri1 v] to (([sqrt v] of ((((x position) - (e)) * ((x position) - (e))) + (((y position) - (f)) * ((y position) - (f)))) ) / ((_tri0) / (2)))\n else\n set [_tri1 v] to (([sqrt v] of ((((x position) - (c)) * ((x position) - (c))) + (((y position) - (d)) * ((y position) - (d)))) ) / ((_tri0) / (2)))\n end\nelse\n set [_tri1 v] to (([sqrt v] of ((((x position) - (a)) * ((x position) - (a))) + (((y position) - (b)) * ((y position) - (b)))) ) / ((_tri0) / (2)))\nend\n\ndefine -Rex- Tri fill improved (a) (b) (c) (d) (e) (f) (r)\nswitch costume to (small v)\nset size to (99999999999) %\nswitch costume to (big v)\nlevel 1 ([sqrt v] of ((((c) - (e)) * ((c) - (e))) + (((d) - (f)) * ((d) - (f)))) ) ([sqrt v] of ((((a) - (e)) * ((a) - (e))) + (((b) - (f)) * ((b) - (f)))) ) ([sqrt v] of ((((a) - (c)) * ((a) - (c))) + (((b) - (d)) * ((b) - (d)))) ) (a) (b) (c) (d) (e) (f)\nlevel 2 ((.5) - ((.5) / (_tri1))) (((x position) - (a)) / (_tri0)) (((y position) - (b)) / (_tri0)) (((x position) - (c)) / (_tri0)) (((y position) - (d)) / (_tri0)) (((x position) - (e)) / (_tri0)) (((y position) - (f)) / (_tri0)) ((((_tri1) * (r)) / ((_tri1) - (1))) + (.25)) (a) (b) (c) (d) (e) (f)\nset pen size to (r)\ngo to x: (a) y: (b)\ngo to x: (c) y: (d)\ngo to x: (e) y: (f)\ngo to x: (a) y: (b)\npen up\n\nwhen flag clicked\nint vars\ndelete all of [quick find v]\ndelete all of [active players v]\ndelete all of [player data v]\ndelete all of [online v]\ndelete all of [last data v]\ndelete all of [#latest and greatest update v]\ndelete all of [name bar v]\ndelete all of [player message v]\ndelete all of [draw buffer v]\nint\ndelete all of [object data v]\ndelete all of [game data v]\ndelete all of [front layer v]\ndelete all of [moon bits v]\ndelete all of [partical v]\ndelete all of [tri data v]\ndelete all of [flag data v]\ndelete all of [button data v]\nload level\nadd button at [-190] [-150] [left] [25]\nadd button at [-40] [-150] [right] [25]\nadd button at [-115] [-150] [back] [60]\nadd button at [-175] [-150] [CHAT MENU] [60]\nadd button at [-60] [-150] [LEAVE game] [60]\nadd button at [-100] [-140] [ONLINE] [80]\nadd button at [100] [-140] [OFFLINE] [80]\nhide\nset size to (15) %\nset [stage v] to [0]\nset [sy v] to [0]\nset [px v] to [0]\nset [py v] to [100]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [flag x v] to [-20]\nset [flag y v] to [100]\nset [on menu v] to [2]\nset [side pent v] to [0]\nset [decoded var v] to []\nset [cloud temp v] to []\nset [found data v] to []\nset [package v] to []\nnear objects\nforever\n erase all\n if <(on menu) = [0]> then\n if <(last menu) = [2]> then\n set [pent v] to [0]\n delete all of [active players v]\n delete all of [player data v]\n delete all of [online v]\n delete all of [last data v]\n delete all of [#latest and greatest update v]\n delete all of [name bar v]\n delete all of [player message v]\n delete all of [object data v]\n delete all of [game data v]\n delete all of [front layer v]\n delete all of [moon bits v]\n delete all of [partical v]\n delete all of [tri data v]\n delete all of [flag data v]\n delete all of [cloud buffer v]\n delete all of [draw buffer v]\n delete all of [done v]\n load level\n end\n set [last menu v] to (on menu)\n control\n back\n draw objects\n draw quads\n draw particle\n draw bits\n send cloud data\n receive sent data\n player\n fade\n static\n near objects\n safe chat\n draw buttons\n pent\n set [down v] to <mouse down?>\n else\n if <(on menu) = [1]> then\n if <(last menu) = [2]> then\n delete all of [object data v]\n delete all of [game data v]\n delete all of [front layer v]\n delete all of [moon bits v]\n delete all of [partical v]\n delete all of [tri data v]\n delete all of [flag data v]\n load level\n end\n set [side pent v] to [0]\n control\n set [last menu v] to (on menu)\n back\n draw objects\n draw quads\n draw particle\n draw bits\n player\n fade\n static\n near objects\n safe chat\n draw buttons\n set [down v] to <mouse down?>\n else\n set [side pent v] to [0]\n set [px v] to [0]\n set [py v] to [63]\n set [last menu v] to (on menu)\n control\n back\n draw objects\n draw quads\n draw particle\n draw bits\n player\n fade\n static\n near objects\n draw buttons\n set [down v] to <mouse down?>\n end\n end\n switch costume to (big v)\n MOON THING\n if <<(on menu) = [0]> or <(on menu) = [1]>> then\n time\n end\nend\n\ndefine add quad at (x) (y) sides (w) (h) color (r) (g) (b) 2 (r2) (g2) (b2)\nadd (r) to [game data v]\nadd (g) to [game data v]\nadd (b) to [game data v]\nadd (r2) to [game data v]\nadd (g2) to [game data v]\nadd (b2) to [game data v]\nadd (x) to [game data v]\nadd (y) to [game data v]\nadd (w) to [game data v]\nadd (h) to [game data v]\n\ndefine draw quads\nset [_loop-2 v] to [0]\nrepeat (length of [near quads v])\n change [_loop-2 v] by (1)\n set [_loop v] to (item (_Loop-2) of [near quads v])\n set color to [255] [255] [255]\n -Rex- Tri fill improved (((item ((_Loop) - (3)) of [game data v]) + (item ((_Loop) - (1)) of [game data v])) - (cam x)) (((item ((_Loop) - (2)) of [game data v]) + (item ((_Loop) - (0)) of [game data v])) - (cam y)) (((item ((_Loop) - (3)) of [game data v]) + ((0) - (item ((_Loop) - (1)) of [game data v]))) - (cam x)) (((item ((_Loop) - (2)) of [game data v]) + (item ((_Loop) - (0)) of [game data v])) - (cam y)) (((item ((_Loop) - (3)) of [game data v]) + ((0) - (item ((_Loop) - (1)) of [game data v]))) - (cam x)) (((item ((_Loop) - (2)) of [game data v]) + ((0) - (item ((_Loop) - (0)) of [game data v]))) - (cam y)) [4]\n set color to [255] [255] [255]\n -Rex- Tri fill improved (((item ((_Loop) - (3)) of [game data v]) + (item ((_Loop) - (1)) of [game data v])) - (cam x)) (((item ((_Loop) - (2)) of [game data v]) + (item ((_Loop) - (0)) of [game data v])) - (cam y)) (((item ((_Loop) - (3)) of [game data v]) + (item ((_Loop) - (1)) of [game data v])) - (cam x)) (((item ((_Loop) - (2)) of [game data v]) + ((0) - (item ((_Loop) - (0)) of [game data v]))) - (cam y)) (((item ((_Loop) - (3)) of [game data v]) + ((0) - (item ((_Loop) - (1)) of [game data v]))) - (cam x)) (((item ((_Loop) - (2)) of [game data v]) + ((0) - (item ((_Loop) - (0)) of [game data v]))) - (cam y)) [4]\nend\nset [_loop-2 v] to [0]\nrepeat (length of [near tri v])\n change [_loop-2 v] by (1)\n set [_loop v] to (item (_Loop-2) of [near tri v])\n set color to [255] [255] [255]\n -Rex- Tri fill improved ((item ((_Loop) - (5)) of [tri data v]) - (cam x)) ((item ((_Loop) - (4)) of [tri data v]) - (cam y)) ((item ((_Loop) - (3)) of [tri data v]) - (cam x)) ((item ((_Loop) - (2)) of [tri data v]) - (cam y)) ((item ((_Loop) - (1)) of [tri data v]) - (cam x)) ((item ((_Loop) - (0)) of [tri data v]) - (cam y)) [4]\nend\nset [_loop v] to [0]\nrepeat ((length of [front layer v]) / (6))\n change [_loop v] by (6)\n set color to [255] [255] [255]\n -Rex- Tri fill improved ((item ((_Loop) - (5)) of [front layer v]) - (cam x)) ((item ((_Loop) - (4)) of [front layer v]) - (cam y)) ((item ((_Loop) - (3)) of [front layer v]) - (cam x)) ((item ((_Loop) - (2)) of [front layer v]) - (cam y)) ((item ((_Loop) - (1)) of [front layer v]) - (cam x)) ((item ((_Loop) - (0)) of [front layer v]) - (cam y)) [4]\nend\n\ndefine player\nchange [on ground v] by (1)\nhitter\nchange [no move v] by (-1)\nchange [sy v] by (-1)\nif <(sy) < [-15]> then\n set [sy v] to [-15]\nend\nif <(no move) < [0]> then\n if (item (2) of [control v]) then\n change [sy v] by (-3)\n end\n if (item (1) of [control v]) then\n if <(jump?) = [0]> then\n if <(wall kick) = [1]> then\n if <(kick dir) = [2]> then\n start sound [Punch Swoosh v]\n set [y type v] to [1]\n set [wall kick v] to [0]\n set [sy v] to [13]\n set [sx v] to [10]\n set [jump? v] to [1]\n else\n start sound [Punch Swoosh v]\n set [y type v] to [1]\n set [wall kick v] to [0]\n set [sy v] to [13]\n set [sx v] to [-10]\n set [jump? v] to [1]\n end\n else\n if <(on ground) < [3]> then\n start sound [Kick Swoosh v]\n set [sy v] to [12]\n set [jump? v] to [1]\n set [double go v] to [1]\n repeat (10)\n add dust at ((px) + (pick random (-10) to (10))) ((py) - (15)) (pick random (10) to (20))\n end\n else\n if <<(double go) = [0]> or <(double go) = [1]>> then\n start sound [Punch Swoosh v]\n set [double go v] to [2]\n set [sy v] to [8]\n set [sx v] to ((sx) * (1.2))\n set [jump? v] to [1]\n set [spin v] to [1]\n set [dir v] to (sx)\n repeat (10)\n add dust at ((px) + (pick random (-15) to (15))) ((py) - (pick random (-10) to (10))) (pick random (10) to (20))\n end\n end\n end\n end\n end\n else\n set [jump? v] to [0]\n end\nend\nchange [py v] by (sy)\nhit? (px) (py)\nif <(hit) > [0]> then\n change [px v] by (1)\n change [py v] by (-1)\n hit? (px) (py)\n if <(hit) > [0]> then\n change [px v] by (-2)\n hit? (px) (py)\n if <(hit) > [0]> then\n change [py v] by (1)\n change [px v] by (1)\n if <(sy) > [0]> then\n repeat until <not <(hit) > [0]>>\n change [py v] by (-0.5)\n hit? (px) (py)\n end\n set [sy v] to [0]\n else\n repeat until <not <(hit) > [0]>>\n change [py v] by (0.5)\n hit? (px) (py)\n end\n set [double go v] to [0]\n set [y type v] to [0]\n set [spin v] to [0]\n set [sy v] to [0]\n if <(on ground) > [5]> then\n start sound [420673__sypherzent__basic-melee-hit v]\n repeat (10)\n add dust at ((px) + (pick random (-15) to (15))) ((py) - (pick random (20) to (10))) (pick random (10) to (25))\n end\n end\n set [on ground v] to [0]\n end\n end\n end\nend\nx\nswitch costume to (big v)\ngo to x: ((px) - (cam x)) y: ((py) - (cam y))\ncos\nset size to (15) %\nset [brightness v] effect to (100)\nset [end cos v] to (costume [number v])\nstamp\nswitch costume to (stickman v)\nswitch costume to (small v)\nset size to (99999) %\nswitch costume to (big v)\nchange [cam x v] by ((((px) + ((list on?) * (-90))) - (cam x)) / (5))\nchange [cam y v] by (((py) - (cam y)) / (5))\nset [last v] to (wall kick)\nif <(py) < [-300]> then\n die\nend\nif <(cam y) < [0]> then\n set [cam y v] to [0]\nend\n\ndefine hit? (x) (y)\nset [hit v] to [0]\ncheck at ((x) + (5)) ((y) + (15))\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at ((x) + (5)) ((y) + (-13))\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at ((x) + (-5)) ((y) + (15))\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at ((x) + (-5)) ((y) + (-13))\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at ((x) + (-5)) (y)\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at ((x) + (5)) (y)\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at (x) ((y) + (-13))\nif <(hit) = [1]> then\n stop [this script v]\nend\ncheck at (x) ((y) + (15))\n\ndefine x\nif <<(spin) = [1]> or <(wall kick) = [0]>> then\n set rotation style [left-right v]\n if <(on ground) < [3]> then\n set [sx v] to ((sx) * (0.85))\n else\n if <(spin) = [1]> then\n set [sx v] to ((sx) * (0.99))\n else\n set [sx v] to ((sx) * (0.96))\n end\n end\n if <(no move) < [0]> then\n if <(spin) = [0]> then\n if (item (4) of [control v]) then\n change [sx v] by ((1.3) / ((<<not <(on ground) < [3]>> and <(wall kick) = [0]>> * (3)) + (1)))\n point in direction (90)\n end\n if (item (3) of [control v]) then\n change [sx v] by ((-1.3) / ((<<not <(on ground) < [3]>> and <(wall kick) = [0]>> * (3)) + (1)))\n point in direction (-90)\n end\n else\n set rotation style [all around v]\n if <(dir) > [0]> then\n turn right (25) degrees\n else\n turn right (-25) degrees\n end\n if (item (4) of [control v]) then\n change [sx v] by (0.5)\n end\n if (item (3) of [control v]) then\n change [sx v] by (-0.5)\n end\n end\n end\n if <[9] < (sx)> then\n set [sx v] to [9]\n end\n if <(sx) < [-9]> then\n set [sx v] to [-9]\n end\n change [px v] by (sx)\n hit? (px) (py)\n if <(hit) > [0]> then\n check [15]\n if <(hit) > [0]> then\n change [py v] by (-1)\n if <(sx) > [0]> then\n repeat until <not <(hit) > [0]>>\n change [px v] by (-0.5)\n hit? (px) (py)\n end\n set [sx v] to [0]\n else\n repeat until <not <(hit) > [0]>>\n change [px v] by (0.5)\n hit? (px) (py)\n end\n set [sx v] to [0]\n end\n end\n end\n if <[3] > (sy)> then\n down [9]\n end\nelse\n set rotation style [left-right v]\n set [sy v] to ((sy) * (0.6))\n if <(kick dir) = [2]> then\n point in direction (-90)\n if (item (4) of [control v]) then\n set [wall kick v] to [0]\n x\n end\n else\n point in direction (90)\n if (item (3) of [control v]) then\n set [wall kick v] to [0]\n x\n end\n end\nend\nsay data\n\ndefine check at (x) (y)\nset [_loop-2 v] to [0]\nrepeat (length of [near quads v])\n change [_loop-2 v] by (1)\n set [_loop v] to (item (_Loop-2) of [near quads v])\n if <<(x) > ((item ((_Loop) - (3)) of [game data v]) + ((0) - (item ((_Loop) - (1)) of [game data v])))> and <(x) < ((item ((_Loop) - (3)) of [game data v]) + (item ((_Loop) - (1)) of [game data v]))>> then\n if <<(y) > ((item ((_Loop) - (2)) of [game data v]) + ((0) - (item ((_Loop) - (0)) of [game data v])))> and <(y) < ((item ((_Loop) - (2)) of [game data v]) + (item ((_Loop) - (0)) of [game data v]))>> then\n set [hit v] to [1]\n end\n end\nend\nset [_loop-2 v] to [0]\nrepeat (length of [near tri v])\n change [_loop-2 v] by (1)\n set [_loop v] to (item (_Loop-2) of [near tri v])\n check (item ((_Loop) - (5)) of [tri data v]) (item ((_Loop) - (4)) of [tri data v]) (item ((_Loop) - (3)) of [tri data v]) (item ((_Loop) - (2)) of [tri data v]) (item ((_Loop) - (1)) of [tri data v]) (item ((_Loop) - (0)) of [tri data v]) to (x) (y)\n if <([abs v] of ((((item (1) of [values v]) + (item (2) of [values v])) + (item (3) of [values v])) - (item (4) of [values v])) ) < [0.01]> then\n set [hit v] to [1]\n end\nend\n\ndefine set color to (r) (g) (b)\nset pen color to (((r) * (65536)) + (((g) * (256)) + (b)))\n\ndefine cos\nswitch costume to (stickman v)\nif <<(round ([abs v] of (sx) )) > [0]> and <(on ground) = [0]>> then\n change [shift v] by (0.6)\n switch costume to (join [stickman-run-] ((([floor v] of (shift) ) mod (10)) + (1)))\n set [fisheye v] effect to ((([sin v] of ((shift) * (45)) ) * (25)) + (0))\n repeat (1)\n add dust at ((px) + (pick random (-5) to (5))) ((py) - (15)) (pick random (10) to (30))\n end\n if <((([floor v] of (shift) ) mod (10)) + (1)) = [7]> then\n if <not <(step) = [7]>> then\n start sound [kolizja_v2 v]\n set [step v] to [7]\n end\n end\n if <((([floor v] of (shift) ) mod (10)) + (1)) = [2]> then\n if <not <(step) = [2]>> then\n start sound [kolizja_v2 v]\n set [step v] to [2]\n end\n end\nelse\n set [fisheye v] effect to (0)\n if <not <(on ground) = [0]>> then\n if <(sy) > [0]> then\n switch costume to (stickman-jump1 v)\n set [shift v] to [0]\n else\n change [shift v] by (0.5)\n if <(shift) > [3]> then\n set [shift v] to [3]\n end\n switch costume to (join [stickman-jump] ((([floor v] of (shift) ) mod (4)) + (1)))\n end\n else\n set [shift v] to [0]\n end\n if <(wall kick) = [1]> then\n switch costume to (stickman-slide v)\n repeat (1)\n add dust at ((px) + (pick random (-5) to (5))) ((py) - (0)) (pick random (10) to (15))\n end\n end\nend\nif <(spin) = [1]> then\n switch costume to (stickman-roll v)\nend\n\nif <(last) = [0]> then\n if <(on ground) > [25]> then\n set [sy v] to ((sy) * (0.9))\n end\nend\nif <not <(sy) > [0]>> then\n if <not <(on ground) = [0]>> then\n set [wall kick v] to [1]\n set [kick dir v] to [2]\n set [sy v] to ((sy) * (0.6))\n end\nend\n\nif <(last) = [0]> then\n if <(on ground) > [10]> then\n set [sy v] to ((sy) * (0.9))\n end\nend\nif <not <(sy) > [0]>> then\n if <not <(on ground) = [0]>> then\n set [wall kick v] to [1]\n set [kick dir v] to [1]\n end\nend\n\ndefine hitter\nset [wall kick v] to [0]\nif <<not <(sy) < [0]>> and <(y type) = [0]>> then\n stop [this script v]\nend\nif <(spin) = [1]> then\n stop [this script v]\nend\nhit? ((px) + (1)) (py)\nif <(hit) = [1]> then\n set [wall kick v] to [1]\n set [kick dir v] to [1]\n stop [this script v]\nend\nhit? ((px) + (-1)) (py)\nif <(hit) = [1]> then\n set [wall kick v] to [1]\n set [kick dir v] to [2]\n stop [this script v]\nend\n\nhit? ((px) + (1)) (py)\nif <<(sy) < [-1]> and <(hit) = [1]>> then\n set [sy v] to [13]\n set [sx v] to [-10]\n set [jump? v] to [1]\nelse\n hit? ((px) + (-1)) (py)\n if <<(sy) < [-1]> and <(hit) = [1]>> then\n set [sy v] to [13]\n end\nend\n\ndefine add front layer tri at (x) (y) (x2) (y2) (x3) (y3)\nadd (x) to [front layer v]\nadd (y) to [front layer v]\nadd (x2) to [front layer v]\nadd (y2) to [front layer v]\nadd (x3) to [front layer v]\nadd (y3) to [front layer v]\n\nset color to (item ((_Loop) - (9)) of [game data v]) (item ((_Loop) - (8)) of [game data v]) (item ((_Loop) - (7)) of [game data v])\nset color to (item ((_Loop) - (6)) of [game data v]) (item ((_Loop) - (5)) of [game data v]) (item ((_Loop) - (4)) of [game data v])\n\ndefine back\nset [set v] to (direction)\nswitch costume to (stickman v)\nset size to (100) %\nswitch costume to (static v)\nclear graphic effects\nset [brightness v] effect to (0)\nset [ghost v] effect to (92)\npoint in direction (90)\ngo to x: ((((cam x) * (-0.5)) mod (480)) + (-240)) y: ((((cam y) * (-0.5)) mod (360)) + (-180))\nstamp\nclear graphic effects\nswitch costume to (moon v)\nset size to (38) %\nclear graphic effects\nset [brightness v] effect to (-2)\nset [ghost v] effect to (0)\npoint in direction (90)\ngo to x: (((cam x) + (-800)) * (-0.2)) y: (((cam y) + (-600)) * (-0.2))\nstamp\npoint in direction (set)\nclear graphic effects\n\ndefine fade\nset [set v] to (direction)\nclear graphic effects\ngo to x: (0) y: (0)\nswitch costume to (fade v)\nset size to (100) %\npoint in direction (90)\nset [ghost v] effect to (50)\nstamp\npoint in direction (set)\nclear graphic effects\n\ndefine draw bits\nset [_loop v] to [0]\nset [set v] to (direction)\nset rotation style [all around v]\nclear graphic effects\nrepeat ((length of [moon bits v]) / (4))\n change [_loop v] by (4)\n if <not <(item ((_Loop) - (0)) of [moon bits v]) = [0]>> then\n replace item ((_Loop) - (0)) of [moon bits v] with ((item ((_Loop) - (0)) of [moon bits v]) + (-6))\n end\n switch costume to (big v)\n go to x: ((item ((_Loop) - (3)) of [moon bits v]) - (cam x)) y: (((item ((_Loop) - (2)) of [moon bits v]) + ((0) - ((item ((_Loop) - (0)) of [moon bits v]) * (0.15)))) - (cam y))\n switch costume to (moon bit v)\n set size to (60) %\n point in direction (item ((_Loop) - (1)) of [moon bits v])\n replace item ((_Loop) - (1)) of [moon bits v] with ((item ((_Loop) - (1)) of [moon bits v]) + (1.5))\n set [fisheye v] effect to (item ((_Loop) - (0)) of [moon bits v])\n stamp\n if <(item ((_Loop) - (0)) of [moon bits v]) = [0]> then\n if <([sqrt v] of ((((item ((_Loop) - (3)) of [moon bits v]) - (px)) * ((item ((_Loop) - (3)) of [moon bits v]) - (px))) + (((item ((_Loop) - (2)) of [moon bits v]) - (py)) * ((item ((_Loop) - (2)) of [moon bits v]) - (py)))) ) < [20]> then\n start sound [04_Pickup #011162 v]\n replace item ((_Loop) - (0)) of [moon bits v] with [1]\n end\n end\n if <[-160] > (item ((_Loop) - (0)) of [moon bits v])> then\n repeat (4)\n delete ((_Loop) - (3)) of [moon bits v]\n end\n change [_loop v] by (-4)\n end\nend\nset [_loop v] to [0]\nclear graphic effects\nrepeat ((length of [flag data v]) / (4))\n change [_loop v] by (4)\n if <not <(item ((_Loop) - (0)) of [flag data v]) = [0]>> then\n replace item ((_Loop) - (0)) of [flag data v] with ((item ((_Loop) - (0)) of [flag data v]) + (-6))\n end\n switch costume to (big v)\n go to x: ((item ((_Loop) - (3)) of [flag data v]) - (cam x)) y: (((item ((_Loop) - (2)) of [flag data v]) + ((0) - ((item ((_Loop) - (0)) of [flag data v]) * (0.15)))) - (cam y))\n switch costume to (flag v)\n set size to (30) %\n point in direction (90)\n set [fisheye v] effect to (item ((_Loop) - (0)) of [flag data v])\n set [brightness v] effect to (100)\n stamp\n if <(item ((_Loop) - (0)) of [flag data v]) = [0]> then\n if <([sqrt v] of ((((item ((_Loop) - (3)) of [flag data v]) - (px)) * ((item ((_Loop) - (3)) of [flag data v]) - (px))) + (((item ((_Loop) - (2)) of [flag data v]) - (py)) * ((item ((_Loop) - (2)) of [flag data v]) - (py)))) ) < [20]> then\n start sound [playSound_01 v]\n set [flag x v] to (item ((_Loop) - (3)) of [flag data v])\n set [flag y v] to (item ((_Loop) - (2)) of [flag data v])\n replace item ((_Loop) - (0)) of [flag data v] with [1]\n end\n end\n if <[-160] > (item ((_Loop) - (0)) of [flag data v])> then\n repeat (4)\n delete ((_Loop) - (3)) of [flag data v]\n end\n change [_loop v] by (-4)\n end\nend\npoint in direction (set)\n\ndefine add bit (x) (y)\nadd (x) to [moon bits v]\nadd (y) to [moon bits v]\nadd [0] to [moon bits v]\nadd [0] to [moon bits v]\n\ndefine draw particle\nset [_loop v] to [0]\nrepeat ((length of [partical v]) / (4))\n change [_loop v] by (4)\n set color to [255] [255] [255]\n go to x: ((item ((_Loop) - (3)) of [partical v]) - (cam x)) y: ((item ((_Loop) - (2)) of [partical v]) - (cam y))\n replace item ((_Loop) - (2)) of [partical v] with ((item ((_Loop) - (2)) of [partical v]) + (pick random (0.1) to (2.5)))\n replace item ((_Loop) - (1)) of [partical v] with ((item ((_Loop) - (1)) of [partical v]) + (-1.5))\n replace item ((_Loop) - (0)) of [partical v] with ((item ((_Loop) - (0)) of [partical v]) + (7))\n set pen (transparency v) to ((item ((_Loop) - (0)) of [partical v]) + (20))\n set pen size to ((item ((_Loop) - (1)) of [partical v]) - (4))\n pen down\n pen up\n if <(item ((_Loop) - (0)) of [partical v]) > [110]> then\n repeat (4)\n delete ((_Loop) - (3)) of [partical v]\n end\n change [_loop v] by (-4)\n end\nend\n\ndefine add dust at (x) (y) (size)\nadd (x) to [partical v]\nadd (y) to [partical v]\nadd (size) to [partical v]\nadd [] to [partical v]\n\ndefine die\nrepeat (50)\n add dust at ((px) + (pick random (-20) to (20))) ((py) - (pick random (-20) to (20))) (pick random (10) to (35))\nend\nset [px v] to (flag x)\nset [py v] to (flag y)\nset [no move v] to [25]\nset [sx v] to [0]\nset [sy v] to [0]\nstart sound [playSound_01 v]\nstart sound [highscoreGet02 v]\n\ndefine add flag at (x) (y)\nadd (x) to [flag data v]\nadd (y) to [flag data v]\nadd [0] to [flag data v]\nadd [0] to [flag data v]\n\ndefine add tri at (x) (y) : (x2) (y2) : (x3) (y3) color (r) (g) (b)\nadd (x) to [tri data v]\nadd (y) to [tri data v]\nadd (x2) to [tri data v]\nadd (y2) to [tri data v]\nadd (x3) to [tri data v]\nadd (y3) to [tri data v]\n\ndefine int\ndelete all of [values v]\nadd [] to [values v]\nadd [] to [values v]\nadd [] to [values v]\nadd [] to [values v]\nadd [] to [values v]\n\ndefine check (ax) (ay) (bx) (by) (cx) (cy) to (px) (py)\nadd values (ax) : (ay) : (bx) : (by) : (px) : (py) :\nreplace item (1) of [values v] with (item (5) of [values v])\nadd values (cx) : (cy) : (ax) : (ay) : (px) : (py) :\nreplace item (2) of [values v] with (item (5) of [values v])\nadd values (bx) : (by) : (cx) : (cy) : (px) : (py) :\nreplace item (3) of [values v] with (item (5) of [values v])\nadd values (ax) : (ay) : (bx) : (by) : (cx) : (cy) :\nreplace item (4) of [values v] with (item (5) of [values v])\n\ndefine ad bg object (x) (y) (size) cos (cos)\nadd (x) to [object data v]\nadd (y) to [object data v]\nadd (size) to [object data v]\nadd (cos) to [object data v]\nadd [0] to [object data v]\nadd [0] to [object data v]\n\ndefine draw objects\nset [_loop v] to [0]\nset [set v] to (direction)\nset rotation style [all around v]\nrepeat ((length of [object data v]) / (6))\n change [_loop v] by (6)\n switch costume to (big v)\n go to x: ((item ((_Loop) - (5)) of [object data v]) - (cam x)) y: ((item ((_Loop) - (4)) of [object data v]) - (cam y))\n point in direction ((([sin v] of ((item ((_Loop) - (0)) of [object data v]) / (5)) ) * (15)) + (90))\n switch costume to (item ((_Loop) - (2)) of [object data v])\n set size to (item ((_Loop) - (3)) of [object data v]) %\n set [brightness v] effect to (100)\n replace item ((_Loop) - (0)) of [object data v] with ((item ((_Loop) - (0)) of [object data v]) + (((0) - (item ((_Loop) - (0)) of [object data v])) / (15)))\n stamp\n if <([sqrt v] of ((((item ((_Loop) - (5)) of [object data v]) - (px)) * ((item ((_Loop) - (5)) of [object data v]) - (px))) + (((item ((_Loop) - (4)) of [object data v]) - (py)) * ((item ((_Loop) - (4)) of [object data v]) - (py)))) ) < [30]> then\n if <(item ((_Loop) - (1)) of [object data v]) = [0]> then\n repeat (3)\n add dust at (item ((_Loop) - (5)) of [object data v]) ((item ((_Loop) - (4)) of [object data v]) + (pick random (-5) to (10))) [5]\n end\n replace item ((_Loop) - (1)) of [object data v] with [1]\n replace item ((_Loop) - (0)) of [object data v] with ((sx) * ((360) + (pick random (1) to (100))))\n start sound (join [grass] (pick random (1) to (5)))\n end\n else\n replace item ((_Loop) - (1)) of [object data v] with [0]\n end\nend\nswitch costume to (big v)\npoint in direction (set)\n\nreplace item ((_Loop) - (2)) of [partical v] with ((item ((_Loop) - (2)) of [partical v]) + (pick random (0.1) to (2.5)))\nreplace item ((_Loop) - (1)) of [partical v] with ((item ((_Loop) - (1)) of [partical v]) + (-1.5))\nreplace item ((_Loop) - (0)) of [partical v] with ((item ((_Loop) - (0)) of [partical v]) + (7))\nset pen (transparency v) to ((item ((_Loop) - (0)) of [partical v]) + (20))\nset pen size to (item ((_Loop) - (1)) of [partical v])\npen down\npen up\nif <(item ((_Loop) - (0)) of [partical v]) > [110]> then\n repeat (4)\n delete ((_Loop) - (3)) of [partical v]\n end\n change [_loop v] by (-4)\nend\n\ndefine check (3)\nrepeat (3)\n change [py v] by (1)\n hit? (px) (py)\n if <not <(hit) > [0]>> then\n set [sx v] to ((sx) * (0.8))\n stop [this script v]\n end\nend\nchange [py v] by ((3) * (-1))\n\ndefine down (#)\nrepeat (#)\n change [py v] by (-1)\n hit? (px) (py)\n if <(hit) > [0]> then\n change [py v] by (1)\n stop [this script v]\n end\nend\nchange [py v] by ((#) * (1))\n\ndefine static\nset [set v] to (direction)\nrepeat (5)\n switch costume to (grass2 v)\n set size to (100) %\n switch costume to (static v)\n go to x: (pick random (-25) to (25)) y: (pick random (-25) to (25))\n point in direction (90)\n clear graphic effects\n set [ghost v] effect to (98)\n stamp\nend\npoint in direction (set)\n\ndefine near objects\nchange [temp v] by (1)\nif <(temp) > [5]> then\n set [temp v] to [0]\n set [_loop v] to [0]\n delete all of [near quads v]\n repeat ((length of [game data v]) / (10))\n change [_loop v] by (10)\n set [near? v] to [0]\n check distance (item ((_Loop) - (3)) of [game data v]) (item ((_Loop) - (2)) of [game data v]) (cam x) (cam y)\n check distance ((item ((_Loop) - (3)) of [game data v]) + (item ((_Loop) - (1)) of [game data v])) ((item ((_Loop) - (2)) of [game data v]) + (item ((_Loop) - (0)) of [game data v])) (cam x) (cam y)\n check distance ((item ((_Loop) - (3)) of [game data v]) - (item ((_Loop) - (1)) of [game data v])) ((item ((_Loop) - (2)) of [game data v]) - (item ((_Loop) - (0)) of [game data v])) (cam x) (cam y)\n check distance ((item ((_Loop) - (3)) of [game data v]) - (item ((_Loop) - (1)) of [game data v])) ((item ((_Loop) - (2)) of [game data v]) + (item ((_Loop) - (0)) of [game data v])) (cam x) (cam y)\n check distance ((item ((_Loop) - (3)) of [game data v]) + (item ((_Loop) - (1)) of [game data v])) ((item ((_Loop) - (2)) of [game data v]) - (item ((_Loop) - (0)) of [game data v])) (cam x) (cam y)\n if <(near?) = [1]> then\n add (_Loop) to [near quads v]\n end\n end\n set [_loop v] to [0]\n delete all of [near tri v]\n repeat ((length of [tri data v]) / (6))\n change [_loop v] by (6)\n set [near? v] to [0]\n check distance (item ((_Loop) - (5)) of [tri data v]) (item ((_Loop) - (4)) of [tri data v]) (cam x) (cam y)\n check distance (item ((_Loop) - (3)) of [tri data v]) (item ((_Loop) - (2)) of [tri data v]) (cam x) (cam y)\n check distance (item ((_Loop) - (1)) of [tri data v]) (item ((_Loop) - (0)) of [tri data v]) (cam x) (cam y)\n if <(near?) = [1]> then\n add (_Loop) to [near tri v]\n end\n end\nend\n\ndefine check distance (x) (y) (x2) (y2)\nif <([sqrt v] of ((((x) - (x2)) * ((x) - (x2))) + (((y) - (y2)) * ((y) - (y2)))) ) < [400]> then\n set [near? v] to [1]\nend\n\ndefine send cloud data\nchange [send temp v] by (1)\nadd (round (px)) to [cloud buffer v]\nadd (round (py)) to [cloud buffer v]\nadd (end cos) to [cloud buffer v]\nadd (direction) to [cloud buffer v]\nif <(send temp) > [12]> then\n set [send temp v] to [0]\n set [package v] to []\n change [sent? v] by (1)\n encode hard value (username)\n set [package v] to (join (package) (encoded value))\n encode soft value (round ((timer) * (100)))\n set [package v] to (join (package) (encoded value))\n encode soft value (say)\n set [package v] to (join (package) (encoded value))\n encode soft value (length of [cloud buffer v])\n set [package v] to (join (package) (encoded value))\n repeat (length of [cloud buffer v])\n encode soft value (item (1) of [cloud buffer v])\n set [package v] to (join (package) (encoded value))\n delete (1) of [cloud buffer v]\n end\nend\nif <not <(package) = []>> then\n set [cloud temp v] to (pick random (0) to (9))\n if <(cloud temp) = [0]> then\n set [☁ update0 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [1]> then\n set [☁ update1 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [2]> then\n set [☁ update2 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [3]> then\n set [☁ update3 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [4]> then\n set [☁ update4 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [5]> then\n set [☁ update5 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [6]> then\n set [☁ update6 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [7]> then\n set [☁ update7 v] to (package)\n end\n if <(cloud temp) = [8]> then\n set [☁ update8 v] to (package)\n stop [this script v]\n end\n if <(cloud temp) = [9]> then\n set [☁ update9 v] to (package)\n stop [this script v]\n end\nend\n\ndefine encode hard value (value)\nset [_loop v] to [0]\nset [encoded value v] to []\nrepeat (length of (value))\n change [_loop v] by (1)\n set [encoded value v] to (join (encoded value) (item # of (letter (_Loop) of (value)) in [characters v]))\nend\nset [encoded value v] to (join (encoded value) [0])\n\ndefine receive sent data\nset [_loop v] to [0]\nchange [temp2 v] by (1)\nif <(temp2) > [12]> then\n set [temp2 v] to [0]\n delete all of [done v]\n delete all of [draw buffer v]\n read cloud var# [0] (☁ UPDATE0)\n read cloud var# [1] (☁ UPDATE1)\n read cloud var# [2] (☁ UPDATE2)\n read cloud var# [3] (☁ UPDATE3)\n read cloud var# [4] (☁ UPDATE4)\n read cloud var# [5] (☁ UPDATE5)\n read cloud var# [6] (☁ UPDATE6)\n read cloud var# [7] (☁ UPDATE7)\n read cloud var# [8] (☁ UPDATE8)\n read cloud var# [9] (☁ UPDATE9)\n check for overlay\n if <[done v] contains [Pentahedron]?> then\n if <(pent) < [1]> then\n change [pent v] by (0.1)\n end\n if <(pent) > [0.9]> then\n set [side pent v] to [1]\n change [pent v] by (-999999999999999999999)\n end\n end\nend\nmanage players\n\ndefine read cloud var# (#) (rep)\nif <(item (#) of [cloud vars v]) = (rep)> then\n stop [this script v]\nend\nreplace item (#) of [cloud vars v] with (rep)\nset [found data v] to (rep)\nset [_loop v] to [-1]\ndecode data\nif <not <[active players v] contains (decoded var)?>> then\n add (decoded var) to [active players v]\n add [] to [player data v]\n add [0] to [online v]\n add [0] to [last data v]\n add [0] to [#latest and greatest update v]\n add [0] to [name bar v]\n add [0] to [player message v]\nend\nset [_loop v] to [-1]\ndecode data\nset [ret temp v] to (decoded var)\nset [find v] to (item # of (decoded var) in [active players v])\ndecode data\nif <not <[done v] contains (ret temp)?>> then\n if <(decoded var) > (item (find) of [#latest and greatest update v])> then\n set [_loop v] to [-1]\n decode data\n replace item (item # of (decoded var) in [active players v]) of [player data v] with (found data)\n add (decoded var) to [done v]\n add (decoded var) to [draw buffer v]\n decode data\n replace item (find) of [#latest and greatest update v] with (decoded var)\n add (decoded var) to [draw buffer v]\n decode data\n replace item (item # of (ret temp) in [active players v]) of [player message v] with (decoded var)\n decode data\n repeat (decoded var)\n decode data\n add (decoded var) to [draw buffer v]\n end\n end\nend\n\nretrieve data from var (#)\n\ndefine retrieve data from var (#)\ndelete all of [quick find v]\nadd (☁ UPDATE0) to [quick find v]\nadd (☁ UPDATE1) to [quick find v]\nadd (☁ UPDATE2) to [quick find v]\nadd (☁ UPDATE3) to [quick find v]\nadd (☁ UPDATE4) to [quick find v]\nadd (☁ UPDATE5) to [quick find v]\nadd (☁ UPDATE6) to [quick find v]\nadd (☁ UPDATE7) to [quick find v]\nadd (☁ UPDATE8) to [quick find v]\nadd (☁ UPDATE9) to [quick find v]\nset [found data v] to (item ((#) + (1)) of [quick find v])\n\ndefine decode data\nif <(_Loop) = [-1]> then\n set [decoded var v] to []\n repeat until <(letter (_Loop) of (found data)) = [0]>\n set [decoded var v] to (join (decoded var) (item (join (letter (_Loop) of (found data)) (letter ((_Loop) + (1)) of (found data))) of [characters v]))\n change [_loop v] by (2)\n end\n change [_loop v] by (1)\nelse\n set [decoded var v] to []\n repeat (letter (_Loop) of (found data))\n change [_loop v] by (1)\n if <(decoded var) = []> then\n if <(letter (_Loop) of (found data)) = [0]> then\n set [decoded var v] to (join (decoded var) [-])\n else\n set [decoded var v] to (join (decoded var) (letter (_Loop) of (found data)))\n end\n else\n set [decoded var v] to (join (decoded var) (letter (_Loop) of (found data)))\n end\n end\n change [_loop v] by (1)\nend\n\ndefine manage players\nset [set v] to (direction)\nset [_loop-2 v] to [0]\nrepeat (length of [active players v])\n change [_loop-2 v] by (1)\n set [found data v] to (item (_Loop-2) of [player data v])\n set [num1 v] to (item # of (item (_Loop-2) of [active players v]) in [draw buffer v])\n run <<not <[250] < ([abs v] of ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - (cam x)) )>> and <not <[190] < ([abs v] of ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (cam y)) )>>>\nend\npoint in direction (set)\n\nif <not <[active players v] contains (decoded var)?>> then\n add (decoded var) to [active players v]\n add [] to [player data v]\nend\nreplace item (item # of (decoded var) in [active players v]) of [player data v] with (found data)\n\nrepeat (length of [player data v])\n change [_loop v] by (1)\n add (item (_Loop) of [player data v]) to [done v]\nend\n\nif <not <[done v] contains (decoded var)?>> then\n add (decoded var) to [done v]\nend\n\nwhen [z v] key pressed\nset [test v] to (((test) * <[5] > (test)>) + (1))\n\nwhen flag clicked\n\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\nset [_loop v] to [0]\n\ndefine int vars\ndelete all of [cloud vars v]\nadd (☁ UPDATE0) to [cloud vars v]\nadd (☁ UPDATE1) to [cloud vars v]\nadd (☁ UPDATE2) to [cloud vars v]\nadd (☁ UPDATE3) to [cloud vars v]\nadd (☁ UPDATE4) to [cloud vars v]\nadd (☁ UPDATE5) to [cloud vars v]\nadd (☁ UPDATE6) to [cloud vars v]\nadd (☁ UPDATE7) to [cloud vars v]\nadd (☁ UPDATE8) to [cloud vars v]\nadd (☁ UPDATE9) to [cloud vars v]\n\ndefine check for overlay\nset [_loop-2 v] to [0]\nrepeat (length of [active players v])\n change [_loop-2 v] by (1)\n if <not <[done v] contains (item (_Loop-2) of [active players v])?>> then\n set [found data v] to (item (_Loop-2) of [player data v])\n set [_loop v] to [-1]\n decode data\n add (decoded var) to [draw buffer v]\n set [ret temp v] to (decoded var)\n decode data\n add (decoded var) to [draw buffer v]\n replace item (item # of (ret temp) in [active players v]) of [#latest and greatest update v] with (decoded var)\n decode data\n replace item (item # of (ret temp) in [active players v]) of [player message v] with (decoded var)\n decode data\n set [ret temp v] to (decoded var)\n repeat ((ret temp) - (4))\n decode data\n end\n decode data\n set [t1 v] to (decoded var)\n decode data\n set [t2 v] to (decoded var)\n decode data\n set [t3 v] to (decoded var)\n decode data\n set [t4 v] to (decoded var)\n repeat ((ret temp) / (4))\n add (t1) to [draw buffer v]\n add (t2) to [draw buffer v]\n add (t3) to [draw buffer v]\n add (t4) to [draw buffer v]\n end\n end\nend\n\nset [found data v] to (rep)\n\nencode hard value []\n\ndefine encode soft value (value)\nset [_loop v] to [0]\nset [encoded value v] to []\nset [encoded value v] to (join (encoded value) (length of (value)))\nrepeat (length of (value))\n change [_loop v] by (1)\n if <(letter (_Loop) of (value)) = [-]> then\n set [encoded value v] to (join (encoded value) [0])\n else\n set [encoded value v] to (join (encoded value) (letter (_Loop) of (value)))\n end\nend\n\nencode soft value [-1000]\n\ndefine run <on screen?>\nif <not <(join [a] (item (_Loop-2) of [player data v])) = (join [a] (item (_Loop-2) of [last data v]))>> then\n replace item (_Loop-2) of [last data v] with (item (_Loop-2) of [player data v])\n replace item (_Loop-2) of [online v] with [0]\nelse\n replace item (_Loop-2) of [online v] with ((item (_Loop-2) of [online v]) + (1))\nend\nif <on screen?> then\n switch costume to (big v)\n if <not <(item ((num1) + (0)) of [draw buffer v]) = (join (username) [])>> then\n go to x: ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - (cam x)) y: ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (cam y))\n if <(distance to [mouse-pointer v]) < [50]> then\n replace item (_Loop-2) of [name bar v] with ((item (_Loop-2) of [name bar v]) + (20))\n if <[100] < (item (_Loop-2) of [name bar v])> then\n replace item (_Loop-2) of [name bar v] with [1000]\n end\n else\n replace item (_Loop-2) of [name bar v] with ((item (_Loop-2) of [name bar v]) + (-10))\n if <(item (_Loop-2) of [name bar v]) < [0]> then\n replace item (_Loop-2) of [name bar v] with [0]\n end\n end\n Print: (item ((num1) + (0)) of [draw buffer v]) X: ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - (cam x)) Y: (((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (cam y)) + (25)) Size: [8] Color RGB: [200] [200] [200] Fade: ((150) - (item (_Loop-2) of [name bar v])) Thickness: [1.5] Spacing: [1.1] a [-0.5] line? []\n if <not <(item (_Loop-2) of [player message v]) = [1]>> then\n Print: (item (item (_Loop-2) of [player message v]) of [ss v]) X: ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - (cam x)) Y: (((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (cam y)) + ((25) + (<not <(item (_Loop-2) of [name bar v]) = [0]>> * (15)))) Size: [8] Color RGB: [200] [200] [200] Fade: [] Thickness: [1.5] Spacing: [1.2] a [-0.5] line? []\n end\n go to x: ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - (cam x)) y: ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (cam y))\n set size to (15) %\n switch costume to (item (((num1) + (4)) + ((temp2) * (4))) of [draw buffer v])\n if < (costume [name v]) contains [run]?> then\n add dust at ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) + (pick random (-5) to (5))) ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (15)) (pick random (10) to (30))\n end\n if < (costume [name v]) contains [slide]?> then\n add dust at ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) + (pick random (-5) to (5))) ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (0)) (pick random (10) to (15))\n end\n clear graphic effects\n if <(costume [number v]) = [18]> then\n set rotation style [all around v]\n if <<not <(temp2) = [0]>> and <not <(item (((num1) + (4)) + (((temp2) - (1)) * (4))) of [draw buffer v]) = [18]>>> then\n repeat (10)\n add dust at ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) + (pick random (-15) to (15))) ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (pick random (-10) to (10))) (pick random (10) to (20))\n end\n end\n else\n set rotation style [left-right v]\n end\n point in direction (item (((num1) + (5)) + ((temp2) * (4))) of [draw buffer v])\n set [brightness v] effect to (80)\n stamp\n end\nelse\n if <not <(item ((num1) + (0)) of [draw buffer v]) = (join (username) [])>> then\n switch costume to (small v)\n go to x: ((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - (cam x)) y: ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - (cam y))\n point in direction (([atan v] of (((0) - (x position)) / ((0) - (y position))) ) + (<((0) - (y position)) < [0]> * (180)))\n move (16) steps\n switch costume to (arrow v)\n set [brightness v] effect to (100)\n set size to (25) %\n point in direction (([atan v] of (((item (((num1) + (2)) + ((temp2) * (4))) of [draw buffer v]) - ((x position) + (cam x))) / ((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - ((y position) + (cam y)))) ) + (<((item (((num1) + (3)) + ((temp2) * (4))) of [draw buffer v]) - ((y position) + (cam y))) < [0]> * (180)))\n stamp\n end\nend\nif <(item (_Loop-2) of [online v]) > [200]> then\n delete (_Loop-2) of [active players v]\n delete (_Loop-2) of [online v]\n delete (_Loop-2) of [player data v]\n delete (_Loop-2) of [last data v]\n delete (_Loop-2) of [#latest and greatest update v]\n delete (_Loop-2) of [name bar v]\n delete (_Loop-2) of [player message v]\n change [_loop-2 v] by (-1)\nend\n\ndefine set pen color R: (r) G: (g) B: (b) Fade: (f)\nset pen color to (((r) * (65536)) + (((g) * (256)) + (b)))\n\ndefine Print: (text) X: (x) Y: (y) Size: (s) Color RGB: (r) (g) (b) Fade: (f) Thickness: (t) Spacing: (space) a (on) line? (y)\nset pen color R: (r) G: (g) B: (b) Fade: []\nset pen (transparency v) to (f)\nset [print count v] to [1]\nrepeat (length of (text))\n set [char count v] to [0]\n repeat until <(letter (Char count) of (Characters)) = (letter (Print count) of (text))>\n change [char count v] by (1)\n end\n set [char id v] to (Char count)\n set [size v] to (((s) / (8)) * (t))\n set pen size to (Size)\n set [startx v] to (x)\n set [line count v] to [1]\n repeat ((length of (item (Char ID) of [letter data v])) / (4))\n go to x: ((((startX) + (((Print count) - (1)) * ((s) * (space)))) + ((letter (Line count) of (item (Char ID) of [letter data v])) * ((s) / (8)))) + ((on) * ((length of (text)) * ((s) * (space))))) y: ((y) - ((letter ((Line count) + (1)) of (item (Char ID) of [letter data v])) * ((s) / (8))))\n pen down\n go to x: ((((startX) + (((Print count) - (1)) * ((s) * (space)))) + ((letter ((Line count) + (2)) of (item (Char ID) of [letter data v])) * ((s) / (8)))) + ((on) * ((length of (text)) * ((s) * (space))))) y: ((y) - ((letter ((Line count) + (3)) of (item (Char ID) of [letter data v])) * ((s) / (8))))\n pen up\n change [line count v] by (4)\n end\n change [print count v] by (1)\nend\nif <(y) = [1]> then\n go to x: ((((startX) + ((-0.5) * ((s) * (space)))) + ((letter (Line count) of (item (Char ID) of [letter data v])) * ((s) / (8)))) + ((on) * ((length of (text)) * ((s) * (space))))) y: (((y) - ((letter ((Line count) + (1)) of (item (Char ID) of [letter data v])) * ((s) / (8)))) - (11))\n pen down\n go to x: ((((startX) + (((Print count) - (1)) * ((s) * (space)))) + ((letter ((Line count) + (2)) of (item (Char ID) of [letter data v])) * ((s) / (8)))) + ((on) * ((length of (text)) * ((s) * (space))))) y: (((y) - ((letter ((Line count) + (3)) of (item (Char ID) of [letter data v])) * ((s) / (8)))) - (11))\n pen up\nend\n\ndefine say data\nif <(on menu) = [0]> then\n if <(last say) = (say)> then\n if <(sent?) > [4]> then\n change [on say v] by (1)\n end\n else\n set [last say v] to (say)\n if <not <(say) = [1]>> then\n set [sent? v] to [0]\n set [on say v] to [0]\n end\n end\n if <not <(sent?) > [4]>> then\n change [on say v] by (0.2)\n if <([floor v] of (on say) ) = [1]> then\n Print: [sending] X: (((px) - (cam x)) - (35)) Y: (((py) - (cam y)) + (25)) Size: [8] Color RGB: [200] [200] [200] Fade: [] Thickness: [1.5] Spacing: [1.3] a [0] line? []\n else\n if <([floor v] of (on say) ) = [2]> then\n Print: [sending.] X: (((px) - (cam x)) - (35)) Y: (((py) - (cam y)) + (25)) Size: [8] Color RGB: [200] [200] [200] Fade: [] Thickness: [1.5] Spacing: [1.3] a [0] line? []\n else\n if <([floor v] of (on say) ) = [3]> then\n Print: [sending..] X: (((px) - (cam x)) - (35)) Y: (((py) - (cam y)) + (25)) Size: [8] Color RGB: [200] [200] [200] Fade: [] Thickness: [1.5] Spacing: [1.3] a [0] line? []\n else\n Print: [sending...] X: (((px) - (cam x)) - (35)) Y: (((py) - (cam y)) + (25)) Size: [8] Color RGB: [200] [200] [200] Fade: [] Thickness: [1.5] Spacing: [1.3] a [0] line? []\n end\n end\n end\n if <(on say) > [4]> then\n set [on say v] to [0]\n end\n end\n if <<not <(say) = [1]>> and <(sent?) > [4]>> then\n Print: (item (say) of [ss v]) X: ((px) - (cam x)) Y: (((py) - (cam y)) + (25)) Size: [8] Color RGB: [200] [200] [200] Fade: [] Thickness: [1.5] Spacing: [1.2] a [-0.5] line? []\n if <(on say) > [400]> then\n set [on say v] to [0]\n set [say v] to [1]\n end\n end\nelse\n set [sent? v] to [99]\n set [on say v] to [0]\n set [say v] to [1]\nend\n\nif <not <(say) = [1]>> then\n set [on say v] to [0]\nend\n\nset [on say v] to [0]\n\nwhen [space v] key pressed\nif <(on menu) = [0]> then\n if <(list on?) = [1]> then\n start sound [quitSound_01 v]\n set [list on? v] to [0]\n else\n start sound [playSound_01 v]\n set [list on? v] to [1]\n end\n wait until <not <key (space v) pressed?>>\nend\n\ndefine safe chat\nset [set v] to (direction)\nif <(list on?) = [1]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (30)\n switch costume to (box v)\n point in direction (90)\n stamp\n switch costume to (mush2 v)\n Print: [what do you want] X: [-110] Y: [170] Size: [9] Color RGB: [255] [255] [255] Fade: [] Thickness: [2] Spacing: [1.5] a [-0.5] line? []\n Print: [to say?] X: [-110] Y: [155] Size: [9] Color RGB: [255] [255] [255] Fade: [] Thickness: [2] Spacing: [1.5] a [-0.5] line? []\n set [_loop v] to ((1) + ((stage) * (14)))\n if <(stage) = [0]> then\n Print: [basic] X: [-110] Y: [130] Size: [8] Color RGB: [255] [255] [255] Fade: [] Thickness: [3] Spacing: [1.5] a [-0.5] line? [0]\n else\n if <(stage) = [1]> then\n Print: [exclamation] X: [-110] Y: [130] Size: [8] Color RGB: [255] [255] [255] Fade: [] Thickness: [3] Spacing: [1.5] a [-0.5] line? [0]\n else\n if <(stage) = [2]> then\n Print: [emoticon] X: [-110] Y: [130] Size: [8] Color RGB: [255] [255] [255] Fade: [] Thickness: [3] Spacing: [1.5] a [-0.5] line? [0]\n end\n end\n end\n repeat ((length of [ss v]) / (3))\n change [_loop v] by (1)\n if <<((130) + (((_Loop) - ((stage) * (14))) * (-17))) < (mouse y)> and <((150) + (((_Loop) - ((stage) * (14))) * (-17))) > (mouse y)>> then\n Print: (item (_Loop) of [ss v]) X: [-110] Y: ((145) + (((_Loop) - ((stage) * (14))) * (-17))) Size: [7] Color RGB: [255] [255] [255] Fade: [] Thickness: [3] Spacing: [1.3] a [-0.5] line? [1]\n if <<mouse down?> and <(down) = [false]>> then\n start sound [playSound_01 v]\n set [say v] to (_Loop)\n end\n else\n Print: (item (_Loop) of [ss v]) X: [-110] Y: ((145) + (((_Loop) - ((stage) * (14))) * (-17))) Size: [6.5] Color RGB: [255] [255] [255] Fade: [] Thickness: [2] Spacing: [1.3] a [-0.5] line? [1]\n end\n end\nend\npoint in direction (set)\n\ndefine add button at (x) (y) (type) (size)\nadd (x) to [button data v]\nadd (y) to [button data v]\nadd (type) to [button data v]\nadd (size) to [button data v]\nadd [] to [button data v]\nadd [] to [button data v]\n\ndefine draw buttons\nset [_loop v] to [0]\nset [set v] to (direction)\nrepeat ((length of [button data v]) / (6))\n change [_loop v] by (6)\n if <(item ((_Loop) - (3)) of [button data v]) = [right]> then\n if <<(list on?) = [1]> and <<(stage) = [0]> or <(stage) = [1]>>> then\n set rotation style [all around v]\n clear graphic effects\n go to x: (item ((_Loop) - (5)) of [button data v]) y: (item ((_Loop) - (4)) of [button data v])\n switch costume to (right v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + ((0) - (item ((_Loop) - (1)) of [button data v]))) %\n set [brightness v] effect to (100)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((-10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [quitSound_01 v]\n change [stage v] by (1)\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n else\n if <(item ((_Loop) - (3)) of [button data v]) = [left]> then\n if <<(list on?) = [1]> and <<(stage) = [1]> or <(stage) = [2]>>> then\n set rotation style [all around v]\n clear graphic effects\n go to x: (item ((_Loop) - (5)) of [button data v]) y: (item ((_Loop) - (4)) of [button data v])\n switch costume to (left v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + (item ((_Loop) - (1)) of [button data v])) %\n set [brightness v] effect to (100)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [quitSound_01 v]\n change [stage v] by (-1)\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n else\n if <(item ((_Loop) - (3)) of [button data v]) = [back]> then\n if <(list on?) = [1]> then\n set rotation style [all around v]\n clear graphic effects\n go to x: (item ((_Loop) - (5)) of [button data v]) y: (item ((_Loop) - (4)) of [button data v])\n switch costume to (back v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + ((0) - (item ((_Loop) - (1)) of [button data v]))) %\n set [brightness v] effect to (0)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((-10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [quitSound_01 v]\n set [list on? v] to [0]\n set [down v] to [TRUE]\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n else\n if <(item ((_Loop) - (3)) of [button data v]) = [CHAT MENU]> then\n if <(list on?) = [0]> then\n if <(on menu) = [0]> then\n set rotation style [all around v]\n clear graphic effects\n if <(mouse y) < [-100]> then\n replace item ((_Loop) - (0)) of [button data v] with ((item ((_Loop) - (0)) of [button data v]) + (((0) - (item ((_Loop) - (0)) of [button data v])) / (5)))\n else\n replace item ((_Loop) - (0)) of [button data v] with ((item ((_Loop) - (0)) of [button data v]) + (((-50) - (item ((_Loop) - (0)) of [button data v])) / (5)))\n end\n switch costume to (big v)\n go to x: (item ((_Loop) - (5)) of [button data v]) y: ((item ((_Loop) - (4)) of [button data v]) + (item ((_Loop) - (0)) of [button data v]))\n switch costume to (chat menu v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + ((0) - (item ((_Loop) - (1)) of [button data v]))) %\n set [brightness v] effect to (0)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((-10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [playSound_01 v]\n set [list on? v] to [1]\n set [down v] to [TRUE]\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n end\n else\n if <(item ((_Loop) - (3)) of [button data v]) = [LEAVE game]> then\n if <(list on?) = [0]> then\n if <<(on menu) = [0]> or <(on menu) = [1]>> then\n set rotation style [all around v]\n clear graphic effects\n if <(mouse y) < [-100]> then\n replace item ((_Loop) - (0)) of [button data v] with ((item ((_Loop) - (0)) of [button data v]) + (((0) - (item ((_Loop) - (0)) of [button data v])) / (5)))\n else\n replace item ((_Loop) - (0)) of [button data v] with ((item ((_Loop) - (0)) of [button data v]) + (((-50) - (item ((_Loop) - (0)) of [button data v])) / (5)))\n end\n switch costume to (big v)\n if <not <(on menu) = [1]>> then\n Print: (join [active players: ] (length of [active players v])) X: [115] Y: ((item ((_Loop) - (4)) of [button data v]) + (item ((_Loop) - (0)) of [button data v])) Size: [9] Color RGB: [255] [255] [255] Fade: [] Thickness: [2] Spacing: [1.3] a [-0.5] line? [0]\n end\n go to x: (item ((_Loop) - (5)) of [button data v]) y: ((item ((_Loop) - (4)) of [button data v]) + (item ((_Loop) - (0)) of [button data v]))\n if <(on menu) = [1]> then\n go to x: ((item ((_Loop) - (5)) of [button data v]) - (100)) y: ((item ((_Loop) - (4)) of [button data v]) + (item ((_Loop) - (0)) of [button data v]))\n end\n switch costume to (leave game v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + ((0) - (item ((_Loop) - (1)) of [button data v]))) %\n set [brightness v] effect to (0)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((-10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [quitSound_01 v]\n if <not <key (p v) pressed?>> then\n set [flag x v] to [0]\n set [flag y v] to [80]\n end\n set [on menu v] to [2]\n set [down v] to [TRUE]\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n end\n else\n if <(item ((_Loop) - (3)) of [button data v]) = [ONLINE]> then\n if <(list on?) = [0]> then\n if <(on menu) = [2]> then\n set rotation style [all around v]\n clear graphic effects\n switch costume to (big v)\n go to x: (item ((_Loop) - (5)) of [button data v]) y: (item ((_Loop) - (4)) of [button data v])\n switch costume to (play on v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + ((0) - (item ((_Loop) - (1)) of [button data v]))) %\n set [brightness v] effect to (0)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((-10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [quitSound_01 v]\n set [on menu v] to [0]\n set [down v] to [TRUE]\n set [timer v] to (timer)\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n end\n else\n if <(item ((_Loop) - (3)) of [button data v]) = [OFFLINE]> then\n if <(list on?) = [0]> then\n if <(on menu) = [2]> then\n set rotation style [all around v]\n clear graphic effects\n switch costume to (big v)\n go to x: (item ((_Loop) - (5)) of [button data v]) y: (item ((_Loop) - (4)) of [button data v])\n switch costume to (play off v)\n set size to ((item ((_Loop) - (2)) of [button data v]) + ((0) - (item ((_Loop) - (1)) of [button data v]))) %\n set [brightness v] effect to (0)\n point in direction ((90) + (item ((_Loop) - (1)) of [button data v]))\n stamp\n if <(distance to [mouse-pointer v]) < ((item ((_Loop) - (2)) of [button data v]) / (2))> then\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((-10) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n if <<(down) = [false]> and <mouse down?>> then\n start sound [quitSound_01 v]\n set [on menu v] to [1]\n set [down v] to [TRUE]\n set [timer v] to (timer)\n end\n else\n replace item ((_Loop) - (1)) of [button data v] with ((item ((_Loop) - (1)) of [button data v]) + (((0) - (item ((_Loop) - (1)) of [button data v])) / (3)))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\npoint in direction (set)\nswitch costume to (big v)\n\nif <(mouse y) < [100]> then\n\ndefine control\ndelete all of [control v]\nif <(on menu) = [2]> then\n add <[apple] = [banana]> to [control v]\n add <[apple] = [banana]> to [control v]\n add <[apple] = [banana]> to [control v]\n add <[apple] = [banana]> to [control v]\nelse\n add <<key (up arrow v) pressed?> or <key (w v) pressed?>> to [control v]\n add <<key (down arrow v) pressed?> or <key (s v) pressed?>> to [control v]\n add <<key (left arrow v) pressed?> or <key (a v) pressed?>> to [control v]\n add <<key (right arrow v) pressed?> or <key (d v) pressed?>> to [control v]\nend\n\ndefine MOON THING\nset [set v] to (direction)\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (y moon)\nswitch costume to (logo v)\nset size to (100) %\nstamp\npoint in direction (set)\nif <(on menu) = [2]> then\n change [y moon v] by (((120) - (y moon)) / (4))\n if <(username) = [Pentahedron]> then\n change [cam x v] by ((mouse x) / (10))\n change [cam y v] by ((mouse y) / (10))\n else\n change [cam x v] by ((mouse x) / (20))\n change [cam y v] by ((mouse y) / (20))\n end\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n change [y moon v] by (((240) - (y moon)) / (4))\nend\n\ndefine load level\ndelete all of [near quads v]\ndelete all of [near tri v]\nadd quad at [-50] [0] sides [100] [50] color [0] [] [] 2 [0] [] []\nadd quad at [140] [-10] sides [90] [40] color [] [0] [] 2 [] [0] []\nadd quad at [-350] [500] sides [200] [550] color [0] [] [0] 2 [0] [] [0]\nadd tri at [50] [100] : [0] [100] : [25] [200] color [0] [] []\nadd tri at [-50] [50] : [-150] [50] : [-150] [150] color [0] [] []\nadd tri at [50] [50] : [100] [30] : [50] [30] color [0] [] []\nadd front layer tri at [21] [50] [26] [100] [31] [50]\nadd bit [500] [50]\nadd bit [350] [50]\nadd bit [1200] [50]\nadd bit [-100] [150]\nad bg object [110] [34] [50] cos [grass1]\nad bg object [120] [34] [50] cos [grass2]\nad bg object [130] [34] [50] cos [grass1]\nad bg object [140] [34] [50] cos [grass2]\nad bg object [170] [30] [50] cos [mush1]\nadd quad at [500] [0] sides [15] [20] color [0] [] [] 2 [0] [] []\nadd quad at [350] [0] sides [15] [20] color [0] [] [] 2 [0] [] []\nadd quad at [650] [-100] sides [50] [200] color [0] [] [] 2 [0] [] []\nadd flag at [610] [114]\nad bg object [650] [100] [50] cos [grass1]\nad bg object [670] [100] [50] cos [grass1]\nad bg object [660] [100] [50] cos [grass1]\nadd tri at [700] [100] : [800] [10] : [700] [10] color [0] [] []\nadd quad at [1000] [-190] sides [300] [200] color [0] [] [] 2 [0] [] []\nadd front layer tri at [1000] [0] [1010] [80] [1020] [0]\nadd tri at [980] [70] : [1040] [70] : [1010] [200] color [0] [] []\nadd front layer tri at [1100] [0] [1110] [80] [1120] [0]\nadd tri at [1080] [75] : [1110] [200] : [1140] [75] color [0] [] []\nad bg object [900] [20] [50] cos [mush3]\nad bg object [920] [10] [50] cos [mush1]\nad bg object [1000] [10] [50] cos [grass1]\nad bg object [1010] [10] [50] cos [grass2]\nad bg object [1020] [10] [50] cos [grass1]\nad bg object [1030] [10] [50] cos [grass1]\nad bg object [1040] [10] [50] cos [grass2]\nadd quad at [1400] [0] sides [25] [520] color [0] [] [] 2 [0] [] []\nadd quad at [1250] [350] sides [25] [200] color [0] [] [] 2 [0] [] []\nadd quad at [1200] [500] sides [60] [50] color [0] [] [] 2 [0] [] []\nadd bit [1300] [600]\nad bg object [1200] [550] [50] cos [grass2]\nad bg object [1210] [550] [50] cos [grass2]\nadd quad at [1550] [500] sides [20] [10] color [0] [] [] 2 [0] [] []\nadd bit [1550] [550]\nadd flag at [1400] [534]\nadd quad at [1900] [0] sides [200] [500] color [0] [] [] 2 [0] [] []\nadd quad at [1900] [1100] sides [200] [500] color [0] [] [] 2 [0] [] []\nadd front layer tri at [1762] [496] [1770] [520] [1780] [456]\nadd front layer tri at [1800] [600] [1810] [550] [1820] [600]\nadd front layer tri at [1900] [600] [1910] [550] [1920] [600]\nadd front layer tri at [1850] [490] [1860] [530] [1870] [490]\nadd bit [2015] [580]\nadd bit [2015] [520]\nadd quad at [2015] [550] sides [20] [10] color [0] [] [] 2 [0] [] []\nadd tri at [2100] [500] : [2600] [50] : [2100] [50] color [] [] []\nadd bit [2352] [309]\nad bg object [2900] [90] [50] cos [grass2]\nadd quad at [2700] [0] sides [20] [10] color [0] [] [] 2 [0] [] []\nadd quad at [2800] [40] sides [20] [10] color [0] [] [] 2 [0] [] []\nadd quad at [2900] [80] sides [20] [10] color [0] [] [] 2 [0] [] []\nadd quad at [3000] [120] sides [20] [10] color [0] [] [] 2 [0] [] []\nadd quad at [3300] [120] sides [150] [50] color [0] [] [] 2 [0] [] []\nadd flag at [3200] [184]\nad bg object [3300] [170] [50] cos [grass2]\nad bg object [3310] [170] [50] cos [grass1]\nad bg object [3320] [170] [50] cos [grass1]\nad bg object [3330] [170] [50] cos [grass2]\nadd tri at [3150] [70] : [3300] [0] : [3450] [70] color [] [] []\nadd tri at [3360] [170] : [3500] [250] : [3500] [170] color [] [] []\nadd tri at [3500] [170] : [3450] [70] : [3450] [170] color [] [] []\nadd tri at [3600] [350] : [3650] [350] : [3625] [325] color [] [] []\nadd quad at [3610] [700] sides [20] [200] color [] [] [] 2 [] [] []\nadd quad at [3720] [600] sides [20] [200] color [] [] [] 2 [] [] []\nadd quad at [3800] [750] sides [100] [50] color [] [] [] 2 [] [] []\nadd bit [3600] [1000]\nad bg object [3900] [875] [75] cos [TEXT]\n\nadd flag at [150] [55]\n\nwhen [g v] key pressed\ndelete all of [object data v]\ndelete all of [game data v]\ndelete all of [front layer v]\ndelete all of [moon bits v]\ndelete all of [partical v]\ndelete all of [tri data v]\ndelete all of [flag data v]\ndelete all of [button data v]\nload level\n\nwhen [m v] key pressed\nset [m v] to (join (join (round ((mouse x) + (cam x))) [, ]) (round ((mouse y) + (cam y))))\n\nset [px v] to [0]\nx\n\nwhen flag clicked\nforever\n play sound [Space Noise v] until done\nend\n\ndefine pent\nif <not <(side pent) = [0]>> then\n if <not <(side pent) > [400]>> then\n change [side pent v] by (1)\n go to x: (0) y: (125)\n set rotation style [don't rotate v]\n switch costume to (pent v)\n set size to (100) %\n set [ghost v] effect to (([sin v] of ((side pent) + (50)) ) * (150))\n stamp\n end\nend\n\ndelete all of [button data v]\n\ndefine time\nset [say time v] to ((round ((((timer) - (timer)) mod (60)) * (100))) / (100))\nPrint: (join (join (join [time: ] ([floor v] of (((timer) - (timer)) / (60)) )) [']) (say time)) X: [-230] Y: [170] Size: [7] Color RGB: [255] [255] [255] Fade: [] Thickness: [2] Spacing: [1.5] a [] line? []\n\nset [☁ update0 v] to []\nset [☁ update1 v] to []\nset [☁ update2 v] to []\nset [☁ update3 v] to []\nset [☁ update4 v] to []\nset [☁ update5 v] to []\nset [☁ update6 v] to []\nset [☁ update7 v] to []\nset [☁ update8 v] to []\nset [☁ update9 v] to []\n\nset [☁ update0 v] to []\nset [☁ update1 v] to []\nset [☁ update2 v] to []\nset [☁ update3 v] to []\nset [☁ update4 v] to []\nset [☁ update5 v] to []\nset [☁ update6 v] to []\nset [☁ update7 v] to []\nset [☁ update8 v] to []\nset [☁ update9 v] to []\nint vars\ndelete all of [quick find v]\ndelete all of [active players v]\ndelete all of [player data v]\ndelete all of [online v]\ndelete all of [last data v]\ndelete all of [#latest and greatest update v]\ndelete all of [name bar v]\ndelete all of [player message v]\nint\nset [stage v] to [0]\nset [sy v] to [0]\nset [px v] to [0]\nset [py v] to [100]\nset [cam x v] to [0]\nset [cam y v] to [0]\nset [flag x v] to [-20]\nset [flag y v] to [100]\nset [on menu v] to [2]\nset [side pent v] to [0]\nset [decoded var v] to []\nset [cloud temp v] to []\nset [found data v] to [0]\nset [package v] to []\n\n
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welcome to Moon Light MMO platformer! in this game you may play with infinite other scratchers online!\n(to many and it will start to lag though)\n\nI think I've fixed the bug. it should work again.\n\n\nnote: you must have scratcher status to use cloud vars. you may check this on your profile.\n\n\ncontrols:\nrun…..AD or left/right arrows\njump…..W or up arrow\nfall faster…..S or down arrow\nflip jump…..W or up arrow in mid air\nspace…..open safe chat\nnote: safe chat will take a moment to send.\n\ncode: @Pentahedron (that's me)\nart: @Pentahedron\ntriangle filler by @chrome_cat\nmusic: super Mario odyssey\nthis project is inspired by @griffpatch's game called "Massive Multiplayer Platformer v1.3" but no code was taken from it.
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Moon platformer #games #ALL #trending #games #ALL #trending #games #ALL #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music 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 (cube 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 (cube 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 (cube 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 (alien 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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Hello! It's my new platformer!\nControl: WASD or arrows\nPrehistory: You was on rocket, but it crashed on moon! And you need to find it!\nPart 2: https://scratch.mit.edu/projects/858351668/\nPart 3: https://scratch.mit.edu/projects/863952647/\n30K VIEWS OMG!!!!\n
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Mario Platformer #trending #games #all
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@Stage\n\nwhen I receive [start v]\nforever\n play sound [epic-background-orchestral-music-type-hip-hop-beat-legacy-of-vivaldi-143986 v] until done\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\nswitch backdrop to (backdrop3 v)\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\n@INTRO\n\nwhen I start as a clone\nif <(Clone ID) = [Logo+Name]> then\n point in direction (0)\n hide\n set [ghost v] effect to (0)\n switch costume to (logo v)\n go to x: (0) y: (0)\n wait (.3) seconds\n show\n repeat (40)\n go to [front v] layer\n go [backward v] (2) layers\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n go [backward v] (1) layers\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n switch costume to (name v)\n set size to (150) %\n point in direction (90)\n go to x: (0) y: (1000)\n Smooth Glide x: [0] y: [0] speed: [4]\n wait (1.2) seconds\n repeat (100)\n point in direction ((([sin v] of ((timer) * (350)) ) * (20)) + (90))\n set y to ((([abs v] of ([sin v] of ((timer) * (360)) ) ) * (100)) + (-50))\n end\n Smooth Glide x: [0] y: [0] speed: [2]\n go to [front v] layer\n go [backward v] (2) layers\n repeat (20)\n switch costume to (size hack v)\n change size by (300)\n switch costume to (name v)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [color v] effect to (90)\nswitch costume to (blank v)\nforever\n reset timer\n start sound [Domastic - Weird Dream NCS Release v]\n hide\n set [clone id v] to [Logo+Name]\n create clone of (_myself_ v)\n set [clone id v] to [Arrows]\n create clone of (_myself_ v)\n set [clone id v] to [Black1]\n create clone of (_myself_ v)\n set [clone id v] to [Black2]\n create clone of (_myself_ v)\n set [clone id v] to [End]\n create clone of (_myself_ v)\n set [clone id v] to [Background]\n create clone of (_myself_ v)\n set [clone id v] to [Arrow2]\n create clone of (_myself_ v)\n set [clone id v] to [Arrow1]\n create clone of (_myself_ v)\n Explode\n wait (14) seconds\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\nwhen I start as a clone\nif <(Clone ID) = [Arrows]> then\n point in direction (90)\n wait (3) seconds\n show\n switch costume to (size hack v)\n set size to (80) %\n switch costume to (arrows v)\n go to [back v] layer\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n go to x: (0) y: (-600)\n set [clone y v] to [-360]\n repeat (8)\n change [clone y v] by (100)\n repeat (14)\n change y by (((Clone Y) - (y position)) / (6))\n change [ghost v] effect by (-20)\n end\n end\n repeat (6)\n change [clone y v] by (100)\n repeat (13)\n change y by (((Clone Y) - (y position)) / (6))\n change [ghost v] effect by (-20)\n end\n end\n repeat (10)\n change y by (((Clone Y) - (y position)) / (6))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black1]> then\n go to [front v] layer\n switch costume to (black up v)\n go [forward v] (100) layers\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (0)\n Smooth Glide x: [0] y: [300] speed: [7]\n wait (7.3) seconds\n repeat (25)\n change y by (3)\n change [ghost v] effect by (4)\n end\n wait (.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black2]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (black down v)\n go [forward v] (100) layers\n point in direction (90)\n set size to (100) %\n show\n go to x: (0) y: (0)\n Smooth Glide x: [0] y: [-300] speed: [7]\n wait (7.3) seconds\n repeat (25)\n change y by (-3)\n change [ghost v] effect by (4)\n end\n wait (.2) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [End]> then\n wait (8.2) seconds\n go to [front v] layer\n go [forward v] (5) layers\n switch costume to (dot v)\n set [ghost v] effect to (0)\n point in direction (90)\n go to x: (0) y: (-300)\n show\n set size to (120) %\n set [1 v] to [35]\n repeat until <[0] < (y position)>\n change size by (((30) - (size)) / (8))\n change [1 v] by (-2.1)\n change y by (1)\n end\n repeat until <(y position) < [3]>\n change size by (((30) - (size)) / (6))\n change [1 v] by (-2.1)\n change y by (1)\n end\n go to x: (0) y: (0)\n repeat (50)\n switch costume to (size hack v)\n change size by (120)\n switch costume to (dot v)\n end\n wait (.01) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n wait (2.3) seconds\n go to [front v] layer\n go [forward v] (5) layers\n switch costume to (back dot v)\n point in direction (90)\n go to x: (0) y: (-300)\n show\n set size to (120) %\n set [1 v] to [35]\n repeat until <[0] < (y position)>\n change size by (((30) - (size)) / (8))\n change [1 v] by (-2.1)\n change y by (1)\n end\n repeat until <(y position) < [3]>\n change size by (((30) - (size)) / (6))\n change [1 v] by (-2.1)\n change y by (1)\n end\n go to x: (0) y: (0)\n go to [back v] layer\n repeat (20)\n switch costume to (size hack v)\n change size by (120)\n switch costume to (back dot v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n go to [front v] layer\n switch costume to (size hack v)\n go [backward v] (2) layers\n point in direction (90)\n set size to (100) %\n switch costume to (blue2 v)\n go to x: (0) y: (0)\n wait (4.5) seconds\n show\n repeat (2)\n show\n repeat (20)\n switch costume to (size hack v)\n change x by (-25)\n switch costume to (blue2 v)\n end\n hide\n set size to (100) %\n wait (.8) seconds\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n go to [front v] layer\n switch costume to (size hack v)\n go [backward v] (2) layers\n point in direction (90)\n set size to (100) %\n switch costume to (blue v)\n go to x: (0) y: (0)\n wait (4.5) seconds\n show\n repeat (2)\n show\n repeat (20)\n switch costume to (size hack v)\n change x by (25)\n switch costume to (blue v)\n end\n hide\n set size to (100) %\n wait (.8) seconds\n go to x: (0) y: (0)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle]> then\n hide\n clear graphic effects\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (0) %\n show\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n next costume\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nwait (4.75) seconds\nforever\n repeat (2)\n set [clone id v] to [Circle]\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n wait (.6) seconds\n end\n wait (.4) seconds\n set [clone id v] to [Circle]\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n wait (12.4) seconds\nend\n\ndefine Explode\ngo to x: (0) y: (0)\nset [clone id v] to [Explode]\nset [clone x v] to [100]\nset [clone y v] to [100]\ncreate clone of (_myself_ v)\nset [clone id v] to [Explode]\nset [clone x v] to [100]\nset [clone y v] to [-100]\ncreate clone of (_myself_ v)\nset [clone id v] to [Explode]\nset [clone x v] to [-100]\nset [clone y v] to [100]\ncreate clone of (_myself_ v)\nset [clone id v] to [Explode]\nset [clone x v] to [-100]\nset [clone y v] to [-100]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Clone ID) = [Explode]> then\n hide\n clear graphic effects\n switch costume to (explode v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n go to x: (Clone X) y: (Clone Y)\n wait (6) seconds\n show\n set size to (0) %\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [screenshake_x v] to [0]\nset [screenshake_y v] to [0]\n\ndefine Move with ScreenShake | amount (0 to 1) (amount)\nforever\n change x by (((_lastSCX) * (-1)) * (amount))\n change y by (((_lastSCY) * (-1)) * (amount))\n set [_lastscx v] to (ScreenShake_X)\n set [_lastscy v] to (ScreenShake_Y)\n change x by ((_lastSCX) * (amount))\n change y by ((_lastSCY) * (amount))\nend\n\ndefine Screen Shake | strengthX (strengthx) strengthY (strengthy) interval (interval) duration (duration)\nset [_screenshake_starttime v] to (timer)\nset [screenshake_x v] to ((((pick random (0) to (1)) * (2)) - (1)) * (strengthx))\nset [screenshake_y v] to ((((pick random (0) to (1)) * (2)) - (1)) * (strengthy))\nset [_screenshake_lasttime v] to (timer)\nrepeat until <(timer) > ((_screenShake_startTime) + (duration))>\n wait ((interval) - ((timer) - (_screenShake_lastTime))) seconds\n set [_screenshake_fraction v] to ((1) - (((timer) - (_screenShake_startTime)) / (duration)))\n set [screenshake_x v] to ((((ScreenShake_X) / ([abs v] of (ScreenShake_X) )) * (-1)) * ((_screenShake_fraction) * ((pick random (0.7) to (1.2)) * (strengthx))))\n set [screenshake_y v] to ((((ScreenShake_Y) / ([abs v] of (ScreenShake_Y) )) * (-1)) * ((_screenShake_fraction) * ((pick random (0.7) to (1.2)) * (strengthy))))\n set [_screenshake_lasttime v] to (timer)\nend\nset [screenshake_x v] to [0]\nset [screenshake_y v] to [0]\n\nwhen flag clicked\nwait (6) seconds\nforever\n repeat (10)\n set [animate v] to [26]\n wait (0) seconds\n set [animate v] to [28]\n wait (0) seconds\n set [animate v] to [29]\n wait (0) seconds\n set [animate v] to [30]\n wait (0) seconds\n set [animate v] to [29]\n wait (0) seconds\n set [animate v] to [28]\n wait (0) seconds\n end\n wait (14) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Stars]> then\n wait (3.8) seconds\n go to x: (pick random (-70) to (70)) y: (pick random (-35) to (35))\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n set [ghost v] effect to (100)\n set size to (pick random (60) to (120)) %\n set [clone x v] to ((x position) * (3.6))\n set [clone y v] to ((y position) * (3.6))\n go to [front v] layer\n go [backward v] (2) layers\n set [brightness v] effect to (100)\n set [clone size v] to (pick random (2) to (40))\n show\n repeat (pick random (35) to (45))\n go to [front v] layer\n go [backward v] (2) layers\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n switch costume to (Animate)\n change [ghost v] effect by (-20)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\n repeat (20)\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (Animate)\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n repeat (15)\n set [clone id v] to [Stars]\n create clone of (_myself_ v)\n end\n wait (14) seconds\nend\n\nwhen flag clicked\nwait (.9) seconds\nforever\n Explode\n wait (14) seconds\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Logoo]> then\n point in direction (0)\n hide\n set [ghost v] effect to (0)\n switch costume to (logo v)\n go to x: (0) y: (0)\n wait (.3) seconds\n show\n repeat (40)\n go to [front v] layer\n go [backward v] (2) layers\n change size by (((130) - (size)) / (8))\n turn right (((90) - (direction)) / (8)) degrees\n end\n set [i v] to [-1]\n repeat (20)\n go to [front v] layer\n go [backward v] (1) layers\n change size by ((I) / (3))\n change [i v] by (join [-] (([abs v] of (I) ) / (4)))\n turn right ((I) / (-3)) degrees\n end\n switch costume to (name v)\n set size to (150) %\n point in direction (90)\n go to x: (0) y: (1000)\n Smooth Glide x: [0] y: [0] speed: [4]\n wait (1.2) seconds\n repeat (100)\n point in direction ((([sin v] of ((timer) * (350)) ) * (20)) + (90))\n set y to ((([abs v] of ([sin v] of ((timer) * (360)) ) ) * (100)) + (-50))\n end\n Smooth Glide x: [0] y: [0] speed: [2]\n go to [front v] layer\n go [backward v] (2) layers\n repeat (20)\n switch costume to (size hack v)\n change size by (300)\n switch costume to (name v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Explode-2]> then\n hide\n clear graphic effects\n switch costume to (explode v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n go to x: (Clone X) y: (Clone Y)\n wait (6) seconds\n show\n set size to (0) %\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Circle-2]> then\n hide\n clear graphic effects\n switch costume to (costume1 v)\n go to [front v] layer\n go [backward v] (2) layers\n set size to (0) %\n show\n repeat (5)\n change size by (((120) - (size)) / (5))\n end\n repeat (11)\n next costume\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Stars2]> then\n wait (3.8) seconds\n go to x: (pick random (-70) to (70)) y: (pick random (-35) to (35))\n go to [front v] layer\n go [backward v] (2) layers\n set size to (100) %\n set [ghost v] effect to (100)\n set size to (pick random (60) to (120)) %\n set [clone x v] to ((x position) * (3.6))\n set [clone y v] to ((y position) * (3.6))\n go to [front v] layer\n go [backward v] (2) layers\n set [brightness v] effect to (100)\n set [clone size v] to (pick random (2) to (40))\n show\n repeat (pick random (35) to (45))\n go to [front v] layer\n go [backward v] (2) layers\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n switch costume to (Animate)\n change [ghost v] effect by (-20)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n go to [front v] layer\n go [backward v] (2) layers\n end\n end\n repeat (20)\n change x by (((Clone X) - (x position)) / (Clone Size))\n change y by (((Clone Y) - (y position)) / (Clone Size))\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (Animate)\n change [ghost v] effect by (5)\n if <touching (_edge_ v)?> then\n hide\n go to [front v] layer\n go [backward v] (2) layers\n else\n show\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (10) seconds\nbroadcast (Start v)\nstop [other scripts in sprite v]\nhide\n\n@Mario :|\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> or <(Ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#000000)?>>\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 I receive [start v]\nwait (1) seconds\nswitch costume to (1 v)\ngo to [front v] layer\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-202) y: (-143)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\nwhen I receive [start v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (2 v)\n Walk [5]\n end\n if <key (left arrow v) pressed?> then\n switch costume to (3 v)\n Walk [-5]\n end\n if <<key (up arrow v) pressed?> and <(In Air?) < [8]>> then\n set [y vel v] to [13]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-192) y: (-49)\n next backdrop\n end\n if <touching color (#cb4f0f)?> then\n go to x: (-192) y: (-49)\n end\n if <touching color (#66c7ff)?> then\n set [y vel v] to [32]\n end\n if <touching color (#ffad00)?> then\n switch backdrop to (opp v)\n end\nend\n\nwhen flag clicked\nhide\n\n@Splash\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\nshow\n\nsay [Hello!] for (2) seconds\n\n
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Mario Platformer..A Generic Remix Of Mario!\n=================================\nWhy am I so bad at making games :(\n=================================\nAt 1200 Followers I am sharing part 2!\n===========================\nMove with the arrow keys \n====================\n#trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer #trending #games #all #mario #platformer
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Moon platformer || 2 #ALL #trending#games #ALL #trending#games #ALL #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Music 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 (cube 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 (cube 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 (cube 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 (alien 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\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\n\n
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Hello! It's my part 2 Moon Platformer!\nControl: WASD or arrows\nPrehistory: You was on rocket, but it crashed on moon! You find your rocket, but you need fuel!\nPart 1: https://scratch.mit.edu/projects/857910974/\nPart 3: https://scratch.mit.edu/projects/863952647/\n20K VIEWS OMG!
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v2 Minecraft Platformer 1 story version自然を取り戻せ エンドラ討伐 Restore nature Endora subjugation
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [intro終了 v]\nstart sound [PIKASONIC - Osaka Express v]\nwait (3) seconds\nstop all sounds\nswitch backdrop to (背景2 v) and wait\nstart sound [boss-中 v]\n\nwhen I receive [持ち去る v]\nwait (3) seconds\nwait (1) seconds\nstop all sounds\nbroadcast (話す v)\n\nwhen I receive [始まり v]\nset [ネクストok v] to [OK]\n\nforever\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen I receive [ネクスト v]\nset [ネクストok v] to [OK]\n\nwhen flag clicked\nerase all\nset [ネクストok v] to [0]\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n\nwhen flag clicked\n\nif <(ステージ) = [18]> then\n switch backdrop to (背景5 v)\nend\n\nwhen I receive [最終決戦 v]\n\nstop [other scripts in sprite v]\n\nrepeat until <<(エンダードラゴン体力) = [0]> or <(エンダードラゴン体力) < [0]>>\n\nwhen I receive [最終決戦 v]\nstop all sounds\nforever\nend\n\nif <<(エンダードラゴン体力) = [0]> or <(エンダードラゴン体力) < [0]>> then\n stop all sounds\nend\n\nwhen I receive [始まり v]\n\nwhen I receive [始まり v]\n\nwhen flag clicked\nset [time タイム v] to [0]\nhide variable [time タイム v]\nhide variable [☁ 世界記録 world record v]\n\nshow variable [time タイム v]\n\nwhen I receive [始まり v]\n\nif <(ステージ) = [19]> then\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <(ステージ) = [19]> then\n if <(time タイム) < (世界記録 world record)> then\n repeat (10)\n set [☁ 世界記録 world record v] to (time タイム)\n end\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [5]> then\n switch backdrop to (背景4 v)\n end\n if <(ステージ) = [8]> then\n switch backdrop to (背景3 v)\n end\n if <(ステージ) = [15]> then\n switch backdrop to (背景4 v)\n end\n if <(ステージ) = [17]> then\n switch backdrop to (背景5 v)\n end\n if <(ステージ) = [18]> then\n broadcast (最終決戦 v)\n switch backdrop to (背景5 v)\n wait until <(ステージ) = [19]>\n end\nend\n\nif <(ステージ) = [19]> then\n\nwhen flag clicked\n\nforever\n\n\n\nwhen I receive [始まり v]\nstop all sounds\nrepeat until <(ステージ) = [18]>\n play sound [Vexento - Pixel Party v] until done\nend\nrepeat until <<(エンダードラゴン体力) = [0]> or <(エンダードラゴン体力) < [0]>>\n play sound [あなゆまなはゆ v] until done\n stop all sounds\nend\n\nwhen I receive [始まり v]\nrepeat until <(ステージ) = [19]>\n wait (1) seconds\n change [time タイム v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [19]> then\n stop all sounds\n wait (1) seconds\n play sound [PIKASONIC - Osaka Express v] until done\n wait until <(ステージ) = [20]>\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [19]> then\n show variable [time タイム v]\n show variable [☁ 世界記録 world record v]\n end\nend\n\nstop all sounds\nwait (1) seconds\nplay sound [PIKASONIC - Osaka Express v] until done\nwait until <(ステージ) = [20]>\n\n@プレーヤー\n\nwhen flag clicked\nhide\nswitch costume to (普通 v)\n\nwhen I receive [intro終了 v]\nset rotation style [left-right v]\nset size to (70) %\nset [y v] to [0]\nset [x v] to [0]\nshow\nブロック名\nforever\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x v] by (-1.2)\n set [向き v] to [左]\n end\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 (1.2)\n set [向き v] to [右]\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> 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 [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <touching (地面 v)?> then\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<[240] < (x position)> and <(ネクストOK) = [OK]>> then\n ブロック名\n broadcast (ネクスト v)\n wait (0.1) seconds\n end\n if then\n start sound [ダメージ v]\n ブロック名\n end\n if <[1] > (プレイヤー体力)> then\n ブロック名\n broadcast (しんだ v)\n end\nend\n\ndefine ブロック名\ngo to x: (-176) y: (14)\nset [x v] to [0]\nset [y v] to [0]\nset [プレイヤー体力 v] to [20]\n\ngo to x: (0) y: (0)\n\nwhen I receive [始まり v]\nswitch costume to (コスチューム2 v)\nブロック名\nbroadcast (もちろんさーー v)\nブロック名\nshow\n\nwhen flag clicked\n\nwhen flag clicked\n\nwhen I receive [ネクスト v]\nブロック名\n\nwhen I receive [ダメージですどうかな v]\nswitch costume to (コスチューム3 v)\nwait (0.2) seconds\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\n\nwhen I receive [始まり v]\nforever\n go to [front v] layer\nend\n\n@地面\n\nwhen I receive [intro終了 v]\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [☁ 398 v] to [0]\nrepeat until <(ステージ) = [41]>\n wait (1) seconds\n change [☁ 398 v] by (1)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\nnext costume\nchange [ステージ v] by (1)\n\nswitch costume to (コスチューム1 v)\n\nwhen flag clicked\nset [ステージ v] to [1]\n\nwhen I receive [持ち去る v]\nnext costume\nchange [ステージ v] by (1)\n\nwhen I receive [もちろんさーー v]\nswitch costume to (コスチューム4 v)\n\n@落雷\n\nwhen flag clicked\ngo to x: (0) y: (250)\n\nwhen flag clicked\n\nwhen I receive [intro終了 v]\nwait (3) seconds\nset pen size to (30)\nset pen color to (#fff47d)\npen down\nstart sound [lightning-strike-1 v]\nglide (0.0001) secs to x: (0) y: (0)\npen up\nwait (0.1) seconds\nerase all\n\nwhen I receive [持ち去る v]\ngo to x: (0) y: (250)\nset pen size to (30)\nset pen color to (#fff47d)\npen down\nstart sound [lightning-strike-1 v]\nglide (0.0001) secs to x: (0) y: (0)\npen up\nwait (0.1) seconds\nerase all\nwait (3) seconds\n\n@エンドラ\n\nwhen flag clicked\n\nwhen I receive [intro終了 v]\nset rotation style [left-right v]\nset size to (100) %\nwait (4) seconds\nshow\npoint in direction (-90)\ngo to x: (300) y: (101)\nrepeat until <[] = [指示]>\n wait (0.05) seconds\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3 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8 v)\n wait (0.05) seconds\n switch costume to (コスチューム9 v)\n wait (0.05) seconds\n switch costume to (コスチューム11 v)\n wait (0.05) seconds\n switch costume to (コスチューム10 v)\n wait (0.05) seconds\n switch costume to (コスチューム12 v)\n wait (0.05) seconds\n switch costume to (コスチューム13 v)\nend\n\nwait (00.5) seconds\n\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\n\nwhen I receive [intro終了 v]\npoint in direction (-90)\nset rotation style [left-right v]\nset size to (100) %\nwait (4) seconds\nglide (3) secs to x: (0) y: (101)\nbroadcast (持ち去る v)\nwait (1) seconds\npoint in direction (90)\nglide (1) secs to x: (200) y: (101)\nhide\n\n@スプライト1\n\nwhen flag clicked\nhide\n\nwhen I receive [持ち去る v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\ngo to [front v] layer\nwait (4) seconds\nshow\nrepeat (25)\n change [ghost v] effect by (-4)\nend\nrepeat (10)\n start sound [Doorbell v]\nend\nwait (2) seconds\nnext costume\nrepeat (10)\n start sound [Doorbell v]\nend\nwait (1) seconds\nnext costume\nwait (1) seconds\nhide\nbroadcast (始まり v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [持ち去る v]\nwait () seconds\nshow\nwait (0.05) seconds\nhide\n\n@けん\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [始まり v]\nshow\ngo to [front v] layer\nforever\n go to (プレーヤー v)\n if <(向き) = [右]> then\n point in direction (-90)\n set rotation style [left-right v]\n end\n if <(向き) = [左]> then\n point in direction (90)\n set rotation style [left-right v]\n end\nend\n\npoint towards (プレーヤー v)\n\nwhen I receive [攻撃 v]\nswitch costume to (-7 v)\nwait (0.1) seconds\nset [攻撃 v] to [叩く]\nrepeat (6)\n next costume\nend\nwait (0.01) seconds\nset [攻撃 v] to [叩いてない]\n\nif <(右左) = [0]> then\npoint in direction (90)\nset [攻撃 v] to [叩く]\nwait (0.01) seconds\nset [攻撃 v] to [叩いてない]\n\nrepeat (2)\n set rotation style [all around v]\n turn right (15) degrees\nend\nwait (0.09) seconds\nswitch costume to (-7 v)\n\nswitch costume to (-7 v)\nwait (0.1) seconds\nset rotation style [all around v]\nset [攻撃 v] to [叩く]\nwait (0.01) seconds\nset [攻撃 v] to [叩いてない]\n\nwait (0.1) seconds\npoint in direction (90)\n\nturn right (15) degrees\n\nif <(右左) = [0]> then\n\npoint in direction (90)\n\nset rotation style [all around v]\n\nwhen I receive [始まり v]\nshow\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@攻撃ボタン\n\nwhen I receive [始まり v]\nforever\n show\n forever\n go to [front v] layer\n if <<touching (mouse-pointer v)?> or <key (space v) pressed?>> then\n set [動いていいか v] to [1]\n set [ghost v] effect to (10)\n if <<mouse down?> or <key (space v) pressed?>> then\n broadcast (攻撃 v)\n wait (0.1) seconds\n wait until <not <mouse down?>>\n end\n else\n set [ghost v] effect to (70)\n set [動いていいか v] to [0]\n end\n end\nend\n\nshow\n\nwhen flag clicked\nhide\nset [押された v] to [押されていない]\n\nset [動いていいか v] to [0]\n\n@スプライト3\n\nwhen flag clicked\nforever\n if <touching (プレーヤー v)?> then\n wait (2) seconds\n broadcast (ネクスト v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to [back v] layer\nhide\nforever\n if <(ステージ) = [7]> then\n go to x: (36) y: (28)\n show\n else\n hide\n end\n if <(ステージ) = [13]> then\n go to x: (36) y: (95)\n show\n else\n end\n if <<(ステージ) = [7]> or <(ステージ) = [13]>> then\n else\n hide\n end\nend\n\nhide\n\n@Health2\n\nwhen I receive [始まり v]\ngo to [front v] layer\nforever\n switch costume to ((プレイヤー体力) + (1))\nend\n\nwhen I receive [始まり v]\nwait (0.01) seconds\nforever\n show\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nswitch costume to (health20 v)\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [始まり v]\nforever\n if <(ダメージ) < [0]> then\n repeat (2)\n set [brightness v] effect to (40)\n wait (0.1) seconds\n set [brightness v] effect to (0)\n wait (0.1) seconds\n end\n end\nend\n\nif <not <(プレイヤー体力) = [11]>> then\n\n@敵2\n\nset [プレイヤー体力 v] to [0]\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-2)\n start sound [ダメージ v]\n broadcast (ダメージですどうかな v)\n if <(direction) = [90]> then\n set [y v] to [10]\n set [x v] to [13]\n else\n if <(direction) = [-90]> then\n set [y v] to [10]\n set [x v] to [-13]\n end\n end\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (エレベーター v)\nset [はあああ v] to [0]\nset [xxxx v] to [0]\nset [yyy v] to [0]\nset size to (75) %\nset [許可 v] to [1]\nset rotation style [left-right v]\nshow\nforever\n if <(許可) = [1]> then\n if <(x position) < ([x position v] of [プレーヤー v])> then\n point in direction (-90)\n change [xxxx v] by (0.2)\n end\n if <([x position v] of [プレーヤー v]) < (x position)> then\n point in direction (90)\n change [xxxx v] by (-0.2)\n end\n if <not <(許可) = [1]>> then\n set [xxxx v] to [0]\n set [yyy v] to [0]\n repeat until <(許可) = [1]>\n go to x: (130) y: (-45)\n end\n end\n set [xxxx v] to ((xxxx) * (0.9))\n change x by (xxxx)\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 (ステージ 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) - (xxxx))\n change y by (-5)\n if <[0] < (xxxx)> then\n set [xxxx v] to [-2]\n else\n set [xxxx v] to [2]\n end\n set [yyy v] to [10]\n end\n end\n end\n end\n end\n end\n change [yyy v] by (-1)\n change y by (yyy)\n if <touching (地面 v)?> then\n change y by ((0) - (yyy))\n set [yyy v] to [0]\n end\n change y by (-2)\n if <(許可) = [1]> then\n if <touching (地面 v)?> then\n set [yyy v] to [10]\n end\n end\n if <([y position v] of [背景1 \(1\) v]) < (y position)> then\n if <touching (地面 v)?> then\n if <(はあああ) = [1]> then\n set [はあああ v] to [0]\n set [yyy v] to [10]\n end\n end\n end\n change y by (1)\n end\nend\n\nwhen I start as a clone\nforever\n if <<touching (けん v)?> and <(攻撃) = [叩く]>> then\n change [hp v] by (-5)\n switch costume to (エレベーター2 v)\n start sound [Enderman hurt v]\n wait (0.2) seconds\n switch costume to (エレベーター v)\n if <(direction) = [90]> then\n set [yyy v] to [10]\n set [xxxx v] to [13]\n else\n if <(direction) = [-90]> then\n set [yyy v] to [10]\n set [xxxx v] to [-13]\n end\n end\n end\nend\n\nwhen I receive [ダメージですどうかな v]\n\nwhen I start as a clone\nforever\n if <<(hp) = [0]> or <[0] > (hp)>> then\n start sound [Enderman death v]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (2) degrees\n end\n hide\n set [ネクストok v] to [OK]\n delete this clone\n end\nend\n\nwhen I receive [game over v]\n\nif <touching (ステージ v)?> then\n if <[0] < (xxxx)> then\n set [yyy v] to [13]\n end\nend\n\nwhen I receive [next v]\n\nwhen I receive [intro終了 v]\nforever\n hide\n if <(ステージ) = [10]> then\n set size to (50) %\n switch costume to (コスチューム1 v)\n go to x: (162) y: (-4)\n set [hp v] to [50]\n set [ネクストok v] to [0]\n create clone of (_myself_ v)\n wait until <(ステージ) = [11]>\n end\nend\n\nwait (5) seconds\n\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching (剣 v)?> and <(攻撃) = [叩く]>> then\nend\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-2)\n wait (1) seconds\n end\nend\n\nif <(プログラム) = [第一]> then\n\nset [ステージ v] to [8]\n\n@敵3\n\nwait (0.1) seconds\n\nwait (0.1) seconds\nset [ダメージ v] to [0]\n\nset [hp v] to [-10]\n\nset [プレイヤー体力 v] to [-2]\n\nset [ダメージ v] to [0]\n\nset [ネクストok v] to [OK]\n\nset [ネクストok v] to [OK]\n\ndelete this clone\n\nwhen I receive [しんだ v]\nhide\nif <(ステージ) = [5]> then\n repeat (1)\n set size to (50) %\n switch costume to (コスチューム1 v)\n go to x: (162) y: (-4)\n create clone of (_myself_ v)\n wait until <(ステージ) = [6]>\n end\nend\n\nforever\n\nbroadcast (ダメージですどうかな v)\n\nif <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-2)\n start sound [ダメージ v]\n if <(direction) = [90]> then\n set [y v] to [10]\n set [x v] to [13]\n else\n if <(direction) = [-90]> then\n set [y v] to [10]\n set [x v] to [-13]\n end\n end\n wait (1) seconds\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nswitch costume to (player v)\nset [はあああ v] to [0]\nset [xxxx v] to [0]\nset [yyy v] to [0]\nset size to (75) %\nset [許可 v] to [1]\nset rotation style [left-right v]\nshow\nforever\n if <(許可) = [1]> then\n if <(x position) < ([x position v] of [プレーヤー v])> then\n point in direction (90)\n change [xxxx v] by (0.2)\n end\n if <([x position v] of [プレーヤー v]) < (x position)> then\n point in direction (-90)\n change [xxxx v] by (-0.2)\n end\n end\n if <not <(許可) = [1]>> then\n set [xxxx v] to [0]\n set [yyy v] to [0]\n repeat until <(許可) = [1]>\n go to x: (130) y: (-45)\n end\n end\n set [xxxx v] to ((xxxx) * (0.9))\n change x by (xxxx)\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 (ステージ 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) - (xxxx))\n change y by (-5)\n if <[0] < (xxxx)> then\n set [xxxx v] to [-2]\n else\n set [xxxx v] to [2]\n end\n set [yyy v] to [10]\n end\n end\n end\n end\n end\n end\n change [yyy v] by (-1)\n change y by (yyy)\n if <touching (地面 v)?> then\n change y by ((0) - (yyy))\n set [yyy v] to [0]\n end\n change y by (-2)\n if <(許可) = [1]> then\n if <touching (地面 v)?> then\n set [yyy v] to [10]\n end\n end\n if <([y position v] of [背景1 \(1\) v]) < (y position)> then\n if <touching (地面 v)?> then\n if <(はあああ) = [1]> then\n set [はあああ v] to [0]\n set [yyy v] to [10]\n end\n end\n end\n change y by (1)\n if <[] = [6]> then\nend\n\nwhen I start as a clone\nforever\n if <<touching (けん v)?> and <(攻撃) = [叩く]>> then\n change [hp v] by (-10)\n switch costume to (player2 v)\n wait (0.2) seconds\n switch costume to (player v)\n if <(direction) = [90]> then\n set [yyy v] to [10]\n set [xxxx v] to [13]\n else\n if <(direction) = [-90]> then\n set [yyy v] to [10]\n set [xxxx v] to [-13]\n end\n end\n end\nend\n\nwhen I receive [ダメージですどうかな v]\n\nwhen I start as a clone\nset [hp v] to [50]\nforever\n if <<<(hp) = [0]> or <[0] > (hp)>> or <(ステージ) = [7]>> then\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (2) degrees\n end\n hide\n set [ネクストok v] to [OK]\n end\nend\n\nwhen I receive [game over v]\ndelete this clone\n\nif <touching (ステージ v)?> then\n if <[0] < (xxxx)> then\n set [yyy v] to [13]\n end\nend\n\nwhen I receive [next v]\n\nwhen I receive [始まり v]\nforever\n hide\n if <(ステージ) = [5]> then\n repeat (1)\n set size to (50) %\n switch costume to (コスチューム1 v)\n go to x: (162) y: (-4)\n create clone of (_myself_ v)\n wait until <(ステージ) = [6]>\n end\n end\nend\n\ndelete this clone\n\nwhen flag clicked\nforever\n if <<touching (剣 v)?> and <(攻撃) = [叩く]>> then\nend\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-2)\n start sound [ダメージ v]\n if <(direction) = [90]> then\n set [y v] to [10]\n set [x v] to [13]\n else\n if <(direction) = [-90]> then\n set [y v] to [10]\n set [x v] to [-13]\n end\n end\n wait (1) seconds\n end\nend\n\nif <(プログラム) = [第一]> then\n\nset [ステージ v] to [8]\n\n@ガスト\n\nwhen I receive [intro終了 v]\nhide\nset [えいちぴー v] to [0]\nforever\n if <(ステージ) = [8]> then\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n set size to (100) %\n switch costume to (ガスト v)\n go to x: (162) y: (50)\n set [ネクストok v] to [0]\n set [えいちぴー v] to [50]\n wait until <(ステージ) = [9]>\n end\nend\n\nwait (5) seconds\n\nwhen I receive [intro終了 v]\nforever\n if <<(ステージ) = [8]> and <not <(えいちぴー) = [0]>>> then\n switch costume to (コスチューム1 v)\n wait (4) seconds\n switch costume to (コスチューム2 v)\n play sound [ガスト v] until done\n broadcast (ほのう v)\n end\nend\n\nwhen I receive [intro終了 v]\nforever\n if <not <(えいちぴー) = [0]>> then\n set [ghost v] effect to (0)\n go to [back v] layer\n show\n glide (1) secs to x: (162) y: (40)\n glide (1) secs to x: (140) y: (50)\n glide (1) secs to x: (120) y: (40)\n glide (1) secs to x: (90) y: (50)\n glide (1) secs to x: (60) y: (40)\n glide (1) secs to x: (30) y: (50)\n glide (1) secs to x: (0) y: (40)\n glide (1) secs to x: (-30) y: (50)\n glide (1) secs to x: (-60) y: (50)\n glide (1) secs to x: (-90) y: (40)\n glide (1) secs to x: (-120) y: (50)\n glide (1) secs to x: (-150) y: (40)\n glide (1) secs to x: (-180) y: (50)\n glide (1) secs to x: (-240) y: (50)\n glide (1) secs to x: (-180) y: (50)\n glide (1) secs to x: (-150) y: (40)\n glide (1) secs to x: (-120) y: (50)\n glide (1) secs to x: (-90) y: (40)\n glide (1) secs to x: (-60) y: (50)\n glide (1) secs to x: (-30) y: (50)\n glide (1) secs to x: (0) y: (40)\n glide (1) secs to x: (30) y: (50)\n glide (1) secs to x: (60) y: (40)\n glide (1) secs to x: (90) y: (50)\n glide (1) secs to x: (120) y: (40)\n glide (1) secs to x: (140) y: (50)\n glide (1) secs to x: (162) y: (40)\n end\nend\n\nwhen I receive [intro終了 v]\nforever\n if <<touching (けん v)?> and <(攻撃) = [叩く]>> then\n change [えいちぴー v] by (-5)\n switch costume to (コスチューム3 v)\n play sound [ガストダメージ v] until done\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n end\n if <<<(ステージ) = [8]> or <(ステージ) = [9]>> and <<(えいちぴー) = [0]> or <[0] > (えいちぴー)>>> then\n set [ネクストok v] to [OK]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (2) degrees\n end\n hide\n end\n set rotation style [left-right v]\nend\n\npoint towards (プレーヤー v)\n\nwhen flag clicked\nhide\n\nset [ネクストok v] to [1]\n\nplay sound [ガスト音 v] until done\n\nwhen I receive [intro終了 v]\nhide\nset [えいちぴー v] to [0]\nforever\n if <(ステージ) = [9]> then\n set [えいちぴー v] to [0]\n end\nend\n\nrepeat (10)\n\nwait (8) seconds\nswitch costume to (コスチューム2 v)\nplay sound [ガスト v] until done\n\nset [ネクストok v] to [OK]\n\nif <<touching (けん v)?> and <(攻撃) = [叩く]>> then\n change [えいちぴー v] by (-5)\n switch costume to (コスチューム3 v)\n play sound [ガストダメージ v] until done\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\nend\n\n@スプライト4\n\nwhen flag clicked\nset size to (20) %\nhide\n\nwhen I receive [ほのう v]\ncreate clone of (_myself_ v)\n\nwait (0.5) seconds\n\ndelete this clone\n\nif then\n change [プレイヤー体力 v] by (-6)\n hide\n wait (1) seconds\n switch costume to (explosion_0 v)\n start sound [get4 v]\n broadcast (ダメージですどうかな v)\n if <(direction) = [90]> then\n set [y v] to [10]\n set [x v] to [13]\n else\n if <(direction) = [-90]> then\n set [y v] to [10]\n set [x v] to [-13]\n end\n end\n set size to (250) %\nend\n\nrepeat (6)\n wait () seconds\n next costume\nend\nhide\n\nif <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by <touching (プレーヤー v)?>\n start sound [ダメージ v]\nend\n\nwait (1) seconds\n\ndelete this clone\n\nwhen I start as a clone\nforever\nend\n\nwhen I start as a clone\nset size to (20) %\nswitch costume to (コスチューム2 v)\nif <(ステージ) = [12]> then\n go to (プレイズ v)\nelse\n go to (ガスト v)\nend\nshow\nglide (0.4) secs to (プレーヤー v)\nif <<touching (プレーヤー v)?> or <touching (地面 v)?>> then\n wait (0.2) seconds\n delete this clone\nelse\n wait (0.3) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-6)\n switch costume to (explosion_0 v)\n broadcast (ダメージですどうかな v)\n if <(direction) = [90]> then\n set [y v] to [10]\n set [x v] to [13]\n else\n if <(direction) = [-90]> then\n set [y v] to [10]\n set [x v] to [-13]\n end\n end\n start sound [get4 v]\n set size to (250) %\n repeat (6)\n wait () seconds\n next costume\n end\n delete this clone\n end\nend\n\n@スプライト5\n\n@プレイズ\n\nwhen flag clicked\n\nwhen I receive [intro終了 v]\nset [hp子を v] to [0]\nhide\nforever\n if <(ステージ) = [12]> then\n go to [back v] layer\n set [ghost v] effect to (0)\n show\n set size to (100) %\n switch costume to (スケルトン v)\n go to x: (162) y: (50)\n set [hp子を v] to [50]\n set [ネクストok v] to [1]\n wait until <(ステージ) = [13]>\n end\nend\n\ncreate clone of (_myself_ v)\n\nswitch costume to (スケルトン2 v)\n\nwhen I start as a clone\nforever\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <not <(hp) = [0]>> then\nend\n\nglide (1) secs to (プレーヤー v)\n\nchange y by (50)\n\nwhen I start as a clone\nforever\n\nglide (1) secs to x: (162) y: (50)\nset x to (162)\n\nglide (1) secs to x: (-240) y: (50)\n\nwhen I start as a clone\nforever\n\ndelete this clone\n\nhide\n\nwhen I receive [intro終了 v]\nforever\n if <not <(ステージ) = [12]>> then\n hide\n end\nend\n\nwhen I receive [intro終了 v]\nforever\n if <not <(HP子を) = [0]>> then\n go to [front v] layer\n show\n glide (1) secs to x: (162) y: (40)\n glide (1) secs to x: (140) y: (50)\n glide (1) secs to x: (120) y: (40)\n glide (1) secs to x: (90) y: (50)\n glide (1) secs to x: (60) y: (40)\n glide (1) secs to x: (30) y: (50)\n glide (1) secs to x: (0) y: (40)\n glide (1) secs to x: (-30) y: (50)\n glide (1) secs to x: (-60) y: (50)\n glide (1) secs to x: (-90) y: (40)\n glide (1) secs to x: (-120) y: (50)\n glide (1) secs to x: (-150) y: (40)\n glide (1) secs to x: (-180) y: (50)\n glide (1) secs to x: (-240) y: (50)\n glide (1) secs to x: (-180) y: (50)\n glide (1) secs to x: (-150) y: (40)\n glide (1) secs to x: (-120) y: (50)\n glide (1) secs to x: (-90) y: (40)\n glide (1) secs to x: (-60) y: (50)\n glide (1) secs to x: (-30) y: (50)\n glide (1) secs to x: (0) y: (40)\n glide (1) secs to x: (30) y: (50)\n glide (1) secs to x: (60) y: (40)\n glide (1) secs to x: (90) y: (50)\n glide (1) secs to x: (120) y: (40)\n glide (1) secs to x: (140) y: (50)\n glide (1) secs to x: (162) y: (40)\n end\nend\n\nwhen I receive [intro終了 v]\nforever\n if <<touching (けん v)?> and <(攻撃) = [叩く]>> then\n start sound [ブレイズダメージ v]\n change [hp子を v] by (-5)\n switch costume to (スケルトン2 v)\n wait (0.2) seconds\n switch costume to (スケルトン v)\n end\n if <<<(HP子を) = [0]> or <[0] > (HP子を)>> and <(ステージ) = [12]>> then\n set [ネクストok v] to [OK]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (2) degrees\n end\n hide\n end\n set rotation style [left-right v]\n point towards (プレーヤー v)\nend\n\nwhen I receive [intro終了 v]\nforever\n if <(ステージ) = [12]> then\n if <not <(HP子を) = [0]>> then\n go to [front v] layer\n show\n end\n end\nend\n\nrepeat (10)\n\nwait (5) seconds\nshow\nset size to (100) %\nswitch costume to (スケルトン v)\ngo to x: (162) y: (50)\nset [えいちぴー v] to [50]\nset [ネクストok v] to [1]\nwait until <(ステージ) = [12]>\n\nwhen flag clicked\nhide\n\nwhen I receive [intro終了 v]\nforever\n if <(ステージ) = [12]> then\n if <not <(HP子を) = [0]>> then\n go to [front v] layer\n show\n end\n end\nend\n\nwhen I receive [intro終了 v]\nforever\n if <(ステージ) = [12]> then\n if <not <(HP子を) = [0]>> then\n set [ghost v] effect to (0)\n go to [front v] layer\n show\n end\n end\nend\n\nwait (5) seconds\n\nwhen I receive [intro終了 v]\nforever\n if <not <<(HP子を) = [0]> or <[0] > (HP子を)>>> then\n wait (4) seconds\n repeat (1)\n broadcast (ほのう v)\n end\n end\nend\n\n\n\n@エンドラ2\n\nbroadcast (最終決戦 v)\n\nwhen I receive [最終決戦 v]\nshow\nset size to (70) %\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [18]> then\n show\n glide (2) secs to x: (-200) y: (100)\n glide (2) secs to x: (100) y: (100)\n glide (2) secs to x: (80) y: (100)\n glide (1) secs to x: (0) y: (100)\n glide (1) secs to x: (0) y: (0)\n wait (1) seconds\n end\nend\n\nshow\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <(ステージ) = [18]> then\n set rotation style [left-right v]\n point towards (プレーヤー v)\n end\nend\n\nhide\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [18]> then\n wait (3) seconds\n broadcast (ブレス v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [intro終了 v]\n\nwait (00.5) seconds\n\nwhen flag clicked\nrepeat until <[] = [指示]>\n wait (0.05) seconds\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3 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8 v)\n wait (0.05) seconds\n switch costume to (コスチューム9 v)\n wait (0.05) seconds\n switch costume to (コスチューム11 v)\n wait (0.05) seconds\n switch costume to (コスチューム10 v)\n wait (0.05) seconds\n switch costume to (コスチューム12 v)\n wait (0.05) seconds\n switch costume to (コスチューム13 v)\nend\n\nwhen I receive [intro終了 v]\n\nwhen flag clicked\nset [エンダードラゴン体力 v] to [0]\nforever\n if <(ステージ) = [18]> then\n set [エンダードラゴン体力 v] to [50]\n wait until <(ステージ) = [19]>\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [18]> then\n if <<touching (けん v)?> and <(攻撃) = [叩く]>> then\n broadcast (くらう v)\n change [エンダードラゴン体力 v] by (-2)\n switch costume to (コスチューム1 v)\n play sound [1 v] until done\n end\n end\nend\n\nchange [color v] effect by (25)\n\nswitch costume to (コスチューム1 v)\n\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n if <(ステージ) = [18]> then\n if <<(エンダードラゴン体力) = [0]> or <(エンダードラゴン体力) < [0]>> then\n glide (2) secs to x: (0) y: (0)\n play sound [sen_ge_bom17 v] until done\n glide (2) secs to x: (0) y: (150)\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (2) seconds\n broadcast (ネクスト v)\n end\n end\nend\n\n@スプライト7\n\nwhen flag clicked\nhide\nforever\n if <[16] = (ステージ)> then\n show\n if <touching (プレーヤー v)?> then\n broadcast (ネクスト v)\n end\n else\n hide\n end\nend\n\nif then\nend\n\nforever\n\n@スプライト8\n\n\n\nchange [プレイヤー体力 v] by (8)\n\nwhen I receive [ブレス v]\nforever\n if <touching (プレーヤー v)?> then\n wait (0.1) seconds\n change [プレイヤー体力 v] by (-2)\n start sound [ダメージ v]\n broadcast (ダメージですどうかな v)\n if <(direction) = [90]> then\n set [y v] to [5]\n set [x v] to [-5]\n else\n if <(direction) = [-90]> then\n set [y v] to [5]\n set [x v] to [-5]\n end\n end\n end\nend\n\nwhen flag clicked\nset size to (20) %\nhide\n\nwhen I receive [ブレス v]\nset size to (30) %\nswitch costume to (コスチューム2 v)\nif <(ステージ) = [12]> then\n go to (エンドラ v)\nelse\n go to (エンドラ2 v)\nend\nshow\nglide (0.4) secs to (プレーヤー v)\nif <<touching (プレーヤー v)?> or <touching (地面 v)?>> then\n switch costume to (explosion_0 v)\n broadcast (ダメージですどうかな v)\n start sound [get4 v]\n set size to (250) %\n repeat (6)\n wait () seconds\n next costume\n end\n hide\nelse\n repeat (10)\n if <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-6)\n switch costume to (explosion_0 v)\n start sound [get4 v]\n broadcast (ダメージですどうかな v)\n if <(direction) = [90]> then\n set [y v] to [10]\n set [x v] to [13]\n else\n if <(direction) = [-90]> then\n set [y v] to [10]\n set [x v] to [-13]\n end\n end\n set size to (250) %\n repeat (6)\n wait () seconds\n next costume\n end\n hide\n end\n hide\n end\nend\nwait (0.5) seconds\n\ndelete this clone\n\nif <touching (プレーヤー v)?> then\n change [プレイヤー体力 v] by (-2)\n start sound [ダメージ v]\nend\n\nwait (1) seconds\n\n@スプライト9\n\nwhen flag clicked\nerase all\nhide\ngo to x: (-210) y: (150)\n\nwhen I receive [最終決戦 v]\nset pen size to (20)\nerase all\nshow\npen down\nset pen color to (#ce3e84)\nglide (0.00001) secs to x: (200) y: (150)\npen up\nforever\n if <<(エンダードラゴン体力) < [0]> and <(エンダードラゴン体力) = [0]>> then\n erase all\n hide\n end\nend\n\nerase all\n\nwait (3) seconds\n\nstart sound [叫び1 v]\n\nwhen I receive [くらう v]\npen down\nset pen color to (#d0ffc1)\nchange x by (-16.5)\n\n@スプライト10\n\nwhen flag clicked\nhide\n\nwhen I receive [最終決戦 v]\nshow\n\nset pen color to (#fa00ff)\n\nwhen flag clicked\nforever\n if <(ステージ) = [18]> then\nend\n\n@スプライト11\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@登録推進\n\nwhen I receive [登録! v]\ngo to x: (0) y: (0)\nset [登録用 v] to [0]\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\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 (3 v)\ncreate clone of (_myself_ v)\nswitch costume to (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 (くうはく v)\ncreate clone of (_myself_ v)\nwait (1) seconds\nchange [登録用 v] by (1)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nif <<(costume [number v]) = [5]> or <(costume [number v]) = [6]>> then\n wait until <(登録用) = [1]>\n if <(costume [number v]) = [6]> then\n wait (0.2) seconds\n end\n start sound [High Whoosh v]\n repeat until <(round (y position)) = [-20]>\n change y by (((-20) - (y position)) / (4))\n change [ghost v] effect by (15)\n end\n hide\n set [登録用 v] to [2]\nelse\n if <<(costume [number v]) = [7]> or <(costume [number v]) = [8]>> then\n hide\n go to x: (0) y: (30)\n wait until <(登録用) = [2]>\n if <(costume [number v]) = [8]> then\n wait (0.2) seconds\n end\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [4]>> then\n hide\n wait until <(登録用) = [2]>\n if <(costume [number v]) = [4]> then\n wait (0.2) seconds\n end\n show\n set size to (150) %\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (2))\n end\n start sound [Collect v]\n set [登録用 v] to [3]\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [2]> then\n wait until <(登録用) = [3]>\n hide\n wait (1) seconds\n start sound [Low Whoosh v]\n set [登録用 v] to [4]\n else\n if <(costume [number v]) = [9]> then\n go to [back v] layer\n hide\n wait until <(登録用) = [4]>\n show\n go to x: (0) y: (30)\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (4))\n end\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [1]> then\n wait until <(登録用) = [4]>\n repeat until <(round (y position)) = [10]>\n change y by (((10) - (y position)) / (4))\n end\n wait (2) seconds\n set [登録用 v] to [5]\n wait until <(登録用) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nbroadcast (登録! v)\n\nwhen flag clicked\nwait (6) seconds\nbroadcast (intro終了 v)\n\n@スプライト12\n\n
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\nhttps://scratch.mit.edu/projects/884109944\nhttps://scratch.mit.edu/projects/886370711\n\n\nhard core mode\nhttps://scratch.mit.edu/projects/860766113\nhttps://scratch.mit.edu/projects/863952241\n(takanos_090909)\n\nいい作品 good work\nhttps://scratch.mit.edu/projects/861004711\n\nすご 自分でもここまで人気になるとは思ってなかった、、、\nこんなに人気になるとは思わなかった\n\n傾向1p!!!!!\n\n第二弾制作中 ウィザー討伐 いつになるのか、、、ものすごく時間かかります\n\n バグが多いのは久しぶりのマインクラフトプラットフォーマーだからです 許してください (久しぶりってのは旧あかの@saku398540で活動していた時のことです)\n\nTrend 1p! ! ! ! !\n\n
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Minecraft Platformer Pt. 1 - Overworld #Games #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [Whistlin' \(@theCharpy\) v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\ndefine X velocity\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (spikes. lava, holes, etc. v)?> or <<touching (enemies v)?> or <<touching (enemies2 v)?> or <touching (enemies3 v)?>>>> then\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [9]> then\n go to x: (-190) y: (55)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nchange [flag v] by (1)\nif <(flag) > [2]> then\n switch costume to (alex v)\nelse\n switch costume to (普通 v)\nend\nforever\n if <(flag) > [2]> then\n if <key (space v) pressed?> then\n broadcast (message1 v)\n wait (1) seconds\n end\n end\nend\n\nset [flag v] to [0]\n\nwhen I receive [message1 v]\nif <(costume [number v]) = [3]> then\n switch costume to (普通 v)\nelse\n switch costume to (alex v)\nend\n\nwhen flag clicked\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Time\n\nwhen flag clicked\nhide\nreset timer\nset [time v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\ngo to [front v] layer\nshow\nforever\n play sound [Whistlin' \(@theCharpy\) v] until done\nend\n\n@太陽\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@enemies\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (0) y: (-45)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (32)\n change x by (-2.5)\n end\n set rotation style [left-right v]\n point in direction (90)\n repeat (32)\n change x by (2.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set y to (-45)\n end\n if <(LEVEL) = [5]> then\n set y to (-45)\n end\n if <(LEVEL) = [7]> then\n set y to (-45)\n end\nend\n\n@enemies2\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (180) y: (-45)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (32)\n change x by (-2.5)\n end\n set rotation style [left-right v]\n point in direction (90)\n repeat (32)\n change x by (2.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set y to (-45)\n end\n if <(LEVEL) = [5]> then\n set y to (-45)\n end\n if <(LEVEL) = [7]> then\n set y to (-45)\n end\nend\n\n@enemies3\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (12.5) y: (-45)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (10)\n change x by (-2.5)\n end\n set rotation style [left-right v]\n point in direction (90)\n repeat (10)\n change x by (2.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n set y to (-45)\n end\nend\n\n@Love fave2\n\nwhen flag clicked\nhide\ngo to x: (-240) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2.7) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n@change\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n if <(flag) > [2]> then\n show\n else\n hide\n end\nend\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\nerase all\nReset Character Data\nLoad Font | Name [Parabolic]\nforever\n erase all\n if <(LEVEL) = [1]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Hello!]\n end\n if <(LEVEL) = [2]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Avoid lava!]\n end\n if <(LEVEL) = [3]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Avoid zombies!]\n end\n if <(LEVEL) = [5]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Two zombies!]\n end\n if <(LEVEL) = [6]> then\n Print | Pos (-220) (140) Size (20) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [This slime may help you!]\n end\n if <(LEVEL) = [9]> then\n Print | Pos (-200) (75) Size (18) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Love, favorite and follow!]\n Print | Pos (-175) (105) Size (10) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [100 loves + 100 favorites for part 2! ]\n end\nend\n\n
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PART 2 IS OUT --------> https://scratch.mit.edu/projects/864078540/\n\nIF YOU HAVE ALEX SKIN, PRESS SPACE TO TURN BACK TO STEVE SKIN!\n\nRACING @aspectsvg AND @LiamIsCool142 TO 2K PLS HELP ME WIN!!!\n\n(Jun 03, 2023)\n#16 on Trending - Games!!!\n2k views!!!!\n\n(Jun 09, 2023)\n#10 on Trending - Games!!!\n22k views!!!\n\n(Jun 10, 2023)\n#7 on Trending - Games!!!\n28k views!!!\n\nMinecraft - A Platformer (Pt. 1 - Overworld)\nWASD or arrow keys to move\nAvoid Minecraft zombies and lava\nGet to the end!\n\nA love, a favorite and a follow would be very appreciated!
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Chess - A Platformer Game #Games #All #Trending #Games #All #Trending #Games #All #Trending
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@Stage\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Player2\n\nwhen flag clicked\nswitch costume to (costume2 v)\nforever\n if <<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (up arrow v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) > [240]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen I start as a clone\nrepeat (100)\n change [ghost v] effect by (15)\n change size by (-15)\nend\ndelete this clone\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (player2 v)?> then\n broadcast (done v)\n wait (1) seconds\n stop [all v]\n end\nend\n\nshow\n\n@Sprite2\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (.9) seconds\nforever\n go to [front v] layer\n show\nend\n\n
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Make to the end\n\n\nHelp me get to 2K followers!\n\nhttps://scratch.mit.edu/projects/857161905/
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(拡散希望)プラットフォーマー (platformer) #game #platformer #games #gimmick #heard
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@Stage\n\nrepeat until <touching (地面 v)?>\n\nchange y by (-1)\n\nwhen I receive [\[intro by kuro_code\] end v]\nwait (0.5) seconds\nforever\n play sound [nagagutsudeodekake v] until done\nend\n\n@Player\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n\nwhen I receive [next! v]\nstop [other scripts in sprite v]\nhide\ngo to x: (-200) y: (0)\n\nshow\n\nwhen I receive [スタート v]\ngo to [front v] layer\npoint in direction (90)\nshow\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (コスチューム1 v)\n if <<key (right arrow 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3 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-1)\n switch costume to (コスチューム2 v)\n end\n set [x v] to ((x) * (0.9))\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n if < (x) contains [-]?> then\n change x by (2)\n end\n if <not < (x) contains [-]?>> then\n change x by (-2)\n end\n 対策\n change y by (-5)\n set [y v] to [12]\n set [x v] to ((x) * (-1))\n start sound [ジャンプの着地 v]\n end\n end\n end\n end\n end\n end\n 対策\n change x by (x)\n change y by (-1)\n if <touching (スプライト1 v)?> then\n if <(y) = [0]> then\n set [y v] to [10]\n end\n set [y v] to ((y) * (1.1))\n end\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [ニュッ2 v]\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen I receive [次ステ v]\nshow\nbroadcast (スタート v)\n\nwhen I receive [スタート v]\nforever\n if <not <([backdrop name v] of [_stage_ v]) = [終わり]>> then\n if <[230] < (x position)> then\n broadcast (next! v)\n end\n end\nend\n\nwhen I receive [アウ! v]\nstart sound [中パンチ v]\nstop [other scripts in sprite v]\nset [y v] to [15]\nrepeat until <touching (_edge_ v)?>\n change [y v] by (-1)\n change y by (y)\n turn right (5) degrees\nend\nbroadcast (スタート v)\n\nwhen flag clicked\n\nwhen I receive [スタート v]\nforever\n if <touching (障害物 v)?> then\n broadcast (アウ! v)\n end\n if <touching (障害物2 v)?> then\n broadcast (アウ! v)\n end\nend\n\ndefine 対策\nrepeat until <not <touching (地面 v)?>>\n if < (x) contains [-]?> then\n change x by (1)\n end\n if <not < (x) contains [-]?>> then\n change x by (-1)\n end\nend\n\n@地面\n\nwhen I receive [次ステ v]\nnext costume\n\nwhen flag clicked\nhide variable [y v]\nshow\ngo to [back v] layer\nswitch costume to (コスチューム1 v)\n\n@next\n\nwhen I receive [next! v]\nswitch costume to (next v)\ncreate clone of (_myself_ v)\nswitch costume to (referee-d v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nwait (0.1) seconds\ngo to [front v] layer\nif <(costume [number v]) = [1]> then\n wait (1) seconds\n show\n start sound [構えを取る v]\n repeat (10)\n change size by ((((size) - (200)) / (8)) * (-1))\n end\n repeat (10)\n change size by ((((size) - (100)) / (8)) * (-1))\n end\n broadcast (next next v)\n stop [this script v]\nend\nif <not <(costume [number v]) = [6]>> then\n show\n go [backward v] ((costume [number v]) - (1)) layers\n set size to (50) %\n next costume\n if <not <(costume [number v]) = [6]>> then\n create clone of (_myself_ v)\n end\n repeat (10)\n change size by ((((size) - (100)) / (8)) * (-1))\n end\nend\n\nwhen I receive [next next v]\nbroadcast (次ステ v)\nrepeat (20)\n change size by (((size) / (8)) * (-1))\nend\ndelete this clone\n\n@Intro\n\ndefine Make a New Clone as (id) Cam Control? (cc)\nset [cam control? v] to (cc)\nset [id/math/all v] to (id)\ncreate clone of (_myself_ v)\n\ndefine Set(Nomal)///X POS (x) Y POS (y) Z POS (z) CC? (cc)\nif <(cc) = [y]> then\n set [x position v] to (x)\n set [y position v] to (y)\n set [z position v] to (z)\n Position\nelse\n go to x: (x) y: (y)\n set size to (z) %\nend\n\ndefine Pos Set\nhide\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (startzone v)\npoint in direction (90)\nclear graphic effects\n\ndefine Wait (timer)\nwait until <(timer) < (timer)>\n\ndefine Clone Delete///timer (t)\nWait (t)\ndelete this clone\n\ndefine Particle (l)\ngo to x: (0) y: (0)\nset [brightness v] effect to (l)\nswitch costume to (particle v)\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\nset [id/math/all v] to (pick random (25) to (30))\npoint in direction (pick random (0) to (360))\nset size to (pick random (30) to (70)) %\nrepeat (5)\n change [id/math/all v] by (((0) - (ID/Math/All)) / (5))\n turn right (1.5) degrees\n move (ID/Math/All) steps\n change size by (-5)\n wait (0) seconds\nend\nrepeat (7)\n change [id/math/all v] by (((0) - (ID/Math/All)) / (5))\n turn right (1.5) degrees\n move (ID/Math/All) steps\n switch costume to (position hack2 v)\n change size by (-3)\n switch costume to (particle v)\n wait (0) seconds\nend\nrepeat (30)\n turn right (3) degrees\n switch costume to (position hack v)\n change size by (-6)\n switch costume to (particle v)\n wait (0) seconds\nend\nwait () seconds\ndelete this clone\n\ndefine Position\nset [zzz/costume v] to (costume [name v])\nif <[100] < (size)> then\n switch costume to (blank v)\nelse\n if <(size) < [11]> then\n switch costume to (position hack v)\n else\n switch costume to (ZZZ/Costume)\n end\nend\nset size to ((Z Position) * (item (3) of [\[intro by kuro_code\] v])) %\npoint in direction ((Dir Position) - (item (4) of [\[intro by kuro_code\] v]))\nswitch costume to (position hack v)\ngo to x: (((((X Position) + (item (1) of [\[intro by kuro_code\] v])) * (item (3) of [\[intro by kuro_code\] v])) * ([cos v] of (item (4) of [\[intro by kuro_code\] v]) )) - ((((Y Position) + (item (2) of [\[intro by kuro_code\] v])) * (item (3) of [\[intro by kuro_code\] v])) * ([sin v] of (item (4) of [\[intro by kuro_code\] v]) ))) y: (((((X Position) + (item (1) of [\[intro by kuro_code\] v])) * (item (3) of [\[intro by kuro_code\] v])) * ([sin v] of (item (4) of [\[intro by kuro_code\] v]) )) + ((((Y Position) + (item (2) of [\[intro by kuro_code\] v])) * (item (3) of [\[intro by kuro_code\] v])) * ([cos v] of (item (4) of [\[intro by kuro_code\] v]) )))\nswitch costume to (ZZZ/Costume)\n\ndefine Make Color Particle\nrepeat (10)\n Make a New Clone as [col-par] Cam Control? [n]\nend\n\nwhen I start as a clone\nif <(Cam Control?) = [y]> then\n forever\n Position\n end\nend\n\nwhen I start as a clone\nif <(ID/Math/All) = [col-par]> then\n Particle [0]\nelse\n if <(ID/Math/All) = [whi-par]> then\n Particle [100]\n end\nend\n\ndefine Make White Particle\nrepeat (10)\n Make a New Clone as [whi-par] Cam Control? [n]\nend\n\ndefine init\nreset timer\nCam Reset\nLocal Pos Reset\nPos Set\ndelete all of [\[intro by kuro_code\] v]\nadd [0] to [\[intro by kuro_code\] v]\nadd [0] to [\[intro by kuro_code\] v]\nadd [1] to [\[intro by kuro_code\] v]\nadd [0] to [\[intro by kuro_code\] v]\nhide\nstart sound [Far Out - Strangers v]\n\ndefine UpDate - List\nreplace item (1) of [\[intro by kuro_code\] v] with (Camera X)\nreplace item (2) of [\[intro by kuro_code\] v] with (Camera Y)\nreplace item (3) of [\[intro by kuro_code\] v] with (Camera Z)\nreplace item (4) of [\[intro by kuro_code\] v] with (Camera Dir)\n\nwhen I receive [\[intro by kuro_code\] start v]\nforever\n UpDate - List\nend\n\ndefine Comment/// (c)\n\ndefine Cam Reset\nset [camera x v] to [0]\nset [camera y v] to [0]\nset [camera z v] to [1]\nset [camera dir v] to [0]\n\ndefine Local Pos Reset\nset [x position v] to [0]\nset [y position v] to [0]\nset [z position v] to [100]\nset [dir position v] to [90]\n\nwhen I start as a clone\nif < (ID/Math/All) contains [Effects_FW]?> then\n FW - Set Up\n Wait (timer)\n show\n repeat (4)\n change [///fv v] by (((120) - (///fv)) / (9))\n change [freevar v] by (((1) - (FreeVar)) / (7))\n set [x position v] to ((((([sin v] of (((fx) - (1)) * (45)) ) * (///fv)) + (ID/Math/All)) * ((sw_z) / (180))) + (sw_x))\n set [y position v] to ((((([cos v] of (((fx) - (1)) * (45)) ) * (///fv)) - (ID/Math/All)) * ((sw_z) / (180))) + (sw_y))\n change [z position v] by (((sw_z) - (Z Position)) / (5))\n switch costume to (join [| FX | FW - ] (round (FreeVar)))\n wait (0) seconds\n end\n repeat (17)\n change [///fv v] by (((120) - (///fv)) / (9))\n change [freevar v] by (((18) - (FreeVar)) / (9))\n set [x position v] to ((((([sin v] of (((fx) - (1)) * (45)) ) * (///fv)) + (ID/Math/All)) * ((sw_z) / (180))) + (sw_x))\n set [y position v] to ((((([cos v] of (((fx) - (1)) * (45)) ) * (///fv)) - (ID/Math/All)) * ((sw_z) / (180))) + (sw_y))\n change [z position v] by (((sw_z) - (Z Position)) / (5))\n switch costume to (join [| FX | FW - ] (round (FreeVar)))\n wait (0) seconds\n end\n repeat (10)\n change [///fv v] by (((120) - (///fv)) / (9))\n change [freevar v] by (((18) - (FreeVar)) / (9))\n set [x position v] to ((((([sin v] of (((fx) - (1)) * (45)) ) * (///fv)) + (ID/Math/All)) * ((sw_z) / (180))) + (sw_x))\n set [y position v] to ((((([cos v] of (((fx) - (1)) * (45)) ) * (///fv)) - (ID/Math/All)) * ((sw_z) / (180))) + (sw_y))\n change [z position v] by (((sw_z) - (Z Position)) / (5))\n switch costume to (join [| FX | FW - ] (round (FreeVar)))\n change [ghost v] effect by (10)\n wait (0) seconds\n end\n delete this clone\nend\n\ndefine FW - Set Up\nset [///fv v] to [0]\nset [///fv2 v] to [0]\nset [dir position v] to (((fx) - (1)) * (45))\nSet(Nomal)///X POS (sw_x) Y POS (sw_y) Z POS [0] CC? [y]\nswitch costume to (| fx | fw - 1 v)\nPosition\nif <[1] < (timer)> then\n set [brightness v] effect to (100)\nelse\n set [brightness v] effect to (-100)\nend\nset [freevar v] to [1]\n\ndefine Clone FW/Timer/z pos/x pos/y pos (timer) (z) (x) (y)\nset [sw_z v] to (z)\nset [sw_x v] to (x)\nset [sw_y v] to (y)\nset [timer v] to (timer)\nset [fx v] to [0]\nrepeat (8)\n change [fx v] by (1)\n Make a New Clone as [Effects_FW] Cam Control? [y]\n wait (0) seconds\nend\n\ndefine SW : X (x) Y (y) Z (z)\nif <(///fv) = [1]> then\n set [brightness v] effect to (100)\nelse\n set [brightness v] effect to (0)\nend\nset [x position v] to (x)\nset [y position v] to (y)\nset [z position v] to [0]\nswitch costume to (sw 1/1 v)\nset [freevar v] to [0]\nif < (ID/Math/All) contains [1]?> then\n set [brightness v] effect to (-100)\n set [ghost v] effect to (60)\n set [x position v] to ((x) + ((4) * ((z) / (100))))\n set [y position v] to ((y) + ((-4) * ((z) / (100))))\nend\nPosition\nWait (timer)\nshow\nrepeat (10)\n change [freevar v] by (((300) - (FreeVar)) / (10))\n change [fisheye v] effect by (FreeVar)\n change [z position v] by (((z) - (Z Position)) / (6))\n wait (0) seconds\nend\nrepeat (20)\n change [freevar v] by ((FreeVar) / (3))\n change [fisheye v] effect by (FreeVar)\n change [z position v] by (((z) - (Z Position)) / (6))\n wait (0) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nif << (ID/Math/All) contains [sw]?> and <(length of (ID/Math/All)) = [3]>> then\n SW : X (sw_x) Y (sw_y) Z (sw_z)\nend\n\ndefine Clone Shock Wave / Run time : (t) X Position : (x) Y Position : (y) Max Z Position : (z) Type : (type)\nset [timer v] to (t)\nset [sw_x v] to (x)\nset [sw_y v] to (y)\nset [sw_z v] to (z)\nset [///fv v] to (type)\nMake a New Clone as [sw1] Cam Control? [y]\nMake a New Clone as [sw2] Cam Control? [y]\n\nComment/// [init]\n\nwhen I receive [\[intro by kuro_code\] start v]\ninit\nMake a New Clone as [bg] Cam Control? [n]\nWait [0.2]\nClone FW/Timer/z pos/x pos/y pos [] [400] [] []\nWait [0.6]\nMake a New Clone as [dia1] Cam Control? [n]\nMake a New Clone as [logo] Cam Control? [n]\nWait [0.8]\nMake a New Clone as [dia2] Cam Control? [n]\nWait [1]\nMake a New Clone as [dia3] Cam Control? [n]\nWait [1.2]\nMake a New Clone as [dia4] Cam Control? [n]\nWait [1.4]\nPanzoid Clones\nWait [2.2]\nMake a New Clone as [chev] Cam Control? [y]\nWait [2.6]\nMake a New Clone as [chev] Cam Control? [y]\nWait [3.4]\nMake a New Clone as [2ndfx!] Cam Control? [y]\nMake a New Clone as [2ndfx"] Cam Control? [y]\nMake a New Clone as [2ndfx#] Cam Control? [y]\nMake a New Clone as [2ndfx$] Cam Control? [y]\nMake a New Clone as [chev] Cam Control? [y]\nWait [3.9]\nMake a New Clone as [chev] Cam Control? [y]\nWait [4.2]\nMake a New Clone as [chev] Cam Control? [y]\nWait [4.65]\nMake a New Clone as [chev] Cam Control? [y]\nWait [4.8]\nMake a New Clone as [end] Cam Control? [n]\n\nnext costume\n\nwhen I start as a clone\nif <(ID/Math/All) = [bg]> then\n switch costume to (position hack v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n Wait [1.4]\n set [brightness v] effect to (-100)\nelse\n if <(ID/Math/All) = [dia1]> then\n Shock Wave - Dia / X Y Z [-120] [100] []\n else\n if <(ID/Math/All) = [dia2]> then\n Shock Wave - Dia / X Y Z [120] [100] []\n else\n if <(ID/Math/All) = [dia3]> then\n Shock Wave - Dia / X Y Z [-120] [-100] []\n else\n if <(ID/Math/All) = [dia4]> then\n Shock Wave - Dia / X Y Z [120] [-100] []\n else\n if <(ID/Math/All) = [logo]> then\n switch costume to (logo v)\n set size to (0) %\n show\n repeat until <[1.2] < (timer)>\n change size by (((150) - (size)) / (6))\n end\n set [///fv v] to [0]\n repeat until <[1.45] < (timer)>\n change [///fv v] by (-3)\n change size by (///fv)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\ndefine Shock Wave - Dia / X Y Z (x) (y) (z)\nswitch costume to (s1 v)\nset size to (0) %\ngo to x: (x) y: (y)\nset [///fv v] to [0]\npoint in direction (90)\nshow\nrepeat (4)\n change size by (((200) - (size)) / (6))\n turn right (((180) - (direction)) / (8)) degrees\nend\nrepeat (20)\n change [///fv v] by (((16) - (///fv)) / (5))\n change size by (((200) - (size)) / (6))\n turn right (((180) - (direction)) / (8)) degrees\n switch costume to (join [s] (round (///fv)))\nend\nrepeat (10)\n change [///fv v] by (((16) - (///fv)) / (5))\n change size by (((200) - (size)) / (6))\n turn right (((180) - (direction)) / (8)) degrees\n switch costume to (join [s] (round (///fv)))\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nif < (ID/Math/All) contains [dia]?> then\n Wait [1.45]\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID/Math/All) = [cir1]> then\n switch costume to (circles1 v)\n set [z position v] to [200]\n Position\n show\n \n change [x position v] by (-1)\n end\nelse\n if <(ID/Math/All) = [cir2]> then\n switch costume to (circles2 v)\n set [z position v] to [220]\n Position\n show\n \n change [x position v] by (1)\n end\n else\n if <(ID/Math/All) = [text]> then\n switch costume to (yatia235 v)\n show\n Wait [3.4]\n set [brightness v] effect to (100)\n switch costume to (logo v)\n else\n if <(ID/Math/All) = [lf]> then\n switch costume to (light fx v)\n show\n end\n end\n end\nend\n\nwhen I receive [\[intro by kuro_code\] start v]\nwait (1) seconds\nset [camera z v] to [0]\nset [camera x v] to [30]\nset [camera y v] to [30]\nset [///fv v] to [0]\nset [///fv2 v] to [0]\nWait [1.5]\nrepeat until <[2.2] < (timer)>\n set [///fv v] to (((///fv) * (0.7)) + (((1) - (Camera Z)) / (12)))\n change [camera z v] by (///fv)\n set [///fv2 v] to (((///fv2) * (0.7)) + (((0) - (Camera X)) / (5)))\n change [camera x v] by (///fv2)\n change [camera y v] by (///fv2)\nend\nShake [2.6]\nShake [3.4]\nShake [3.9]\nShake [4.2]\nShake [4.65]\n\ndefine Shake (t)\nset [shake3 v] to [1.1]\nset [shake_x v] to [0]\nset [shake_y v] to [0]\nset [shake_z v] to [0]\nset [shake1 v] to (((<((letter (5) of (timer)) mod (2)) = [0]> * (2)) + (-1)) * (20))\nset [shake2 v] to (((<((letter (5) of (timer)) mod (2)) = [0]> * (2)) + (-1)) * (20))\nset [camera z v] to [1.15]\nrepeat until <(t) < (timer)>\n set [shake3 v] to (((1) - (Shake3)) / (5))\n set [shake_z v] to (((0.6) * (shake_z)) + (((1) - (Camera Z)) / (5)))\n change [camera z v] by (shake_z)\n set [shake_x v] to (((0.6) * (shake_x)) + (((0) - (Shake1)) / (5)))\n change [shake1 v] by (shake_x)\n set [camera x v] to (shake_x)\n set [shake_y v] to (((0.6) * (shake_y)) + (((0) - (Shake2)) / (5)))\n change [shake2 v] by (shake_y)\n set [camera y v] to (Shake2)\nend\n\nwhen [space v] key pressed\n\ndefine Panzoid Clones\nMake a New Clone as [cir1] Cam Control? [y]\nMake a New Clone as [cir2] Cam Control? [y]\nMake a New Clone as [chev2] Cam Control? [y]\nClone FW/Timer/z pos/x pos/y pos [2.2] [500] [] []\nClone FW/Timer/z pos/x pos/y pos [3.9] [100] [-140] [-90]\nClone FW/Timer/z pos/x pos/y pos [3.9] [100] [140] [90]\nClone FW/Timer/z pos/x pos/y pos [3.9] [100] [-140] [90]\nClone FW/Timer/z pos/x pos/y pos [3.9] [100] [140] [-90]\nClone FW/Timer/z pos/x pos/y pos [4.2] [400] [0] [0]\nMake a New Clone as [text] Cam Control? [y]\nMake a New Clone as [lf] Cam Control? [y]\nMake a New Clone as [1stfx] Cam Control? [y]\n\nwhen I start as a clone\nif <(ID/Math/All) = [chev]> then\n switch costume to (コスチューム1 v)\n set [z position v] to [0]\n Position\n go [backward v] (2) layers\n show\n \n change [z position v] by (((700) - (Z Position)) / (8))\n end\nelse\n if <(ID/Math/All) = [chev2]> then\n switch costume to (コスチューム1 v)\n set [z position v] to [0]\n Position\n show\n \n change [z position v] by (((600) - (Z Position)) / (9))\n end\n else\n if <(ID/Math/All) = [1stfx]> then\n switch costume to (fx3 v)\n set [z position v] to [0]\n Position\n set [ghost v] effect to (30)\n show\n \n change [z position v] by (((350) - (Z Position)) / (6))\n change [ghost v] effect by (2)\n end\n end\n end\nend\n\nwhen I start as a clone\nif < (ID/Math/All) contains [2ndfx]?> then\n switch costume to (fx3 v)\n if < (ID/Math/All) contains [!]?> then\n Set(Nomal)///X POS [-144] Y POS [-88] Z POS [0] CC? [y]\n else\n if < (ID/Math/All) contains ["]?> then\n Set(Nomal)///X POS [144] Y POS [-88] Z POS [0] CC? [y]\n else\n if < (ID/Math/All) contains [#]?> then\n Set(Nomal)///X POS [-144] Y POS [88] Z POS [0] CC? [y]\n else\n if < (ID/Math/All) contains [$]?> then\n Set(Nomal)///X POS [144] Y POS [88] Z POS [0] CC? [y]\n end\n end\n end\n end\n set [ghost v] effect to (30)\n show\n \n change [z position v] by (((100) - (Z Position)) / (6))\n change [ghost v] effect by (3)\n end\nend\n\nwhen I receive [\[intro by kuro_code\] start v]\nwait (1) seconds\nWait [2.8]\nset [///fv v] to [0]\nrepeat (15)\n change [///fv v] by (-1)\n change [camera dir v] by (///fv)\nend\nrepeat until <[4.65] < (timer)>\n change [camera dir v] by (((-360) - (Camera Dir)) / (7))\nend\nset [///fv v] to [0]\nset [///fv2 v] to [0]\nrepeat until <[5.3] < (timer)>\n change [///fv v] by (0.02)\n change [///fv2 v] by (-0.5)\n change [camera dir v] by (///fv2)\n change [camera z v] by (///fv)\nend\n\nwhen I start as a clone\nif <not <(ID/Math/All) = [end]>> then\n Wait [5.3]\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID/Math/All) = [end]> then\n switch costume to (position hack v)\n set [ghost v] effect to (100)\n set [brightness v] effect to (-100)\n show\n repeat (20)\n change [ghost v] effect by (-8)\n end\n repeat (13)\n change [ghost v] effect by (8)\n end\nend\n\nwhen I start as a clone\nWait [6.3]\ndelete this clone\n\nwhen I receive [\[intro by kuro_code\] start v]\nWait [6.3]\nstop [other scripts in sprite v]\nbroadcast (\[Intro by Kuro_Code\] End v)\n\n@イントロ版\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (3) layers\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0) seconds\nend\ngo to x: () y: ()\nbroadcast (\[Intro by Kuro_Code\] Start v) and wait\nbroadcast (スタート v)\nrepeat (10)\n change [ghost v] effect by (10)\n wait (0) seconds\nend\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to ([costume # v] of [地面 v])\nrepeat (10)\n go to [back v] layer\nend\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@ダッシュ版\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <<touching (player v)?> and <not <([costume # v] of [player v]) = [3]>>> then\n set [y v] to [20]\n set [x v] to [20]\n end\n if <<touching (player v)?> and <([costume # v] of [player v]) = [3]>> then\n set [y v] to [20]\n set [x v] to [-20]\n end\n wait until <not <touching (player v)?>>\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [地面 v])\nend\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <touching (player v)?> then\n set [y v] to ((y) * (1.1))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to ([costume # v] of [地面 v])\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n go to x: (240) y: (pick random (85) to (165))\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nforever\n\nwhen I start as a clone\nshow\ngo to [back v] layer\nrepeat (20)\n change x by (-5)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (-5)\nend\nrepeat (10)\n change x by (-5)\nend\ndelete this clone\n\nwait (0) seconds\n\n@スプライト3\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (cool text - platformer 436885756114893 v)\n\n@スプライト4\n\nwhen flag clicked\ngo to [back v] layer\nhide variable [☁ 世界記録 v]\nhide variable [time v]\n\nwhen I receive [\[intro by kuro_code\] end v]\nreset timer\nforever\n repeat until <([costume name v] of [地面 v]) = [終わり]>\n set [time v] to (timer)\n end\n show variable [time v]\n if <(Time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (Time)\n end\n show variable [☁ 世界記録 v]\nend\n\nset [☁ 世界記録 v] to [500]\n\n@障害物2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [back v] layer\n switch costume to ([costume # v] of [地面 v])\n go to x: (0) y: (([sin v] of ((サイン) * (5)) ) * (100))\n change [サイン v] by (1)\n turn right (15) degrees\nend\n\n@スプライト5\n\nwhen flag clicked\nforever\n go to [back v] layer\n set size to ((([sin v] of ((サイン) * (9)) ) * (5)) + (100)) %\n wait (0) seconds\nend\n\n@スプライト7\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\nwhen I receive [スタート v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\n@スプライト6\n\nwhen I receive [あああ v]\ngo to [front v] layer\nshow\nforever\n start sound [Dun Dun Dunnn v]\nend\n\nwhen [timer v] > (0)\nhide\n\nhide\n\ngo to [back v] layer\n\n@remix detector\n\ngo to [back v] layer\n\n
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https://scratch.mit.edu/projects/863938407/\nhttps://scratch.mit.edu/projects/863949285/\n星とハート押して?↑\nだれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!だれか拡散して!\n次回作作ろう!ゲーム傾向2pギリだけど\nほとんどの人が9割以上の点数をつけた! \nこっちの方がすごい!\nhttps://scratch.mit.edu/projects/802660666 \nこれして。\nフォローして! @Sirius_0106\n使い方 日本語下。\nArrow key operation or tap.\nIf you hit a red thorn, you will go to the first position.\nHope to spread.\n\n矢印キー操作またはタップ。\n赤いとげに当たったら、最初の位置に移動します。\n拡散希望!\n 夢叶った\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nああああああああああああああ傾向乗って幸せすぎて発狂しています!!!\n\n
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Midnight |A Platformer| #All #Games
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@Stage\n\nwhen flag clicked\nforever\n play sound [5133314953052160 v] until done\nend\n\n@player\n\nwhen I receive [levelup v]\nif <not <(Level Before) = []>> then\n change [level v] by (1)\nelse\n set [level v] to ((Level Before) + (1))\nend\ngo to x: (-180) y: (-50)\n\nwhen I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n broadcast (dead v)\n end\n if <(x position) > [242]> then\n if <not <(Level) = [14]>> then\n if <not <(Level) = [15]>> then\n broadcast (levelup v)\n end\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (right v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\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 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 switch costume to (right v)\n change [x v] by (0.8)\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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (ground v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (ground v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen flag clicked\nset drag mode [not draggable v]\n\n@Ground\n\nwhen flag clicked\nshow\nswitch costume to (01 v)\n\nwhen I receive [end v]\nhide\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\ngo to x: (35) y: (26)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n broadcast (level 12 v) and wait\n end\nend\n\n@spikes\n\nwhen flag clicked\nshow\nswitch costume to (01 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\ngo to x: (-2) y: (16)\n\n@Sprite1\n\nwhen flag clicked\nset [level before v] to []\nshow\nswitch costume to (skip v)\nset [delay v] to [0]\ngo to x: (-165) y: (128)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(delay) = [1]>> then\n set [brightness v] effect to (30)\n repeat until <(size) = [110]>\n change size by (2.5)\n end\n if <mouse down?> then\n set [level before v] to (Level)\n if <not <(delay) = [1]>> then\n if <not <(Level) = [15]>> then\n broadcast (levelup v)\n broadcast (dead v)\n set [level before v] to []\n set [delay v] to [1]\n switch costume to (skip \(grey\) v)\n wait (0.1) seconds\n clear graphic effects\n repeat until <(size) = [100]>\n wait (0.01) seconds\n change size by (-2.5)\n end\n wait (3) seconds\n set [delay v] to [0]\n switch costume to (skip v)\n wait (0.01) seconds\n end\n end\n end\n end\n else\n clear graphic effects\n repeat until <(size) = [100]>\n change size by (-2.5)\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [level 12 v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\ngo to x: (51) y: (34)\n\nwhen I receive [level 12 v]\nforever\n go to [front v] layer\nend\n\n@thumbnail\n\nwhen flag clicked\nchange [ghost v] effect by (100)\ngo to x: (19) y: (-3)\nforever\n go to [front v] layer\nend\n\n
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Use arrow keys to move and try to get past all of the levels. \nDon't touch lava or spikes because you will restart the level if you do. \nThis is my best game so far. Hope you enjoy!
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COLORLESS a platformer #games #platformer #games #music #dominerr
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@Stage\n\nwhen flag clicked\nchange volume by (100)\nswitch backdrop to (backdrop1 v)\nforever\n switch backdrop to (The Level)\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop11 v)\n\nwhen flag clicked\nforever\n play sound [5 v] until done\nend\n\nset volume to (100) %\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Ground\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (a v)\nforever\n switch costume to (The Level)\nend\n\nwhen I receive [ground v]\nrepeat (5)\n go to x: (pick random (1) to (10)) y: (0)\nend\ngo to x: (0) y: (0)\n\nwhen I receive [end v]\nswitch costume to (j2 v)\n\nwhen flag clicked\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nset rotation style [left-right 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 broadcast (Reset 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\nwait until <(backdrop [number v]) = [10]>\nforever\n if <key (space v) pressed?> then\n broadcast (fire v)\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (sprite1 v)?> or <touching (sprite2 v)?>> then\n broadcast (Reset v)\n switch costume to (player v)\n wait (0.1) seconds\n switch costume to (player2 v)\n end\nend\n\nwhen I receive [end v]\nforever\n switch costume to (player3 v)\nend\n\nwhen I receive [jump mobile v]\nset [y velocity v] to [15]\n\nwait until <((y) * (0.88)) = (Y Velocity)>\nset [y velocity v] to [54]\n\nwhen flag clicked\nforever\n\nchange y by ((y) * (1))\n\nif <touching (ground v)?> then\n\n@Sprite1\n\nwhen flag clicked\nhide\nstop [other scripts in sprite v]\nrepeat (10)\n hide variable [boss health v]\n switch backdrop to (backdrop1 v)\nend\nwait until <(backdrop [number v]) = [10]>\nwait (1) seconds\nset [boss health v] to [30]\nshow variable [boss health v]\nshow\ngo to x: (160) y: (116)\nglide (0.4) secs to x: (102) y: (-22)\nbroadcast (ground v)\nwait (2) seconds\nbroadcast (boss1 v)\nwait until <(boss health) = [0]>\nhide\nhide\nforever\n broadcast (end v)\nend\n\nwhen I receive [hit boss v]\nchange [boss health v] by (-1)\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\n\nwhen flag clicked\nwait until <(boss health) = [0]>\nhide\nbroadcast (Next Level v)\n\nwhen I receive [end v]\nhide variable [boss health v]\n\n@Sprite2\n\nwhen flag clicked\nset [boss health v] to [30]\nhide\nforever\n change [color v] effect by (10)\nend\n\nwhen I receive [boss1 v]\nforever\n show\n go to x: (96) y: (-21)\n glide (1) secs to (player v)\n glide (1) secs to x: (-246) y: (187)\n hide\nend\n\nwhen flag clicked\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n clear graphic effects\nend\n\nwhen I receive [fire v]\nif <key (space v) pressed?> then\n show\n go to (player v)\n glide (0.2) secs to (sprite1 v)\n hide\n broadcast (hit boss v)\nend\n\n@Sprite4\n\nwhen flag clicked\nforever\n show\n go to x: (8) y: (-192)\n start sound [High Whoosh v]\n glide (0.2) secs to x: (8) y: (-137)\n wait (4) seconds\n start sound [High Whoosh v]\n glide (0.2) secs to x: (8) y: (-192)\n hide\n wait (60) seconds\nend\n\n@Sprite5\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n change [ghost v] effect by (25)\nend\n\n
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6:34 update: WE GOT #34 ON MUSIC ON TRENDING!!!! YAY!! :D\n -- COLORLESS a platformer --\n-------------------------------------------------------------------------------\n---despite the name already!!\n?⎚you are just having a great time in a colorful world until the king of colors destroyed the colors,can you stop him or its to late? controls: arrow keys (yep that's it .-.) please ♡ and ☆it means so much to me (:\n---creedits: music: breathe
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Chess 2 - A Platformer Game #Games #All #Trending #Games #All #Games #All #Trending
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@Stage\n\n@Sprite3\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Player2\n\nwhen flag clicked\ngo to x: (-216) y: (100)\nset [level v] to [1]\nshow\nforever\n go to [back v] layer\n set [y v] to [0]\n set [x v] to [0]\n forever\n change [y v] by (-1)\n set [x v] to ((x) * (0.9))\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n change x by (x)\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (1)\n end\n if <touching (platforms v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (platforms v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching (platforms v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <touching (bounce pads v)?> then\n set [y v] to [19]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (danger v)?> or <touching (lava v)?>> then\n go to x: (-216) y: (100)\n end\n if <(x position) = [253]> then\n broadcast (Next Level v)\n change [level v] by (1)\n go to x: (-216) y: (100)\n end\nend\n\nwhen flag clicked\nshow\n\nwhen I receive [the end v]\nhide\n\nwhen flag clicked\nforever\n play sound [song v] until done\nend\n\n@Platforms\n\nwhen flag clicked\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Danger\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (level 1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next level v]\nnext costume\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(level) = [14]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <(level) = [14]> then\n broadcast (done v)\n wait (1) seconds\n stop [all v]\n else\n end\nend\n\nhide\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nwhen I receive [done v]\nwait (.9) seconds\nforever\n go to [front v] layer\n show\nend\n\n
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Make to the end\n\nHEART AND STAR AND COMMENT DONE FOR A CHANCE FOR A FREE FOLLOW!\n\n
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generic platformer be like- im not fame hungry
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop3 v)\n\n@Love fave2\n\nwhen flag clicked\nhide\nforever\n wait (pick random (3) to (15)) seconds\n go to x: (0) y: (53)\n show\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (19)\n change y by (7)\n end\n hide\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\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n broadcast (message1 v)\n end\nend\n\n@thumbnail2\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (25) y: (26)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n forever\n show\n glide (0.5) secs to x: (-5) y: (26)\n wait (0.1) seconds\n glide (0.5) secs to x: (25) y: (26)\n end\n end\nend\n\n\n\nwhen flag clicked\nforever\n if <not <(level) = [11]>> then\n hide\n end\nend\n\n\nhide\n\nwhen I receive [g v]\nhide\n\n@Sprite2\n\n@Sprite1\n\nwhen flag clicked\nhide\nforever\n if <(level) = [10]> then\n go to x: (39) y: (28)\n show\n forever\n glide (0.5) secs to x: (19) y: (28)\n wait (0.1) seconds\n glide (0.5) secs to x: (43) y: (28)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [10]>> then\n hide\n end\nend\n\n@eNemwr\n\nwhen flag clicked\nset size to (80) %\ngo to x: (148) y: (-41)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [4]> then\n wait (0) seconds\n show\n wait (0) seconds\n glide (1) secs to x: (91) y: (-41)\n wait (0) seconds\n glide (1) secs to x: (148) y: (-41)\n wait (0) seconds\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [4]>> then\n hide\n else\n show\n end\nend\n\n@siu\n\nwhen flag clicked\nshow\ngo to x: (16) y: (-8)\nforever\n if <(costume [number v]) = [5]> then\n forever\n go to x: (-4) y: (-8)\n end\n end\nend\n\n\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to [front v] layer\nend\n\nstop [this script v]\n\nforever\n\nhide\n\ngo to [front v] layer\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nshow\nforever\n switch costume to (level)\nend\n\n@Player\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n point in direction (90)\n change x by (0)\n change y by (-0)\nend\n\nwhen flag clicked\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\nforever\n X velocity\n y (up?down\n touching wall or jump\n Death\n Trampoline Jump\n Level Change\nend\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<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 point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (-90)\nend\nset [x v] to ((X) * (.9))\nchange x by (X)\n\ndefine touching wall or jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n end\n end\n end\n end\nend\nchange [y v] by (-1)\nchange y by (Y)\nif <touching (ground v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\n\ndefine y (up?down\nif <touching (ground v)?> then\n if <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n change [y v] by (14)\n end\nend\nchange y by (1)\n\ndefine Jump hight\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(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]\nelse\n set [x v] to [0]\nend\n\ndefine Death\nif <touching (siu v)?> then\n go to x: (-190) y: (55)\nend\nif <touching (enemwr v)?> then\n go to x: (-190) y: (55)\nend\nif <touching (sprite2 v)?> then\n go to x: (-190) y: (55)\nend\nif <touching (sprite1 v)?> then\n go to x: (-190) y: (55)\nend\nif <touching (sprite4 v)?> then\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y) < [0]> then\n set [y v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(level) < [14]> then\n go to x: (-190) y: (55)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (bluey v)\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n go to x: (-200) y: (50)\n end\nend\n\nwhen flag clicked\n\nwhen flag clicked\nif <(level) = [4]> then\n if <touching (enemy v)?> then\n go to x: (-200) y: (50)\n end\nend\n\nwhen I receive [message1 v]\nswitch costume to (bluey2 v)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (level)\n go to x: (-6) y: (0)\n if <(costume [name v]) = [4]> then\n broadcast (Wassup v)\n end\nend\n\n@bobs back layer\n\nwhen I start as a clone\nset size to (50) %\nset [ghost v] effect to (0)\nrepeat (15)\n change size by (-3.9)\n change [ghost v] effect by (7.9)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n go to (player v)\n create clone of (_myself_ v)\nend\n\nwhen I receive [message1 v]\nforever\n change [color v] effect by (5)\nend\n\n
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im sorry its generic dont get mad\n\nreshared because i decided to delete it and then i left and then changed my mind \n\nAvoid spikes and other obstacles\narrow keys or wasd\n\ngeneric am i right\n\nlol\n\nfollow me for a cookie! :3
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Spiderman | A platformer
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@Stage\n\n@:)\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(Love) = [1]> and <(Favorite) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\nset [the level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n switch costume to (crouch v)\n else\n switch costume to (player v)\n end\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [the level v] by (1)\n end\n if <touching (spikes v)?> then\n start sound [Boing v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n start sound [Boing v]\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (The Level)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n set y to (Magma)\n switch costume to (The Level)\nend\n\nwhen flag clicked\nforever\n set [magma v] to [0]\n repeat (10)\n change [magma v] by (1)\n end\n repeat (20)\n change [magma v] by (-1)\n end\n repeat (10)\n change [magma v] by (1)\n end\nend\n\n@trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\n@thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title1 v)\nhide\nforever\n set [slide v] to (timer)\nend\n\nwhen I receive [green flag v]\nhide\n\nwhen [timer v] > (slide)\ngo to x: (0) y: (0)\npoint in direction (90)\nset y to (-300)\ngo to [front v] layer\nswitch costume to (title3 v)\nshow\nrepeat (100)\n change y by (((0) - (y position)) / (10))\nend\nforever\n play sound [Alex_Skrindo_Stahl_-_Moments_NC_\(getmp3 v] until done\nend\n\n
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================Spiderman=============\n---------------------------A platformer----------------------\nControls:\n-- Arrow keys\n-- WASD\n-- Crouch\n-- Lava\n-- Spikes\n----------------------------------------------------------------\nStory:\nYou are spider man. U got stuck in a really dangerous cave. You've got to come out of it. Finish this platformer to get out! Help spiderman.\n-----------------------------------------------------------------\nPls LIKE STAR FOLLOW COMMENT\n-----------------------------------------------------------------\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n#platformer #spiderman #spider #games #all #art #trending #famous #amazing #cool #generic #level #griffpatch #spikes #lava #music
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Dangerous 1 || A Platformer || by Gijax
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@Stage\n\nwhen backdrop switches to [arrière-plan2 v]\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nstart sound [NIVIRO - The Floor Is Lava \[NCS Release\] v]\n\n@Player !\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\nend\n\nwhen I receive [ground v]\ngo to x: (-166) y: (-7)\n\nwhen flag clicked\nshow\ngo to x: (-166) y: (-7)\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to (((X) - (X)) * (0.8))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (7)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-7)\n switch costume to (costume2 v)\n end\n change x by (X)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (-8)\n change x by ((X) * (-2))\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-16]\n else\n set [x v] to [12]\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 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>>> then\n if <touching (ground ! v)?> then\n set [y v] to [16]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-177) y: (-93)\nforever\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\nend\n\nwhen I receive [ground v]\ngo to x: (-166) y: (-7)\n\nwhen I receive [-1 v]\ngo to x: (-166) y: (-7)\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\ndelete this clone\n\n@Ground !\n\nwhen I receive [ground v]\nif <(costume [number v]) = [13]> then\n broadcast (Fin v)\n hide\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume2]> then\n broadcast (Lave v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume4]> then\n broadcast (spikes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume3]> then\n broadcast (rien v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume5]> then\n broadcast (Pentes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume6]> then\n broadcast (spike again ! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume7]> then\n broadcast (Trou v)\n end\nend\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nshow\n\n@Next Level\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nshow\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lave v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [spikes v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [rien v]\nhide\n\nwhen I receive [pentes v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume3 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [spike again ! v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume4 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [trou v]\nhide\n\n@Hole\n\nwhen flag clicked\nhide\n\nwhen I receive [trou v]\ngo to x: (0) y: (0)\nshow\nif <touching (player ! v)?> then\n switch backdrop to (arrière-plan2 v)\n broadcast (Hole v)\nend\n\nwhen flag clicked\nswitch backdrop to (arrière-plan1 v)\n\n@TO BE CONTINUED !\n\nwhen backdrop switches to [arrière-plan2 v]\nwait (3) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnails\n\nwhen flag clicked\nhide\n\n
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|| Dangerous || \n \n#1 ON TRENDING ??? THANK YOU !\n \n Part 1 !\nTo play you have to use the directional arrows or in mobile version! \nBACKGROUND: You were caught by a criminal and took you to an unknown and very dangerous place! You have to get out of it! \n\n⚠️⚠️⚠️ Like Fav and follow me for part 2! ⚠️⚠️⚠️\n\n\n\n\n\n\n______\nCredits :\n¨¨¨¨¨¨¨¨¨¨\nThanks to @YoussefElHaouzi for a code !\n\nAnd @Volcanoscratch for the music !
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Flufftopia || Platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (title screen v)\n\nwhen I receive [particles v]\nrepeat (10)\n change [pitch v] effect by (-1)\nend\nwait (0.5) seconds\nrepeat (10)\n change [pitch v] effect by (1)\nend\nclear sound effects\n\nwhen I receive [play music v]\nwait (15) seconds\nwait until <(CanPlayBlisstonic) = [0]>\nset volume to (0) %\n\nstop all sounds\n\nwait until <(CanPlayBlisstonic) = [0]>\n\nwhen I receive [win 2 v]\nset volume to (0) %\n\nwhen I receive [intro done v]\nswitch backdrop to (round 1 v)\n\nwhen I receive [round 2 v]\nwait (1) seconds\nswitch backdrop to (round 2 v)\n\nbroadcast (Play Music v)\n\nwhen I receive [win3 v]\nstop all sounds\nset volume to (0) %\n\nwhen I receive [round 3 v]\nwait (2) seconds\nswitch backdrop to (round 3 v)\n\nwhen I receive [hides v]\nswitch backdrop to (title screen nos v)\n\nwhen I receive [shows v]\nswitch backdrop to (title screen v)\n\nstop all sounds\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <<(Music Number) = [1]> and <(Music) = [1]>> then\n set volume to (25) %\n set [canmoveplayer v] to [1]\n repeat until <(CanPlayBlisstonic) = [0]>\n play sound [Blisstonic v] until done\n end\n stop [this script v]\nend\n\n@Setup\n\nwhen flag clicked\nset [blisstonictime v] to [0]\nset [magicmesatime v] to [0]\nset [bubblebashtime v] to [0]\nhide variable [blisstonictime v]\nhide variable [magicmesatime v]\nhide variable [bubblebashtime v]\n\nwhen flag clicked\nset [canplayblisstonic v] to [0]\nset [canplaymagicmesa v] to [0]\n\nwhen flag clicked\nhide variable [☁ blisstonicplays v]\nhide variable [☁ magicmesaplays v]\nhide variable [☁ bubblebashplays v]\nhide variable [☁ blisstonicwrtime v]\nhide variable [☁ magicmesawrtime v]\nhide variable [☁ bubblebashwr time v]\n\nwhen flag clicked\nhide variable [☁ blisstonicwr holder v]\nhide variable [☁ magicmesa wr holder v]\nhide variable [☁ bubblebashwr holder v]\n\nwhen flag clicked\nhide variable [decodedbtwr v]\nhide variable [decodedmmwr v]\nhide variable [decodedbbwr v]\n\n@Intro\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\ndefine Smooth Glide To X: (x) Y: (y) Size: (size) Dir: (dir) & Speed: (speed) || Costume: (costume)\nrepeat until <<<(x position) = (x)> and <(y position) = (y)>> and <<(size) = (size)> and <(round (direction)) = (dir)>>>\n switch costume to (pos hack v)\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n turn right (((dir) - (direction)) / (speed)) degrees\n switch costume to (costume)\n change size by (((size) - (size)) / (speed))\nend\n\nwhen flag clicked\nbroadcast (Intro v)\n\nwhen I start as a clone\nshow\nif <(id) = [1]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 1]\nelse\n if <(id) = [2]> then\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [100] Dir: [90] & Speed: [5] || Costume: [Stripe 2]\n else\n if <(id) = [3]> then\n go to x: (0) y: (0)\n switch costume to (logo v)\n go to [front v] layer\n show\n point in direction (-45)\n set [ghost v] effect to (100)\n set size to (0) %\n repeat (20)\n change size by (((120) - (size)) / (5))\n change [ghost v] effect by (-10)\n turn right (((92) - (direction)) / (5)) degrees\n end\n repeat (23)\n change size by (((100) - (size)) / (5))\n change y by (((0) - (y position)) / (5))\n end\n wait (0.5) seconds\n Smooth Glide To X: [0] Y: [40] Size: [100] Dir: [90] & Speed: [6] || Costume: [Logo]\n else\n if <(id) = [5]> then\n go to [front v] layer\n go to x: (0) y: (0)\n Smooth Glide To X: [0] Y: [100] Size: [90] Dir: [90] & Speed: [5] || Costume: [Text]\n else\n if <(id) = [6]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 3]\n else\n if <(id) = [7]> then\n go to [front v] layer\n go to x: (0) y: (200)\n Smooth Glide To X: [0] Y: [-240] Size: [90] Dir: [90] & Speed: [5] || Costume: [Stripe 4]\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n show\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n set [1 v] to (pick random (-15) to (15))\n set [2 v] to (pick random (-15) to (15))\n set [3 v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n go to x: (0) y: (0)\n repeat (25)\n go to [front v] layer\n switch costume to (thing 1 v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (1)\n change y by (2)\n turn right (3) degrees\n set [1 v] to ((1) * (0.9))\n set [2 v] to ((2) * (0.9))\n switch costume to (pick random (6) to (7))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [4]> then\n forever\n change [yv v] by (-0.1)\n change y by (YV)\n end\nend\n\nwhen I receive [play scene v]\nif <(id) = [1]> then\n delete this clone\nelse\n if <(id) = [2]> then\n delete this clone\n else\n if <(id) = [3]> then\n delete this clone\n else\n if <(id) = [5]> then\n delete this clone\n else\n if <(id) = [6]> then\n repeat (50)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n else\n if <(id) = [7]> then\n repeat (50)\n change [ghost v] effect by (10)\n end\n wait (0.5) seconds\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [intro v]\nstart sound (pick random (1) to (2))\nset volume to (50) %\nwait (0.3) seconds\nset [id v] to [1]\nset [sequence # v] to [1]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [2]\nset [sequence # v] to [2]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nset [id v] to [3]\nset [sequence # v] to [3]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [id v] to [4]\nset [sequence # v] to [4]\nParticle [20]\nwait (1) seconds\nset [id v] to [5]\nset [sequence # v] to [5]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [id v] to [6]\nset [sequence # v] to [6]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [id v] to [7]\nset [sequence # v] to [7]\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nwait (5) seconds\nrepeat (100)\n change volume by (-1)\nend\n\nstop all sounds\n\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nrepeat (1000)\n change [brightness v] effect by (5)\nend\nwait (0) seconds\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Play Scene v)\n\nstop all sounds\nset volume to (50) %\nstart sound [Test v]\n\nstop all sounds\nset volume to (50) %\nstart sound [Test2 v]\n\nwhen I receive [play scene v]\nrepeat (50)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [intro v]\nwait (6.5) seconds\nbroadcast (Hide v)\n\nwhen I receive [hide v]\nwait (2) seconds\ndelete this clone\n\nwhen flag clicked\nwait (7) seconds\ndelete this clone\n\n@Player\n\nwhen I receive [move player v]\nchange x by (Move X)\nchange y by (Move Y)\n\nwhen I receive [move player v]\n\nif <not <touching (danger v)?>> then\n change x by (10)\n change y by (10)\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [level v] to [0]\nset [gravity v] to [1]\nset volume to (100) %\nhide\n\ndefine Platformer Physics (speed) (friction) (jump height)\nif <(CanMovePlayer) = [1]> then\n Ground Touch <(Y Velocity) > [0]>\n if <(Gravity) = [1]> then\n switch costume to (idle v)\n else\n switch costume to (upsidedownidle v)\n end\n if <not <touching (water v)?>> then\n if <not <<touching (grabbars v)?> or <touching (vines v)?>>> then\n if <not <(Dashing?) = [1]>> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (-1)\n else\n change [y velocity v] by (1)\n end\n end\n end\n end\n if <touching (vines v)?> then\n Ladders\n end\n if <(STICK X) > [0.3]> then\n if <touching (water v)?> then\n change [x velocity v] by (1.7)\n else\n change [x velocity v] by (1.85)\n end\n end\n if <(STICK X) < [-0.3]> then\n if <touching (water v)?> then\n change [x velocity v] by (-1.7)\n else\n change [x velocity v] by (-1.85)\n end\n end\n set [x velocity v] to ((X Velocity) * (friction))\n change x by (X Velocity)\n set [slope v] to [0]\n if <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <touching (coinlocks v)?>>> then\n repeat until <<not <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <touching (coinlocks v)?>>>> or <(Slope) = [-8]>>\n change [slope v] by (-1)\n change y by (1)\n end\n end\n if <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or >> then\n change y by (Slope)\n repeat until <not <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or >>>\n change x by ((0) - (([abs v] of (X Velocity) ) / (X Velocity)))\n end\n set [x velocity v] to [0]\n end\n change y by (Y Velocity)\n if <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <<touching (lockclones v)?> or <touching (coinlocks v)?>>>> then\n repeat until <not <<<touching (level v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>> or <<touching (blocks v)?> or <<touching (lockclones v)?> or <touching (coinlocks v)?>>>>>\n change y by ((([abs v] of (Y Velocity) ) / (Y Velocity)) * (-1))\n end\n set [falling? v] to [-1]\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> and <<<<touching (level v)?> or <<touching (coinlocks v)?> or <<touching (moving platform v)?> and <(MovingSolid) = [1]>>>> or <<touching (blocks v)?> or <touching (jumpable v)?>>> or <<touching (jump through v)?> and <<(On JT?) = [1]> and <(AbleJT?) = [1]>>>>> then\n if <(Jumping?) = [False]> then\n set [jumping? v] to [True]\n set [holding v] to [True]\n end\n if <<(Jump) = [0]> and <(Jump) < [3]>> then\n if <(Jumps) < (TotalJumps)> then\n change [jumps v] by (1)\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n if <(Gravity) = [1]> then\n set [y velocity v] to ((jump height) + (0.1))\n else\n set [y velocity v] to [-12.8]\n end\n end\n if <(Falling?) < [7]> then\n if <<touching (left v)?> or <touching (right v)?>> then\n start sound (pick random (34) to (36))\n else\n if <(Round) < [3]> then\n start sound (pick random (27) to (33))\n end\n end\n end\n else\n broadcast (Shake v)\n end\n end\n else\n if <not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump v] to [0]\n end\n end\n change y by (1)\n if <touching (water v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n if <(Y Velocity) < [5]> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (0.5)\n else\n change [y velocity v] by (-0.5)\n end\n end\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n if <(Y Velocity) > [-6]> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (-0.5)\n else\n change [y velocity v] by (0.5)\n end\n end\n end\n if <touching (water v)?> then\n if <not <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>>> then\n if <(Gravity) = [1]> then\n change [y velocity v] by (-0.15)\n else\n change [y velocity v] by (0.15)\n end\n end\n end\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (jumprings v)?>> then\n set [y velocity v] to [13]\n end\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (small jump rings v)?>> then\n set [y velocity v] to [8]\n end\n if <not <<touching (water v)?> or <touching (vines v)?>>> then\n if <(Gravity) = [1]> then\n if <(Y Velocity) > [0]> then\n switch costume to (jump v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (fall v)\n end\n else\n if <(Y Velocity) > [0]> then\n switch costume to (upsidedownfall v)\n end\n if <(Y Velocity) < [-1]> then\n switch costume to (upsidedownjump v)\n end\n end\n end\nend\nset [playery v] to (round (y position))\nBars\n\ndefine Detection\nif <<(x position) > [230]> and <not <<(Level) = [8]> or <<(Level) = [16]> or <(Level) = [24]>>>>> then\n broadcast (Swich to black v)\n broadcast (Animation v)\n start sound [Checkpoint v]\n set size to (100) %\n wait (0.6) seconds\n set [deaths v] to [0]\n set [level v] to ((Level) + (1))\n broadcast (Refresh/Next v)\n broadcast (Next Level v)\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n Spawn Position\n JumpCount\n broadcast (Reset orb v)\n broadcast (Next Level v)\n if <(Round) = [2]> then\n change [mmlevelscompleted v] by (1)\n end\n if <(Round) = [3]> then\n change [bblevelscompleted v] by (1)\n end\nend\nif <<<touching (danger v)?> or <<touching (saws v)?> or <<<(y position) < [-166]> or > or <<touching (specialspikes v)?> or <touching (illusionspikes v)?>>>>> and <not <(CHEAT) = [1]>>> then\n change [deaths v] by (1)\n broadcast (Refresh/Next v)\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n start sound [Respawn v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n JumpCount\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n broadcast (Refresh/Next v)\nend\nif <touching (bouncy v)?> then\n start sound [Big Boing v]\n set [y velocity v] to [18]\nend\nif <touching (trampolines v)?> then\n set [y velocity v] to [18]\nend\nif <(CanMovePlayer) = [1]> then\n if <(STICK X) < [-0.3]> then\n point in direction (-90)\n end\n if <(STICK X) > [0.3]> then\n point in direction (90)\n end\n set rotation style [left-right v]\nend\nif <touching (bounce part v)?> then\n if <(Level) = [8]> then\n set [y velocity v] to [18]\n else\n set [y velocity v] to [17.5]\n end\n start sound [spring v]\nend\nif <touching (left v)?> then\n change [x velocity v] by (-1.1)\nend\nif <touching (right v)?> then\n change [x velocity v] by (1.1)\nend\nif <touching (gravityup v)?> then\n set [gravity v] to [2]\nend\nif <touching (gravitydown v)?> then\n set [gravity v] to [1]\nend\nif <touching (bouncepad v)?> then\n if <(Gravity) = [1]> then\n set [y velocity v] to [16]\n else\n set [y velocity v] to [-16]\n end\nend\nif <touching (oppositebounce v)?> then\n if <(Gravity) = [1]> then\n set [y velocity v] to [-11]\n else\n set [y velocity v] to [11]\n end\nend\n\nbroadcast (Start Keys v)\nbroadcast (Lock v)\n\nbroadcast (Stop Sounds v)\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen I receive [intro done v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-46)\nset rotation style [left-right v]\ngo [forward v] (15) layers\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nforever\n Check if on JT\n if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n Platformer Physics [1.85] [0.7] [12.9]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n Ground Touch <(Y Velocity) > [0]>\nend\n\ndefine Cheats Menu\nif <<<key (1 v) pressed?> and <<(username) = [250119code2]> or <(username) = [250119test2]>>> and <not <(CHEAT) = [1]>>> then\n set [cheat v] to [1]\n wait (0.3) seconds\nelse\n if <<key (1 v) pressed?> and <(CHEAT) = [1]>> then\n set [cheat v] to [0]\n wait (0.3) seconds\n end\nend\nif <<key (up arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [8]\nend\nif <<key (down arrow v) pressed?> and <(CHEAT) = [1]>> then\n set [y velocity v] to [-6]\nend\nif <<key (p v) pressed?> and <(CHEAT) = [1]>> then\n broadcast (Refresh/Next v)\n broadcast (Refresh/Next v)\n broadcast (Swich to black v)\n broadcast (Animation v)\n start sound [Checkpoint v]\n set size to (100) %\n wait (.04) seconds\n set [level v] to ((Level) + (1))\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n Spawn Position\n JumpCount\n broadcast (Reset orb v)\n broadcast (Refresh/Next v)\n broadcast (Next Level v)\n if <(Round) = [2]> then\n change [mmlevelscompleted v] by (1)\n end\n wait until <not <key (p v) pressed?>>\nend\n\nwhen flag clicked\nforever\n set [x v] to (round (x position))\n set [y v] to (round (y position))\nend\n\nwhen I receive [restart v]\nbroadcast (Create Clone v)\nif <<(Level) = []> or > then\n broadcast (Reset v)\nend\nstart sound [Crunch v]\ncreate clone of (_myself_ v)\npoint in direction (90)\ngo to x: (-215) y: (-60)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [transition v]\npoint in direction (90)\ngo to x: (-215) y: (-70)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen flag clicked\nforever\n if <(username) = [250119code2]> then\nend\n\nwhen I receive [jump v]\nset [y velocity v] to [0]\n\nwhen I receive [intro done v]\nset [level v] to [1]\n\ndefine Respawn Position\nwait (0) seconds\nbroadcast (Animation v)\nset [jumps v] to [0]\nif <(Level) = [1]> then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [2]> then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [3]> then\n go to x: (-215) y: (-35)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [4]> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [5]> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nRespawn Position 2\n\ndefine Ladders\nif <touching (vines v)?> then\n if <touching (vines v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (1.6)\n end\n end\n end\n if <touching (vines v)?> then\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n if <not <touching (level v)?>> then\n change [viney v] by (-1.6)\n end\n end\n end\nend\nset [viney v] to ((VineY) * (0.8))\nchange y by (VineY)\nset [y velocity v] to [0]\n\ngo to x: (-215) y: (-55)\n\nwhen flag clicked\nforever\n wait until <touching (vines v)?>\n set [viney v] to [3]\n wait until <not <touching (vines v)?>>\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n set [y velocity v] to [8]\n end\nend\n\nwhen I receive [win v]\nhide\n\nwhen flag clicked\n\nstop all sounds\nplay sound [Drum Roll v] until done\nstart sound [Clash v]\nwait (0.65) seconds\nstart sound [Qualified v]\n\nwait (1) seconds\n\nwhen I receive [hide v]\ngo to x: (0) y: ((50) + (25))\npoint in direction (90)\nset size to (100) %\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\nwhen I receive [win v]\nstart sound [Qualified v]\n\nwhen I receive [game over v]\nhide\nset [lost v] to [1]\n\nwhen flag clicked\nset [lost v] to [0]\n\nif <touching (left v)?> then\n change x by (-4.8)\nend\nif <touching (right v)?> then\n change x by (4.8)\nend\n\nwhen I receive [be still v]\nswitch costume to (idle v)\n\nwhen I receive [speed up v]\n\ndefine Spawn Position\nwait (0) seconds\nbroadcast (Animation v)\nif <(Level) = [1]> then\n go to x: (-215) y: (-46)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [2]> then\n go to x: (-215) y: (-46)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [3]> then\n go to x: (-215) y: (-46)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [4]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [6]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nSpawn2\n\ndefine Ground Touch <up?>\nchange [falling? v] by (1)\nif <(AbleJT?) = [1]> then\n if <touching (jump through v)?> then\n if <<touching (jump through v)?> and <not <up?>>> then\n set [slope v] to [0]\n repeat until <<(Slope) > (([abs v] of (Y Velocity) ) + (2))> or <not <touching (jump through v)?>>>\n change y by (1)\n change [slope v] by (1)\n end\n if <not <touching (jump through v)?>> then\n change y by ((0) - (round (Slope)))\n repeat until <not <touching (jump through v)?>>\n change y by (1)\n switch costume to (idle v)\n set [falling? v] to [0]\n set [y velocity v] to [0]\n end\n else\n if <(Slope) > (([abs v] of (Y Velocity) ) + (2))> then\n change y by ((0) - (round (Slope)))\n end\n end\n end\n end\nend\n\ndefine Jump\nchange y by (-1)\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>> then\n set [falling? v] to [6]\n set [jump v] to [1]\n if <not <touching (water v)?>> then\n set [y velocity v] to [12.8]\n end\n if <(Falling?) < [7]> then\n start sound (pick random (27) to (33))\n wait until <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (jump through v)?>>>\n end\nend\nchange y by (1)\n\nwhen I receive [round 2 v]\nwait (1) seconds\nset [canmoveplayer v] to [0]\npoint in direction (90)\nshow\nset [ghost v] effect to (0)\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\ndefine Respawn\nif <key (r v) pressed?> then\n broadcast (Particles v)\n broadcast (Lock v)\n broadcast (Start Keys v)\n broadcast (Animation v)\n broadcast (Reset orb v)\n broadcast (Refresh/Next v)\n start sound [Respawn v]\n switch costume to (idle v)\n if <<(Level) = []> or > then\n broadcast (Reset v)\n end\n Respawn Position\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\n wait until <not <key (r v) pressed?>>\nend\n\nwhen flag clicked\nforever\n Respawn\nend\n\ndefine JumpCount\n\nif <(Level) = [8]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\nif <(Level) = [10]> then\n set [jumps v] to [0]\n set [totaljumps v] to [999]\nend\n\nwhen I receive [showp v]\nswitch costume to (idle v)\ngo to x: (-215) y: (-44)\nclear graphic effects\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [totaljumps v] to [9999]\nbroadcast (Rise v)\n\nwhen flag clicked\nrepeat until <(Level) = [8]>\n set [totaljumps v] to [999]\nend\n\nwhen flag clicked\nset [lost v] to [0]\n\nset [lost v] to [1]\nstart sound [Splash v]\nstart sound (pick random (11) to (16))\nstart sound [Eliminated v]\nchange y by (150)\nset [canmoveplayer v] to [0]\nbroadcast (Level Fail v)\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen I receive [win3 v]\nset volume to (100) %\nstart sound [Qualified v]\n\ndefine Respawn Position 2\nif <(Level) = [6]> then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [7]> then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [8]> then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [9]> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [10]> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif then\n go to x: (-215) y: (25)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nRespawn3\n\ndefine Spawn2\nif <(Level) = [7]> then\n go to x: (-215) y: (-46)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [8]> then\n go to x: (-215) y: (20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [10]> then\n go to x: (-215) y: (20)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [11]> then\n go to x: (-215) y: (-1)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <(Level) = [12]> then\n go to x: (-215) y: (-48)\n point in direction (90)\n set size to (100) %\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nSpawn 3\n\nwhen I receive [play music v]\nset volume to (5) %\nset [canmoveplayer v] to [1]\n\nwhen I receive [animation v]\nswitch costume to (idle v)\nset size to (50) %\nrepeat (20)\n change size by (((100) - (size)) / (10))\nend\nrepeat (30)\n change size by (((100) - (size)) / (10))\nend\n\ndefine Bars\n\nif <touching (grabbars v)?> then\n set [y velocity v] to [0]\nend\n\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <touching (grabbars v)?>> then\n set [y velocity v] to [12]\nend\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-53)\n\ndefine Check if on JT\nif <(y position) > [-160]> then\n change y by (-30)\n if <touching (jump through v)?> then\n set [on jt? v] to [1]\n else\n set [on jt? v] to [0]\n end\n change y by (30)\nend\n\nwhen flag clicked\nforever\n set [totaljumps v] to [999]\nend\n\ndefine Drop Down\nif <<(On JT?) = [1]> and <<<key (s v) pressed?> or <key (down arrow v) pressed?>> or <(STICK Y) < [-0.1]>>> then\n if <(Round) = [3]> then\n set [ablejt? v] to [0]\n wait (0.5) seconds\n set [ablejt? v] to [1]\n else\n set [ablejt? v] to [0]\n wait (0.2) seconds\n set [ablejt? v] to [1]\n end\nend\n\nwhen flag clicked\ngo [backward v] (5) layers\nset [ablejt? v] to [1]\nforever\n Drop Down\nend\n\ndefine Hold to Jump Higher\nif <(Device) = [1]> then\n if <(Y Velocity) < [-5]> then\n set [jumping? v] to [False]\n end\n if <<not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>>> and <(Holding) = [True]>> then\n set [y velocity v] to ((Y Velocity) / (1.3))\n set [holding v] to [False]\n end\nend\n\nwhen I receive [animation v]\nset [canmoveplayer v] to [0]\nwait (0.3) seconds\nset [canmoveplayer v] to [1]\n\ndefine Dashing\nif <key (space v) pressed?> then\n if <(DashCooldown) = [0]> then\n start sound [Dash v]\n set [dashing? v] to [1]\n set [y velocity v] to [0]\n broadcast (Cooldown v)\n set [dashcooldown v] to [1]\n if <(direction) = [90]> then\n set [x velocity v] to [30]\n end\n if <(direction) = [-90]> then\n set [x velocity v] to [-30]\n end\n set [dashing? v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen I receive [cooldown v]\nrepeat until <(DashCooldown) = [0]>\n wait (1) seconds\n change [dashcooldown v] by (-1)\nend\n\nwhen I receive [cooldown v]\nrepeat (10)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [countdown3 v]\ngo [forward v] (100) layers\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\ndefine Spawn 3\nif <<(Level) = [13]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [15]> or > then\n go to x: (-215) y: (10)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or > then\n go to x: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [19]> or <(Level) = [18]>> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [20]> or <<(Level) = [21]> or <<(Level) = [23]> or >>> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\n\nwhen I receive [switchgravity v]\nif <(Gravity) = [1]> then\n set [gravity v] to [2]\n set [y velocity v] to [0.5]\nelse\n set [gravity v] to [1]\n set [y velocity v] to [-0.5]\nend\n\nwhen I receive [countdown3 v]\nclear graphic effects\n\ngo [backward v] (5) layers\n\nwhen I receive [round 3 v]\ngo to x: (-215) y: (-34)\n\nwhen I receive [bounce v]\nif <(Gravity) = [1]> then\n set [y velocity v] to [13]\nelse\n set [y velocity v] to [-13]\nend\n\nwhen I receive [countdown3 v]\nrepeat (10)\n go to x: (-215) y: (-34)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (0) seconds\nwait until <<touching (stars v)?> and <(Level) = [8]>>\nswitch costume to (idle v)\nhide variable [levelscompleted v]\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 1 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [8]>>>\n\ngo [forward v] (3) layers\n\nwhen I receive [round 3 v]\ngo [forward v] (10) layers\n\nwhen flag clicked\nforever\n Hold to Jump Higher\nend\n\nwhen I receive [round 2 v]\nforever\n Hold to Jump Higher\nend\n\nwhen I receive [next v]\nforever\n Hold to Jump Higher\nend\n\nwhen I receive [teleport v]\ngo to (mouse-pointer v)\n\ngo [backward v] (5) layers\n\nwhen I receive [starttimer1 v]\nrepeat until <not <(CanPlayBlisstonic) = [1]>>\n set [blisstonictime v] to (([floor v] of ((timer) * (10)) ) / (10))\nend\n\nwhen I receive [countdown2 v]\ngo to x: (-215) y: (-47)\n\nwhen I receive [starttimer2 v]\nrepeat until <not <(CanPlayMagicMesa) = [1]>>\n set [magicmesatime v] to (([floor v] of ((timer) * (10)) ) / (10))\nend\n\nwhen I receive [countdown2 v]\nstop [other scripts in sprite v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nset volume to (100) %\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-47)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nforever\n Check if on JT\n if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n Platformer Physics [1.85] [0.7] [12.9]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n Ground Touch <(Y Velocity) > [0]>\nend\n\ngo [backward v] (5) layers\n\nwhen I receive [play music v]\nwait (1) seconds\nwait until <<touching (stars v)?> and <(Level) = [16]>>\nswitch costume to (idle v)\nhide variable [levelscompleted v]\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win 2 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [16]>>>\n\nwhen flag clicked\nforever\n set volume to (100) %\nend\n\nwhen I receive [play music v]\nwait (1) seconds\nforever\n Drop Down\n set volume to (100) %\n Respawn\nend\n\nwhen I receive [play music v]\nforever\n wait until <touching (water v)?>\n broadcast (Water v)\n start sound [In Water v]\n wait until <not <touching (water v)?>>\n if <<(x position) > [-215]> and <not <(Round) = [3]>>> then\n set [y velocity v] to [7.5]\n end\nend\n\nwhen I receive [play music v]\nforever\n if <<<touching (right v)?> or <touching (left v)?>> and <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>>> then\n play sound (pick random (20) to (25)) until done\n end\n if <(Level) > [15]> then\n set [totaljumps v] to [999]\n end\nend\n\ndefine Respawn3\nif <<(Level) = [12]> or <(Level) = [13]>> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [14]> or <(Level) = [13]>> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [15]> or <(Level) = [17]>> then\n go to x: (-215) y: (50)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [16]> or <(Level) = [18]>> then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [19]> or > then\n go to x: (-215) y: (0)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [20]> or > then\n go to x: (-215) y: (-20)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\nif <<(Level) = [22]> or > then\n go to x: (-215) y: (-40)\n point in direction (90)\n set size to (100) %\n set [gravity v] to [1]\n set [x velocity v] to [0]\n set [y velocity v] to [0]\nend\n\ngo [backward v] (20) layers\n\nwhen I receive [play music v]\nforever\n Cheats Menu\nend\n\nwhen I receive [play music v]\nforever\n wait until <touching (water v)?>\n set [y velocity v] to ((Y Velocity) / (2))\n wait until <not <touching (water v)?>>\nend\n\ngo [backward v] (5) layers\n\nwhen I receive [countdown3 v]\nstop [other scripts in sprite v]\nset [jumping? v] to [False]\nset [holding v] to [False]\nset [canmoveplayer v] to [0]\nset [totaljumps v] to [999]\npoint in direction (90)\nset size to (100) %\nset [cheat v] to [0]\nwait (0.1) seconds\nset volume to (100) %\nshow\nswitch costume to (idle v)\ngo to x: (-215) y: (-24)\nset rotation style [left-right v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nset [able to jump v] to [1]\nforever\n Check if on JT\n if <<touching color (#a1ff27)?> or <touching color (#88f000)?>> then\n Platformer Physics [1.85] [0.7] [12.9]\n Detection\n else\n Platformer Physics [1.85] [0.8] [12.9]\n Detection\n end\n Ground Touch <(Y Velocity) > [0]>\nend\n\nwhen I receive [starttimer3 v]\nrepeat until <not <(CanPlayBubbleBash) = [1]>>\n set [bubblebashtime v] to (([floor v] of ((timer) * (10)) ) / (10))\nend\n\nwhen I receive [play music v]\nwait (1) seconds\nwait until <<touching (stars v)?> and <(Level) = [24]>>\nswitch costume to (idle v)\nhide variable [levelscompleted v]\nset [canmoveplayer v] to [0]\nstart sound [Qualified v]\nbroadcast (Win3 v)\nrepeat (10)\n set [ghost v] effect to (100)\n switch costume to (idle v)\nend\nwait until <not <<touching (stars v)?> and <(Level) = [24]>>>\n\nwhen I receive [animation start v]\nhide\n\n@Level\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <<touching (mouse-pointer v)?> and <(InLevelZone) = [0]>> then\n set [mousetouchinglevel v] to [1]\n else\n set [mousetouchinglevel v] to [0]\n end\nend\n\ngo to [front v] layer\n\ngo [forward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\n@Danger\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [numberpad4 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [animation v]\nclear graphic effects\nif <(Level) = [12]> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nif <(Level) = [15]> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\nif <(Level) = [23]> then\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-20)\n end\nend\n\nwhen I receive [numberpad8 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [numberpad14 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Front Deco\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\ngo [forward v] (26) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Decoration\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (5) layers\nforever\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (10) layers\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (5) layers\n\ngo [forward v] (5) layers\n\nwhen flag clicked\nwait until <(Level) = [10]>\ngo [backward v] (5) layers\n\nwhen flag clicked\nwait until <(Level) = [12]>\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Shadows\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo [backward v] (5) layers\nforever\n switch costume to (Level)\n if <(Shadows) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nClone At X: [-116] [-120] At Size: [100] [0]\n\nwhen I receive [countdown 1 v]\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (10) layers\n\nwhen flag clicked\nwait until <(Level) = [3]>\ngo [backward v] (5) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Shadows) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <(Shadows) = [1]> then\n show\n else\n hide\n end\nend\n\ngo [backward v] (5) layers\n\n@Jump Through\n\nwhen flag clicked\nhide\n\ngo [backward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <key (e v) pressed?> then\n if <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\n end\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nset [showing? v] to [0]\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n if <key (e v) pressed?> then\n if <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\n end\n wait until <not <key (e v) pressed?>>\n end\nend\n\nwhen [space v] key pressed\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Water\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n switch costume to (Level)\n set [ghost v] effect to (50)\nend\n\nwhen I receive [intro done v]\nshow\n\nrepeat (29)\n\nwhen I receive [intro done v]\n\nwait until <(Level) = [1]>\n\ngo [forward v] (5) layers\n\nwhen flag clicked\n\nwait until <(Level) = [11]>\n\ngo [backward v] (3) layers\n\nwhen I receive [round 2 v]\nshow\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\n switch costume to (Level)\n set [ghost v] effect to (40)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (50)\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\n@Vines\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\n@Saws\n\nwhen flag clicked\n\nbroadcast (Next Level v)\n\ndefine Clone At X: (x) (y) At Size (size)\ngo to x: (x) y: (y)\nset size to (size) %\ncreate clone of (_myself_ v)\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nwait (0) seconds\n\nwhen I start as a clone\npoint in direction (90)\nset [move x v] to [0]\nset [move y v] to [0]\nshow\ngo [forward v] (20) layers\nforever\n turn right (4) degrees\nend\n\nset [move x v] to ((Move X) * (0.9))\nset [move y v] to ((Move Y) * (0.9))\nchange x by (Move X)\nchange y by (Move Y)\nturn right ((Move X) * (2)) degrees\nturn right ((Move Y) * (2)) degrees\n\nwhen I receive [intro done v]\nif then\n delete this clone\nend\n\nforever\n repeat (38)\n set [move y v] to [-3]\n end\n wait (0.8) seconds\n repeat (38)\n set [move y v] to [3]\n end\n wait (0.8) seconds\nend\n\nbroadcast (Next Level v)\n\nwhen flag clicked\n\nwhen I receive [hide saw v]\ndelete this clone\n\nif <(Level) = [21]> then\n Clone At X: [-190] [133] At Size [100]\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen I receive [show v]\nclear graphic effects\nstop [all v]\n\ngo [forward v] (5) layers\n\nset [ghost v] effect to (0)\n\nset [ghost v] effect to (100)\n\n@Left\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nset [ghost v] effect to (0)\nset [showing? v] to [1]\n\nwhen [space v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [showing? v] to [0]\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Right\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\nset [showing? v] to [0]\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset [showing? v] to [0]\n\nwhen [e v] key pressed\nif <(username) = [250119code2]> then\n if <(Showing?) = [0]> then\n set [ghost v] effect to (0)\n set [showing? v] to [1]\n else\n set [ghost v] effect to (100)\n set [showing? v] to [0]\n end\nend\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@TITLE\n\nwhen flag clicked\nset [screen v] to [1]\ngo [backward v] (99) layers\nhide\nset size to (100) %\n\nwhen I receive [play scene v]\ngo [forward v] (4) layers\nforever\n if <(SCREEN) = [1]> then\n change [titleturn v] by (1)\n end\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <(SCREEN) = [0]> then\n go [backward v] (6) layers\n end\nend\n\nhide\n\nshow\n\nclear graphic effects\n\nwhen I receive [hidecreditsscreen v]\nrepeat (5)\n change size by (1)\n change [ghost v] effect by (-20)\nend\nset size to (100) %\n\nwhen I receive [hidetitlescreen v]\nrepeat (5)\n change [ghost v] effect by (-20)\n change size by (1)\nend\nset size to (100) %\n\nwhen I receive [in v]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-1)\nend\n\nwhen I receive [creditsshow v]\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-1)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\nset size to (100) %\n\nwhen I receive [settingsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Transitions\n\nwhen I receive [died v]\n\ncreate clone of (_myself_ v)\n\ndefine thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((4100) - (size)) / (4))\nset [size v] to (size)\nswitch costume to (thing v)\n\ndefine other thing\nswitch costume to (hax v)\nset size to (size) %\nchange size by (((410) - (size)) / (6))\nset [size v] to (size)\nswitch costume to (weird thing v)\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen I start as a clone\nset [transition> v] to [1]\ngo to x: (0) y: (0)\nset size to (0) %\nshow\nset [size v] to [100]\nrepeat until <(size) > [4080]>\n thing\nend\nset size to (10) %\nset [size v] to [10]\nrepeat until <(size) > [400]>\n other thing\nend\nhide\nbroadcast (Move v)\nset [transition> v] to [0]\ndelete this clone\n\n@Play Button\n\nwhen I receive [play scene v]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nhide\nset [inlevelselect v] to [0]\n\nwhen I receive [play scene v]\nset [screen v] to [1]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <<mouse down?> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n start sound [Click v]\n broadcast (LevelSelect v)\n set [inlevelselect v] to [1]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\nend\n\nwait (0.8) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nset [screen v] to [0]\n\nbroadcast (Swich to black v)\n\nstart sound [Selected v]\nwait (0.8) seconds\nbroadcast (Show Intro v)\nset [screen v] to [0]\n\nstop [other scripts in sprite v]\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nstart sound [Click v]\nbroadcast (LevelSelect v)\nset [inlevelselect v] to [1]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [animation start v]\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Instructions\n\nwhen I receive [play scene v]\nset [instructions v] to [0]\nshow\nwait until <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <(Instructions) = [1]>>>\nbroadcast (IN v)\nstart sound [Click v]\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n start sound [Click v]\n set [instructions v] to [1]\n broadcast (IN v)\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Credits\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [incredits v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n start sound [Click v]\n broadcast (CreditsShow v)\n set [incredits v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown 1 v]\nstop [other scripts in sprite v]\n\nwhen I receive [settingsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Settings\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(SCREEN) = [1]> and <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [incredits v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n turn right (2) degrees\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n start sound [Click v]\n broadcast (SettingsShow v)\n set [insettings v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nset [insettings v] to [0]\n\nwhen I receive [settingshide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@Changelog\n\nwhen I receive [play scene v]\nforever\n if <touching (mouse-pointer v)?> then\n if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n set volume to (100) %\n start sound [Hover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen flag clicked\nset [screen v] to [1]\nhide\nset [inchangelog v] to [0]\n\nwhen I receive [play scene v]\nshow\nforever\n if <(SCREEN) = [1]> then\n show\n else\n hide\n end\n if <<touching (mouse-pointer v)?> and > then\n change size by (((100) - (size)) / (5))\n switch costume to (costume3 v)\n set [brightness v] effect to (5)\n if <<mouse down?> and <(SCREEN) = [1]>> then\n if <<(InCredits) = [0]> and <<(Instructions) = [0]> and <<(InLevelSelect) = [0]> and <<(InSettings) = [0]> and <(InChangelog) = [0]>>>>> then\n start sound [Click v]\n broadcast (Changelog Show v)\n set [inchangelog v] to [1]\n end\n end\n else\n switch costume to (costume1 v)\n change size by (((90) - (size)) / (5))\n set [brightness v] effect to (0)\n end\nend\n\nstart sound [Click v]\nbroadcast (CreditsShow v)\nset [incredits v] to [1]\n\nwhen I receive [in v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [levelselect v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [creditsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [hidelevelselect v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nset [inchangelog v] to [0]\n\nwhen I receive [settingshide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [settingsshow v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog show v]\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change size by (1)\n change [ghost v] effect by (-10)\nend\n\n@LevelSelectScreen\n\nwhen I receive [levelselect v]\nset [selectedlevel v] to [1]\nset [titlescrenid v] to [Black]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Text]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Left]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Right]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Level1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Play]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [Back]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [Black]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [Text]> then\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Left]> then\n go to x: (-185) y: (0)\n go to [front v] layer\n switch costume to (left v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Right]> then\n go to [front v] layer\n go to x: (185) y: (0)\n switch costume to (right v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Level1]> then\n set size to (80) %\n go to [front v] layer\n go to x: (0) y: (-10)\n switch costume to (level1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Play]> then\n set size to (100) %\n go to [front v] layer\n go to x: (0) y: (-130)\n switch costume to (play v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [Back]> then\n set size to (100) %\n go to [front v] layer\n go to x: (-205) y: (-145)\n switch costume to (back v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen [space v] key pressed\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Left]> then\n if <(SelectedLevel) = [1]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n if <(TitleScrenID) = [Right]> then\n if <(SelectedLevel) = [3]> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n end\n end\nend\n\nbroadcast (LevelSelect v)\n\nwhen I receive [levelchange+1 v]\nif <(TitleScrenID) = [Level1]> then\n next costume\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I receive [levelchange-1 v]\nif <(TitleScrenID) = [Level1]> then\n switch costume to ((costume [number v]) - (1))\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Play]> then\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (5))\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n if <(SelectedLevel) = [1]> then\n wait (0.3) seconds\n start sound [Selected v]\n broadcast (Show Intro v)\n set [screen v] to [0]\n broadcast (HideLevelSelect v)\n else\n if <(SelectedLevel) = [2]> then\n wait (0.3) seconds\n start sound [Selected v]\n broadcast (Round 2 v)\n set [round v] to [2]\n set [screen v] to [0]\n broadcast (HideLevelSelect v)\n else\n if <(SelectedLevel) = [3]> then\n wait (0.3) seconds\n broadcast (Round 3 v)\n start sound [Selected v]\n set [screen v] to [0]\n broadcast (HideLevelSelect v)\n end\n wait until <not <mouse down?>>\n end\n wait until <not <mouse down?>>\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I receive [hidelevelselect v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nbroadcast (HideLevelSelect v)\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Back]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (back v)\n if <mouse down?> then\n set [inlevelselect v] to [0]\n broadcast (HideLevelSelect v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (back v)\n end\n end\nend\n\nwhen I receive [animation v]\n\nwhen I receive [show intro v]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n\nif <(TitleScrenID) = [Back]> then\n if <touching (mouse-pointer v)?> then\n wait until <not <touching (mouse-pointer v)?>>\n start sound [MouseHover v]\n end\nend\n\nbroadcast (HideLevelSelect v)\n\nset [test v] to [0]\n\nchange [test v] by (1)\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Back]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Left]> then\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n if <not <(SelectedLevel) = [1]>> then\n change [selectedlevel v] by (-1)\n broadcast (LevelChange-1 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n switch costume to (costume1 v)\n end\n else\n if <(TitleScrenID) = [Right]> then\n if <touching (mouse-pointer v)?> then\n change size by (((125) - (size)) / (5))\n switch costume to (costume2 v)\n if <mouse down?> then\n start sound [Click v]\n if <not <(SelectedLevel) = [3]>> then\n change [selectedlevel v] by (1)\n broadcast (LevelChange+1 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n switch costume to (costume1 v)\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [Left]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [Right]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [Play]> then\n if <touching (mouse-pointer v)?> then\n start sound [MouseHover2 v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\nend\n\n@Instructions Scene\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [in v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [3]> then\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\nend\n\nwhen I receive [hidetitlescreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [instructions v] to [0]\ndelete this clone\n\nbroadcast (HideTitleScreen v)\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n broadcast (HideTitleScreen v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\n@CreditsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [creditsshow v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [hidecreditsscreen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [incredits v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <mouse down?> then\n broadcast (HideCreditsScreen v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nbroadcast (HideCreditsScreen v)\n\n@SettingsScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [settingsshow v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [4]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [5]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [6]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [7]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [8]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [3]> then\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [4]> then\n set size to (70) %\n go to x: (110) y: (50)\n if <(Music) = [1]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [5]> then\n set size to (70) %\n go to x: (110) y: (15)\n if <(Particle Effects) = [1]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [6]> then\n set size to (70) %\n go to x: (110) y: (-20)\n if <(Fancy Effects) = [1]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [7]> then\n set size to (70) %\n go to x: (110) y: (-55)\n if <(Shadows) = [1]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n if <(TitleScrenID) = [8]> then\n set size to (70) %\n go to x: (110) y: (-90)\n if <(Element Effects) = [1]> then\n switch costume to (4 v)\n else\n switch costume to (5 v)\n end\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [settingshide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [insettings v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n broadcast (SettingsHide v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\nend\n\nbroadcast (SettingsHide v)\n\nwhen flag clicked\nset [insettings v] to [0]\n\nwhen flag clicked\nset [music v] to [1]\nset [particle effects v] to [1]\nset [fancy effects v] to [1]\nset [shadows v] to [1]\nset [element effects v] to [1]\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [4]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(Music) = [1]> then\n set [music v] to [0]\n switch costume to (5 v)\n else\n set [music v] to [1]\n switch costume to (4 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n if <(TitleScrenID) = [5]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(Particle Effects) = [1]> then\n set [particle effects v] to [0]\n switch costume to (5 v)\n else\n set [particle effects v] to [1]\n switch costume to (4 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n if <(TitleScrenID) = [6]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(Fancy Effects) = [1]> then\n set [fancy effects v] to [0]\n switch costume to (5 v)\n else\n set [fancy effects v] to [1]\n switch costume to (4 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n if <(TitleScrenID) = [7]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(Shadows) = [1]> then\n broadcast (HideS v)\n set [shadows v] to [0]\n switch costume to (5 v)\n else\n broadcast (ShowS v)\n set [shadows v] to [1]\n switch costume to (4 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n else\n if <(TitleScrenID) = [8]> then\n if <touching (mouse-pointer v)?> then\n change size by (((80) - (size)) / (5))\n set [brightness v] effect to (5)\n if <mouse down?> then\n start sound [Click v]\n if <(Element Effects) = [1]> then\n set [element effects v] to [0]\n switch costume to (5 v)\n else\n set [element effects v] to [1]\n switch costume to (4 v)\n end\n wait until <not <mouse down?>>\n end\n else\n change size by (((70) - (size)) / (5))\n set [brightness v] effect to (0)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [4]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [5]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [6]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [7]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [8]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n else\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\n end\n end\n end\n end\n end\nend\n\nif <mouse down?> then\n start sound [Click v]\n wait until <not <mouse down?>>\nend\n\n@ChangelogScreen\n\nwhen flag clicked\nset [screen v] to [0]\nset [instructions v] to [0]\nhide\n\nwhen I receive [changelog show v]\nset [titlescrenid v] to [1]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [2]\ncreate clone of (_myself_ v)\nset [titlescrenid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\n\nwhen I receive [in v]\n\nset [instructions v] to [1]\nif <(SCREEN) = [1]> then\n show\n clear graphic effects\n set size to (10) %\n go to [front v] layer\n repeat (20)\n go to [front v] layer\n change size by (((100) - (size)) / (5))\n end\n wait until <<mouse down?> and <touching (mouse-pointer v)?>>\n repeat (20)\n change [ghost v] effect by (5)\n end\n hide\n set [instructions v] to [0]\nend\n\ngo [forward v] (6) layers\n\nwhen I start as a clone\nif <(TitleScrenID) = [1]> then\n go to x: (0) y: (0)\n switch costume to (1 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nelse\n if <(TitleScrenID) = [2]> then\n go to x: (0) y: (0)\n switch costume to (2 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n else\n go to x: (-205) y: (-145)\n switch costume to (3 v)\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\nend\n\nwhen I receive [changelog hide v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [inchangelog v] to [0]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n set [brightness v] effect to (5)\n switch costume to (costume2 v)\n if <mouse down?> then\n broadcast (Changelog Hide v)\n start sound [Click v]\n wait until <not <mouse down?>>\n end\n else\n change size by (((110) - (size)) / (5))\n set [brightness v] effect to (0)\n switch costume to (costume1 v)\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <(TitleScrenID) = [3]> then\n if <touching (mouse-pointer v)?> then\n start sound [Hover v]\n wait until <not <touching (mouse-pointer v)?>>\n end\n end\nend\n\nbroadcast (HideCreditsScreen v)\n\n@Timer (Level Changing)\n\nwhen I start as a clone\ngo [forward v] (5) layers\nshow\ngo to [front v] layer\nforever\n show\n set size to (120) %\n go to x: (((Timer: Clone #) * (20)) - (-195)) y: (142)\n if <(length of (round (Timer))) < (Timer: Clone #)> then\n hide\n else\n show\n switch costume to (letter (Timer: Clone #) of (Timer))\n end\nend\n\nwhen I receive [show intro v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [show intro v]\nset [timer v] to [6]\nwait (1) seconds\nrepeat (6)\n wait (1) seconds\n change [timer v] by (-1)\nend\n\nwhen I receive [countdown 1 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown4 v]\ndelete this clone\n\nwhen I receive [round 2 v]\nset [timer v] to [6]\nwait (1) seconds\nset [level v] to [9]\nrepeat (6)\n wait (1) seconds\n change [timer v] by (-1)\nend\n\nwhen I receive [round 2 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nwhen I receive [round 2 v]\n\nwhen I receive [round 3 v]\nset [level v] to [17]\nset [timer v] to [6]\nwait (1) seconds\nrepeat (6)\n wait (1) seconds\n change [timer v] by (-1)\nend\n\nwhen I receive [round 3 v]\nwait (1) seconds\nset [timer: clone # v] to [1]\nrepeat (30)\n create clone of (_myself_ v)\n change [timer: clone # v] by (1)\nend\nhide\n\nset [level v] to [17]\n\n@How To Play\n\nwhen flag clicked\nhide\nset [win v] to [0]\n\nwhen I receive [show intro v]\nswitch costume to (1 v)\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Round Reveal 11s v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nshow variable [☁ blisstonicwrtime v]\nshow variable [decodedbtwr v]\nbroadcast (DecodeBT v)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (6) seconds\nrepeat (10)\n change volume by (-10)\nend\nhide variable [☁ blisstonicwrtime v]\nhide variable [decodedbtwr v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [music# v] to [1]\nwait (0.2) seconds\nbroadcast (Countdown 1 v)\nbroadcast (Intro Done v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [round 2 v]\n\ngo [forward v] (5) layers\nswitch costume to (2 v)\nshow\nset [brightness v] effect to (100)\nstart sound [Round Reveal 11s v]\nswitch backdrop to (2 v)\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nwait (11) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nbroadcast (Countdown2 v)\nhide\nwait (1) seconds\n\nwhen I receive [round 2 v]\nswitch costume to (2 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Round Reveal 11s v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nshow variable [☁ magicmesawrtime v]\nshow variable [decodedmmwr v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (6) seconds\nrepeat (10)\n change volume by (-10)\nend\nhide variable [☁ magicmesawrtime v]\nhide variable [decodedmmwr v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [music# v] to [2]\nwait (0.2) seconds\nbroadcast (Countdown2 v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [round 3 v]\nset [round v] to [3]\nswitch costume to (3 v)\ngo to [front v] layer\nshow\nset [brightness v] effect to (100)\nset [ghost v] effect to (100)\nset volume to (100) %\nstart sound [Round Reveal 11s v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nshow variable [☁ bubblebashwr time v]\nshow variable [decodedbbwr v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nset [canmoveplayer v] to [0]\nwait (6) seconds\nrepeat (10)\n change volume by (-10)\nend\nhide variable [☁ bubblebashwr time v]\nhide variable [decodedbbwr v]\nrepeat (20)\n change [brightness v] effect by (5)\nend\nset [music# v] to [3]\nwait (0.2) seconds\nbroadcast (Countdown3 v)\nhide\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nset [☁ blisstonicwrtime v] to [999]\nset [☁ magicmesawrtime v] to [999]\n\n@Transition\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [transition v]\ngo to [front v] layer\nset [ghost v] effect to (0)\nwait (.2) seconds\nrepeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\nend\n\n@Water Particles\n\ndefine Particle (amount)\nrepeat (amount)\n set [clone id v] to [Particle]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [Particle]> then\n switch costume to (particle v)\n set [brightness v] effect to (0)\n set [ghost v] effect to (20)\n set [a v] to (pick random (-15) to (15))\n set [b v] to (pick random (-15) to (15))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (70) to (130)) %\n repeat (25)\n go to [front v] layer\n change [ghost v] effect by (2)\n set size to ((size) * (0.95)) %\n switch costume to (size hack v)\n change x by (a)\n change y by (b)\n switch costume to (particle v)\n turn right (c) degrees\n set [a v] to ((a) * (0.8))\n set [b v] to ((b) * (0.8))\n end\n delete this clone\nend\n\nwhen I receive [water v]\nif then\n delete this clone\nend\nif <(Fancy Effects) = [1]> then\n go to (player v)\n Particle [20]\nend\n\nchange [change y v] by (-1)\nchange y by (Change Y)\n\nwhen I start as a clone\nforever\n change [change y v] by (-0.3)\n change y by (Change Y)\nend\n\nset size to (200) %\n\nset size to (100) %\n\nset size to ((size) * (0.95)) %\n\nset size to ((size) * (2)) %\n\n@Hidden\n\nwhen flag clicked\nhide\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [animation start v]\nhide\n\ndefine Hidden\nif <touching (player v)?> then\n change [ghost v] effect by (16)\nelse\n change [ghost v] effect by (-20)\nend\n\nrepeat (10)\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n Hidden\nend\n\nwhen I receive [countdown3 v]\n\ngo [forward v] (3) layers\n\ngo [forward v] (3) layers\n\ngo [forward v] (25) layers\n\n@Flash\n\nwhen I receive [swich to black v]\ngo to [front v] layer\nset [brightness v] effect to (90)\nshow\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (1 v)\ngo to [front v] layer\ngo [backward v] (2) layers\nrepeat (16)\n next costume\n go to [front v] layer\nend\nbroadcast (nextblackswitch v)\n\nwhen I receive [nextblackswitch v]\nwait (0.5) seconds\npoint in direction (-90)\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\n\nwhen I receive [start game v]\nshow\nset [brightness v] effect to (87)\nset [mosaic v] effect to (0)\nset [color v] effect to ((1) / (0))\npoint in direction (90)\nswitch costume to (new piskel - 2021-04-26t12280533 v)\ngo to [front v] layer\ngo [backward v] (1) layers\nrepeat (16)\n switch costume to ((costume [number v]) - (1))\nend\ngo to [back v] layer\nhide\n\nswitch costume to (1 v)\n\nwhen flag clicked\nswitch costume to (1 v)\n\n@Death Particles\n\nwhen I receive [particles v]\nset [last death x v] to (PLAYER X)\nset [last death y v] to (PLAYER Y)\nif then\n delete this clone\nend\nParticle [20]\n\nwhen flag clicked\nhide\nset [death v] to [0]\nset [last death x v] to [0]\nset [last death y v] to [0]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\ndefine Particle (amount)\nrepeat (amount)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(Round) < [1]> then\n show\n switch costume to (1 v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n set [a v] to (pick random (-20) to (20))\n set [b v] to (pick random (-20) to (20))\n set [c v] to (pick random (-50) to (50))\n set size to (pick random (50) to (300)) %\n go to x: (LAST DEATH X) y: (LAST DEATH Y)\n repeat (50)\n go to [front v] layer\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (pick random (1) to (2))\n go to [front v] layer\n end\n delete this clone\nelse\n show\n switch costume to (1 v)\n set [brightness v] effect to (25)\n set [ghost v] effect to (100)\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 go to x: (LAST DEATH X) y: (LAST DEATH Y)\n repeat (25)\n go to [front v] layer\n switch costume to (sh v)\n change [ghost v] effect by (-7.5)\n set size to ((size) * (.9)) %\n change x by (a)\n change y by (b)\n turn right (c) degrees\n set [a v] to ((a) * (0.9))\n set [b v] to ((b) * (0.9))\n switch costume to (pick random (1) to (2))\n go to [front v] layer\n end\n delete this clone\nend\n\nwhen I receive [particles v]\n\nset [player x v] to ([x position v] of [player v])\nset [player y v] to ([y position v] of [player v])\n\nwhen I receive [countdown3 v]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\nwhen I receive [countdown2 v]\nforever\n set [player x v] to ([x position v] of [player v])\n set [player y v] to ([y position v] of [player v])\nend\n\nwhen flag clicked\n\nwhen I receive [play scene v]\nwait (0.6) seconds\nset [last death x v] to [0]\nset [last death y v] to [100]\nParticle [25]\nwait (0.2) seconds\nParticle [25]\n\n@Message\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen I receive [win 1 v]\nset [canplayblisstonic v] to [0]\ngo to [front v] layer\nswitch costume to (level 1 win v)\nset [can move? v] to [0]\nshow variable [☁ blisstonicwrtime v]\nshow variable [decodedbtwr v]\nif <(BlisstonicTIME) < (☁ BlisstonicWRTime)> then\n set [☁ blisstonicwrtime v] to (BlisstonicTIME)\n switch costume to (level 1 win wr v)\n broadcast (EncodeBT v)\n broadcast (DecodeBT v)\nend\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nhide variable [☁ blisstonicwrtime v]\nhide variable [decodedbtwr v]\nhide variable [blisstonictime v]\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 2 v)\nbroadcast (Next Level v)\nset [round v] to [2]\n\nwhen I receive [win 2 v]\nset [canplaymagicmesa v] to [0]\ngo to [front v] layer\nswitch costume to (level 2 win v)\nset [can move? v] to [0]\nshow variable [☁ magicmesawrtime v]\nshow variable [decodedmmwr v]\nif <(MagicMesaTIME) < (☁ MagicMesaWRTime)> then\n set [☁ magicmesawrtime v] to (MagicMesaTIME)\n switch costume to (level 2 win wr v)\n broadcast (EncodeMM v)\n broadcast (DecodeMM v)\nend\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nhide variable [☁ magicmesawrtime v]\nhide variable [decodedmmwr v]\nhide variable [magicmesatime v]\nrepeat (10)\n change [ghost v] effect by (16)\nend\nwait (0.5) seconds\nbroadcast (Round 3 v)\nbroadcast (Next Level v)\nset [round v] to [3]\n\nwhen I receive [win3 v]\ngo to [front v] layer\nswitch costume to (level 3 win v)\nset [can move? v] to [0]\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nset [brightness v] effect to (100)\nswitch costume to (game complete v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nif <(BlisstonicTIME) < (☁ BlisstonicWRTime)> then\n set [☁ blisstonicwrtime v] to (BlisstonicTIME)\nend\n\nset [☁ blisstonicwrtime v] to [66.2 ]\nset [☁ blisstonicwr holder v] to [0524160518201435]\n\nset [☁ magicmesawrtime v] to [87.2]\nset [☁ magicmesa wr holder v] to [0524160518201435]\n\nset [round v] to [2]\n\nhide variable [counter collect v]\n\nset [☁ bubblebashwr time v] to [229.5]\nset [☁ bubblebashwr holder v] to [1913011908323228]\n\nset [☁ bubblebashwr holder v] to [2932272828362005192029]\n\nchange [☁ bubblebashwr time v] by (1)\n\nwhen I receive [win3 v]\nset [canplaybubblebash v] to [0]\ngo to [front v] layer\nswitch costume to (level 3 win v)\nset [can move? v] to [0]\nshow variable [☁ bubblebashwr time v]\nshow variable [decodedbbwr v]\nif <(BubbleBashTIME) < (☁ BubbleBashWR Time)> then\n set [☁ bubblebashwr time v] to (BubbleBashTIME)\n switch costume to (level 3 win wr v)\n broadcast (EncodeBB v)\n broadcast (DecodeBB v)\nend\nwait (0.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-16)\nend\nwait (5) seconds\nhide variable [☁ bubblebashwr time v]\nhide variable [decodedbbwr v]\nhide variable [bubblebashtime v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nswitch costume to (game complete v)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nset [brightness v] effect to (100)\n\nbroadcast (Round 3 v)\n\nbroadcast (Next Level v)\n\nset [canplaybubblebash v] to [0]\n\nchange [☁ blisstonicwrtime v] by (1)\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\n\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (170) y: (-110)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [intro done v]\nif <(Device) = [2]> then\n show\n go to [front v] layer\n set [ghost v] effect to (80)\n set [range v] to ((size) / (2.5))\n forever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\n end\nend\n\nwait (1) seconds\nhide\nwait until <mouse down?>\nshow\ngo to [front v] layer\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-170) y: (-110)\n repeat until <not <mouse down?>>\n Keyboard controls\n end\n repeat until <mouse down?>\n Keyboard controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\n\n\nwhen flag clicked\nforever\n Keyboard controls\nend\n\nwhen flag clicked\n\nforever\nend\n\nhide\n\nStick Activated\n\nset [device v] to [2]\n\n@Countdown\n\nwhen I receive [countdown 1 v]\nset [blisstonictime v] to [0]\nshow variable [blisstonictime v]\nwait (1) seconds\nset [round v] to [1]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [1]\nbroadcast (Play Music v)\nreset timer\nset [canplayblisstonic v] to [1]\nbroadcast (StartTimer1 v)\n\nwhen flag clicked\ngo to x: (0) y: (50)\nhide\nset [round v] to [0]\n\nwhen I receive [countdown 1 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown2 v]\nset [canteleportplayer v] to [0]\nset [magicmesatime v] to [0]\nshow variable [magicmesatime v]\nwait (1) seconds\nset [round v] to [2]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\nset [music number v] to [2]\nbroadcast (Play Music v)\nreset timer\nset [canplaymagicmesa v] to [1]\nbroadcast (StartTimer2 v)\n\nwhen I receive [countdown3 v]\nset [bubblebashtime v] to [0]\ngo to [front v] layer\nshow variable [bubblebashtime v]\nwait (1) seconds\nset [round v] to [3]\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [music number v] to [3]\nset [canmoveplayer v] to [1]\nbroadcast (Play Music v)\nreset timer\nset [canplaybubblebash v] to [1]\nbroadcast (StartTimer3 v)\n\nwhen I receive [countdown2 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown3 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\npoint in direction (90)\nset [ghost v] effect to (0)\nset size to (100) %\nshow\nswitch costume to (3 v)\nwait (0.5) seconds\nrepeat (3)\n repeat (10)\n change size by (-10)\n end\n next costume\n repeat (10)\n change size by (10)\n end\n wait (0.5) seconds\nend\nbroadcast (Play Music v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [canmoveplayer v] to [1]\n\nwhen I receive [countdown4 v]\nwait (1) seconds\nplay sound [Countdown v] until done\nstart sound [Go v]\nset [moving? v] to [1]\n\nwhen I receive [countdown 1 v]\nset [round v] to [1]\nshow variable [levelscompleted v]\nrepeat until <not <(Round) = [1]>>\n set [levelscompleted v] to (join (Level) (join [ / ] [8]))\nend\n\nwhen I receive [countdown2 v]\nshow variable [levelscompleted v]\nset [mmlevelscompleted v] to [1]\nrepeat until <not <(Round) = [2]>>\n set [levelscompleted v] to (join (MMLevelsCompleted) (join [ / ] [8]))\nend\n\nwhen I receive [countdown3 v]\nshow variable [levelscompleted v]\nset [bblevelscompleted v] to [1]\nrepeat until <not <(Round) = [3]>>\n set [levelscompleted v] to (join (BBLevelsCompleted) (join [ / ] [8]))\nend\n\n@OppositeBounce\n\nwhen flag clicked\nhide\n\ngo [forward v] (3) layers\n\nwhen I receive [intro done v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n set [brightness v] effect to (100)\n start sound [Bounce v]\n repeat (10)\n change [brightness v] effect by (-10)\n end\n wait until <not <touching (player v)?>>\n end\nend\n\nwhen I receive [round 2 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Jumpable\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\ngo [forward v] (25) layers\n\nwhen I receive [intro done v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nswitch costume to (1 v)\n\nwhen I receive [round 2 v]\nshow\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\nwhen I receive [round 3 v]\nshow\nwait (1) seconds\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\n set [ghost v] effect to (100)\nend\n\nwhen I receive [animation start v]\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@YellowRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\nif <(Level) = [5]> then\n Clone At X: [64] [-5] At Size: [90]\nend\nif <(Level) = [6]> then\n Clone At X: [115] [75] At Size: [90]\nend\nif <(Level) = [8]> then\n Clone At X: [100] [41] At Size: [90]\nend\nif <(Level) = [9]> then\n Clone At X: [-125] [75] At Size: [90]\nend\nif <(Level) = [11]> then\n Clone At X: [-11] [65] At Size: [90]\nend\nif <(Level) = [13]> then\n Clone At X: [0] [100] At Size: [90]\n Clone At X: [-83] [90] At Size: [90]\nend\nif <(Level) = [16]> then\n Clone At X: [-88] [30] At Size: [90]\n Clone At X: [-178] [89] At Size: [90]\nend\nif <(Level) = [21]> then\n Clone At X: [-121] [29] At Size: [90]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nset [active v] to [1]\nshow\ngo [backward v] (15) layers\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n broadcast (Bounce v)\n set [active v] to [0]\n start sound [Jump v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (4)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nbroadcast (Reset orb v)\n\nwhen I start as a clone\nshow\nforever\n if <(Active) = [1]> then\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\n end\nend\n\nwhen I start as a clone\n\nwhen [space v] key pressed\n\nbroadcast (Reset orb v)\n\nwhen I receive [countdown2 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\nClone At X: [-125] [75] At Size: [90]\n\nbroadcast (Reset orb v)\n\nwhen I receive [numberpad6 v]\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [52] [41] At Size: [90]\n\nwhen I receive [numberpad9 v]\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [58] [33] At Size: [90]\nwait (0.8) seconds\nstart sound [4 v]\nClone At X: [180] [-99] At Size: [90]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@AntiGravRings\n\nwhen flag clicked\nhide\n\ndefine Clone At X: (x) (y) At Size: (size)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [reset orb v]\nclear graphic effects\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [14]> then\n Clone At X: [-176] [44] At Size: [90]\n Clone At X: [-107] [153] At Size: [90]\nend\nif <(Level) = [18]> then\n Clone At X: [157] [-8] At Size: [90]\nend\nif <(Level) = [24]> then\n Clone At X: [-150] [-34] At Size: [90]\nend\n\nwhen I start as a clone\nshow\ngo [backward v] (15) layers\nset [active v] to [1]\nforever\n point in direction (90)\n if <touching (player v)?> then\n set [brightness v] effect to (5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <(STICK BUTTON) > [0]>> then\n set [active v] to [0]\n broadcast (SwitchGravity v)\n start sound [Large v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (4)\n end\n delete this clone\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I start as a clone\nshow\nforever\n if <(Active) = [1]> then\n set size to ((([sin v] of (((timer) + ((0) * (400))) * (150)) ) * (10)) + (80)) %\n end\nend\n\nbroadcast (Reset orb v)\n\nwhen I receive [numberpad4 v]\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [-210] [-38] At Size: [90]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [numberpad4 v]\nwait (1.2) seconds\nstart sound [2 v]\nClone At X: [5] [139] At Size: [90]\n\nClone At X: [-210] [-38] At Size: [90]\n\nwhen I receive [numberpad9 v]\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-14] [-99] At Size: [90]\nwait (0.8) seconds\nstart sound [3 v]\nClone At X: [150] [33] At Size: [90]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@Clouds\n\nwhen I receive [play scene v]\nforever\n if <<(Round) = [0]> or <<(Round) = [1]> or <(Round) = [2]>>> then\n create clone of (_myself_ v)\n wait (pick random (25) to (30)) seconds\n end\nend\n\nwhen I start as a clone\ngo [backward v] (50) layers\nif <(pick random (1) to (2)) = [1]> then\n show\n Go To Right\n set y to (pick random (120) to (150))\n switch costume to (pick random (1) to (2))\n set size to (pick random (70) to (100)) %\n set [ghost v] effect to (pick random (40) to (60))\n go to [back v] layer\n repeat until <(x position) < [-350]>\n set size to (250) %\n change x by (-0.4)\n change x by (-0.4)\n set size to (100) %\n end\n delete this clone\nelse\n show\n go to [back v] layer\n Go to Left\n set y to (pick random (110) to (150))\n switch costume to (pick random (1) to (2))\n set size to (pick random (50) to (80)) %\n set [ghost v] effect to (pick random (40) to (60))\n repeat until <(x position) > [350]>\n set size to (250) %\n change x by (0.4)\n set size to (100) %\n end\n delete this clone\nend\n\ndefine Go To Right\nrepeat until <(x position) > [350]>\n set size to (250) %\n change x by (5)\n set size to (100) %\nend\n\nwhen [space v] key pressed\n\ndefine Go to Left\nrepeat until <(x position) < [-350]>\n set size to (250) %\n change x by (-5)\n set size to (100) %\nend\n\ngo [backward v] (50) layers\n\nwhen I receive [countdown3 v]\ndelete this clone\n\ndelete this clone\n\ncreate clone of (_myself_ v)\n\n@Particles 1\n\nwhen I start as a clone\nif <<(Round) = [0]> or <(Round) = [1]>> then\n show\n set size to (pick random (120) to (150)) %\n switch costume to (pick random (1) to (2))\n change size by (pick random (10) to (25))\n change [color v] effect by (pick random (-3) to (3))\n set [ghost v] effect to (pick random (10) to (40))\n go to x: (pick random (-240) to (240)) y: (180)\n glide (pick random (6) to (10)) secs to x: (pick random (-240) to (200)) y: (-180)\n delete this clone\nend\n\nwhen I receive [play scene v]\nwait (0.5) seconds\nhide\ngo [backward v] (1) layers\nforever\n if <<<(Round) = [0]> or <(Round) = [1]>> and <(Particle Effects) = [1]>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n if <<(Round) = [2]> and <(Particle Effects) = [1]>> then\n create clone of (_myself_ v)\n wait (0.15) seconds\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(Round) = [0]> then\n wait (pick random (3) to (4)) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Round) = [1]> then\n wait (pick random (2) to (6)) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(Round) = [2]> then\n wait (pick random (3) to (6)) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Round) = [2]> then\n show\n set size to (pick random (120) to (150)) %\n switch costume to (pick random (3) to (4))\n change size by (pick random (10) to (25))\n change [color v] effect by (pick random (-3) to (3))\n set [ghost v] effect to (pick random (10) to (40))\n go to x: (pick random (-240) to (240)) y: (180)\n glide (pick random (6) to (10)) secs to x: (pick random (-240) to (200)) y: (-180)\n delete this clone\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\n@Radius\n\nwhen flag clicked\nhide\nset [canteleportplayer v] to [0]\nforever\n wait until <(CanTeleportPlayer) = [1]>\n create clone of (_myself_ v)\n set [id v] to [1]\n create clone of (_myself_ v)\n set [id v] to [2]\n wait until <not <(CanTeleportPlayer) = [1]>>\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (75) layers\nforever\n if <(ID) = [1]> then\n if <(CanTeleportPlayer) = [1]> then\n change [ghost v] effect by (-10)\n switch costume to (dotted v)\n set size to (135) %\n set [brightness v] effect to (100)\n go to (player v)\n turn right (1) degrees\n else\n change [ghost v] effect by (10)\n end\n else\n if <(CanTeleportPlayer) = [1]> then\n set [ghost v] effect to (75)\n switch costume to (dotted2 v)\n go to (player v)\n set size to (135) %\n if <<(MouseTouchingLevel) = [0]> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <<(InLevelZone) = [0]> and <(InCoinLockZone) = [0]>>>> then\n set [qualifiedteleport v] to [1]\n if <mouse down?> then\n set [canteleportplayer v] to [0]\n broadcast (Teleport v)\n end\n else\n set [qualifiedteleport v] to [0]\n end\n if <<<(MouseTouchingLevel) = [1]> or <<(InLevelZone) = [1]> or <(InCoinLockZone) = [1]>>> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <mouse down?>>> then\n broadcast (X Mark v)\n wait until <not <mouse down?>>\n end\n else\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [1]> then\n forever\n if <(CanTeleportPlayer) = [1]> then\n end\nelse\n forever\n if <(CanTeleportPlayer) = [1]> then\n end\nend\n\nwhen flag clicked\nhide\nset [ghost v] effect to (100)\ndelete this clone\n\nshow\ngo [forward v] (1) layers\nif <(ID) = [1]> then\n forever\n if <(CanTeleportPlayer) = [1]> then\n switch costume to (dotted v)\n set size to (135) %\n set [brightness v] effect to (100)\n go to (player v)\n change [ghost v] effect by (-10)\n turn right (1) degrees\n else\n change [ghost v] effect by (10)\n end\n end\nelse\n forever\n if <(CanTeleportPlayer) = [1]> then\n set [ghost v] effect to (75)\n switch costume to (dotted2 v)\n go to (player v)\n set size to (135) %\n if <<(MouseTouchingLevel) = [0]> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <<(InLevelZone) = [0]> and <(InCoinLockZone) = [0]>>>> then\n set [qualifiedteleport v] to [1]\n if <mouse down?> then\n set [canteleportplayer v] to [0]\n broadcast (Teleport v)\n end\n else\n set [qualifiedteleport v] to [0]\n end\n if <<<(MouseTouchingLevel) = [1]> or <<(InLevelZone) = [1]> or <(InCoinLockZone) = [1]>>> and <<<touching (mouse-pointer v)?> and <(CanTeleportPlayer) = [1]>> and <mouse down?>>> then\n broadcast (X Mark v)\n wait until <not <mouse down?>>\n end\n else\n change [ghost v] effect by (10)\n end\n end\nend\n\nwhen I start as a clone\n\nif then\n delete this clone\nend\n\n@MouseRadius\n\nwhen flag clicked\nshow\nforever\n set [ghost v] effect to (100)\n go to (mouse-pointer v)\n if <<touching (level v)?> or <touching (coinlocks v)?>> then\n set [inlevelzone v] to [1]\n else\n set [inlevelzone v] to [0]\n end\nend\n\n@Teleport\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [teleport v]\nwait (0.05) seconds\ngo to [front v] layer\ngo to (player v)\nclear graphic effects\nset size to (100) %\nrepeat (50)\n change [ghost v] effect by (7)\n change size by (5)\nend\n\n@X Sprite\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [x mark v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to (mouse-pointer v)\ngo to [front v] layer\nset [ghost v] effect to (100)\nset size to (20) %\nrepeat (10)\n change size by (8)\n change [ghost v] effect by (-10)\nend\nwait (0.2) seconds\nrepeat (10)\n change size by (-8)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\n\nif then\n delete this clone\nend\n\n@Conveyor Belt 1\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n go to x: (0) y: (0)\n if <(Level) = [2]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [forward v] (25) layers\n\ngo [backward v] (26) layers\n\n@CoinLocks\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nwait (0) seconds\nif <(Level) = [2]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\nend\nif <(Level) = [3]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\nend\nif <(Level) = [4]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\nend\nif <(Level) = [5]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\nend\nif <(Level) = [6]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\nend\nif <(Level) = [7]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\nend\nif <(Level) = [8]> then\n Clone At X: [0] Y: [0] Costume: [7] Size: [100]\nend\nif <(Level) = [10]> then\n Clone At X: [0] Y: [0] Costume: [8] Size: [100]\nend\nif <(Level) = [12]> then\n Clone At X: [0] Y: [0] Costume: [9] Size: [100]\nend\nif <(Level) = [14]> then\n Clone At X: [0] Y: [0] Costume: [10] Size: [100]\nend\nif <(Level) = [17]> then\n Clone At X: [0] Y: [0] Costume: [11] Size: [100]\nend\nif <(Level) = [18]> then\n Clone At X: [0] Y: [0] Costume: [12] Size: [100]\nend\nif <(Level) = [19]> then\n Clone At X: [0] Y: [0] Costume: [13] Size: [100]\nend\nif <(Level) = [22]> then\n Clone At X: [0] Y: [0] Costume: [14] Size: [100]\nend\nif <(Level) = [24]> then\n Clone At X: [0] Y: [0] Costume: [15] Size: [100]\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (30) layers\nclear graphic effects\nif <(Level) = [2]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [3]> then\n wait until <(Coins/CoinsCollected) = [1]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [4]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [5]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n Require2\n end\n end\n end\nend\n\nwhen I receive [countdown3 v]\nbroadcast (Next v)\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nClone At X: [0] Y: [0] Costume: [1] Size: [100]\n\nwhen I receive [refresh/next v]\nif <(LockOpened) = [1]> then\n set [lockopened v] to [0]\n if then\n delete this clone\n end\n if <(Level) = [2]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n end\n if <(Level) = [3]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n end\n if <(Level) = [4]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n end\n if <(Level) = [5]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n end\n if <(Level) = [6]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n end\n if <(Level) = [7]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n end\n if <(Level) = [8]> then\n Clone At X: [0] Y: [0] Costume: [7] Size: [100]\n end\n if <(Level) = [10]> then\n Clone At X: [0] Y: [0] Costume: [8] Size: [100]\n end\n if <(Level) = [12]> then\n Clone At X: [0] Y: [0] Costume: [9] Size: [100]\n end\n if <(Level) = [14]> then\n Clone At X: [0] Y: [0] Costume: [10] Size: [100]\n end\n if <(Level) = [17]> then\n Clone At X: [0] Y: [0] Costume: [11] Size: [100]\n end\n if <(Level) = [18]> then\n Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n end\n if <(Level) = [19]> then\n Clone At X: [0] Y: [0] Costume: [13] Size: [100]\n end\n if <(Level) = [22]> then\n Clone At X: [0] Y: [0] Costume: [14] Size: [100]\n end\n if <(Level) = [24]> then\n Clone At X: [0] Y: [0] Costume: [15] Size: [100]\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif then\n delete this clone\nend\n\nstart sound [Door Open v]\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set [incoinlockzone v] to [1]\n else\n set [incoinlockzone v] to [0]\n end\nend\n\nwhen [space v] key pressed\n\ndefine Require2\nif <(Level) = [6]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [7]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [8]> then\n wait until <(Coins/CoinsCollected) = [4]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n if <(CanPlayBlisstonic) = [1]> then\n start sound [Door Open v]\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [10]> then\n wait until <(Coins/CoinsCollected) = [5]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [12]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n Require3\n end\n end\n end\n end\nend\n\nbroadcast (Next Level v)\n\ndefine Require3\nif <(Level) = [14]> then\n wait until <(Coins/CoinsCollected) = [6]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [17]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [18]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [19]> then\n wait until <(Coins/CoinsCollected) = [3]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [22]> then\n wait until <(Coins/CoinsCollected) = [4]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [24]> then\n wait until <(Coins/CoinsCollected) = [2]>\n set [lockopened v] to [1]\n broadcast (LockOpen v)\n start sound [Door Open v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\n end\n end\n end\nend\n\nwhen I receive [countdown3 v]\nClone At X: [0] Y: [0] Costume: [11] Size: [100]\n\ndelete this clone\n\n@LockAnimations\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(Level) = [2]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [3]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [4]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [5]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [6]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [7]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [8]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [10]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [12]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [14]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [17]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [18]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [19]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [22]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\n if <(Level) = [24]> then\n create clone of (_myself_ v)\n wait (1.6) seconds\n end\nend\n\nwhen I receive [next level v]\ndelete this clone\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo [backward v] (50) layers\nif <(Level) = [2]> then\n go to x: (210) y: (-100)\nelse\n if <(Level) = [3]> then\n go to x: (-52) y: (25)\n else\n if <(Level) = [4]> then\n go to x: (210) y: (-100)\n else\n if <(Level) = [5]> then\n go to x: (210) y: (30)\n else\n if <(Level) = [6]> then\n go to x: (210) y: (20)\n else\n if <(Level) = [7]> then\n go to x: (210) y: (-110)\n else\n if <(Level) = [8]> then\n go to x: (210) y: (-50)\n else\n if <(Level) = [10]> then\n go to x: (210) y: (-50)\n else\n if <(Level) = [12]> then\n set size to (200) %\n go to x: (210) y: (-220)\n set size to (100) %\n else\n if <(Level) = [14]> then\n go to x: (210) y: (-20)\n else\n if <(Level) = [17]> then\n set size to (200) %\n go to x: (210) y: (-200)\n set size to (100) %\n else\n if <(Level) = [18]> then\n set size to (200) %\n go to x: (210) y: (-200)\n set size to (100) %\n else\n if <(Level) = [19]> then\n set size to (200) %\n go to x: (210) y: (-200)\n set size to (100) %\n else\n if <(Level) = [22]> then\n set size to (200) %\n go to x: (210) y: (-200)\n set size to (100) %\n else\n if <(Level) = [24]> then\n set size to (200) %\n go to x: (210) y: (-30)\n set size to (100) %\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\nforever\n if <(Level) = [2]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [3]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [4]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [5]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [6]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [7]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [8]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n MoreRequirements\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [next level v]\n\nwhen [space v] key pressed\n\ndelete this clone\n\nwhen I receive [lockopen v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\ndelete this clone\n\nwhen I receive [next v]\nclear graphic effects\nset [ghost v] effect to (0)\ngo [forward v] (5) layers\n\nwhen I start as a clone\nif <(LockOpened) = [1]> then\n set [ghost v] effect to (100)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen [space v] key pressed\n\ndefine MoreRequirements\nif <(Level) = [10]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\nelse\n if <(Level) = [12]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [14]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [17]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [18]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [19]> then\n repeat until <(y position) > [130]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [22]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n else\n if <(Level) = [24]> then\n repeat until <(y position) > [200]>\n set size to (300) %\n change y by (1)\n set size to (100) %\n end\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\n@CoinLockShadow\n\nwhen flag clicked\nhide\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\nif <(Shadows) = [1]> then\n if <(Level) = [2]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n end\n if <(Level) = [3]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n end\n if <(Level) = [4]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n end\n if <(Level) = [5]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n end\n if <(Level) = [6]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n end\n if <(Level) = [7]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n end\n if <(Level) = [8]> then\n Clone At X: [0] Y: [0] Costume: [7] Size: [100]\n end\n if <(Level) = [10]> then\n Clone At X: [0] Y: [0] Costume: [8] Size: [100]\n end\n if <(Level) = [12]> then\n Clone At X: [0] Y: [0] Costume: [9] Size: [100]\n end\n if <(Level) = [14]> then\n Clone At X: [0] Y: [0] Costume: [10] Size: [100]\n end\n if <(Level) = [17]> then\n Clone At X: [0] Y: [0] Costume: [11] Size: [100]\n end\n if <(Level) = [19]> then\n Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n end\n if <(Level) = [22]> then\n Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n end\n if <(Level) = [24]> then\n Clone At X: [0] Y: [0] Costume: [13] Size: [100]\n end\nend\n\ndefine Clone At X: (x) Y: (y) Costume: (costume) Size: (size)\nswitch costume to (costume)\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo [backward v] (87) layers\nclear graphic effects\nif <(Level) = [2]> then\n wait until <(Coins/CoinsCollected) = [2]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [4]> then\n wait until <(Coins/CoinsCollected) = [3]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [5]> then\n wait until <(Coins/CoinsCollected) = [2]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [6]> then\n wait until <(Coins/CoinsCollected) = [3]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [8]> then\n wait until <(Coins/CoinsCollected) = [4]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [7]> then\n wait until <(Coins/CoinsCollected) = [3]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n More requirements\n end\n end\n end\n end\n end\nend\n\nwhen I receive [countdown3 v]\n\nwhen flag clicked\nset [lockopened v] to [0]\n\nbroadcast (Next Level v)\n\nwhen I receive [next level v]\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [refresh/next v]\nif <(LockOpened) = [1]> then\n if then\n delete this clone\n end\n if <(Shadows) = [1]> then\n if <(Level) = [2]> then\n Clone At X: [0] Y: [0] Costume: [1] Size: [100]\n end\n if <(Level) = [3]> then\n Clone At X: [0] Y: [0] Costume: [2] Size: [100]\n end\n if <(Level) = [4]> then\n Clone At X: [0] Y: [0] Costume: [3] Size: [100]\n end\n if <(Level) = [5]> then\n Clone At X: [0] Y: [0] Costume: [4] Size: [100]\n end\n if <(Level) = [6]> then\n Clone At X: [0] Y: [0] Costume: [5] Size: [100]\n end\n if <(Level) = [7]> then\n Clone At X: [0] Y: [0] Costume: [6] Size: [100]\n end\n if <(Level) = [8]> then\n Clone At X: [0] Y: [0] Costume: [7] Size: [100]\n end\n if <(Level) = [10]> then\n Clone At X: [0] Y: [0] Costume: [8] Size: [100]\n end\n if <(Level) = [12]> then\n Clone At X: [0] Y: [0] Costume: [9] Size: [100]\n end\n if <(Level) = [17]> then\n Clone At X: [0] Y: [0] Costume: [11] Size: [100]\n end\n if <(Level) = [19]> then\n Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n end\n if <(Level) = [22]> then\n Clone At X: [0] Y: [0] Costume: [12] Size: [100]\n end\n if <(Level) = [24]> then\n Clone At X: [0] Y: [0] Costume: [13] Size: [100]\n end\n end\nend\n\nwhen I receive [next level v]\nwait (0) seconds\nif then\n delete this clone\nend\n\nwhen I receive [next level v]\nif then\n delete this clone\nend\n\nClone At X: [0] Y: [0] Costume: [5] Size: [100]\n\ndefine More requirements\nif <(Level) = [10]> then\n wait until <(Coins/CoinsCollected) = [5]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nelse\n if <(Level) = [12]> then\n wait until <(Coins/CoinsCollected) = [2]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [14]> then\n wait until <(Coins/CoinsCollected) = [6]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [17]> then\n wait until <(Coins/CoinsCollected) = [2]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [19]> then\n wait until <(Coins/CoinsCollected) = [3]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [22]> then\n wait until <(Coins/CoinsCollected) = [4]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n if <(Level) = [24]> then\n wait until <(Coins/CoinsCollected) = [2]>\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [next level v]\nwait (1) seconds\nif then\n delete this clone\nend\n\n@Conveyor Belt 2\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n go to x: (0) y: (0)\n if <(Level) = [3]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [backward v] (3) layers\n\n@Moving Platform\n\ndefine Glide (x) (y)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n set [move x v] to (((x) - (x position)) / (15))\n set [move y v] to (((y) - (y position)) / (15))\n change x by (Move X)\n change y by (Move Y)\n change y by (3)\n if <<touching (player v)?> and <(MovingSolid) = [1]>> then\n broadcast (Move player v)\n end\n change y by (-3)\nend\nMove Player\nMove Player2\n\nwhen flag clicked\nhide\n\nwhen I receive [refresh/next v]\nif <(Level) = [3]> then\n go [backward v] (5) layers\n show\n set [movingsolid v] to [0]\n go to x: (0) y: (0)\n switch costume to (1 v)\n repeat until <not <(Level) = [3]>>\n Glide [0] [0]\n Glide [180] [0]\n end\nend\nif <(Level) = [4]> then\n hide\nend\nif <(Level) = [7]> then\n go [forward v] (5) layers\n show\n go to x: (0) y: (0)\n switch costume to (2 v)\n repeat until <not <(Level) = [7]>>\n Glide [0] [0]\n Glide [135] [0]\n end\nend\nif <(Level) = [8]> then\n hide\nend\n\nwhen I receive [refresh/next v]\nforever\n if <(Level) = [3]> then\n if <(LockOpened) = [1]> then\n set [movingsolid v] to [1]\n set [ghost v] effect to (0)\n else\n set [movingsolid v] to [0]\n set [ghost v] effect to (50)\n end\n end\n if <(Level) = [7]> then\n set [movingsolid v] to [1]\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [animation v]\ngo to x: (0) y: (0)\n\nchange y by (10)\n\nchange y by (10)\n\nwhen flag clicked\n\nwhen I receive [next level v]\n\nbroadcast (Move player v)\n\ndefine Move Player\nchange x by (2)\nif <<touching (player v)?> and <(MovingSolid) = [1]>> then\n broadcast (Move player v)\nend\nchange x by (-2)\n\ngo [backward v] (5) layers\n\ndefine Move Player2\nchange x by (-2)\nif <<touching (player v)?> and <(MovingSolid) = [1]>> then\n broadcast (Move player v)\nend\nchange x by (2)\n\n@Coins\n\ndefine Spin\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [2]> then\n Clone At X: [-12] [115] At Size: [100] [0]\n Clone At X: [117] [-65] At Size: [100] [0.4]\nend\nif <(Level) = [3]> then\n Clone At X: [-188] [90] At Size: [100] [0]\nend\nif <(Level) = [4]> then\n Clone At X: [155] [-16] At Size: [100] [0]\n Clone At X: [-6] [105] At Size: [100] [0.4]\n Clone At X: [-127] [115] At Size: [100] [0.7]\nend\nif <(Level) = [5]> then\n Clone At X: [-181] [90] At Size: [100] [0]\n Clone At X: [114] [150] At Size: [100] [0]\nend\nif <(Level) = [6]> then\n Clone At X: [139] [-150] At Size: [100] [0]\n Clone At X: [139] [-105] At Size: [100] [0.4]\n Clone At X: [-158] [96] At Size: [100] [0.2]\nend\nif <(Level) = [7]> then\n Clone At X: [154] [0] At Size: [100] [0]\n Clone At X: [-96] [124] At Size: [100] [0.2]\n Clone At X: [80] [155] At Size: [100] [0.2]\nend\nif <(Level) = [8]> then\n Clone At X: [-2] [-120] At Size: [100] [0]\n Clone At X: [183] [-100] At Size: [100] [0.2]\n Clone At X: [-116] [100] At Size: [100] [0]\n Clone At X: [150] [100] At Size: [100] [0.2]\nend\nif <(Level) = [9]> then\n Clone At X: [-125] [-40] At Size: [100] [0]\n Clone At X: [10] [126] At Size: [100] [0]\nend\nif <(Level) = [10]> then\n Clone At X: [149] [5] At Size: [100] [0]\n Clone At X: [-160] [70] At Size: [100] [0.2]\n Clone At X: [44] [121] At Size: [100] [0.4]\nend\nif <(Level) = [11]> then\n Clone At X: [38] [-127] At Size: [100] [0]\n Clone At X: [-91] [134] At Size: [100] [0]\nend\nif <(Level) = [12]> then\n Clone At X: [125] [100] At Size: [100] [0]\nend\nMore Coins\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo [backward v] (5) layers\nwait until <touching (player v)?>\nbroadcast (CoinCollected v)\nchange [coins/coinscollected v] by (1)\nstart sound [Coin v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n change [coinmovey v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nSpin\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\nif then\n delete this clone\nend\nClone At X: [-125] [-40] At Size: [100] [0]\nClone At X: [10] [126] At Size: [100] [0]\n\nwhen I receive [round 2 v]\n\nwhen I receive [delete coins v]\ndelete this clone\n\nbroadcast (Delete Coins v)\n\nwhen I receive [numberpad2 v]\nif then\n delete this clone\nend\nset [secondswait v] to [0.4]\nwait (SecondsWait) seconds\nstart sound [1 v]\nClone At X: [95] [84] At Size: [100] [0]\nwait (SecondsWait) seconds\nstart sound [2 v]\nClone At X: [-76] [143] At Size: [100] [0]\nwait (SecondsWait) seconds\n\nchange [coins/coinscollected v] by (1)\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [numberpad4 v]\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [-30] [139] At Size: [100] [0]\n\nwhen I receive [numberpad7 v]\nif then\n delete this clone\nend\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [-216] [80] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [2 v]\nClone At X: [102] [107] At Size: [100] [0]\n\nwhen I receive [countdown3 v]\nif <(Level) = [17]> then\n Clone At X: [26] [45] At Size: [100] [0]\n Clone At X: [157] [-25] At Size: [100] [0.2]\nend\n\nwhen I receive [numberpad10 v]\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [-210] [30] At Size: [100] [0]\n\ndefine More Coins\nif <(Level) = [13]> then\n Clone At X: [-188] [91] At Size: [100] [0]\n Clone At X: [-83] [130] At Size: [100] [0.2]\n Clone At X: [164] [123] At Size: [100] [0.4]\nend\nif <(Level) = [14]> then\n Clone At X: [0] [135] At Size: [100] [0]\n Clone At X: [110] [106] At Size: [100] [0.2]\nend\nif <(Level) = [15]> then\n Clone At X: [102] [107] At Size: [100] [0]\nend\nif <(Level) = [16]> then\n Clone At X: [-88] [150] At Size: [100] [0]\nend\nif <(Level) = [17]> then\n Clone At X: [26] [45] At Size: [100] [0]\n Clone At X: [157] [-25] At Size: [100] [0.2]\nend\nif <(Level) = [18]> then\n Clone At X: [50] [-44] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n Clone At X: [-170] [75] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n Clone At X: [148] [60] At Size: [100] [0]\nend\nif <(Level) = [20]> then\n Clone At X: [-46] [35] At Size: [100] [0]\n Clone At X: [-221] [75] At Size: [100] [0.2]\n Clone At X: [-46] [135] At Size: [100] [0.4]\nend\nif <(Level) = [22]> then\n Clone At X: [-119] [116] At Size: [100] [0]\n Clone At X: [145] [-157] At Size: [100] [0.2]\nend\nif <(Level) = [23]> then\n Clone At X: [-216] [80] At Size: [100] [0]\n Clone At X: [144] [-157] At Size: [100] [0.2]\n Clone At X: [4] [45] At Size: [100] [0.4]\nend\nif <(Level) = [24]> then\n Clone At X: [-220] [80] At Size: [100] [0.2]\n Clone At X: [135] [150] At Size: [100] [0.4]\nend\n\nwhen I receive [numberpad11 v]\nif then\n delete this clone\nend\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-117] [110] At Size: [100] [0]\n\nwhen I receive [numberpad12 v]\nif then\n delete this clone\nend\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [-103] [-67] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [3 v]\nClone At X: [132] [71] At Size: [100] [0]\n\nwhen I receive [numberpad6 v]\nif then\n delete this clone\nend\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [-152] [-39] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [2 v]\nClone At X: [-90] [135] At Size: [100] [0]\n\nwhen I receive [numberpad13 v]\nif then\n delete this clone\nend\nwait (0.8) seconds\nstart sound [2 v]\nClone At X: [-217] [-65] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [3 v]\nClone At X: [145] [125] At Size: [100] [0]\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n if <(Element Effects) = [1]> then\n wait (pick random (2) to (4)) seconds\n repeat (9)\n next costume\n end\n switch costume to (1 v)\n end\nend\n\nwhen I receive [numberpad5 v]\nif then\n delete this clone\nend\nwait (0.8) seconds\nstart sound [1 v]\nClone At X: [22] [-47] At Size: [100] [0]\nwait (0.4) seconds\nstart sound [2 v]\nClone At X: [-91] [136] At Size: [100] [0]\n\nif <(Level) = [26]> then\n\n@Gem\n\nwhen flag clicked\nset [canteleportplayer v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (cos)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nwait (0) seconds\nset [canteleportplayer v] to [0]\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [2] [-15] At Size: [100] [0] [1]\nend\nif <(Level) = [2]> then\n Clone At X: [-134] [-45] At Size: [100] [0] [1]\nend\nif <(Level) = [3]> then\n Clone At X: [103] [-35] At Size: [100] [0] [1]\n Clone At X: [-3] [155] At Size: [100] [0] [1]\nend\nif <(Level) = [4]> then\n Clone At X: [-66] [65] At Size: [100] [0] [1]\nend\nif <(Level) = [5]> then\n Clone At X: [-74] [66] At Size: [100] [0] [1]\nend\nif <(Level) = [6]> then\n Clone At X: [24] [59] At Size: [100] [0] [1]\n Clone At X: [100] [-150] At Size: [100] [0.2] [1]\nend\nif <(Level) = [7]> then\n Clone At X: [154] [-68] At Size: [100] [0] [1]\nend\nif <(Level) = [8]> then\n Clone At X: [150] [16] At Size: [100] [0] [1]\nend\nif <(Level) = [12]> then\n Clone At X: [-212] [43] At Size: [100] [0] [1]\n Clone At X: [35] [-63] At Size: [100] [0] [1]\nend\nif <(Level) = [15]> then\n Clone At X: [-215] [-70] At Size: [100] [0] [1]\nend\nif <(Level) = [21]> then\n Clone At X: [-213] [70] At Size: [100] [0] [1]\nend\nif <(Level) = [22]> then\n Clone At X: [15] [70] At Size: [100] [0] [1]\nend\nif <(Level) = [24]> then\n Clone At X: [-220] [0] At Size: [100] [0] [1]\nend\n\nwhen I start as a clone\nshow\nwait until <touching (player v)?>\nset [canteleportplayer v] to [1]\nstart sound [Collect v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n change [coinmovey v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nwhen I receive [intro done v]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [2] [-15] At Size: [100] [0] []\nend\n\nwhen flag clicked\nhide variable [levelscompleted v]\n\nset [canteleportplayer v] to [1]\n\ngo [backward v] (2) layers\n\ncreate clone of (_myself_ v)\n\nhide variable [levelscompleted v]\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [refresh/next v]\nset [canteleportplayer v] to [0]\n\nwhen I receive [animation v]\n\nwhen I receive [numberpad3 v]\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-200] [-36] At Size: [100] [0] []\n\nif <(Level) = [20]> then\n\nClone At X: [-73] [-15] At Size: [100] [0] [1]\n\nset [canteleportplayer v] to [1]\nstart sound [Collect v]\n\nwhen I receive [numberpad12 v]\nif then\n delete this clone\nend\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-218] [-70] At Size: [100] [0] []\n\n\n\nwhen I receive [numberpad13 v]\nif then\n delete this clone\nend\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [145] [-110] At Size: [100] [0] []\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n if <(Element Effects) = [1]> then\n wait (pick random (2) to (4)) seconds\n repeat (9)\n next costume\n end\n switch costume to (1 v)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\nwhen I receive [numberpad5 v]\nwait (1.7) seconds\nstart sound [3 v]\nClone At X: [154] [15] At Size: [100] [0] []\n\nbroadcast (Refresh/Next v)\n\n@Conveyor Belt 3\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\nshow\n\nwhen I receive [intro done v]\nforever\n go to x: (0) y: (1)\n if <(Level) = [7]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [forward v] (25) layers\n\ngo [backward v] (5) layers\n\n@Shiny Pinwheel\n\nwhen flag clicked\nset [canteleport v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (cos) (direction)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\nset [direction v] to (direction)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [canteleport v] to [0]\nif then\n delete this clone\nend\nif <(Fancy Effects) = [1]> then\n if <(Level) = [1]> then\n Clone At X: [-59] [-180] At Size: [200] [0] [1] [1]\n end\n if <(Level) = [2]> then\n Clone At X: [-136] [-80] At Size: [100] [0] [1] [1]\n Clone At X: [-50] [79] At Size: [100] [0] [1] [-1]\n end\n if <(Level) = [3]> then\n Clone At X: [171] [-59] At Size: [100] [0] [1] [1]\n Clone At X: [-145] [54] At Size: [100] [0] [1] [-1]\n end\n if <(Level) = [4]> then\n Clone At X: [-36] [-200] At Size: [200] [0] [1] [1]\n end\n if <(Level) = [5]> then\n Clone At X: [79] [-178] At Size: [170] [0] [1] [1]\n end\n if <(Level) = [6]> then\n Clone At X: [-34] [-190] At Size: [100] [0] [1] [1]\n end\n if <(Level) = [7]> then\n Clone At X: [-47] [82] At Size: [100] [0] [1] [0.8]\n end\n if <(Level) = [8]> then\n Clone At X: [-2] [-177] At Size: [150] [0] [1] [1]\n end\n if <(Level) = [9]> then\n Clone At X: [-100] [-64] At Size: [100] [0] [1] [1]\n Clone At X: [78] [113] At Size: [100] [0] [1] [-1]\n end\n if <(Level) = [10]> then\n Clone At X: [-48] [-185] At Size: [100] [0] [1] [1]\n end\n if <(Level) = [11]> then\n Clone At X: [-47] [-80] At Size: [100] [0] [1] [1]\n end\n if <(Level) = [12]> then\n Clone At X: [-18] [-90] At Size: [100] [0] [1] [1]\n end\n if <(Level) = [13]> then\n Clone At X: [-109] [-65] At Size: [100] [0] [1] [-1]\n Clone At X: [16] [-5] At Size: [150] [0] [1] [1]\n end\n if <(Level) = [15]> then\n Clone At X: [-158] [-20] At Size: [100] [0] [1] [1]\n Clone At X: [-13] [-178] At Size: [150] [0] [1] [1]\n end\n if <(Level) = [14]> then\n Clone At X: [-160] [-80] At Size: [100] [0] [1] [1]\n Clone At X: [-30] [-180] At Size: [150] [0] [1] [-1]\n end\n if <(Level) = [17]> then\n Clone At X: [49] [90] At Size: [100] [0] [1] [1]\n end\n if <(Level) = [22]> then\n Clone At X: [-172] [14] At Size: [100] [0] [1] [1]\n end\n if <(Level) = [23]> then\n Clone At X: [90] [9] At Size: [100] [0] [1] [1]\n end\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen flag clicked\nhide variable [levelscompleted v]\n\ngo [backward v] (2) layers\n\nbroadcast (Refresh/Next v)\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (75)\ngo [backward v] (25) layers\nforever\n turn right (direction) degrees\nend\n\nwhen I receive [intro done v]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [1]> then\n Clone At X: [-59] [-180] At Size: [100] [0] [1] [1]\nend\n\nbroadcast (Refresh/Next v)\n\nbroadcast (Refresh/Next v)\n\nbroadcast (Refresh/Next v)\n\n@Stars\n\ndefine Spin\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [8]> then\n Clone At X: [209] [-10] At Size: [100] [0.2]\nend\nif <(Level) = [16]> then\n Clone At X: [218] [-57] At Size: [100] [0.2]\nend\nif <(Level) = [24]> then\n Clone At X: [212] [26] At Size: [100] [0.2]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\ngo [backward v] (50) layers\nwait until <touching (player v)?>\nstart sound [1 v]\nset rotation style [all around v]\nset [coinmovey v] to [10]\nrepeat (20)\n change [coinmovey v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (CoinMoveY)\nend\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [round 2 v]\n\nwhen I receive [delete coins v]\ndelete this clone\n\nbroadcast (Refresh/Next v)\n\n@Cloud Encoding\n\ndefine Find Character\nrepeat until <(letter to find) = (letter (specific letter encoded) of (characters))>\n change [specific letter encoded v] by (1)\nend\n\nwhen I receive [encodebt v]\nset [letter number v] to [0]\nset [\(added to\) encoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat (length of (username))\n change [letter number v] by (1)\n set [specific letter encoded v] to [0]\n set [letter to find v] to (letter (Letter number) of (username))\n Find Character\n if <(specific letter encoded) < [10]> then\n set [specific letter encoded v] to (join [0] (specific letter encoded))\n end\n set [\(added to\) encoded username v] to (join (\(Added to\) encoded username) (specific letter encoded))\nend\nset [☁ blisstonicwr holder v] to (\(Added to\) encoded username)\n\nwhen I receive [decodebt v]\nset [end username v] to ((length of (☁ BlisstonicWR Holder)) / (2))\nset [number number v] to [-1]\nset [number number 2 v] to [0]\nset [\(added to\) decoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat until <(end username) = [0]>\n change [end username v] by (-1)\n change [number number 2 v] by (2)\n change [number number v] by (2)\n set [specific number decoded v] to (letter (join (letter (number number) of (☁ BlisstonicWR Holder)) (letter (number number 2) of (☁ BlisstonicWR Holder))) of (characters))\n set [\(added to\) decoded username v] to (join (\(added to\) decoded username) (specific number decoded))\nend\nset [decodedbtwr v] to (\(added to\) decoded username)\n\nbroadcast (EncodeBT v) and wait\n\nbroadcast (DecodeBT v) and wait\n\nset [decodedbtwr v] to [empty]\n\nwhen I receive [encodemm v]\nset [letter number v] to [0]\nset [\(added to\) encoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat (length of (username))\n change [letter number v] by (1)\n set [specific letter encoded v] to [0]\n set [letter to find v] to (letter (Letter number) of (username))\n Find Character\n if <(specific letter encoded) < [10]> then\n set [specific letter encoded v] to (join [0] (specific letter encoded))\n end\n set [\(added to\) encoded username v] to (join (\(Added to\) encoded username) (specific letter encoded))\nend\nset [☁ magicmesa wr holder v] to (\(Added to\) encoded username)\n\nwhen I receive [decodemm v]\nset [end username v] to ((length of (☁ MagicMesa WR Holder)) / (2))\nset [number number v] to [-1]\nset [number number 2 v] to [0]\nset [\(added to\) decoded username v] to []\nset [characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat until <(end username) = [0]>\n change [end username v] by (-1)\n change [number number 2 v] by (2)\n change [number number v] by (2)\n set [specific number decoded v] to (letter (join (letter (number number) of (☁ MagicMesa WR Holder)) (letter (number number 2) of (☁ MagicMesa WR Holder))) of (characters))\n set [\(added to\) decoded username v] to (join (\(added to\) decoded username) (specific number decoded))\nend\nset [decodedmmwr v] to (\(added to\) decoded username)\n\nbroadcast (EncodeMM v) and wait\n\nset [☁ magicmesa wr holder v] to [2932272828362005192029]\n\nbroadcast (DecodeMM v) and wait\n\nwhen flag clicked\nforever\n broadcast (DecodeBT v) and wait\n broadcast (DecodeMM v) and wait\n broadcast (DecodeBB v) and wait\nend\n\nchange [☁ blisstonicwr holder v] by (1)\n\nset [☁ blisstonicwr holder v] to [2932272828362005192029]\n\nwhen I receive [encodebb v]\nset [letter number v] to [0]\nset [\(added to\) encoded username v] to []\nset [cloud encoding2: characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat (length of (username))\n change [letter number v] by (1)\n set [specific letter encoded v] to [0]\n set [letter to find v] to (letter (Letter number) of (username))\n Find Character\n if <(specific letter encoded) < [10]> then\n set [specific letter encoded v] to (join [0] (specific letter encoded))\n end\n set [\(added to\) encoded username v] to (join (\(Added to\) encoded username) (specific letter encoded))\nend\nset [☁ bubblebashwr holder v] to (\(Added to\) encoded username)\n\nwhen I receive [decodebb v]\nset [end username v] to ((length of (☁ BubbleBashWR Holder)) / (2))\nset [cloud encoding2: number number v] to [-1]\nset [cloud encoding2: number number 2 v] to [0]\nset [cloud encoding2: \(added to\) decoded username v] to []\nset [cloud encoding2: characters v] to [abcdefghijklmnopqrstuvwxyz01234567890!@#$%^&*\(\)<>,.?:'";\[\]{}/\=+-_ ]\nrepeat until <(end username) = [0]>\n change [end username v] by (-1)\n change [cloud encoding2: number number 2 v] by (2)\n change [cloud encoding2: number number v] by (2)\n set [specific number decoded v] to (letter (join (letter (Cloud Encoding2: number number) of (☁ BubbleBashWR Holder)) (letter (Cloud Encoding2: number number 2) of (☁ BubbleBashWR Holder))) of (Cloud Encoding2: characters))\n set [cloud encoding2: \(added to\) decoded username v] to (join (Cloud Encoding2: \(added to\) decoded username) (specific number decoded))\nend\nset [decodedbbwr v] to (Cloud Encoding2: \(added to\) decoded username)\n\n@SpecialSpikes\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (delayoffall) (cos) (dir)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\nset [delayoffall v] to (delayoffall)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Spawn\nend\nif <(Level) = [13]> then\n Spawn\nend\nif <(Level) = [15]> then\n Spawn\nend\nif <(Level) = [20]> then\n Spawn\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [delete coins v]\ndelete this clone\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\n\nbroadcast (Refresh/Next v)\n\ndefine Spawn\nif <(Level) = [9]> then\n Clone At X: [80] [8] At Size: [100] [0] [0.7] [1] [90]\n Clone At X: [57] [8] At Size: [100] [0] [0.6] [1] [90]\n Clone At X: [34] [8] At Size: [100] [0] [0.5] [1] [90]\n Clone At X: [11] [8] At Size: [100] [0] [0.4] [1] [90]\n Clone At X: [-12] [8] At Size: [100] [0] [0.3] [1] [90]\n Clone At X: [-35] [8] At Size: [100] [0] [0.2] [1] [90]\n Clone At X: [-58] [8] At Size: [100] [0] [0.1] [1] [90]\n Clone At X: [-81] [8] At Size: [100] [0] [0] [1] [90]\nend\nif <(Level) = [13]> then\n Clone At X: [138] [-52] At Size: [100] [0] [0] [1] [90]\n Clone At X: [161] [-52] At Size: [100] [0] [0.1] [1] [90]\n Clone At X: [184] [-52] At Size: [100] [0] [0.2] [1] [90]\n Clone At X: [207] [-52] At Size: [100] [0] [0.3] [1] [90]\n Clone At X: [230] [-52] At Size: [100] [0] [0.4] [1] [90]\nend\nif <(Level) = [15]> then\n Clone At X: [-165] [-159] At Size: [100] [0] [0] [1] [90]\n Clone At X: [-142] [-159] At Size: [100] [0] [0] [1] [90]\n Clone At X: [-119] [-159] At Size: [100] [0] [0] [1] [90]\n Clone At X: [-96] [-159] At Size: [100] [0] [0] [1] [90]\n Clone At X: [-165] [-50] At Size: [100] [0] [0] [2] [-90]\n Clone At X: [-142] [-50] At Size: [100] [0] [0] [2] [-90]\n Clone At X: [-119] [-50] At Size: [100] [0] [0] [2] [-90]\n Clone At X: [-96] [-50] At Size: [100] [0] [0] [1] [-90]\nend\nif <(Level) = [20]> then\n Clone At X: [115] [5] At Size: [100] [0] [0] [1] [90]\n Clone At X: [138] [5] At Size: [100] [0] [0.1] [1] [90]\n Clone At X: [161] [5] At Size: [100] [0] [0.2] [1] [90]\n Clone At X: [184] [5] At Size: [100] [0] [0.3] [1] [90]\n Clone At X: [207] [5] At Size: [100] [0] [0.4] [1] [90]\n Clone At X: [230] [5] At Size: [100] [0] [0.5] [1] [90]\nend\n\nwhen I receive [numberpad1 v]\nwait (delayOfFall) seconds\nrepeat (10)\n change y by (-4)\nend\n\nwhen I receive [countdown2 v]\nif <(Level) = [9]> then\n Spawn\nend\n\nif then\n delete this clone\nend\n\nwait (delay) seconds\n\n@NumberPad\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (costume)\nswitch costume to ((costume) + (1))\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [9]> then\n Clone At X: [0] [-35] At Size: [110] [0] [2]\nend\nif <(Level) = [10]> then\n Clone At X: [40] [-46] At Size: [110] [0] [3]\nend\nif <(Level) = [11]> then\n Clone At X: [-206] [-93] At Size: [110] [0] [2]\nend\nif <(Level) = [12]> then\n Clone At X: [-172] [-92] At Size: [110] [0] [1]\nend\nif <(Level) = [13]> then\n Clone At X: [185] [-90] At Size: [110] [0] [3]\nend\nif <(Level) = [14]> then\n Clone At X: [32] [-100] At Size: [110] [0] [2]\nend\nif <(Level) = [15]> then\n Clone At X: [80] [-95] At Size: [110] [0] [1]\nend\nif <(Level) = [16]> then\n Clone At X: [-96] [-94] At Size: [110] [0] [1]\nend\nif <(Level) = [18]> then\n Clone At X: [-210] [-74] At Size: [110] [0] [1]\nend\nif <(Level) = [19]> then\n Clone At X: [-210] [-95] At Size: [110] [0] [2]\nend\nif <(Level) = [20]> then\n Clone At X: [-50] [-35] At Size: [110] [0] [3]\nend\nif <(Level) = [22]> then\n Clone At X: [-50] [-40] At Size: [110] [0] [2]\nend\nif <(Level) = [23]> then\n Clone At X: [84] [37] At Size: [110] [0] [3]\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (10) layers\nclear graphic effects\nforever\n if <(costume [number v]) = [1]> then\n start sound [Success v]\n set rotation style [all around v]\n set [coinmovey v] to [10]\n repeat (50)\n change [coinmovey v] by (-0.9)\n change [ghost v] effect by (2)\n turn right (8) degrees\n change y by (CoinMoveY)\n end\n hide\n delete this clone\n end\nend\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [countdown2 v]\n\nwhen I receive [delete coins v]\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [coincollected v]\nswitch costume to ((costume [number v]) - (1))\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nwait until <(costume [number v]) = [1]>\nif <(Level) = [9]> then\n broadcast (NumberPad1 v)\nelse\n if <(Level) = [10]> then\n broadcast (NumberPad2 v)\n else\n if <(Level) = [11]> then\n broadcast (NumberPad3 v)\n else\n if <(Level) = [12]> then\n broadcast (NumberPad4 v)\n else\n if <(Level) = [13]> then\n broadcast (NumberPad1 v)\n else\n if <(Level) = [14]> then\n broadcast (NumberPad5 v)\n else\n if <(Level) = [15]> then\n broadcast (NumberPad7 v)\n else\n if <(Level) = [16]> then\n broadcast (NumberPad9 v)\n else\n if <(Level) = [18]> then\n broadcast (NumberPad10 v)\n else\n if <(Level) = [19]> then\n broadcast (NumberPad11 v)\n else\n if <(Level) = [20]> then\n broadcast (NumberPad12 v)\n else\n if <(Level) = [22]> then\n broadcast (NumberPad13 v)\n else\n if <(Level) = [23]> then\n broadcast (NumberPad14 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [countdown2 v]\nif <(Level) = [9]> then\n Clone At X: [0] [-35] At Size: [110] [0] [2]\nend\n\nif then\n delete this clone\nend\n\ndelete this clone\n\nbroadcast (Refresh/Next v)\n\n@NumberPad2\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (costume)\nswitch costume to ((costume) + (1))\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\npoint in direction (90)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nif then\n delete this clone\nend\n\nwhen I start as a clone\nshow\ngo [forward v] (25) layers\nclear graphic effects\nforever\n if <(costume [number v]) = [1]> then\n start sound [Success v]\n set rotation style [all around v]\n set [coinmovey v] to [10]\n repeat (50)\n change [coinmovey v] by (-0.9)\n change [ghost v] effect by (2)\n turn right (8) degrees\n change y by (CoinMoveY)\n end\n hide\n delete this clone\n end\nend\n\nshow\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [coincollected v]\nswitch costume to ((costume [number v]) - (1))\nset [brightness v] effect to (100)\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nwhen I start as a clone\nwait until <(costume [number v]) = [1]>\nif <(Level) = [14]> then\n broadcast (NumberPad6 v)\nelse\n if <(Level) = [15]> then\n broadcast (NumberPad8 v)\n else\n if <(Level) = [20]> then\n broadcast (NumberPad1 v)\n end\n end\nend\n\nwhen I receive [countdown2 v]\nif <(Level) = [9]> then\n Clone At X: [0] [-35] At Size: [110] [0] [2]\nend\n\nbroadcast (Refresh/Next v)\n\nwhen I receive [numberpad7 v]\nif then\n delete this clone\nend\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [-96] [-59] At Size: [110] [0] [2]\n\nwhen I receive [numberpad12 v]\nif then\n delete this clone\nend\nwait (1.6) seconds\nstart sound [SpawnOrb v]\nClone At X: [177] [-33] At Size: [110] [0] [2]\n\nwhen I receive [numberpad5 v]\nwait (0.4) seconds\nstart sound [SpawnOrb v]\nClone At X: [-212] [-91] At Size: [110] [0] [2]\n\n@Conveyor Belt 4\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\n\nshow\n\ngo [forward v] (25) layers\n\ngo [backward v] (5) layers\n\nwhen I receive [countdown2 v]\nswitch costume to (1 v)\nforever\n go to x: (0) y: (0)\n if <(Level) = [9]> then\n show\n if <(CanMovePlayer) = [1]> then\n next costume\n end\n else\n hide\n end\nend\n\n@MagicMesaMusic\n\nstop all sounds\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <<(Music Number) = [2]> and <(Music) = [1]>> then\n set volume to (25) %\n set [canmoveplayer v] to [1]\n repeat until <(CanPlayMagicMesa) = [0]>\n play sound (pick random (1) to (2)) until done\n end\n stop [this script v]\nend\n\nwhen I receive [play music v]\nwait (15) seconds\nwait until <(CanPlayMagicMesa) = [0]>\nset volume to (0) %\n\n@BubbleBashMusic\n\nstop all sounds\n\nwhen I receive [play music v]\nwait (0.1) seconds\nif <<(Music Number) = [3]> and <(Music) = [1]>> then\n set volume to (25) %\n set [canmoveplayer v] to [1]\n repeat until <(CanPlayBubbleBash) = [0]>\n play sound [Bubble Bash v] until done\n end\n stop [this script v]\nend\n\nwhen I receive [play music v]\nwait (15) seconds\nwait until <(CanPlayBubbleBash) = [0]>\nset volume to (0) %\n\n@Conveyor Belt 5\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [intro done v]\n\nwhen I receive [countdown2 v]\nforever\n go to x: (120) y: (0)\n if <(Level) = [12]> then\n show\n next costume\n else\n hide\n end\nend\n\ngo [backward v] (3) layers\n\nshow\n\n@Round3P1\n\nwhen I start as a clone\nif <(Round) = [3]> then\n show\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (2))\n change size by (pick random (-10) to (10))\n change [color v] effect by (pick random (-3) to (3))\n set [ghost v] effect to (pick random (10) to (50))\n go to x: (pick random (-240) to (240)) y: (-180)\n glide (pick random (9) to (16)) secs to x: (x position) y: (180)\n delete this clone\nend\n\nwhen I receive [round 3 v]\nhide\ngo [backward v] (1) layers\nforever\n if <<(Round) = [3]> and <(Particle Effects) = [1]>> then\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\nend\n\nwhen I start as a clone\nif <(Round) = [3]> then\n wait (pick random (7) to (15)) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\nwhen [space v] key pressed\n\ndelete this clone\n\n@Round3P2\n\nwhen I start as a clone\nshow\ngo [forward v] (5) layers\nif <(Round) = [3]> then\n set size to (pick random (100) to (125)) %\n switch costume to (pick random (1) to (3))\n change size by (pick random (-10) to (10))\n change [color v] effect by (pick random (-3) to (3))\n set [ghost v] effect to (pick random (40) to (80))\n set y to (pick random (-180) to (180))\nend\n\nwhen I receive [round 3 v]\nhide\ngo [backward v] (1) layers\nforever\n if <<(Round) = [3]> and <(Particle Effects) = [1]>> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\nwhen [space v] key pressed\n\nwhen I start as a clone\nGo to Left\nforever\n if <(Round) = [3]> then\n set size to (300) %\n change x by (1)\n set size to (100) %\n end\nend\n\ndefine Go to Left\nrepeat (20)\n set size to (20) %\n change x by (-1)\n set size to (100) %\nend\n\nwhen I start as a clone\nrepeat (20)\n set size to (300) %\n change x by (-100)\n set size to (100) %\nend\n\nwhen I start as a clone\nwait until <(x position) > [250]>\ndelete this clone\n\nwait (1) seconds\n\ndelete this clone\n\n@Round3P3\n\nwhen I start as a clone\nshow\ngo [forward v] (50) layers\nif <(Round) = [3]> then\n switch costume to (pick random (1) to (2))\n set size to (pick random (100) to (200)) %\n change size by (pick random (-10) to (10))\n change [color v] effect by (pick random (-3) to (3))\n go to x: (pick random (50) to (240)) y: (150)\nend\n\nwhen I receive [countdown3 v]\nhide\ngo [backward v] (1) layers\nforever\n if <<(Round) = [3]> and <(Particle Effects) = [1]>> then\n create clone of (_myself_ v)\n wait (5) seconds\n end\nend\n\nwhen I start as a clone\nwait until <(Particle Effects) = [0]>\ndelete this clone\n\nwhen I start as a clone\nif <(Round) = [3]> then\n wait (pick random (10) to (20)) seconds\n repeat (50)\n change [ghost v] effect by (2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <(Round) = [3]> then\n change x by (-0.7)\n end\nend\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (pick random (20) to (50))\n change [ghost v] effect by (-1)\nend\n\n@IllusionSpikes\n\nset [ghost v] effect to ((139) - (distance to [player v]))\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay) (delayoffall) (cos) (dir)\nswitch costume to (cos)\nset size to (size) %\ngo to x: (x) y: (y)\nset [delayoffall v] to (delayoffall)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [17]> then\n Spawn\nend\nif <(Level) = [18]> then\n Spawn\nend\nif <(Level) = [19]> then\n Spawn\nend\nif <(Level) = [20]> then\n Spawn\nend\nif <(Level) = [22]> then\n Spawn\nend\nif <(Level) = [23]> then\n Spawn\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nshow\n\nwhen I receive [countdown3 v]\ndelete this clone\n\nwhen I receive [delete coins v]\ndelete this clone\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nswitch costume to (1 v)\ngo [forward v] (5) layers\nshow\nforever\n set [ghost v] effect to ((distance to [player v]) * (0.6))\nend\n\ndefine Spawn\nif <(Level) = [17]> then\n Clone At X: [-93] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-70] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-47] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-24] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-1] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [22] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [45] [76] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [66] [-5] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [66] [-5] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [89] [-5] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [112] [-5] At Size: [100] [0] [0.7] [1] [-90]\nend\nif <(Level) = [18]> then\n Clone At X: [-58] [167] At Size: [125] [0] [0.7] [1] [-90]\n Clone At X: [-28] [167] At Size: [125] [0] [0.7] [1] [-90]\n Clone At X: [2] [167] At Size: [125] [0] [0.7] [1] [-90]\nend\nif <(Level) = [19]> then\n Clone At X: [-85] [30] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-62] [30] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-39] [30] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [1] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [24] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [47] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [70] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [93] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [116] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [139] [90] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [162] [90] At Size: [100] [0] [0.7] [1] [-90]\nend\nif <(Level) = [20]> then\n Clone At X: [-68] [5] At Size: [100] [0] [0.7] [1] [90]\n Clone At X: [-45] [5] At Size: [100] [0] [0.7] [1] [90]\n Clone At X: [-22] [5] At Size: [100] [0] [0.7] [1] [90]\nend\nif <(Level) = [22]> then\n Clone At X: [-160] [90] At Size: [100] [0] [0.7] [1] [90]\n Clone At X: [-137] [90] At Size: [100] [0] [0.7] [1] [90]\nend\nif <(Level) = [23]> then\n Clone At X: [-96] [77] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-73] [77] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-50] [77] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-27] [77] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [-4] [77] At Size: [100] [0] [0.7] [1] [-90]\n Clone At X: [19] [77] At Size: [100] [0] [0.7] [1] [-90]\nend\n\nwhen I receive [countdown3 v]\nif <(Level) = [17]> then\n Spawn\nend\n\nwait (delay) seconds\n\nbroadcast (Refresh/Next v)\n\nClone At X: [-62] [30] At Size: [100] [0] [0.7] [1] [-90]\n\nbroadcast (Refresh/Next v)\n\n@BlueOverlay\n\nwhen I receive [countdown3 v]\nshow\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide\n\nset [\(added to\) encoded username v] to [0]\n\n@FakeCoins\n\nwhen flag clicked\nset [coins/coinscollected v] to [0]\nhide\n\ndefine Clone At X: (x) (y) At Size: (size) (delay)\nwait (delay) seconds\nset size to (size) %\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\npoint in direction (90)\n\nwhen I receive [refresh/next v]\nset [coins: frame v] to [0]\nset [coins/coinscollected v] to [0]\nwait (0) seconds\nif then\n delete this clone\nend\nif <(Level) = [17]> then\n Clone At X: [-19] [-160] At Size: [100] [0]\nend\nif <(Level) = [19]> then\n Clone At X: [-16] [-163] At Size: [100] [0]\nend\nif <(Level) = [24]> then\n Clone At X: [-10] [21] At Size: [100] [0]\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nshow\nwait (0.5) seconds\nforever\n set [ghost v] effect to ((100) - (distance to [player v]))\nend\n\nwhen [m v] key pressed\nset [mouse v] to (join (round (mouse x)) (join [ ] (round (mouse y))))\n\nwhen I start as a clone\nforever\n change y by ((0.5) * ([sin v] of (Coins: frame) ))\n change [coins: frame v] by (5)\nend\n\nshow\n\nwhen I receive [countdown3 v]\nif then\n delete this clone\nend\nClone At X: [-19] [-160] At Size: [100] [0]\n\nwhen I receive [delete coins v]\ndelete this clone\n\nchange [coins/coinscollected v] by (1)\n\nwhen I start as a clone\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I start as a clone\nswitch costume to (1 v)\nforever\n if <(Element Effects) = [1]> then\n wait (pick random (2) to (4)) seconds\n repeat (9)\n next costume\n end\n switch costume to (1 v)\n end\nend\n\nwhen I receive [numberpad10 v]\nwait (0.4) seconds\nstart sound [1 v]\nClone At X: [-26] [130] At Size: [100] [0]\n\nbroadcast (Refresh/Next v)\n\n@Hints\n\nwhen I receive [play music v]\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [play music v]\nwait until <<(Level) = [1]> and <(Deaths) > [1]>>\nswitch costume to (1 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play music v]\nwait until <<(Level) = [5]> and <(Deaths) > [1]>>\nswitch costume to (2 v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nswitch costume to (3 v)\n\n
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★ If you see a WHITE square covering the screen, this is usually because of lag. Clicking the green flag again should fix it.\n\n★ Flufftopia || By @250119code2.\n★ Keyboard and mouse are highly recommended, especially for the first world.\n★ Sound is also recommended.\n\n★★★ CLOUD VARIABLES ★★★\n• The top variable in the pink section of the world introduction is the world record time for completing the world.\n• The variable at the bottom screen is the world record time HOLDER. Feel free to congratulate them or try to beat their time.\n\n★★★ INSTRUCTIONS ★★★\n• Read the in-game instructions.\n• Customise your game experience with the settings button in the bottom right of the main menu.\n• Follow the instructions given in each world introduction, and get the best time possible!\n\n★★★ LEVEL TIPS ★★★\n• In Blisstonic, collecting gems allows you to teleport within a radius. You can teleport while in mid-air, so use this ability wisely!\n• In Magic Mesa, collecting coins is the main objective.\n• Bubble Bash is the hardest world, with only 6 levels but is generally more challenging. Try to get into the rhythm of swimming horizontally easily.\n\n★★★ FIXES AND IMPROVEMENTS ★★★\n• Fixed next-level transition being too late.\n• Fixed some elements not correctly refreshing when respawning or completing a level.\n• The credits and instructions screen both have visual improvements.\n• Improved water splash effect.\n• Added settings which may improve performance.\n• Added cloud variables which adds competitiveness to the game.\n• The world introductions are now faster.\n• Coins and gems now have a sparkle effect every few seconds.\n\n★★★ OTHER ★★★\n #games
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☁️ Sky High - A Multiplayer Platformer #games
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@Stage\n\nwhen [m v] key pressed\nset [mouse v] to (join (join ((mouse x) + (scroll x)) [ . ]) ((mouse y) + (scroll y)))\nshow variable [mouse v]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [intro done v]\nswitch backdrop to (blank v)\n\nwhen flag clicked\nforever\n set [collected show v] to (join (collected) (join [ / ] (collectable max)))\nend\n\n@player\n\nwhen I receive [begin v]\nforever\n if <key (1 v) pressed?> then\n set [chat item v] to [1]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat item v] to [2]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat item v] to [3]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat item v] to [4]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat item v] to [5]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat item v] to [6]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat item v] to [7]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat item v] to [8]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat item v] to [9]\n say (item (chat item) of [cloud chat items v])\n wait (2) seconds\n say []\n set [chat item 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\nhide\nshow list [cloud chat items v]\nset [chat item v] to [0]\n\nwhen I receive [begin v]\nshow\nset [chat v] to [0]\nforever\n if <key (t v) pressed?> then\n if <(Chat) = [0]> then\n set [chat v] to [1]\n else\n set [chat v] to [0]\n end\n end\n if <(Chat) = [0]> then\n show list [cloud chat items v]\n else\n hide list [cloud chat items v]\n end\n wait until <not <key (t v) pressed?>>\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 send cloud data\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 set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nif <[1] > (MY PLAYER #)> then\n stop [this script v]\nend\nadd (round (x)) to [buffer v]\nadd (round (y)) to [buffer v]\nchange [cloud timer v] by (1)\nif <[3] > (cloud timer)> then\n stop [this script v]\nend\nset [cloud timer v] to [0]\nset [encoded v] to []\nwrite (username) to encoded\nwrite (chat item) to encoded\nwrite (round ((timer) * (10))) to encoded\nrepeat (length of [buffer v])\n write (item (1) of [buffer v]) to encoded\n delete (1) of [buffer v]\nend\nset cloud # (MY PLAYER #) to (encoded)\n\ndefine game on\nset rotation style [don't rotate v]\nset size to (40) %\nclear graphic effects\npoint in direction (90)\nshow\nset [in air v] to [0]\nset [sy v] to [0]\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 [exit v] to []\nreset timer\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine tick\nif <<<key (right arrow v) pressed?> or <(STICK X) > [0.25]>> or <key (d v) pressed?>> then\n change [sx v] by (2)\nend\nif <<<key (left arrow v) pressed?> or <(STICK X) < [-0.25]>> or <key (a v) pressed?>> then\n change [sx v] by (-2)\nend\nif <<<key (up arrow v) pressed?> or <(STICK Y) > [0.25]>> or <key (w v) pressed?>> then\n if <(in air) < [4]> then\n set [sy v] to [16]\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 <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nchange player y by (sy)\nposition\ntest - die\nchange [scroll x v] by (round (((x) - (scroll x)) / (10)))\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) < [-200]> 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 game on\n repeat until <(exit) > []>\n tick\n broadcast (tick v) and wait\n end\n if <(exit) = [win]> then\n Game - win\n broadcast (doneeeee v)\n else\n game - die\n end\n set [scroll x v] to [0]\nend\n\ndefine change player y by (sy)\nchange [y v] by (sy)\nchange [in air v] by (1)\nposition\nif <touching (platforms v)?> then\n if <(sy) > [0]> then\n touching platformer out [-1]\n else\n touching platformer out [1]\n end\nend\n\nwhen I receive [begin v]\nbroadcast (green flag v) and wait\nbroadcast (play game v) and wait\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 <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [in air v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n position\n end\nend\n\ndefine game - die\nstart sound [Door Closing v]\nset [exit v] to []\nrepeat (5)\n hide\n wait (0.1) seconds\n show\n wait (0.1) seconds\nend\nhide\nwait (0.5) seconds\n\ndefine test - die\nif <touching (danger v)?> then\n set [exit v] to [die]\nend\n\ndefine Game - win\nstart sound [Slide Whistle v]\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\nset [level v] to [2]\nbroadcast (win v)\nwait (1) seconds\n\ndefine touching platformer out (out)\nchange [y v] by (out)\nposition\nrepeat until <not <touching (platforms v)?>>\n change [y v] by (out)\n position\nend\nset [sy v] to [0]\nif <(out) > [0]> then\n set [in air v] to [0]\nend\n\nwhen I receive [stop intro v]\nset [max players v] to [8]\nset [my player # v] to [0]\ndelete all of [buffer v]\nbroadcast (setup opponents v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(MY PLAYER #) > [0]> then\n broadcast (joined v)\nelse\n broadcast (full v)\nend\nwait (1) seconds\nbroadcast (begin v)\n\nwhen flag clicked\nbroadcast (Stop intro v)\n\nwhen flag clicked\nwait (4.3) seconds\nforever\n show variable [collected show v]\nend\n\nwhen flag clicked\nif <touching (bell v)?> then\n broadcast (L3 v)\nend\n\n@opponents\n\ndefine begin decoding of (encoded)\nset [encoded v] to (encoded)\nset [letter # v] to [1]\n\ndefine value = read from ecoded\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encoded)) (letter ((letter #) + (1)) of (encoded)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\ndelete all of [buffer v]\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\nwhen I receive [begin v]\nforever\n if <(MY PLAYER #) = (player #)> then\n set [offline v] to [100]\n hide\n else\n tick\n end\nend\n\ndefine value = cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setup opponents v]\nsetup players\n\nwhen I receive [join game v]\nvalue = cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen flag clicked\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n set [names v] to [0]\n else\n set [names v] to [1]\n end\n end\n wait until <not <key (n v) pressed?>>\nend\n\ndefine check if of edge\nif <<<(x position) > [200]> or <(x position) < [-200]>> or <<(y position) > [160]> or <(y position) < [-160]>>> then\n switch costume to (arrow v)\n point towards (player v)\n if on edge, bounce\nelse\n switch costume to (costume1 v)\n point in direction (90)\nend\n\nwhen flag clicked\nhide\n\ndefine tick\nvalue = cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n end\n set [offline v] to [0]\n begin decoding of (value)\n value = read from ecoded\n set [username v] to (value)\n value = read from ecoded\n if <(names) = [1]> then\n say (join (username) (item (value) of [chat items v]))\n else\n say []\n end\n value = read from ecoded\n value = read from ecoded\n repeat until <(value) = []>\n add (value) to [buffer v]\n value = read from ecoded\n end\nend\nif <(length of [buffer v]) > [0]> then\n set x to ((item (1) of [buffer v]) - (scroll x))\n delete (1) of [buffer v]\n set y to ((item (1) of [buffer v]) - (scroll y))\n delete (1) of [buffer v]\nend\ncheck if of edge\n\n@platforms\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\n\nwhen I receive [setup v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [360] y: [0]\n clone at x: [360] y: [0]\n clone at x: [0] y: [-100]\n clone at x: [630] y: [400]\n clone at x: [130] y: [400]\nelse\n switch costume to (7 v)\n clone at x: [130] y: [400]\n clone at x: [201] y: [500]\n clone at x: [230] y: [550]\n clone at x: [240] y: [530]\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]\nhide\ndelete this clone\n\ndefine clone at x: (x) y: (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [l3 v]\nswitch costume to (11 v)\n\n@collectables\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nswitch costume to (spin speed of coin)\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <touching (player v)?> then\n change [collected v] by (1)\n start sound [pop v]\n start sound [Coin v]\n if <(collected) = (collectable max)> then\n broadcast (open portal v)\n end\n delete this clone\nend\n\nwhen I receive [setup v]\nclear graphic effects\nset [collectable max v] to [0]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [136] y: [62]\n clone at x: [212] y: [67]\n clone at x: [387] y: [60]\n clone at x: [488] y: [206]\n clone at x: [709] y: [144]\n clone at x: [880] y: [266]\n clone at x: [720] y: [-74]\n clone at x: [915] y: [-74]\n clone at x: [810] y: [-74]\n clone at x: [1070] y: [364]\n clone at x: [1300] y: [440]\n clone at x: [1550] y: [500]\n clone at x: [1400] y: [680]\n clone at x: [1570] y: [800]\n clone at x: [1350] y: [960]\n clone at x: [1260] y: [988]\nend\nset [x v] to [-99999]\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 [collectable max v] by (1)\ncreate clone of (_myself_ 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]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (1 v)\n clone at x: [838] y: [145]\n clone at x: [800] y: [145]\n clone at x: [930] y: [208]\n next costume\n clone at x: [1350] y: [300]\n next costume\n clone at x: [1470] y: [630]\nelse\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]\nhide\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 flag clicked\nhide\n\n@Joining\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\nwait (1) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\ngo [forward v] (1322) layers\nstart sound [Connect v]\nswitch costume to (connected v)\nshow\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [full v]\nswitch costume to (full v)\nshow\n\nwhen flag clicked\nforever\n repeat until <(spin speed of coin) = [6]>\n wait (0.08) seconds\n change [spin speed of coin v] by (1)\n end\n set [spin speed of coin v] to [0]\nend\n\n@notif\n\nwhen flag clicked\ngo to x: (0) y: (50)\ngo to [front v] layer\nhide\nwait (pick random (8) to (15)) seconds\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\nend\nhide\nforever\n wait (pick random (14) to (26)) seconds\n show\n repeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\n end\n wait (3.5) seconds\n repeat until <(y position) > [49.5]>\n change y by (((y position) + (5)) / (5))\n end\n hide\nend\n\nwhen I receive [alert v]\nstop [other scripts in sprite v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nhide\n\nwhen I receive [tick v]\ngo to [front v] layer\n\n@Loading\n\nwhen flag clicked\ngo [forward v] (213) layers\nset size to (100) %\nhide\npoint in direction (90)\nclear graphic effects\ngo to x: (0) y: (-80)\n\nwhen I receive [joining v]\nrepeat (10)\n create clone of (_myself_ v)\n turn right (40) degrees\nend\n\nwhen I receive [joined v]\nhide\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\nwhen flag clicked\nhide\n\n@Detector\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\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\nchange [collected show v] by (10)\nshow\ngo to [front v] layer\ngo to x: (0) y: (50)\nreset timer\nswitch costume to (pick random (1) to (4))\nset [ghost v] effect to (100)\nrepeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\nend\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\n\n@Sprite1\n\nwhen flag clicked\nwait (4) seconds\nforever\n play sound [Piano v] until done\nend\n\n@Sprite2\n\n@Sprite3\n\n@Sprite4\n\n@tn2\n\nwhen flag clicked\nhide variable [collected v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (100)\nrepeat (10)\n hide variable [collected show v]\nend\nforever\n go to [front v] layer\n if <(level) = [2]> then\n switch costume to (costume2 v)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume 1 v)\nset [level v] to [1]\nwait until <(level) = [3]>\nstop [other scripts in sprite v]\nclear graphic effects\nshow list [cloud chat items v]\nhide variable [collected show v]\nset [show v] to (seconds)\nshow variable [show v]\nbroadcast (win animation v) and wait\nstop [all v]\n\nwhen flag clicked\nset [play? v] to [0]\nreset timer\nhide variable [show v]\nhide variable [seconds v]\nshow variable [collected show v]\nforever\n set [seconds v] to (timer)\nend\n\nwhen I receive [win animation v]\nrepeat (15)\n set [pitch v] effect to (-50)\n start sound [pop v]\n go to x: (pick random (15) to (-15)) y: (pick random (15) to (-15))\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nshow variable [collected show v]\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [doneeeee v]\nif <(exit) = [end]> then\n switch costume to (costume 2 v)\n go to [front v] layer\n show variable [seconds v]\n show\nend\n\n@JoyStick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (125) %\nset [max stick v] to ((size) / (4))\nset [myself v] to [JoyStick]\ngo to x: (-165) y: (-115)\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\nshow\n\nwhen I start as a clone\nswitch costume to (joystick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (myself)\n end\n if <(distance to [mouse-pointer v]) < ((size) * (0.5))> then\n Stick Drag\n else\n wait until <not <mouse down?>>\n end\nend\n\ndefine Stick Drag\nrepeat until <not <mouse down?>>\n go to (mouse-pointer v)\n point towards (myself)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(myself) v])\n if <(STICK POWER) > (max stick)> then\n move ((max stick) - (STICK POWER)) steps\n set [stick power v] to (max stick)\n end\n set [stick power v] to ((STICK POWER) / (max stick))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n@exit\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nposition ((x) - (scroll x)) ((y) - (scroll y))\nif <<(costume [number v]) = [2]> and <touching (player v)?>> then\n switch costume to (costume1 v)\n set [exit v] to [win]\nend\n\nwhen I receive [setup v]\nset [collected v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [1]> then\n switch costume to (closed v)\n clone at x: [1085] y: [1000]\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine clone at x: (x) y: (y)\nset [x v] to (x)\nset [y v] to (y)\n\nwhen I receive [open portal v]\nswitch costume to (open v)\n\nwhen flag clicked\nhide\n\n
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New Game Out! https://scratch.mit.edu/projects/865494166/\n\nSky High ✿ Multiplayer Scrolling Platformer \nNote: You must collect all coins to reach next level!\n\nCONTROLS-\n- WAD, Arrow keys to move or mobile controls.\n- Dodge Spikes and falling off the edge.\n- Race to the portal for next level!\n- 8 player slots\n - Cloud chat!\n- Press "n" to hide/show names\n- Press "t" to show/hide chat options\n- Press 1 - 9 to chat!\n- Scrolling vertically and horizontally\n- Enjoy!\n\n#Cloud #Online #Multiplayer #platformer #Games #Art #All #TeamYoshEEE
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Dangerous 2 || A Platformer || by Gijax
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@Stage\n\nwhen backdrop switches to [arrière-plan2 v]\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nstart sound [NIVIRO - The Floor Is Lava \[NCS Release\] v]\n\nwhen flag clicked\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [fin v]\nswitch backdrop to (arrière-plan2 v)\n\n@Player !\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\nend\n\nwhen I receive [ground v]\ngo to x: (-166) y: (-7)\n\nwhen flag clicked\nshow\ngo to x: (-166) y: (-7)\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to (((X) - (X)) * (0.8))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (7)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-7)\n switch costume to (costume2 v)\n end\n change x by (X)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (-8)\n change x by ((X) * (-2))\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-16]\n else\n set [x v] to [12]\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 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>>> then\n if <touching (ground ! v)?> then\n set [y v] to [16]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-177) y: (-93)\nforever\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\nend\n\nwhen I receive [ground v]\ngo to x: (-166) y: (-7)\n\nwhen I receive [-1 v]\ngo to x: (-166) y: (-7)\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nwait (30) seconds\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (7)\n wait (0.01) seconds\n change [ghost v] effect by (2)\nend\ndelete this clone\n\n@Ground !\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume2]> then\n broadcast (Lave v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume4]> then\n broadcast (spikes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume3]> then\n broadcast (pique v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume5]> then\n broadcast (Pentes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume4]> then\n broadcast (rien v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume6]> then\n broadcast (spike again ! v)\n end\nend\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nshow\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume7]> then\n broadcast (fin v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume7]> then\n go to [front v] layer\n switch costume to (costume8 v)\n broadcast (fin v)\n end\nend\n\nwhen I receive [fin v]\nswitch backdrop to (arrière-plan2 v)\n\nwhen I receive [ground v]\nnext costume\n\n@Next Level\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [fin v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lave v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [spikes v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [pique v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [pentes v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume3 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [spike again ! v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume4 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [trou v]\nhide\n\nwhen I receive [rien v]\nhide\n\nwhen I receive [fin v]\nhide\n\n@TO BE CONTINUED !\n\nwait (3) seconds\n\nwhen backdrop switches to [arrière-plan2 v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Thumbnails\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n@Fire\n\nwhen flag clicked\nset [hideclones v] to [0]\n\nwhen I start as a clone\nif <(pick random (1) to (2)) = [1]> then\n go to [back v] layer\nelse\n go to [back v] layer\nend\nshow\ngo to x: (pick random (-240) to (240)) y: (400)\npoint in direction (pick random (-180) to (180))\nrepeat until <touching (ground v)?>\n change y by (-4)\n wait (0.01) seconds\nend\ndelete this clone\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (-3)\n wait (0.02) seconds\nend\n\nwhen I receive [theend v]\nset [hideclones v] to [1]\nwait (0) seconds\nstop [other scripts in sprite v]\n\nwhen I start as a clone\nforever\n if <(hideclones) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nwait (30) seconds\nshow\nforever\n wait (pick random (0.01) to (0.07)) seconds\n create clone of (_myself_ v)\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (1) seconds\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\nswitch costume to (costume3 v)\nset [ghost v] effect to (100)\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@TO BE CONTINUED !2\n\nwhen backdrop switches to [arrière-plan2 v]\nwait (3) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen flag clicked\nhide\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (25) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nset [ghost v] effect to (100)\n\n
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|| Dangerous || \n \n \n✅Click 2 times on the green flag please!✅\n \n Part 2 !\nTo play you have to use the directional arrows or in mobile version !\n\n⚠️⚠️⚠️ Like Fav and follow me for part 3! ⚠️⚠️⚠️\n\n\nI know it's short sorry!\n\n\n\n______\nCredits :\n¨¨¨¨¨¨¨¨¨¨\nThanks to @YoussefElHaouzi for a code !\n\nAnd @Volcanoscratch for the music !
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Minecraft Platformer Pt. 2 - Nether #Games #All
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@Stage\n\nwhen flag clicked\nforever\n play sound [VISIONS v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nset [flag v] to [0]\n\n@Player\n\nwhen flag clicked\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\ndefine X velocity\nset rotation style [left-right v]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (spikes. lava, holes, etc. v)?> or <<touching (enemies v)?> or <<touching (enemies2 v)?> or <touching (enemies3 v)?>>>> then\n if <(LEVEL) = [8]> then\n go to x: (-190) y: (-46)\n else\n go to x: (-190) y: (55)\n end\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [9]> then\n change [level v] by (1)\n if <(LEVEL) = [8]> then\n go to x: (-190) y: (-46)\n else\n go to x: (-190) y: (55)\n end\n end\nend\n\nwhen flag clicked\nchange [flag v] by (1)\nif <(flag) > [2]> then\n switch costume to (alex v)\nelse\n switch costume to (普通 v)\nend\nforever\n if <(flag) > [2]> then\n if <key (space v) pressed?> then\n broadcast (message1 v)\n wait (1) seconds\n end\n end\nend\n\nset [flag v] to [0]\n\nwhen I receive [message1 v]\nif <(costume [number v]) = [3]> then\n switch costume to (普通 v)\nelse\n switch costume to (alex v)\nend\n\nwhen flag clicked\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Time\n\nwhen flag clicked\nhide\nreset timer\nset [time v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\ngo to [front v] layer\nshow\nforever\n play sound [VISIONS v] until done\nend\n\n@太陽\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)\n go to (player v)\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (た) )\nend\n\n@enemies\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (0) y: (-45)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (32)\n change x by (-2.5)\n end\n set rotation style [left-right v]\n point in direction (90)\n repeat (32)\n change x by (2.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set y to (-45)\n end\n if <(LEVEL) = [5]> then\n set y to (-45)\n end\n if <(LEVEL) = [7]> then\n set y to (-45)\n end\n if <(LEVEL) = [8]> then\n set y to (126)\n end\n if <(LEVEL) = [9]> then\n set y to (-45)\n end\nend\n\n@enemies2\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (180) y: (-45)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (32)\n change x by (-2.5)\n end\n set rotation style [left-right v]\n point in direction (90)\n repeat (32)\n change x by (2.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [3]> then\n set y to (-45)\n end\n if <(LEVEL) = [5]> then\n set y to (-45)\n end\n if <(LEVEL) = [7]> then\n set y to (-45)\n end\nend\n\n@enemies3\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\ngo to x: (12.5) y: (-45)\nforever\n set rotation style [left-right v]\n point in direction (-90)\n repeat (10)\n change x by (-2.5)\n end\n set rotation style [left-right v]\n point in direction (90)\n repeat (10)\n change x by (2.5)\n end\nend\n\nwhen flag clicked\nforever\n if <(LEVEL) = [8]> then\n set y to (-45)\n end\nend\n\n@Love fave2\n\nwhen flag clicked\nhide\ngo to x: (-240) y: (50)\nshow\ngo to [front v] layer\nstart sound [pop v]\nrepeat (9)\n change y by (-6)\nend\nrepeat (5)\n change y by (3)\nend\nrepeat (5)\n change y by (-1)\nend\nwait (2.7) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n@change\n\nwhen this sprite clicked\nbroadcast (message1 v)\n\nwhen flag clicked\nforever\n if <(flag) > [2]> then\n show\n else\n hide\n end\nend\n\n@PTE Ultra+\n\ndefine INTERNAL | calcWW (text) (cspace) (width) (space) (x) (offset)\ndelete all of [_temp0 v]\ndelete all of [_temp1 v]\ndelete all of [_temp2 v]\nset [_i3 v] to [1]\nset [_i4 v] to (space)\nset [_i5 v] to [0]\nset [_i8 v] to [0]\nset [_i9 v] to [0]\nrepeat (length of (text))\n set [_i6 v] to (letter (_i3) of (text))\n if <(_i6) = [ ]> then\n add [1] to [_temp2 v]\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to (space)\n set [_i9 v] to ((_i8) + (1))\n else\n change [_i5 v] by (_i4)\n set [_i4 v] to (space)\n change [_i9 v] by ((_i8) + (1))\n end\n set [_i8 v] to [0]\n else\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i6)?> then\n switch costume to (_i6)\n set [_i7 v] to (costume [number v])\n else\n set [_i7 v] to (item # of (_i6) in [_chars v])\n end\n if <not <(_i7) = [0]>> then\n add (_i7) to [_temp2 v]\n set [_i7 v] to ((item (_i7) of [_charwidths v]) + (cspace))\n if <((_i4) + (_i7)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n set [_i5 v] to (_i4)\n set [_i4 v] to ((space) + (_i7))\n set [_i9 v] to ((_i8) + (1))\n set [_i8 v] to [1]\n add (item (last) of [_temp2 v]) to [_temp2 v]\n else\n change [_i4 v] by (_i7)\n change [_i8 v] by (1)\n end\n end\n end\n change [_i3 v] by (1)\nend\nif <(_i8) = [0]> then\n if <not <(_i9) = [0]>> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n end\nelse\n if <((_i5) + (_i4)) > (width)> then\n add ((_i9) - (1)) to [_temp0 v]\n add ((x) + ((offset) * (_i5))) to [_temp1 v]\n add (_i8) to [_temp0 v]\n add ((x) + ((offset) * (_i4))) to [_temp1 v]\n else\n add ((_i9) + (_i8)) to [_temp0 v]\n add ((x) + ((offset) * ((_i5) + (_i4)))) to [_temp1 v]\n end\nend\nrepeat until <<not <(item (1) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (1) of [_temp0 v]\n delete (1) of [_temp1 v]\nend\nrepeat until <<not <(item (last) of [_temp0 v]) < [1]>> or <(length of [_temp0 v]) < [1]>>\n delete (last) of [_temp0 v]\n delete (last) of [_temp1 v]\nend\n\ndefine Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\nSlow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\n\ndefine Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WSU (w) (s) (u) CSpace (cspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_x v] to (x)\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nINTERNAL | printText (text) (_y) (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (align) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine WW Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\nWW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\n\ndefine WW Slow Print | Pos (x) (y) Size (size) Width (width) RGB (r) (g) (b) WW Width (ww width) WSU (w) (s) (u) CSpace (cspace) LSpace (lspace) Align (align) Text (text)\npen up\nset pen color to ((((65536) * (round (r))) + ((256) * (round (g)))) + (round (b)))\nset [_i0 v] to ((0.01) * (size))\nset [_i1 v] to ([abs v] of ((0.125) * ((w) * (size))) )\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round (_i1)) mod (2)) = [0]> and <not <(_i1) < [0.5]>>> then\n set [_y v] to (round (y))\n else\n set [_y v] to (([floor v] of (y) ) + (0.5))\n end\nelse\n set [_y v] to (y)\nend\nif <(w) < [0]> then\n set [_i2 v] to ((0.125) * (size))\nelse\n set [_i2 v] to (_i1)\nend\nset [_i3 v] to (((100) / (size)) / (width))\nset [_i4 v] to ((_i3) * (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)))\nif <(align) = [r]> then\n set [_i5 v] to ((-1) * (_i0))\nelse\n if <(align) = [c]> then\n set [_i5 v] to ((-0.5) * (_i0))\n else\n set [_i5 v] to [0]\n end\nend\nset [_i5 v] to ((width) * (_i5))\nset [_i6 v] to ((item (1) of [_charwidths v]) + (_i4))\nINTERNAL | calcWW (text) (_i4) (((_i3) * (ww width)) + ((_i6) + (_i4))) (_i6) ((x) - ((_i5) * ((_i6) + (_i4)))) (_i5)\nINTERNAL | printWW (_i0) ((width) * (_i0)) ([tan v] of (s) ) ((_i0) * (u)) <not <(u) = [0]>> (((cspace) * ((0.475) * ((size) / ([log v] of (((size) + (1.01)) * ((size) + (1.01))) )))) + (_i2)) (round ((((-0.65) * ((lspace) * (size))) - (size)) - (_i2))) ([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) ((1) / (([ceiling v] of ((0.15) * ([sqrt v] of ((width) * ((size) * (size))) )) ) + (1))) (_i1) ((_i1) + (1)) (((0.6) + ((0.4) * <([floor v] of ((u) / (100)) ) = [0]>)) * (_i1)) ((0.09375) * (size))\n\ndefine INTERNAL | drawBezier (x2) (y2) (x3) (y3) (qual) (dt)\nINTERNAL | bezier (((x3) - ((2) * (x2))) + (x position)) ((2) * ((x2) - (x position))) (x position) (((y3) - ((2) * (y2))) + (y position)) ((2) * ((y2) - (y position))) (y position) (qual) (dt)\ngo to x: (x3) y: (y3)\n\ndefine INTERNAL | bezier (cx1) (cx2) (x1) (cy1) (cy2) (y1) (qual) (dt)\nset [_i4 v] to [0]\nrepeat (qual)\n change [_i4 v] by (dt)\n go to x: (((_i4) * (((_i4) * (cx1)) + (cx2))) + (x1)) y: (((_i4) * (((_i4) * (cy1)) + (cy2))) + (y1))\nend\n\ndefine Newlines | # of Lines (lines) Size (size) Weight (w) LSpace (lspace)\nif <(w) < [0]> then\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * (size)))))\nelse\n change [_y v] by ((lines) * (round ((((-0.65) * ((lspace) * (size))) - (size)) - ((0.125) * ((w) * (size))))))\nend\nif <<(size) = (round (size))> and <not <(w) < [0]>>> then\n if <<((round ((0.125) * ((w) * (size)))) mod (2)) = [0]> and <not <((0.125) * ((w) * (size))) < [0.5]>>> then\n set [_y v] to (round (_y))\n else\n set [_y v] to (([floor v] of (_y) ) + (0.5))\n end\nend\n\ndefine INTERNAL | printWW (height) (width) (slant) (underline) <hasundr> (cspace) (lspace) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nset [_i0 v] to [1]\nset [_i1 v] to [1]\nrepeat (length of [_temp0 v])\n set [_x v] to (item (_i0) of [_temp1 v])\n repeat (item (_i0) of [_temp0 v])\n INTERNAL | printChar (item (_i1) of [_temp2 v]) (height) (width) (_x) (_y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (cspace)\n change [_i1 v] by (1)\n end\n change [_i1 v] by (1)\n if <hasundr> then\n set pen size to (underlwt)\n go to x: ((((_x) - (cspace)) + ((slant) * (underline))) + (underloffset)) y: ((_y) + (underline))\n pen down\n set x to (((item (_i0) of [_temp1 v]) + ((slant) * (underline))) - (underloffset))\n pen up\n end\n change [_y v] by (lspace)\n change [_i0 v] by (1)\nend\nchange [_y v] by ((-1) * (lspace))\ndelete all of [_temp2 v]\n\ndefine INTERNAL | printText (text) (y) (height) (width) (slant) (underline) (space) (align) (bezqual) (bezdt) (weight) (dotweight) (underlwt) (underloffset)\nif <<(align) = [c]> or <(align) = [r]>> then\n delete all of [_temp0 v]\n set [_i0 v] to [1]\n set [_i1 v] to [0]\n repeat (length of (text))\n set [_i2 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i2)?> then\n switch costume to (_i2)\n change [_i1 v] by (((width) * (item (costume [number v]) of [_charwidths v])) + (space))\n add (costume [number v]) to [_temp0 v]\n else\n set [_i2 v] to (item # of (_i2) in [_chars v])\n if <not <(_i2) = [0]>> then\n change [_i1 v] by (((width) * (item (_i2) of [_charwidths v])) + (space))\n add (_i2) to [_temp0 v]\n end\n end\n change [_i0 v] by (1)\n end\n if <(align) = [c]> then\n change [_x v] by ((-0.5) * ((_i1) - (space)))\n else\n change [_x v] by ((-1) * ((_i1) - (space)))\n end\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of [_temp0 v])\n INTERNAL | printChar (item (_i0) of [_temp0 v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n change [_i0 v] by (1)\n end\nelse\n set [_i6 v] to (_x)\n set [_i0 v] to [1]\n repeat (length of (text))\n set [_i7 v] to (letter (_i0) of (text))\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i7)?> then\n switch costume to (_i7)\n INTERNAL | printChar (costume [number v]) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n else\n set [_i7 v] to (item # of (_i7) in [_chars v])\n if <not <(_i7) = [0]>> then\n INTERNAL | printChar (_i7) (height) (width) (_x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\n change [_x v] by (space)\n end\n end\n change [_i0 v] by (1)\n end\nend\nif <not <(underline) = [0]>> then\n set pen size to (underlwt)\n go to x: ((((_x) - (space)) + ((slant) * (underline))) + (underloffset)) y: ((y) + (underline))\n pen down\n set x to (((_i6) + ((slant) * (underline))) - (underloffset))\n pen up\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nswitch costume to (sizebypass v)\nset size to (50000) %\nswitch costume to (pte ultra+ v)\n\ndefine INTERNAL | loadFont (font)\nset [_i0 v] to [1]\nrepeat until <(_i0) > (length of (font))>\n set [_i1 v] to (letter (_i0) of (font))\n if <[_chars v] contains (_i1)?> then\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n set [_i4 v] to (costume [number v])\n else\n set [_i4 v] to (item # of (_i1) in [_chars v])\n end\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i5 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n replace item (_i2) of [_chardata v] with (_i5)\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n set [_i3 v] to ((item # of (join [_] (_i1)) in [_chardata v]) + (1))\n end\n else\n add (_i1) to [_chars v]\n add [0] to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n set [_i3 v] to ((length of [_chardata v]) + (1))\n set [_i4 v] to (length of [_chars v])\n end\n add [_] to [_chardata v]\n change [_i0 v] by (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n replace item (_i4) of [_charwidths v] with ((1) * (_i2))\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n if <(letter (_i0) of (font)) = [b]> then\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert [b] at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with [b]\n end\n change [_i3 v] by (1)\n change [_i0 v] by (2)\n repeat (4)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n else\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n end\n end\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert (round (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with (round (_i2))\n end\n change [_i3 v] by (1)\n repeat (round (_i2))\n repeat (2)\n set [_i2 v] to []\n repeat until <(letter (_i0) of (font)) = [ ]>\n set [_i2 v] to (join (_i2) (letter (_i0) of (font)))\n change [_i0 v] by (1)\n end\n change [_i0 v] by (1)\n if <(letter (1) of (item (_i3) of [_chardata v])) = [_]> then\n insert ((1) * (_i2)) at (_i3) of [_chardata v] \n else\n replace item (_i3) of [_chardata v] with ((1) * (_i2))\n end\n change [_i3 v] by (1)\n end\n end\n delete (last) of [_chardata v]\nend\nset [_i0 v] to [1]\nrepeat (length of [_chars v])\n set [_i1 v] to (item (_i0) of [_chars v])\n if < [abcdefghijklmnopqrstuvwxyz] contains (_i1)?> then\n switch costume to (_i1)\n if <(costume [number v]) > [27]> then\n set [_i2 v] to (item # of (join [_] (_i1)) in [_chardata v])\n set [_i3 v] to (item (_i2) of [_chardata v])\n replace item (_i2) of [_chardata v] with []\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n replace item (_i2) of [_chardata v] with (_i3)\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n else\n replace item (_i0) of [_charids v] with ((item # of (join [_] (_i1)) in [_chardata v]) + (2))\n end\n change [_i0 v] by (1)\nend\n\ndefine Import Font | Data (font data)\nset [_i0 v] to [1]\nrepeat until <(letter (_i0) of (font data)) = [{]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nrepeat until <(letter (_i0) of (font data)) = [\[]>\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i1 v] to []\nrepeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\nend\nchange [_i0 v] by (1)\nset [_i6 v] to (_i1)\ndelete all of [_temp0 v]\nchange [_i0 v] by (1)\nrepeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\nend\nrepeat until <(letter (_i0) of (font data)) = [}]>\n change [_i0 v] by (1)\n delete all of [_temp1 v]\n add (letter (_i0) of (font data)) to [_temp0 v]\n change [_i0 v] by (2)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\]]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n set [_i2 v] to ((length of [_temp0 v]) + (1))\n set [_i3 v] to [0]\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n repeat until <(letter (_i0) of (font data)) = [\]]>\n set [_i4 v] to ((length of [_temp0 v]) + (3))\n set [_i5 v] to [0]\n repeat until <(letter (_i0) of (font data)) = [\)]>\n change [_i0 v] by (1)\n if <(letter (_i0) of (font data)) = [b]> then\n add [b] to [_temp0 v]\n change [_i0 v] by (1)\n repeat (4)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n else\n change [_i0 v] by (-1)\n repeat (2)\n change [_i0 v] by (1)\n set [_i1 v] to []\n repeat until <<<(letter (_i0) of (font data)) = [,]> or <(letter (_i0) of (font data)) = [;]>> or <(letter (_i0) of (font data)) = [\)]>>\n set [_i1 v] to (join (_i1) (letter (_i0) of (font data)))\n change [_i0 v] by (1)\n end\n add (_i1) to [_temp0 v]\n end\n end\n change [_i5 v] by (1)\n end\n if <(_i5) = [1]> then\n add (item ((length of [_temp0 v]) - (1)) of [_temp0 v]) to [_temp1 v]\n add (item (last) of [_temp0 v]) to [_temp1 v]\n delete (last) of [_temp0 v]\n delete (last) of [_temp0 v]\n else\n insert ((_i5) - (1)) at (_i4) of [_temp0 v] \n change [_i3 v] by (1)\n end\n repeat until <<(letter (_i0) of (font data)) = [\(]> or <(letter (_i0) of (font data)) = [\]]>>\n change [_i0 v] by (1)\n end\n end\n insert (_i3) at (_i2) of [_temp0 v] \n insert (round ((length of [_temp1 v]) / (2))) at (1) of [_temp1 v] \n repeat (length of [_temp1 v])\n add (item (1) of [_temp1 v]) to [_temp0 v]\n delete (1) of [_temp1 v]\n end\n repeat until <<(letter (_i0) of (font data)) = [\[]> or <(letter (_i0) of (font data)) = [}]>>\n change [_i0 v] by (1)\n end\nend\nadd [] to [_temp0 v]\nset [_i0 v] to (item # of (_i6) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n replace item ((_i0) + (1)) of [_fonts v] with (_temp0)\nelse\n add (_i6) to [_fonts v]\n add (_temp0) to [_fonts v]\nend\ndelete all of [_temp0 v]\n\ndefine Load Font | Name (font)\nset [_i0 v] to (item # of (font) in [_fonts v])\nif <((_i0) mod (2)) = [1]> then\n INTERNAL | loadFont (item ((_i0) + (1)) of [_fonts v])\nend\n\ndefine Reset Character Data\ndelete all of [_chars v]\ndelete all of [_charids v]\ndelete all of [_charwidths v]\ndelete all of [_chardata v]\nset [_i0 v] to [1]\nrepeat (53)\n set [_i1 v] to (letter (_i0) of [ abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ])\n add (_i1) to [_chars v]\n add ((length of [_chardata v]) + (3)) to [_charids v]\n add [0] to [_charwidths v]\n add (join [_] (_i1)) to [_chardata v]\n add [0] to [_chardata v]\n change [_i0 v] by (1)\nend\n\ndefine INTERNAL | printChar (num) (height) (width) (x) (y) (slant) (bezqual) (bezdt) (weight) (dotweight)\nchange [_x v] by ((width) * (item (num) of [_charwidths v]))\nset [_i3 v] to (item (num) of [_charids v])\nset pen size to (weight)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n change [_i3 v] by (3)\n repeat (item ((_i3) - (1)) of [_chardata v])\n if <(item (_i3) of [_chardata v]) = [b]> then\n set [_i4 v] to ((height) * (item ((_i3) + (2)) of [_chardata v]))\n set [_i5 v] to ((height) * (item ((_i3) + (4)) of [_chardata v]))\n INTERNAL | drawBezier ((x) + (((width) * (item ((_i3) + (1)) of [_chardata v])) + ((slant) * (_i4)))) ((y) + (_i4)) ((x) + (((width) * (item ((_i3) + (3)) of [_chardata v])) + ((slant) * (_i5)))) ((y) + (_i5)) (bezqual) (bezdt)\n change [_i3 v] by (5)\n else\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n change [_i3 v] by (2)\n end\n end\n pen up\nend\nset pen size to (dotweight)\nchange [_i3 v] by (1)\nrepeat (item ((_i3) - (1)) of [_chardata v])\n set [_i4 v] to ((height) * (item ((_i3) + (1)) of [_chardata v]))\n go to x: ((x) + (((width) * (item (_i3) of [_chardata v])) + ((slant) * (_i4)))) y: ((y) + (_i4))\n pen down\n pen up\n change [_i3 v] by (2)\nend\n\nwhen flag clicked\nerase all\nReset Character Data\nLoad Font | Name [Parabolic]\nforever\n erase all\n if <(LEVEL) = [1]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Hello!]\n end\n if <(LEVEL) = [2]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [We're in the Nether!]\n end\n if <(LEVEL) = [3]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Avoid lava!]\n end\n if <(LEVEL) = [4]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Avoid pigmen!]\n end\n if <(LEVEL) = [5]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Two pigmen!]\n end\n if <(LEVEL) = [6]> then\n Print | Pos (-220) (140) Size (20) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [This level is hard, I know!]\n end\n if <(LEVEL) = [9]> then\n Print | Pos (-200) (75) Size (18) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Love, favorite and follow!]\n Print | Pos (-175) (105) Size (10) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [200 loves + 200 favorites for part 3! ]\n end\nend\n\n
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PART 3 IS OUT --------> https://scratch.mit.edu/projects/868470579/\n\nIF YOU HAVE ALEX SKIN, PRESS SPACE TO TURN BACK TO STEVE SKIN!\n\nRACING @aspectsvg AND @LiamIsCool TO 2K PLS HELP ME WIN!!!\n\n(Jun 12, 2023)\nI posted this 17 hours ago and:\n#12 on Trending - Games!!!\n600 views!!!!\n\n(Jun 13, 2023)\n#16 on Trending - All!!!!!\n#5 on Trending - Games!!!!!\n3k views!!!\n\n(Jun 14, 2023)\n#5 on Trending - All!!!!!\n#2 on Trending - Games!!!!!!!!\n15k views!!!!!!!\n\n(Jun 17, 2023)\n#6 on Trending - All!!!!!!\n#1 on Trending - Games!!!!!!!!!\n50k views!!!!!!\n\nMinecraft - A Platformer (Pt. 2 - Nether)\nWASD or arrow keys to move\nAvoid Minecraft pigmen and lava\nGet to the end!\n\nA love, a favorite and a follow would be very appreciated!
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Dangerous 3 || A Platformer || by Gijax
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@Stage\n\nwhen flag clicked\nstart sound [NIVIRO - The Floor Is Lava \[NCS Release\] v]\n\nwhen flag clicked\nswitch backdrop to (arrière-plan1 v)\n\nwhen I receive [fini v]\nshow\nrepeat (100)\n change [ghost v] effect by (-1)\nend\n\n@Player !\n\nwhen flag clicked\nforever\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\nend\n\nwhen I receive [ground v]\ngo to x: (-166) y: (-7)\n\nwhen flag clicked\nshow\ngo to x: (-166) y: (-7)\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n set [x v] to (((X) - (X)) * (0.8))\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (7)\n switch costume to (costume1 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-7)\n switch costume to (costume2 v)\n end\n change x by (X)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (2)\n if <touching (ground ! v)?> then\n change y by (-8)\n change x by ((X) * (-2))\n if <<<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>>> then\n set [y v] to [10]\n if <([abs v] of (X) ) = (X)> then\n set [x v] to [-16]\n else\n set [x v] to [12]\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 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 (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> and <<not <(costume [number v]) = [3]>> and <not <(costume [number v]) = [4]>>>> then\n if <touching (ground ! v)?> then\n set [y v] to [16]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\ngo to x: (-177) y: (-93)\nforever\n if <touching (next level v)?> then\n broadcast (Ground v)\n end\nend\n\nwhen I receive [ground v]\ngo to x: (-166) y: (-7)\n\nwhen I receive [-1 v]\ngo to x: (-166) y: (-7)\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [fini v]\nhide\n\n@Ground !\n\nwhen I receive [ground v]\nif <(costume [number v]) = [13]> then\n broadcast (Fin v)\n hide\nelse\n next costume\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume2]> then\n broadcast (Lave v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume4]> then\n broadcast (spikes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume3]> then\n broadcast (escalier v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume5]> then\n broadcast (Pentes v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume6]> then\n broadcast (spike again ! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [costume7]> then\n broadcast (Fini v)\n end\nend\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [fini v]\nhide\n\n@Next Level\n\nwhen I receive [hole v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [fini v]\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [lave v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume1 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [spikes v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume3 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [rien v]\nhide\n\nwhen I receive [pentes v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume5 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [spike again ! v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume5 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [trou v]\nhide\n\nwhen I receive [escalier v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (costume2 v)\nif <touching (player ! v)?> then\n broadcast (-1 v)\nend\n\nwhen I receive [fini v]\nhide\n\n@TO BE CONTINUED !\n\nwhen flag clicked\nhide\n\nwhen I receive [fini v]\nwait (3) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (100)\n change [ghost v] effect by (-1)\nend\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\n@Thumbnails\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n@TO BE CONTINUED !2\n\nwhen flag clicked\nhide\n\nwhen I receive [fini v]\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n repeat (100)\n change [ghost v] effect by (-1)\n end\nend\n\nwait (2) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [fini v]\n\n@Sprite2\n\nwhen flag clicked\ngo to [front v] layer\nshow\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwait (1) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nshow\n\nwhen I receive [fini v]\nswitch backdrop to (arrière-plan2 v)\n\nforever\n show\n go to [front v] layer\nend\n\n
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|| Dangerous || \n \n Thanks for #1 !\n\n✅DON'T FORGET LIKE AND FAV ! pls !\n \n Part 3 !\nTo play you have to use the directional arrows or in mobile version !\n\n⚠️⚠️⚠️ Like Fav and follow me for part 4! ⚠️⚠️⚠️\n\n\n\n______\nCredits :\n¨¨¨¨¨¨¨¨¨¨\nThanks to @YoussefElHaouzi for a code !\n\nAnd @Volcanoscratch for the music !
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Platformer Only up! 登れ![拡散希望]
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@Stage\n\nwhen I receive [screen v]\nset [prevrealmeters v] to [0]\nswitch backdrop to (pick random (1) to (2))\n\nwhen I receive [menu v]\nswitch backdrop to (menu1 v)\nstop all sounds\nstop [other scripts in sprite v]\nset volume to (100) %\nforever\n play sound [ゲーム v] until done\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\nforever\n play sound (pick random (1) to (2)) until done\nend\n\nset [☁ highscore v] to [10]\n\nwait (pick random (10) to (12)) seconds\n\nwhen I receive [screen v]\nwait (5) seconds\nswitch backdrop to (sky2 v)\n\nforever\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@キャラ\n\nwhen I receive [game v]\nstart sound [start v]\ngo to x: (0) y: (0)\nshow\nif then\n delete this clone\nend\nset [clone? v] to [true]\ncreate clone of (_myself_ v)\nset [clone? v] to [false]\nset [y v] to [30]\nset [realmeters v] to [-1]\nset [prevrealmeters v] to [0]\nset [playerx v] to [0]\nset [meters v] to [0]\ndelete all of [nnn v]\nadd [Ding] to [nnn v]\nadd [Ding] to [nnn v]\nadd [Ding] to [nnn v]\nclear graphic effects\nset size to (60) %\n\nwhen I receive [game v]\nforever\n if <(clone?) = [false]> then\n if <<(Y) < [-35]> or <(Meters) < [0]>> then\n broadcast (Game Over v) and wait\n end\n Update\n end\nend\n\ndefine Update\nif <(clone?) = [false]> then\n go to [front v] layer\n switch costume to (1 v)\n point in direction ((xvel) + (90))\n set [xvel v] to ((xvel) * (.8))\n change [playerx v] by (xvel)\n go to x: (playerX) y: ((Y) / (5))\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > [0]>>> then\n change [xvel v] by (3)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [xvel v] by (-3)\n end\n set size to (75) %\n clear graphic effects\n skin\n if <(playerX) < [-210]> then\n point in direction (90)\n set x to (-210)\n change [xvel v] by (2)\n change [playerx v] by (2)\n set [playerx v] to [-210]\n end\n if <(playerX) > [210]> then\n point in direction (90)\n set x to (210)\n change [xvel v] by (-2)\n change [playerx v] by (-2)\n set [playerx v] to [210]\n end\n change [meters v] by (round ((Y) / (5)))\n replace item (1) of [nnn v] with (round (x position))\n replace item (2) of [nnn v] with (round (y position))\n replace item (3) of [nnn v] with (round (direction))\n if <(Y) > [0]> then\n if <not <(prevRealMeters) = (realMeters)>> then\n set [realmeters v] to (Meters)\n set [prevrealmeters v] to ((Meters) + (100))\n end\n end\nend\n\nwhen I receive [regular jump v]\nstart sound (pick random (4) to (7))\nset [y v] to [27]\n\nwhen I receive [super jump v]\nstart sound [super_jump v]\nif <(clone?) = [false]> then\n set [y v] to [70]\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nstart sound [death v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\n\ndefine costume (down)\n\nwhen I start as a clone\nif <(clone?) = [true]> then\n set size to (75) %\n switch costume to (stand3 v)\n point in direction (item (3) of [nnn v])\n forever\n go [forward v] (60) layers\n go to x: (item (1) of [nnn v]) y: (item (2) of [nnn v])\n point in direction (item (3) of [nnn v])\n if <(xvel) > [0]> then\n switch costume to (stand3 v)\n end\n if <(xvel) < [0]> then\n switch costume to (stand3 v)\n end\n end\nend\n\nwhen I receive [sort v]\n\ndefine skin\nif <(skin) = [1]> then\n set [color v] effect to (50)\n set [brightness v] effect to (0)\nelse\n if <(skin) = [2]> then\n set [color v] effect to (100)\n set [brightness v] effect to (0)\n else\n if <(skin) = [3]> then\n set [color v] effect to (30)\n set [brightness v] effect to (0)\n else\n if <(skin) = [4]> then\n set [color v] effect to (0)\n set [brightness v] effect to (10)\n end\n end\n end\nend\n\nwhen flag clicked\nhide variable [☁ highscore1 v]\n\ndefine costume (up) \n\n@クモ\n\nwhen I start as a clone\nset [parent v] to [false]\nchange [clones v] by (1)\nif <(middle) = [yes]> then\n spawn clouds\nend\n\ndefine Setup\npoint in direction (90)\ngo [forward v] (4) layers\nswitch costume to (mountain v)\nset [ghost v] effect to (50)\nset [costume v] to [1]\nset [offsety v] to [0]\nset y to (0)\nset [parallaxx v] to [0]\nCreate Clone X: [0] Y: [0] Clone ID: [100]\n\ndefine spawn clouds\nset [middle v] to [no]\nset [parallaxx v] to [480]\ncreate clone of (_myself_ v)\nset [parallaxx v] to [-480]\ncreate clone of (_myself_ v)\nset [parallaxx v] to [0]\nset [middle v] to [yes]\n\ndefine Create Clone X: (x) Y: (y) Clone ID: (cid)\nhide\nset [parallaxx v] to (x)\nset [parallaxy v] to (y)\nset [clone v] to (cid)\ncreate clone of (_myself_ v)\n\ndefine Update\nset size to (400) %\ngo to x: (parallaxX) y: (y position)\nchange y by (((Y) * (-1)) / (clone))\nif <(y position) < [-180]> then\n change [clones v] by (-1)\n delete this clone\nend\nshow\nset size to (100) %\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\nset [meters v] to [0]\n\nwhen I receive [game v]\nif <(parent) = [false]> then\n change [clones v] by (-1)\n delete this clone\nend\nSetup\nset [size v] to [100]\nset [movex v] to [yes]\nset [planetsonscreen v] to [0]\nset [waituntil v] to [0]\nif <(parent) = [true]> then\n wait until <(Meters) > [-1]>\n set [waituntil v] to [0]\n forever\n if <<(Meters) > (waitUntil)> and <(CLONES) < [130]>> then\n set [waituntil v] to ((Meters) + (pick random (20) to (50)))\n set [ghost v] effect to (pick random (20) to (80))\n set [size v] to (pick random (20) to (50))\n switch costume to (pick random (2) to (3))\n set y to (180)\n Create Clone X: (pick random (-240) to (240)) Y: [180] Clone ID: (pick random (1) to (3))\n end\n end\nend\n\nwhen flag clicked\nset [parent v] to [true]\nhide\nset [clones v] to [0]\n\nwhen I receive [parallaxupdate v]\nif <(parent) = [false]> then\n Update\nend\n\nwhen I receive [game v]\nforever\n broadcast (ParallaxUpdate v)\nend\n\nwhen I receive [sort v]\nif <(parent) = [true]> then\n go [forward v] (10) layers\nend\n\nwhen I receive [del v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@バネ\n\ndefine Spawn Dem\nset y to (200)\nrepeat (3)\n change y by (-100)\nend\n\nwhen I receive [game v]\nswitch costume to (normal v)\nrepeat (1)\n delete this clone\nend\nset [waituntilspawn v] to [0]\nset [canspawnspecialplatforms v] to [True]\nset [specialplatformsonscreen v] to [0]\nset [prevcreatedplatforms v] to [0]\nset [maxspecialplatformsonscreen v] to [1]\nhide\nSpawn Dem\nset [platformscreated v] to [0]\nforever\n if <(Meters) > (WaitUntilSpawn)> then\n set [waituntilspawn v] to ((Meters) + (19))\n Reset\n set [platformy v] to [200]\n change [platformscreated v] by (1)\n create clone of (_myself_ v)\n if <<(canSpawnSpecialPlatforms) = [False]> and <(platformsCreated) > (prevCreatedPlatforms)>> then\n if <(Meters) > [6200]> then\n change [prevcreatedplatforms v] by (1)\n else\n if <(Meters) > [5000]> then\n change [prevcreatedplatforms v] by (2)\n else\n if <(Meters) > [2500]> then\n change [prevcreatedplatforms v] by (4)\n else\n if <(Meters) < [1500]> then\n change [prevcreatedplatforms v] by (7)\n end\n end\n end\n end\n set [canspawnspecialplatforms v] to [True]\n end\n end\nend\n\nwhen I start as a clone\nGet Costume\nclear graphic effects\nset [platformsize v] to [100]\nset [platformx v] to (pick random (200) to (-200))\nset [random v] to (pick random (1) to (4))\nset [i v] to (pick random (-5000) to (50000))\nif <(random) < [2]> then\n set [random v] to (pick random (1) to (3))\n set [movingplatform v] to [yes]\n forever\n change [platformx v] by (((([sin v] of ((i) * (1)) ) * (10)) * <<(random) = [1]> and <(Meters) > [500]>>) + ((([sin v] of ((i) * (1)) ) * (-10)) * <<(random) = [2]> and <(Meters) > [600]>>))\n end\nelse\n set [movingplatform v] to [no]\nend\n\ndefine Update\nset [ghost v] effect to (0)\nif <(Y) < [0]> then\n if <<[] < [50]> and <touching (キャラ v)?>> then\n if <(costume [name v]) = [wood_platform_1]> then\n broadcast (Regular Jump v)\n start sound [crack v]\n repeat (20)\n change [platformy v] by (-20)\n change [ghost v] effect by (10)\n set x to (platformX)\n set y to (platformY)\n turn right (2) degrees\n change size by (-5)\n end\n change [clones v] by (-1)\n delete this clone\n else\n if < (costume [name v]) contains [normal]?> then\n broadcast (Regular Jump v)\n else\n if < (costume [name v]) contains [bouncy_platform]?> then\n broadcast (Super Jump v)\n else\n if < (costume [name v]) contains [lava_platform]?> then\n broadcast (Game Over v)\n end\n end\n end\n end\n end\nend\nPosition\nif <(costume [name v]) = [lava_platform_3]> then\n turn right (2) degrees\nelse\n point in direction (90)\nend\n\nwhen I start as a clone\nset [parent v] to [false]\nchange [clones v] by (1)\nif <(parent) = [false]> then\n point in direction (90)\n set [costume v] to (costume [name v])\n forever\n Update\n end\nend\n\ndefine Position\nchange [i v] by (6)\nif <(platformY) < [-500]> then\n change [clones v] by (-1)\n delete this clone\nend\nif <(platformY) > [180]> then\n set y to (170)\n set size to (400) %\n hide\n set x to (platformX)\n set y to (platformY)\nelse\n show\n set x to (platformX)\n set y to (platformY)\n switch costume to (costume)\nend\nset size to (100) %\nif <(platformY) < [-185]> then\n set [ghost v] effect to (100)\nend\nchange [platformy v] by ((Y) * (-1))\nif <(platformX) > [200]> then\n set [platformx v] to [200]\nend\nif <(platformX) < [-200]> then\n set [platformx v] to [-200]\nend\n\nwhen I start as a clone\npoint in direction (90)\nforever\n if <(platformY) < [-180]> then\n if <not < (costume [name v]) contains [normal]?>> then\n change [specialplatformsonscreen v] by (-1)\n \n end\n end\nend\n\ndefine Get Costume\nset [maxspecialplatformsonscreen v] to (((1) * <(Meters) < [3500]>) + (((2) * <<(Meters) > [3500]> and <not <(Meters) > [4500]>>>) + ((3) * <(Meters) > [4500]>)))\nswitch costume to (normal v)\nif <<(specialPlatformsOnScreen) < (maxSpecialPlatformsOnScreen)> and <(canSpawnSpecialPlatforms) = [True]>> then\n set [random v] to (pick random (1) to (100))\n set [canspawnspecialplatforms v] to [False]\n if <<(random) < [20]> and <(Meters) > [300]>> then\n switch costume to (bouncy_platform_1 v)\n change [specialplatformsonscreen v] by (1)\n else\n if <<(random) < [60]> and <(Meters) > [350]>> then\n set [random v] to (pick random (1) to (3))\n if <(random) = [1]> then\n switch costume to (lava_platform_1 v)\n change [specialplatformsonscreen v] by (1)\n else\n if <(random) = [3]> then\n switch costume to (lava_platform_2 v)\n change [specialplatformsonscreen v] by (1)\n else\n if <(Meters) > [2500]> then\n switch costume to (lava_platform_3 v)\n change [specialplatformsonscreen v] by (1)\n else\n switch costume to (lava_platform_1 v)\n change [specialplatformsonscreen v] by (1)\n end\n end\n end\n else\n if <<(random) < [90]> and <(Meters) > [500]>> then\n switch costume to (wood_platform_1 v)\n change [specialplatformsonscreen v] by (1)\n else\n switch costume to (normal v)\n end\n end\n end\nelse\n switch costume to (normal v)\nend\n\nwhen I receive [game over v]\nstop [other scripts in sprite v]\n\nwhen I receive [sort v]\ngo [forward v] (20) layers\n\ndefine Reset\nset size to (400) %\nset y to (200)\nset size to (100) %\nset x to (pick random (-180) to (180))\n\nset [meters v] to [3000]\n\nwhen I receive [del v]\ndelete this clone\n\n@エフェクト\n\nwhen I start as a clone\nchange [clones v] by (1)\nshow\ngo to x: ([x position v] of [キャラ v]) y: ([y position v] of [キャラ v])\nchange y by (40)\nclear graphic effects\nrepeat (20)\n set size to (400) %\n change y by (y change)\n move (speed) steps\n change [ghost v] effect by (5)\n set [speed v] to ((speed) * (.9))\n change [size v] by (-5)\n set size to (size) %\nend\nchange [clones v] by (-1)\ndelete this clone\n\nwhen flag clicked\nset [parent v] to [true]\nhide\n\nwhen I receive [regular jump v]\nif <(parent) = [true]> then\n particels [9] ((Y) * (-.75)) costume [1]\nend\n\ndefine particels (amount) (y) costume (costume)\nswitch costume to (costume)\npoint in direction (90)\nrepeat (amount)\n turn right ((360) / (amount)) degrees\n set [size v] to (pick random (100) to (150))\n set [speed v] to (pick random (5) to (15))\n set [y change v] to (y)\n create clone of (_myself_ v)\nend\n\nwhen I receive [game over v]\ndelete this clone\n\nwhen I receive [game over v]\nif <(parent) = [true]> then\n particels [20] [0] costume [2]\nend\n\nturn right ([sin v] of () ) degrees\n\n@設定\n\ndefine side highscore;\nset size to (50) %\nset [ghost v] effect to (80)\npoint in direction (90)\nerase all\nset pen size to (13)\nset pen color to (#ffffff)\nset pen (transparency v) to (50)\nstamp costume []\nLine from X [200] Y [-125] to X2 [200] Y2 [125]\nset pen size to (16)\nset pen color to (#7dbc3f)\nset pen (transparency v) to (0)\nif <(Meters) > (☁ Highscore1)> then\n Line from X [200] Y [-125] to X2 [200] Y2 [125]\nelse\n Line from X [200] Y [-125] to X2 [200] Y2 ((((Meters) / (☁ Highscore1)) * (250)) - (125))\nend\n\ndefine Text: (text) size: (size)\nset [i v] to [1]\nset [textlength v] to [0]\nif <not <(length of [numbers v]) = [10]>> then\n delete all of [numbers v]\n repeat (10)\n add [] to [numbers v]\n end\nend\nrepeat (10)\n if <not <(letter (i) of (text)) = []>> then\n replace item (i) of [numbers v] with (letter (i) of (text))\n change [textlength v] by (1)\n change [i v] by (1)\n else\n replace item (i) of [numbers v] with []\n change [i v] by (1)\n end\nend\n\nwhen I receive [game v]\nif <(parent) = [true]> then\n delete all of [numbers v]\n create clones [0] [0]\n forever\n Text: (realMeters) size: [100]\n set [textx v] to [0]\n set [texty v] to [140]\n side highscore;\n if <(Meters) > (☁ Highscore1)> then\n set [sethighscore v] to [yes]\n end\n end\nend\n\nwhen I start as a clone\nset [parent v] to [false]\nshow\nif <not <(clone) = [yay]>> then\n go to [front v] layer\n forever\n go to [front v] layer\n set size to ((<(mode) = [menu]> * (40)) + (<(mode) = [game]> * (75))) %\n switch costume to (item (clone) of [numbers v])\n clear graphic effects\n go to x: (((textX) + ((clone) * ((<(mode) = [menu]> * (15)) + (<(mode) = [game]> * (25))))) + ((textLength) * ((<(mode) = [menu]> * (-10)) + (<(mode) = [game]> * (-16))))) y: (textY)\n end\nend\n\nwhen I receive [del v]\ndelete this clone\n\ndefine create clones (x) (y)\ngo to x: (-120) y: (130)\nset [clone v] to [0]\nrepeat (10)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [del v]\ndelete this clone\n\nwhen I receive [game over v]\nif <(parent) = [true]> then\n if <(setHighscore) = [yes]> then\n set [☁ highscore1 v] to (realMeters)\n end\n hide\n stop [other scripts in sprite v]\n wait (2) seconds\n set [sethighscore v] to [no]\n broadcast (del v)\n broadcast (screen v)\nend\n\nwhen I receive [game v]\nset [once v] to [0]\nhide\n\nwhen I receive [game v]\nif <(parent) = [false]> then\n repeat (20)\n change size by (10)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\nset [parent v] to [true]\n\ndefine Line from X (x) Y (y) to X2 (x2) Y2 (y2)\ngo to x: (x) y: (y)\npen down\ngo to x: (x2) y: (y2)\npen up\n\nwhen flag clicked\nforever\n erase all\nend\n\ndefine stamp costume (costume)\nshow\nswitch costume to (costume)\nstamp\nhide\n\nwhen I receive [del v]\nstop [other scripts in sprite v]\nerase all\n\nwhen I receive [menu v]\nif <(parent) = [true]> then\n delete all of [numbers v]\n create clones [0] [0]\n forever\n Text: (☁ Highscore1) size: [50]\n set [textx v] to [0]\n set [texty v] to [140]\n end\nend\n\nwhen I receive [screen v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@ホーム\n\nwhen flag clicked\nset [sethighscore v] to [no]\nset [skin v] to [1]\nhide\nbroadcast (menu v)\n\nwhen I receive [menu v]\nset [m v] to [0]\nset [mode v] to [menu]\nhide\nset [id v] to [buton]\ncreate clone of (_myself_ v)\nset [id v] to [text]\ncreate clone of (_myself_ v)\nset [id v] to [S]\ncreate clone of (_myself_ v)\nset [id v] to [left]\ncreate clone of (_myself_ v)\nset [id v] to [right]\ncreate clone of (_myself_ v)\nset [id v] to [high]\ncreate clone of (_myself_ v)\nforever\n change [m v] by (1)\nend\n\nwhen I receive [game v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\ndefine blackscreen\nbroadcast (screen v)\n\ndefine x (x) y (y) size (size) ghost (ghost) dir (dir)\nshow\ngo to x: (x) y: (y)\nset size to (size) %\nset [ghost v] effect to (ghost)\npoint in direction (dir)\n\nwhen I start as a clone\nif <(id) = [buton]> then\n x [0] y [-125] size [70] ghost [0] dir [90]\n switch costume to (kostüm1 v)\n forever\n Sin\n set y to ((([sin v] of (((timer) * (10)) * (12)) ) * (5)) + (-135))\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (5))\n if <mouse down?> then\n blackscreen\n wait until <not <mouse down?>>\n end\n else\n change size by (((80) - (size)) / (5))\n end\n end\nelse\n if <(id) = [text]> then\n x [0] y [85] size [70] ghost [0] dir [90]\n switch costume to (text v)\n forever\n Sin\n set y to ((([sin v] of (((timer) * (10)) * (12)) ) * (5)) + (50))\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (5))\n else\n change size by (((80) - (size)) / (5))\n end\n end\n else\n if <(id) = [S]> then\n x [0] y [-35] size [70] ghost [0] dir [90]\n switch costume to (コスチューム1 v)\n forever\n skin\n Sin\n set y to ((([sin v] of (((timer) * (10)) * (10)) ) * (10)) + (-60))\n if <touching (mouse-pointer v)?> then\n change size by (((90) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\n else\n end\n end\nend\n\ndefine Sin\npoint in direction ((([sin v] of (((timer) * (12)) * (15)) ) * (5)) + (90))\n\ndefine skin\nif <(skin) = [1]> then\n set [color v] effect to (50)\n set [brightness v] effect to (0)\nelse\n if <(skin) = [2]> then\n set [color v] effect to (100)\n set [brightness v] effect to (0)\n else\n if <(skin) = [3]> then\n set [color v] effect to (30)\n set [brightness v] effect to (0)\n else\n if <(skin) = [4]> then\n set [color v] effect to (0)\n set [brightness v] effect to (10)\n end\n end\n end\nend\n\ndefine skin change + or - (+-)\nif <(+-) = [+]> then\n change [skin v] by (1)\n if <(skin) = [5]> then\n set [skin v] to [1]\n end\nelse\n change [skin v] by (-1)\n if <(skin) = [0]> then\n set [skin v] to [4]\n end\nend\n\nwhen I receive [menu v]\nset [next1 v] to [0]\nforever\n if <(m) > (next1)> then\n set [next1 v] to ((m) + (20))\n set [id v] to [cloud]\n create clone of (_myself_ v)\n end\nend\n\nwhen I receive [menu v]\nset [next v] to [0]\nforever\n if <(m) > (next)> then\n set [next v] to ((m) + (10))\n set [id v] to [pl]\n create clone of (_myself_ v)\n end\nend\n\n@後ろ\n\ndefine x (x) y (y) size (size) ghost (ghost) dir (dir)\nshow\ngo to x: (x) y: (y)\nset size to (size) %\nset [ghost v] effect to (ghost)\npoint in direction (dir)\n\nwhen I receive [screen v]\nx [0] y [0] size [100] ghost [0] dir [90]\nwait (0.05) seconds\nfast\nrepeat (10)\n front d\nend\nhide\nbroadcast (sort v)\n\nwhen flag clicked\nhide\n\ndefine front d\nchange [ghost v] effect by (10)\ngo to [front v] layer\n\ndefine fast\nswitch costume to (kostüm2 v)\nif <(mode) = [game]> then\n go to [front v] layer\n broadcast (menu v)\n go to [front v] layer\nend\nif <(mode) = [menu]> then\n go to [front v] layer\n broadcast (Game v)\n set [mode v] to [game]\n go to [front v] layer\nend\ngo to [front v] layer\n\n
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【 Platforme Only up!登れ!】\n\n❙ 操作方法( English below )\n1.バネに乗ってジャンプ!\n2.登るだけ!\n3.矢印キーで操作\n\n▶ぜひ面白いと思ったら⭐と❤を押してください!\n−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−\n❙ How to play\n1.Jump on the spring!\n2.Only up!\n3.Operated by arrow keys\n\n▶Please ☆ and ♡ to display a message of thanks.\n▶世界記録を目指せ!作者6413m\n▶もとにしたゲーム ジェリージャンプ\n−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−\n▶クレジット表記\n1.BGM @Yuto1226 さん\n2.文字 フォント fontmeme.com/jfont/\n3.Jelly jump @BuStudios さん\n−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−−\n▶タグ表記\n#game #game #art #傾向 #プラットフォーマー\n#おもしろ #Only up
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Summer Hike (Platformer)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen I receive [one player v]\nnext backdrop\n\nwhen I receive [two player v]\nnext backdrop\n\nwhen I receive [forest music v]\nforever\n play sound [Tropical Birds v] until done\nend\n\nwhen I receive [forest music v]\nforever\n play sound [Jungle Frogs v] until done\nend\n\nwhen I receive [stay free v]\nforever\n play sound [Music - Stay Free v] until done\nend\n\n@Less lag\n\n@Sprite1\n\nwhen flag clicked\nset size to (80) %\npoint in direction (90)\nforever\n repeat (15)\n turn right (1) degrees\n wait (.) seconds\n end\n forever\n repeat (30)\n turn left (1) degrees\n wait (.) seconds\n end\n repeat (30)\n turn right (1) degrees\n wait (.) seconds\n end\n end\nend\n\nwhen this sprite clicked\nbroadcast (one player v)\n\nwhen I receive [one player v]\nhide\n\nwhen I receive [two player v]\nhide\n\nwhen I receive [intro over v]\nshow\n\n@Sprite2\n\nwhen flag clicked\nset size to (80) %\npoint in direction (90)\nforever\n repeat (15)\n turn right (1) degrees\n wait (.) seconds\n end\n forever\n repeat (30)\n turn left (1) degrees\n wait (.) seconds\n end\n repeat (30)\n turn right (1) degrees\n wait (.) seconds\n end\n end\nend\n\nwhen I receive [one player v]\nhide\n\nwhen I receive [two player v]\nhide\n\nwhen this sprite clicked\nbroadcast (two player v)\n\nwhen flag clicked\nshow\n\n@traps\n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [one player v]\nshow\nforever\n play sound [capitol v] until done\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) < [11]> then\n next costume\n stop [this script v]\nend\n\nwhen I receive [two player v]\nshow\nforever\n play sound [capitol v] until done\nend\n\nwhen I receive [next level v]\nif <(costume [number v]) = [11]> then\n broadcast (confetti v)\nend\n\n@platformer \n\nwhen flag clicked\nswitch costume to (level 1 v)\nhide\n\nwhen I receive [next level v]\nif <(costume [number v]) < [11]> then\n next costume\n stop [this script v]\nend\n\nwhen I receive [one player v]\nshow\n\nwhen I receive [two player v]\nshow\n\nwhen I receive [next level v]\nif <(costume [number v]) = [11]> then\n broadcast (confetti v)\nend\n\n@player2\n\nwhen flag clicked\nhide\n\nwhen I receive [two player v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\nend\n\nwhen I receive [two player v]\nforever\n set [x2 v] to ((x2) * (0.85))\n change x by (x2)\n if <touching (platformer v)?> then\n change y by (-2)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x2))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y2 v] to [8]\n set [x2 v] to (((x2) / ([abs v] of (x2) )) * (-10))\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [two player v]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (platformer v)?> then\n if <key (w v) pressed?> then\n set [y2 v] to [9]\n end\n end\n change y by (3)\n if <(y2) > [-15]> then\n change [y2 v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (<<mouse down?> and <(mouse x) < (x position)>> v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y2)\n if <touching (platformer v)?> then\n change y by (-2)\n if <touching (platformer v)?> then\n change y by ((-1) * (y2))\n set [y2 v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [two player v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [two player v]\nset size to (150) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\nset [x2 v] to [0]\nset [y2 v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff2323)?> or <<touching color (#d10000)?> or <touching color (#ff0000)?>>>> then\n go to x: (-225) y: (-40)\n start sound (pick random (1) to (3))\n set [x2 v] to [0]\n set [x2 v] to [0]\n end\n if <key (a v) pressed?> then\n change [x2 v] by (-1)\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n change [x2 v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-40)\nset [x2 v] to [0]\nset [y2 v] to [0]\n\n@player\n\nwhen flag clicked\nhide\n\nwhen I receive [one player v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\nend\n\nwhen I receive [one player v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (platformer v)?> then\n change y by (-2)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [one player v]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (platformer v)?> then\n if <key (up arrow v) pressed?> then\n set [y move v] to [9]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y move)\n if <touching (platformer v)?> then\n change y by (-2)\n if <touching (platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [one player v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [one player v]\nset size to (150) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff2323)?> or <<touching color (#d10000)?> or <touching color (#ff0000)?>>>> then\n go to x: (-225) y: (-40)\n start sound (pick random (1) to (3))\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [x move v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x move v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\n\n@player3\n\nwhen flag clicked\nhide\n\nwhen I receive [two player v]\nforever\n if <<(x position) = [235]> or <(x position) > [235]>> then\n go to x: (-225) y: (-40)\n broadcast (next level v)\n set [x2 v] to [0]\n set [y2 v] to [0]\n end\nend\n\nwhen I receive [two player v]\nforever\n set [x move v] to ((x move) * (0.85))\n change x by (x move)\n if <touching (platformer v)?> then\n change y by (-2)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (1)\n if <touching (platformer v)?> then\n change y by (-5)\n change x by ((-1) * (x move))\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<<mouse down?> and <(mouse x) > (x position)>> or <<mouse down?> and <(mouse x) < (x position)>>>> and <not <(x move) = [0]>>> then\n set [y move v] to [8]\n set [x move v] to (((x move) / ([abs v] of (x move) )) * (-10))\n else\n set [x move v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (2)\n end\nend\n\nwhen I receive [two player v]\nforever\n clear graphic effects\n change y by (-3)\n if <touching (platformer v)?> then\n if <key (up arrow v) pressed?> then\n set [y move v] to [9]\n end\n end\n change y by (3)\n if <(y move) > [-15]> then\n change [y move v] by (-0.5)\n end\n change y by (-2)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (-1)\n if <not <touching (platformer v)?>> then\n change y by (5)\n end\n end\n end\n end\n end\n end\n change y by (2)\n change y by (y move)\n if <touching (platformer v)?> then\n change y by (-2)\n if <touching (platformer v)?> then\n change y by ((-1) * (y move))\n set [y move v] to [-3]\n end\n change y by (2)\n end\nend\n\nwhen I start as a clone\nswitch costume to (clone v)\nset size to (100) %\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen I receive [two player v]\nforever\n create clone of (_myself_ v)\n wait (.025) seconds\nend\n\nwhen I receive [two player v]\nset size to (150) %\nswitch costume to (normal v)\nshow\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\nforever\n go to [front v] layer\n if <<(y position) < [-175]> or <<touching color (#ff2323)?> or <<touching color (#d10000)?> or <touching color (#ff0000)?>>>> then\n go to x: (-225) y: (-40)\n start sound (pick random (1) to (3))\n set [x move v] to [0]\n set [y move v] to [0]\n end\n if <key (left arrow v) pressed?> then\n change [x move v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x move v] by (1)\n point in direction (90)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (-225) y: (-40)\nset [x move v] to [0]\nset [y move v] to [0]\n\n@background\n\nwhen I receive [one player v]\nshow\ngo to [back v] layer\n\nwhen I receive [two player v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nhide\n\n@bushes\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen I receive [one player v]\nshow\n\nwhen I receive [two player v]\nshow\n\n@background2\n\nwhen I receive [one player v]\nshow\ngo to [back v] layer\n\nwhen I receive [two player v]\nshow\ngo to [back v] layer\n\nwhen flag clicked\nset [ghost v] effect to (75)\nhide\n\n@Particles\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nclear graphic effects\nset [color v] effect to (pick random (0) to (100))\nset [y velocity v] to [0]\nset size to (pick random (200) to (300)) %\nset y to (-176)\nset x to (item (pick random (1) to (2)) of [x v])\nshow\nif <(x position) = [-232]> then\n point in direction (pick random (0) to (90))\nelse\n point in direction (pick random (-90) to (0))\nend\nset [speed v] to [1]\nrepeat (10)\n change [speed v] by (2)\n move (speed) steps\nend\nrepeat (10)\n change [speed v] by (-1.5)\n move (speed) steps\nend\nrepeat until <touching (_edge_ v)?>\n move (0.5) steps\n change [brightness v] effect by (0.5)\n change [color v] effect by (0.5)\n change [ghost v] effect by (2.5)\n if <(x position) > [0]> then\n turn right (pick random (0) to (1.0)) degrees\n else\n turn left (pick random (0) to (1.0)) degrees\n end\n change y by (y velocity)\n change [y velocity v] by (-0.5)\nend\ndelete this clone\n\nwhen I receive [confetti v]\nforever\n create clone of (_myself_ v)\nend\n\n@Sprite4\n\nwhen flag clicked\nshow\n\nwhen I receive [stay free v]\nhide\n\nwhen this sprite clicked\nbroadcast (Forest music v)\nhide\n\nwhen I receive [one player v]\nhide\n\nwhen I receive [two player v]\nhide\n\n@Sprite5\n\nwhen this sprite clicked\nbroadcast (Stay free v)\nhide\n\nwhen I receive [forest music v]\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [one player v]\nhide\n\nwhen I receive [two player v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nset x to (0)\nset y to (0)\nshow\n\n
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PLAYER 1 Use arrow keys\nPLAYER 2 Use wasd\n\nMobile project here below\n\nhttps://scratch.mit.edu/projects/880673318\n\n\n\n\n\n\n\n\n\n#2player #all #games #art #summer #platform #most #popular #platformer #fun #games #most #Famous #scratcher #the #scratchers \n\nThe most famous scratcher (—— Never\nThe most popular scratcher (—— Never\nTop 10 best games (——Never\nTop ten best games (——Never\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nWhy haven’t you hit the flag yet now hit the heart and star buttons the go to my profile and hit the follow button because I caught you
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Tower platformer
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nset [damage v] to [0]\nset volume to (20) %\nbroadcast (Set v)\nforever\n play sound [魔王魂 ループ ヒーリング13 v] until done\nend\n\nwhen flag clicked\nforever\n play sound [ミンミンゼミが鳴く雑木林 v] until done\nend\n\nwhen flag clicked\nshow variable [time v]\nset [time_s v] to [0]\nset [time v] to [0]\nrepeat until <(Time_S) = [1]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen I receive [clear v]\nset [time_s v] to [1]\n\n@軽量化\n\n@Player\n\nwhen I receive [set v]\npoint in direction (90)\ngo to x: (-150) y: (-50)\nset [player_y v] to [0]\nset [player_x v] to [0]\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [player_x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [player_x v] by (-1)\n end\n set [player_x v] to ((Player_X) * (0.9))\n change x by (Player_X)\n if <<touching (ground v)?> or <<touching (ground2 v)?> or <touching (sub v)?>>> then\n change x by (() - (Player_X))\n set [player_x v] to [0]\n end\n change [player_y v] by (-1.5)\n change y by (Player_Y)\n if <<touching (ground v)?> or <<touching (ground2 v)?> or <touching (sub v)?>>> then\n change y by (() - (Player_Y))\n set [player_y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(y position) < (mouse y)>>> then\n change [player_y v] by (15.5)\n end\n end\n if <(x position) > [240]> then\n broadcast (Next v)\n broadcast (Reset v)\n end\n if <<<touching (sword v)?> or <touching (sword2 v)?>> or <<(Damage) = [1]> or <(y position) < [-180]>>> then\n start sound [Crunch v]\n set [damage v] to [1]\n repeat (10)\n turn left (5) degrees\n change y by (-10)\n change [ghost v] effect by (10)\n end\n set [damage v] to [0]\n broadcast (Reset v)\n end\nend\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-150) y: (-50)\nset [player_y v] to [0]\nset [player_x v] to [0]\nclear graphic effects\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\n\nwhen I receive [set v]\nforever\n if <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (() - ((distance to [star v]) / (10)))\n end\nend\n\n@Sub\n\nwhen I receive [set v]\npoint in direction (90)\ngo to x: (-150) y: (100)\nset [sub_y v] to [0]\nset [sub_x v] to [0]\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n change [sub_x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n change [sub_x v] by (-1)\n end\n set [sub_x v] to ((Sub_X) * (0.9))\n change x by (Sub_X)\n if <<touching (ground v)?> or <touching (player v)?>> then\n change x by (() - (Sub_X))\n set [sub_x v] to [0]\n end\n change [sub_y v] by (-1.5)\n change y by (Sub_Y)\n if <<touching (ground v)?> or <touching (player v)?>> then\n change y by (() - (Sub_Y))\n set [sub_y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <([y position v] of [player v]) < (mouse y)>>> then\n change [sub_y v] by (21)\n start sound [ニュッ2 v]\n end\n end\n if <(x position) > [240]> then\n broadcast (Next v)\n broadcast (Reset v)\n end\n if <<<touching (sword v)?> or <touching (sword2 v)?>> or <<(Damage) = [1]> or <(y position) < [-180]>>> then\n start sound [Crunch v]\n set [damage v] to [1]\n repeat (10)\n turn left (5) degrees\n change y by (-10)\n change [ghost v] effect by (10)\n end\n set [damage v] to [0]\n broadcast (Reset v)\n end\n if <touching (ground3 v)?> then\n change [sub_x v] by (-2)\n end\n if <<touching (player v)?> or <<(distance to [player v]) < [80]> and <(y position) < ([y position v] of [player v])>>> then\n 補正\n end\nend\n\nwhen I receive [reset v]\npoint in direction (90)\ngo to x: (-150) y: (100)\nset [sub_y v] to [0]\nset [sub_x v] to [0]\nclear graphic effects\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\n\ndefine 補正\nrepeat (10)\n change y by (((([y position v] of [player v]) + (70)) - (y position)) / (5))\nend\n\nwhen I receive [set v]\nforever\n if <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (() - ((distance to [star v]) / (10)))\n end\nend\n\n@Ground\n\nwhen I receive [next v]\nnext costume\nif <(costume [number v]) = [3]> then\n broadcast (Key v)\nend\nif <(costume [number v]) = [4]> then\n broadcast (Key2 v)\nend\nif <(costume [number v]) = [6]> then\n broadcast (Sword v)\nend\nif <(costume [number v]) = [7]> then\n broadcast (Sword2 v)\nend\nif <(costume [number v]) = [10]> then\n broadcast (Clear v)\nend\n\nwhen I receive [set v]\nswitch costume to (コスチューム1 v)\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-30)\nend\n\n@Ground3\n\nwhen I receive [key v]\nshow\nforever\n if <touching (sub v)?> then\n broadcast (Assist v)\n end\nend\n\nwhen I receive [set v]\nset [ghost v] effect to (50)\nhide\n\nwhen I receive [key2 v]\nhide\n\n@Sword\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [set v]\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\nswitch costume to (コスチューム1 v)\n\n@Thank you\n\nwhen I receive [clear v]\nstart sound [Cheer v]\nshow\n\nwhen flag clicked\ndelete all of [広告 v]\nadd [https://scratch.mit.edu/projects/874024342/] to [広告 v]\nshow list [広告 v]\nhide\n\nwhen this sprite clicked\n\n@Paper\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\nclear graphic effects\nset [clear_y v] to (pick random (1) to (10))\npoint in direction (pick random (-15) to (-75))\nrepeat until <touching (_edge_ v)?>\n set [brightness v] effect to (pick random (0) to (30))\n change [clear_y v] by (-1)\n change y by (Clear_Y)\n move (pick random (1) to (20)) steps\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ndefine 最後\nrepeat (100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n repeat (3)\n turn right (pick random (1) to (15)) degrees\n end\n repeat (3)\n turn right (pick random (1) to (-15)) degrees\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [clear v]\n最後\n\n@Paper2\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (4))\nclear graphic effects\nset [clear_y v] to (pick random (1) to (10))\npoint in direction (pick random (15) to (75))\nrepeat until <touching (_edge_ v)?>\n set [brightness v] effect to (pick random (0) to (30))\n change [clear_y v] by (-1)\n change y by (Clear_Y)\n move (pick random (1) to (20)) steps\n change [ghost v] effect by (1)\nend\ndelete this clone\n\ndefine 最後\nrepeat (100)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nrepeat until <touching (_edge_ v)?>\n repeat (3)\n turn right (pick random (1) to (15)) degrees\n end\n repeat (3)\n turn right (pick random (1) to (-15)) degrees\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [clear v]\n最後\n\n@Sword2\n\nwhen I receive [sword v]\nshow\nforever\n repeat until <<(x position) < [-250]> or <<touching (player v)?> or <touching (sub v)?>>>\n change x by (-15)\n end\n if <(x position) < [-250]> then\n hide\n wait (0.2) seconds\n show\n go to x: (200) y: (40)\n repeat (10)\n change x by (-5)\n end\n end\n if <<touching (player v)?> or <touching (sub v)?>> then\n hide\n wait (0.5) seconds\n show\n go to x: (200) y: (40)\n repeat (10)\n change x by (-2)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (200) y: (40)\nhide\nset [brightness v] effect to (0)\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\n\nwhen I receive [sword2 v]\nstop [other scripts in sprite v]\nhide\n\n@Key\n\nwhen I receive [key v]\nshow\nforever\n if <touching (sub v)?> then\n start sound [Collect v]\n broadcast (Wall v)\n change size by (10)\n repeat (10)\n change size by (-5)\n change [ghost v] effect by (10)\n end\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [set v]\nhide\nset size to (100) %\nclear graphic effects\ngo to x: (0) y: (0)\n\n@Ground2\n\nwhen I receive [key v]\nshow\n\nwhen I receive [set v]\nhide\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\n\nwhen I receive [wall v]\nhide\n\n@Screen\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow list [広告 v]\nhide variable [time v]\ngo to x: (0) y: (345)\nshow\nrepeat until <(y position) = [0]>\n change y by (((0) - (y position)) / (5))\nend\n\n@Light\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen [timer v] > (0.00001)\nset [light v] to [100]\ngo to x: (0) y: (0)\nshow\nrepeat until <(Light) = [0]>\n change [light v] by (((0) - (Light)) / (5))\n set [ghost v] effect to (Light)\nend\n\n@Help\n\nwhen I receive [assist v]\nshow\nset [ghost v] effect to (30)\nrepeat (10)\n change [ghost v] effect by (-3)\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\n@favorite&love\n\nwhen I receive [set v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\ngo to x: (-185) y: (190)\nforever\n switch costume to (コスチューム1 v)\n wait (2) seconds\n repeat (10)\n change y by (((140) - (y position)) / (5))\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n next costume\n wait (0.5) seconds\n next costume\n wait (1) seconds\n repeat (10)\n change y by (((190) - (y position)) / (5))\n change [ghost v] effect by (10)\n end\nend\n\n@Player_Accessory\n\nwhen I receive [set v]\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\nforever\n go to (player v)\nend\n\n@Sub_Accessory\n\nwhen I receive [set v]\nif <(backdrop [number v]) = [2]> then\n set [brightness v] effect to (-20)\nend\nforever\n go to (sub v)\nend\n\n@Star\n\nwhen I receive [set v]\nset [ghost v] effect to (100)\n\n
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Tower platformer\n❤&⭐よろしく!! フォローもできたら...\n\n[日本語]\n-遊び方-\nWASD 矢印 タッチ で操作します\nレッドとグリーンは同じ動きをします\n\n-ヒント-\n何度か飛んでいるとジャンプ力が上がりますよー\n\n-クレジット-\n効果音:効果音ラボ Scratch\nBGM:魔王魂\n\n-タグ-\n#All #all #Game #game #Platformer #platformer #Tower #tower #Summer #summer \n\n-注意-\n無変更リミックスはやめてください\nメモ欄だけでも変更して!\nプレイヤーの形などは自作なので歪んでいるかもしれません\n\n[English]\n-How to play-\nWASD Arrows Touch to control\nRed and Green have the same movement\n\n-Tip-\nYou can improve your jumping ability by flying several times!\n\n-Credits-\nSound: 効果音ラボ Scratch\nBGM: 魔王魂\n\n-Tags-\n#All #all #Game #game #Platformer #platformer #Tower #tower #summer #summer \n\n-Caution-\nNo unmodified remixes, please!\nJust change the notes field!\nThe shape of the player, etc. may be distorted as I made it myself!
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Project Pandora :D | A Platformer #Games #All#art#music
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@Stage\n\nwhen flag clicked\nforever\n set volume to (40) %\n play sound [PIKASONIC - New Start! v] until done\nend\n\nwhen flag clicked\n\nwhen I receive [levelup v]\n\nswitch backdrop to (yor mum v)\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Player\n\nwhen flag clicked\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-0.75)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<<key (space v) pressed?> or <<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 change [y velocity v] by (17)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (spikes. lava, holes, etc. v)?> or <<touching (ninja boss v)?> or <<touching (enemies2 v)?> or <touching (enemies3 v)?>>>> then\n start sound [Crunch v]\n broadcast (dead v)\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [9]> then\n go to x: (-190) y: (55)\n switch backdrop to (yor mum v)\n start sound [Connect v]\n broadcast (message1 v)\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\n\nset [flag v] to [0]\n\nwhen I receive [golden v]\nswitch costume to (gold v)\n\nwhen flag clicked\nswitch costume to (red v)\n\nswitch costume to (gold v)\n\nswitch costume to (gold v)\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@Art\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@TB\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nchange [ghost v] effect by (100000000000000)\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\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n broadcast (Golden v)\n end\nend\n\n
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Project Pandora :D\nHey guys thanks for the support on frozen I changed some physics up with this game. It is a new series called Project Pandora. Please give me a like and fave. Thanks\n\n- Deadend24\n\n\n\n\n\nTags\n#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music#Games #All#art#music
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Unicherry: Platformer Game
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@Stage\n\nwhen flag clicked\nforever\n if <(Level) = [1.5]> then\n change [color v] effect by (1)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nset [level v] to [0]\nset [spinmove v] to [0]\n\nwhen flag clicked\nforever\n if <(Menu) = [Main Menu]> then\n stop all sounds\n play sound [funny-accompanying-background-music-for-video-vlogs-one-day-baby-154587 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n stop all sounds\n play sound [october-rose-27659 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Menu) = [Map]> then\n stop all sounds\n play sound [funny-accompanying-background-music-for-video-vlogs-one-day-baby-154587 v] until done\n end\nend\n\nwhen flag clicked\nset [costume v] to [0]\n\nwhen flag clicked\nforever\n if <<<(Menu) = [Main Menu]> or <(Menu) = [Shop]>> or <<<<(Level) = [1]> or <(Level) = [1.5]>> or <(Level) = [3]>> or <<(Menu) = [Map]> or <<<<(Level) = [2]> or <(Level) = [4]>> and <<(ScreenY) = [6]> or <(ScreenY) = [0]>>> or <<(Level) = [5]> and <<<(ScreenY) = [6]> or <(ScreenY) = [0]>> or <[4] < (ScreenX)>>>>>>> then\n switch backdrop to (1 v)\n else\n if <(Level) = [6]> then\n switch backdrop to (3 v)\n else\n switch backdrop to (2 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n stop all sounds\n play sound [savfk-the-travelling-symphony v] until done\n end\nend\n\nwhen I receive [levelcomplete v]\nstop all sounds\nwait (.01) seconds\nplay sound [tadaa-47995 v] until done\nplay sound [level-win-6416 v] until done\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n stop all sounds\n play sound [savfk-the-travelling-symphony v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n stop all sounds\n play sound [october-rose-27659 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1.5]> then\n stop all sounds\n play sound [silver-sparkles-150619 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1.8]> then\n stop all sounds\n play sound [silver-sparkles-150619 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n stop all sounds\n play sound [epic-dramatic-action-trailer-99525 v] until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n stop all sounds\n play sound [reflected-light-147979 v] until done\n end\nend\n\n@PlayerPhysics\n\ndefine Set Costume\n\nwhen flag clicked\nshow\nset size to (390) %\nforever\n if <<(speed y) < [4]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n change [speed y v] by (-1)\n else\n change [speed y v] by (-2)\n end\n change y by (speed y)\n Touch Ground <(speed y) > [0]>\n if <<(Title) > [0]> and <(Full) < [9.2]>> then\n if <(Stop) = [0]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n Walk (-90) (-6)\n else\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n Walk (90) (6)\n else\n set [frame v] to [0]\n end\n end\n end\n else\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <(Stop) = [0]> then\n if <not <(POWERUP) = [3]>> then\n set [speed x v] to ((speed x) * (.6))\n else\n set [speed x v] to ((speed x) * (.7))\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [speed x v] by (-2)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [speed x v] by (2)\n end\n end\n end\n if <(Stop) = [0]> then\n if <(speed x) < [-0.5]> then\n Walk (-90) (speed x)\n else\n if <(speed x) > [0.5]> then\n Walk (90) (speed x)\n else\n set [frame v] to [0]\n end\n end\n end\n end\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(SpinMove) = [0]> then\n if <(Stop) = [0]> then\n if <<(jump key) = [0]> and <(falling?) < [3]>> then\n start sound [cartoon-jump-6462 v]\n if <not <(POWERUP) = [3]>> then\n set [speed y v] to [15]\n set [falling? v] to [6]\n set [jump key v] to [1]\n else\n set [speed y v] to [17]\n set [falling? v] to [6]\n set [jump key v] to [1]\n end\n end\n end\n end\n else\n set [jump key v] to [0]\n end\n Set Costume\n broadcast (tick v) and wait\nend\n\ndefine Touch Ground <up?>\nif <not <(Flying) = [2]>> then\n change [falling? v] by (1)\n Get Touching <not <up?>>\n if <<(speed y) = [0]> and <(touch) = [1]>> then\n set [in platforrm v] to [2]\n else\n if <(touch) = [0]> then\n set [in platforrm v] to [1]\n end\n end\n repeat until <(touch) < (in platforrm)>\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling? v] to [0]\n end\n set [speed y v] to [0]\n Get Touching <not <up?>>\n end\nend\n\ndefine Get Touching <check platform?>\nif <not <(Flying) = [2]>> then\n if <<<<touching color (#424242)?> and <(Stop) = [0]>> and <<(SpinMove) = [0]> or <(SpinMove) = [-1]>>> or <touching (level v)?>> then\n set [downward v] to [0]\n set [touch v] to [9]\n else\n if <<check platform?> and <<touching (level v)?> or <<<touching color (#424242)?> and <(Stop) = [0]>> and <<(SpinMove) = [0]> or <(SpinMove) = [-1]>>>>> then\n set [downward v] to [0]\n set [touch v] to [1]\n else\n set [touch v] to [0]\n end\n end\nend\n\ndefine Walk (direction) (speed)\nif <not <(Flying) = [2]>> then\n point in direction (direction)\n set [direction v] to (direction)\n change x by (speed)\n set [slope v] to [0]\n Get Touching <>\n repeat until <<(slope) = [8]> or <(touch) = [0]>>\n change y by (1)\n change [slope v] by (1)\n Get Touching <>\n end\n if <(slope) = [8]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\n if <(Full) > [11.1]> then\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [speed x v] to ((-1.2) * (speed))\n set [speed y v] to [12]\n set [falling? v] to [6]\n set [wall jump v] to [15]\n end\n else\n set [speed x v] to [0]\n end\n end\n end\n if <<(Title) > [0]> and <(Full) < [9.3]>> then\n change [frame v] by (0.5)\n else\n if <(speed) < [0]> then\n change [frame v] by ((speed) / (-8))\n else\n change [frame v] by ((speed) / (8))\n end\n end\nend\n\nwhen flag clicked\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling? v] to [10]\nset [in platforrm v] to [1]\nset [frame v] to [0]\nset [stop v] to [0]\nset [slide v] to [0]\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n if <(CELEBRATION) = [0]> then\n if <<(GameOver) = [0]> or <(GameOver) = [2]>> then\n if <<(SpinMove) = [0]> or <(SpinMove) = [-1]>> then\n if <<(speed y) = [0]> and <(falling?) = [0]>> then\n if <([abs v] of (speed x) ) < [1]> then\n set [motion v] to [Idel]\n else\n set [motion v] to [Walk]\n end\n else\n if <[0] < (speed y)> then\n set [motion v] to [Jump]\n else\n set [motion v] to [Fall]\n end\n end\n else\n set [motion v] to [Spin]\n end\n else\n set [motion v] to [GameOver]\n end\n else\n set [motion v] to [Win]\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) = [-240]> then\n if <not <<(ScreenX) = [1]> or <(ScreenX) = [8]>>> then\n set [stop v] to [1]\n set [slide v] to [L]\n glide (.9) secs to x: (239) y: (y position)\n set [stop v] to [0]\n end\n if <(ScreenX) = [8]> then\n broadcast (LastLevelPart v)\n wait until <not <(ScreenX) = [8]>>\n end\n end\n if <(x position) = [240]> then\n if <not <<(ScreenX) = [7]> or <(ScreenX) = [14]>>> then\n set [stop v] to [1]\n set [slide v] to [R]\n glide (.9) secs to x: (-239) y: (y position)\n set [stop v] to [0]\n end\n if <(ScreenX) = [7]> then\n broadcast (NextLevelPart v)\n wait until <not <(ScreenX) = [7]>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(SLIDE) = [L]> or <(SLIDE) = [R]>> then\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\ngo to x: (-204) y: (178)\npoint in direction (90)\n\nwhen flag clicked\nforever\n if <not <(speed y) = [0]>> then\n if <(BounceMove) = [0]> then\n if <<key (x v) pressed?> or <key (o v) pressed?>> then\n start sound [whoosh-6316 v]\n set [spinmove v] to [1]\n wait until <(falling?) = [0]>\n set [spinmove v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n change [speed y v] by (-2)\n end\nend\n\nwhen I receive [gameover2 v]\nif <(EASYMode) = [0]> then\n set [motion v] to [GameOver]\n go to x: (CheckpointPosX) y: ((CheckpointPosY) + (0))\n point in direction (90)\n set [speed y v] to [0]\n set [falling? v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[180] < (y position)> then\n if <(ScreenY) < [6]> then\n if <<(Level) = [2]> or <<(Level) = [4]> or <<(Level) = [5]> or >>> then\n set [stop v] to [1]\n set [slide v] to [U]\n glide (.9) secs to x: (x position) y: (-148)\n set [bounce v] to [1]\n set [stop v] to [0]\n end\n end\n end\n if <(y position) < [-180]> then\n if <[0] < (ScreenY)> then\n if <[0] < (Level)> then\n set [stop v] to [1]\n set [slide v] to [D]\n glide (.9) secs to x: (x position) y: (180)\n set [stop v] to [0]\n end\n end\n if <<not <(ScreenX) = [1]>> and <(ScreenY) = [0]>> then\n if <(EASYMode) = [0]> then\n set [gameover v] to [1]\n wait until <(GameOver) = [0]>\n else\n set [bounce v] to [2]\n end\n end\n end\nend\n\nwhen I receive [nextlevelpart2 v]\ngo to x: (-239) y: (y position)\npoint in direction (90)\n\nwhen I receive [lastlevelpart2 v]\ngo to x: (239) y: (y position)\npoint in direction (-90)\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [1]> then\n set [speed y v] to [15]\n set [bounce v] to [0]\n end\nend\n\nwhen flag clicked\nset [menu v] to [Main Menu]\nforever\n if <[0] < (Level)> then\n show\n else\n hide\n set [stop v] to [1]\n end\nend\n\nwhen I receive [startlevel2 v]\nset [menu v] to [0]\nset [level v] to [1]\nwait (2) seconds\nset [speed y v] to [0]\nset [falling? v] to [0]\ngo to x: (-204) y: (178)\npoint in direction (90)\nshow\nset [screenx v] to [1]\nset [checkpointx v] to [1]\n\nwhen I receive [characterreset v]\nwait (.01) seconds\nset [speed y v] to [0]\nset [falling? v] to [0]\nif <(Level) = [1.5]> then\n go to x: (-204) y: (-30)\nelse\n go to x: (-204) y: (180)\nend\npoint in direction (90)\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n set [speed y v] to [0]\n set [falling? v] to [0]\n go to x: (-204) y: (178)\n point in direction (90)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n if <(SLIDE) = [D]> then\n set [speed y v] to [0]\n set [falling? v] to [0]\n end\nend\n\nwhen I receive [gameover2 v]\nif <(EASYMode) = [0]> then\n repeat until <(GameOver) = [1]>\n go to x: (CheckpointPosX) y: (CheckpointPosY)\n point in direction (90)\n set [speed y v] to [0]\n set [falling? v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <(POWERUP) = [2]> then\n if <<key (z v) pressed?> or <key (p v) pressed?>> then\n start sound [whoosh-2 v]\n set [spinmove v] to [2]\n set [speed y v] to [16]\n wait (.01) seconds\n wait until <(falling?) = [0]>\n set [spinmove v] to [0]\n wait until <not <<key (z v) pressed?> or <key (p v) pressed?>>>\n end\n end\n if <(POWERUP) = [1]> then\n if <<key (z v) pressed?> or <key (p v) pressed?>> then\n start sound [whoosh-2 v]\n if <(direction) = [90]> then\n set [spinmove v] to [2]\n if <(falling?) = [0]> then\n repeat (6)\n set [speed x v] to [24]\n set [speed y v] to [0]\n end\n else\n repeat (6)\n set [speed x v] to [24]\n set [speed y v] to [2]\n end\n end\n if <(falling?) = [0]> then\n set [spinmove v] to [0]\n wait until <not <<key (z v) pressed?> or <key (p v) pressed?>>>\n else\n wait until <(falling?) = [0]>\n set [spinmove v] to [0]\n end\n else\n set [spinmove v] to [2]\n if <(falling?) = [0]> then\n repeat (6)\n set [speed x v] to [-24]\n set [speed y v] to [0]\n end\n else\n repeat (6)\n set [speed x v] to [-24]\n set [speed y v] to [2]\n end\n end\n if <(falling?) = [0]> then\n set [spinmove v] to [0]\n wait until <not <<key (z v) pressed?> or <key (p v) pressed?>>>\n else\n wait until <(falling?) = [0]>\n set [spinmove v] to [0]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [bounce v] to [0]\nforever\n if <(Bounce) = [2]> then\n set [speed y v] to [20]\n set [bounce v] to [0]\n end\nend\n\n@Level\n\nwhen flag clicked\nforever\n if <[0] < (Level)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nswitch costume to (level 1-1 v)\ngo to x: (1440) y: (932)\nset [screenx v] to [1]\nset [screeny v] to [0]\nforever\n if <(SLIDE) = [L]> then\n glide (.9) secs to x: ((x position) + (480)) y: (y position)\n change [screenx v] by (-1)\n set [slide v] to [0]\n end\n if <(SLIDE) = [R]> then\n glide (.9) secs to x: ((x position) - (480)) y: (y position)\n change [screenx v] by (1)\n set [slide v] to [0]\n end\n if <(SLIDE) = [U]> then\n if <[0] < (Level)> then\n glide (.9) secs to x: (x position) y: ((y position) - (360))\n change [screeny v] by (1)\n set [slide v] to [0]\n end\n end\n if <(SLIDE) = [D]> then\n if <[0] < (Level)> then\n glide (.9) secs to x: (x position) y: ((y position) - (-360))\n change [screeny v] by (-1)\n set [slide v] to [0]\n end\n end\nend\n\nwhen I receive [gameover2 v]\nif <<[7] < (ScreenX)> and <(CheckpointX) < [8]>> then\n switch costume to ((costume [number v]) - (1))\nend\nif <<(ScreenX) < [8]> and <[7] < (CheckpointX)>> then\n next costume\nend\nset [screenx v] to (CheckpointX)\nset [screeny v] to (CheckpointY)\nif <(ScreenX) < [8]> then\n set x to ((-480) * ((ScreenX) - (4)))\nelse\n set x to ((-480) * ((ScreenX) - (11)))\nend\nset y to ((932) + ((-360) * (ScreenY)))\n\nwhen I receive [nextlevelpart2 v]\nset [screenx v] to [8]\ngo to x: (1440) y: (y position)\nnext costume\n\nwhen I receive [lastlevelpart2 v]\nset [screenx v] to [7]\ngo to x: (-1440) y: (y position)\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (level 1-1 v)\n go to x: (1440) y: (932)\n set [screenx v] to [1]\n set [screeny v] to [0]\n wait until <not <(Level) = [1]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n go to x: (1440) y: (-1228)\n set [screenx v] to [1]\n set [screeny v] to [6]\n wait until <not <(Level) = [2]>>\n end\nend\n\nset [screeny v] to [3]\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n switch costume to (level 3-1 v)\n go to x: (1440) y: (932)\n set [screenx v] to [1]\n set [screeny v] to [0]\n wait until <not <(Level) = [3]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n go to x: (1440) y: (-1228)\n set [screenx v] to [1]\n set [screeny v] to [6]\n wait until <not <(Level) = [4]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1.5]> then\n switch costume to (gemroom v)\n go to x: (1440) y: (932)\n set [screenx v] to [1]\n set [screeny v] to [0]\n wait until <not <(Level) = [1.5]>>\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> or <(Level) = [1.8]>> then\n change [color v] effect by (1)\n else\n set [color v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n go to x: (1440) y: (-1228)\n set [screenx v] to [1]\n set [screeny v] to [6]\n wait until <not <(Level) = [5]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [1.8]> then\n switch costume to (item room v)\n go to x: (1440) y: (932)\n set [screenx v] to [1]\n set [screeny v] to [0]\n wait until <not <(Level) = [1.5]>>\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n switch costume to (level castle v)\n go to x: (1440) y: (932)\n set [screenx v] to [1]\n set [screeny v] to [0]\n wait until <not <(Level) = [6]>>\n end\nend\n\n@UnicherrySprite\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [0]>> then\n show\n set [ghost v] effect to (0)\n if <<(GameOver) = [1]> and <(EASYMode) = [0]>> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n start sound [short-oww-46070 v]\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n if <[0] < (Level)> then\n show\n set [ghost v] effect to (100)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(SpinMove) = [-1]> then\n wait until <<(SpinMove) = [0]> or <(SpinMove) = [1]>>\n if <(SpinMove) = [1]> then\n set [spinmove v] to [-1]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<not <(POWERUP) = [3]>> and <(Costume) = [0]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n end\nend\n\nwhen flag clicked\nforever\n if <(EASYMode) = [1]> then\n set [gameover v] to [0]\n end\nend\n\n@Blocks\n\n@WalkingBricks\n\nwhen I start as a clone\nshow\nforever\n switch costume to (costume1 v)\n set size to (400) %\n set [ghost v] effect to (0)\n if <not <(SLIDE) = [0]>> then\n delete this clone\n end\n if <<<touching (unicherrysprite v)?> and <<(SpinMove) = [1]> or <(SpinMove) = [2]>>> or <<touching (playerphysics v)?> and <<(POWERUP) = [1]> or <(POWERUP) = [2]>>>> then\n start sound [rock-destroy-6409 v]\n switch costume to (costume2 v)\n repeat (10)\n change size by (25)\n change [ghost v] effect by (3)\n end\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [4]> then\n go to x: (128) y: (20)\n create clone of (_myself_ v)\n go to x: (128) y: (-12)\n create clone of (_myself_ v)\n go to x: (128) y: (-44)\n create clone of (_myself_ v)\n go to x: (128) y: (-76)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [4]>>\n end\n if <(ScreenX) = [10]> then\n go to x: (-96) y: (-76)\n create clone of (_myself_ v)\n go to x: (-64) y: (-76)\n create clone of (_myself_ v)\n go to x: (0) y: (-76)\n create clone of (_myself_ v)\n go to x: (32) y: (-76)\n create clone of (_myself_ v)\n go to x: (96) y: (-76)\n create clone of (_myself_ v)\n go to x: (128) y: (-76)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [10]>>\n end\n if <(ScreenX) = [11]> then\n go to x: (0) y: (16)\n create clone of (_myself_ v)\n go to x: (32) y: (16)\n create clone of (_myself_ v)\n go to x: (64) y: (16)\n create clone of (_myself_ v)\n go to x: (96) y: (16)\n create clone of (_myself_ v)\n go to x: (128) y: (16)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [11]>>\n end\n if <(ScreenX) = [13]> then\n go to x: (-32) y: (84)\n create clone of (_myself_ v)\n go to x: (-32) y: (20)\n create clone of (_myself_ v)\n go to x: (-32) y: (-44)\n create clone of (_myself_ v)\n go to x: (0) y: (84)\n create clone of (_myself_ v)\n go to x: (0) y: (20)\n create clone of (_myself_ v)\n go to x: (0) y: (-44)\n create clone of (_myself_ v)\n go to x: (32) y: (84)\n create clone of (_myself_ v)\n go to x: (32) y: (20)\n create clone of (_myself_ v)\n go to x: (32) y: (-44)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [13]>>\n end\n end\nend\n\nwhen I receive [gameover2 v]\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(Level) = [0]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [2]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [5]>> then\n go to x: (-32) y: (-116)\n create clone of (_myself_ v)\n go to x: (0) y: (-116)\n create clone of (_myself_ v)\n go to x: (32) y: (-116)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [5]>>>\n end\n if <<(ScreenX) = [1]> and <(ScreenY) = [4]>> then\n go to x: (128) y: (20)\n create clone of (_myself_ v)\n go to x: (160) y: (20)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [4]>>>\n end\n if <<(ScreenX) = [2]> and <(ScreenY) = [3]>> then\n go to x: (160) y: (28)\n create clone of (_myself_ v)\n go to x: (192) y: (28)\n create clone of (_myself_ v)\n go to x: (160) y: (-164)\n create clone of (_myself_ v)\n go to x: (192) y: (-164)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [3]>>>\n end\n if <<(ScreenX) = [2]> and <(ScreenY) = [2]>> then\n go to x: (160) y: (-92)\n create clone of (_myself_ v)\n go to x: (192) y: (-92)\n create clone of (_myself_ v)\n go to x: (160) y: (-28)\n create clone of (_myself_ v)\n go to x: (192) y: (-28)\n create clone of (_myself_ v)\n go to x: (160) y: (36)\n create clone of (_myself_ v)\n go to x: (192) y: (36)\n create clone of (_myself_ v)\n go to x: (160) y: (100)\n create clone of (_myself_ v)\n go to x: (192) y: (100)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [2]>>>\n end\n if <<(ScreenX) = [1]> and <(ScreenY) = [1]>> then\n go to x: (-160) y: (0)\n create clone of (_myself_ v)\n go to x: (-128) y: (0)\n create clone of (_myself_ v)\n go to x: (-128) y: (0)\n create clone of (_myself_ v)\n go to x: (-96) y: (0)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n create clone of (_myself_ v)\n go to x: (32) y: (0)\n create clone of (_myself_ v)\n go to x: (64) y: (0)\n create clone of (_myself_ v)\n go to x: (160) y: (0)\n create clone of (_myself_ v)\n go to x: (192) y: (0)\n create clone of (_myself_ v)\n go to x: (224) y: (0)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [1]>>>\n end\n if <<(ScreenX) = [2]> and <(ScreenY) = [1]>> then\n go to x: (-224) y: (0)\n create clone of (_myself_ v)\n go to x: (-192) y: (0)\n create clone of (_myself_ v)\n go to x: (-96) y: (0)\n create clone of (_myself_ v)\n go to x: (-64) y: (0)\n create clone of (_myself_ v)\n go to x: (32) y: (0)\n create clone of (_myself_ v)\n go to x: (64) y: (0)\n create clone of (_myself_ v)\n go to x: (160) y: (0)\n create clone of (_myself_ v)\n go to x: (192) y: (0)\n create clone of (_myself_ v)\n go to x: (160) y: (-164)\n create clone of (_myself_ v)\n go to x: (192) y: (-164)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [1]>>>\n end\n if <<(ScreenX) = [2]> and <(ScreenY) = [0]>> then\n go to x: (160) y: (-12)\n create clone of (_myself_ v)\n go to x: (192) y: (-12)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [0]>>>\n end\n if <<(ScreenX) = [1]> and <(ScreenY) = [0]>> then\n go to x: (-32) y: (-44)\n create clone of (_myself_ v)\n go to x: (-32) y: (-12)\n create clone of (_myself_ v)\n go to x: (-32) y: (20)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [0]>>>\n end\n end\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(ScreenX) = [5]> then\n go to x: (0) y: (-140)\n create clone of (_myself_ v)\n go to x: (0) y: (-108)\n create clone of (_myself_ v)\n go to x: (0) y: (-76)\n create clone of (_myself_ v)\n go to x: (0) y: (-44)\n create clone of (_myself_ v)\n go to x: (0) y: (-12)\n create clone of (_myself_ v)\n go to x: (64) y: (-140)\n create clone of (_myself_ v)\n go to x: (64) y: (-108)\n create clone of (_myself_ v)\n go to x: (64) y: (-76)\n create clone of (_myself_ v)\n go to x: (64) y: (-44)\n create clone of (_myself_ v)\n go to x: (64) y: (-12)\n create clone of (_myself_ v)\n go to x: (0) y: (-172)\n create clone of (_myself_ v)\n go to x: (64) y: (-172)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [5]>>\n end\n if <(ScreenX) = [9]> then\n go to x: (64) y: (-108)\n create clone of (_myself_ v)\n go to x: (64) y: (-140)\n create clone of (_myself_ v)\n go to x: (-64) y: (-108)\n create clone of (_myself_ v)\n go to x: (-64) y: (-140)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [9]>>\n end\n if <(ScreenX) = [13]> then\n go to x: (-68) y: (-140)\n create clone of (_myself_ v)\n go to x: (-36) y: (-140)\n create clone of (_myself_ v)\n go to x: (-4) y: (-140)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [13]>>\n end\n if <(ScreenX) = [10]> then\n go to x: (-64) y: (-44)\n create clone of (_myself_ v)\n go to x: (-32) y: (-44)\n create clone of (_myself_ v)\n go to x: (0) y: (-44)\n create clone of (_myself_ v)\n go to x: (32) y: (-44)\n create clone of (_myself_ v)\n go to x: (64) y: (-44)\n create clone of (_myself_ v)\n go to x: (-64) y: (52)\n create clone of (_myself_ v)\n go to x: (-32) y: (52)\n create clone of (_myself_ v)\n go to x: (0) y: (52)\n create clone of (_myself_ v)\n go to x: (32) y: (52)\n create clone of (_myself_ v)\n go to x: (64) y: (52)\n create clone of (_myself_ v)\n wait until <not <(ScreenX) = [10]>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [4]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [6]>> then\n go to x: (-64) y: (-92)\n create clone of (_myself_ v)\n go to x: (-32) y: (-92)\n create clone of (_myself_ v)\n go to x: (0) y: (-92)\n create clone of (_myself_ v)\n go to x: (32) y: (-92)\n create clone of (_myself_ v)\n go to x: (64) y: (-92)\n create clone of (_myself_ v)\n go to x: (-64) y: (-60)\n create clone of (_myself_ v)\n go to x: (-32) y: (-60)\n create clone of (_myself_ v)\n go to x: (0) y: (-60)\n create clone of (_myself_ v)\n go to x: (32) y: (-60)\n create clone of (_myself_ v)\n go to x: (64) y: (-60)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [6]>>>\n end\n if <<(ScreenX) = [1]> and <(ScreenY) = [5]>> then\n go to x: (-32) y: (-52)\n create clone of (_myself_ v)\n go to x: (0) y: (-52)\n create clone of (_myself_ v)\n go to x: (32) y: (-52)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [5]>>>\n end\n if <<(ScreenX) = [1]> and <(ScreenY) = [4]>> then\n go to x: (-160) y: (-44)\n create clone of (_myself_ v)\n go to x: (-192) y: (-44)\n create clone of (_myself_ v)\n go to x: (-160) y: (52)\n create clone of (_myself_ v)\n go to x: (-192) y: (52)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [4]>>>\n end\n if <<(ScreenX) = [2]> and <(ScreenY) = [2]>> then\n go to x: (-98) y: (4)\n create clone of (_myself_ v)\n go to x: (130) y: (4)\n create clone of (_myself_ v)\n go to x: (-98) y: (-28)\n create clone of (_myself_ v)\n go to x: (130) y: (-28)\n create clone of (_myself_ v)\n go to x: (16) y: (4)\n create clone of (_myself_ v)\n go to x: (16) y: (-28)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [2]>>>\n end\n if <<(ScreenX) = [4]> and <(ScreenY) = [5]>> then\n go to x: (64) y: (108)\n create clone of (_myself_ v)\n go to x: (64) y: (140)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [4]> and <(ScreenY) = [5]>>>\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [5]>> then\n go to x: (-32) y: (-20)\n create clone of (_myself_ v)\n go to x: (-64) y: (-20)\n create clone of (_myself_ v)\n go to x: (-96) y: (-20)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [5]>>>\n end\n if <<(ScreenX) = [3]> and <(ScreenY) = [4]>> then\n go to x: (0) y: (-108)\n create clone of (_myself_ v)\n go to x: (-164) y: (20)\n create clone of (_myself_ v)\n go to x: (-196) y: (20)\n create clone of (_myself_ v)\n go to x: (160) y: (20)\n create clone of (_myself_ v)\n go to x: (192) y: (20)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [3]> and <(ScreenY) = [4]>>>\n end\n if <<(ScreenX) = [2]> and <(ScreenY) = [3]>> then\n go to x: (64) y: (-100)\n create clone of (_myself_ v)\n go to x: (96) y: (-100)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [2]> and <(ScreenY) = [3]>>>\n end\n if <<(ScreenX) = [4]> and <(ScreenY) = [3]>> then\n go to x: (-64) y: (-100)\n create clone of (_myself_ v)\n go to x: (-96) y: (-100)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [4]> and <(ScreenY) = [3]>>>\n end\n if <<(ScreenX) = [4]> and <(ScreenY) = [0]>> then\n go to x: (32) y: (-16)\n create clone of (_myself_ v)\n go to x: (0) y: (-16)\n create clone of (_myself_ v)\n go to x: (64) y: (-16)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [4]> and <(ScreenY) = [0]>>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n set [screenx v] to [0]\n set [screenx v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [0]>> then\n go to x: (0) y: (-108)\n repeat (8)\n create clone of (_myself_ v)\n change y by (32)\n end\n go to x: (32) y: (-108)\n repeat (8)\n create clone of (_myself_ v)\n change y by (32)\n end\n go to x: (64) y: (-108)\n repeat (8)\n create clone of (_myself_ v)\n change y by (32)\n end\n wait until <not <<(ScreenX) = [1]> and <(ScreenY) = [0]>>>\n end\n if <<(ScreenX) = [3]> and <(ScreenY) = [0]>> then\n go to x: (-32) y: (116)\n repeat (4)\n create clone of (_myself_ v)\n change y by (-32)\n end\n go to x: (0) y: (116)\n repeat (4)\n create clone of (_myself_ v)\n change y by (-32)\n end\n go to x: (32) y: (116)\n repeat (4)\n create clone of (_myself_ v)\n change y by (-32)\n end\n go to x: (64) y: (116)\n repeat (4)\n create clone of (_myself_ v)\n change y by (-32)\n end\n wait until <not <<(ScreenX) = [3]> and <(ScreenY) = [0]>>>\n end\n if <<(ScreenX) = [6]> and <(ScreenY) = [3]>> then\n go to x: (32) y: (-68)\n create clone of (_myself_ v)\n go to x: (32) y: (-36)\n create clone of (_myself_ v)\n go to x: (64) y: (-68)\n create clone of (_myself_ v)\n go to x: (64) y: (-36)\n create clone of (_myself_ v)\n go to x: (-32) y: (28)\n create clone of (_myself_ v)\n go to x: (-32) y: (-4)\n create clone of (_myself_ v)\n go to x: (0) y: (28)\n create clone of (_myself_ v)\n go to x: (0) y: (-4)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [6]> and <(ScreenY) = [3]>>>\n end\n if <<(ScreenX) = [4]> and <(ScreenY) = [0]>> then\n go to x: (-128) y: (116)\n create clone of (_myself_ v)\n go to x: (-96) y: (116)\n create clone of (_myself_ v)\n go to x: (-128) y: (84)\n create clone of (_myself_ v)\n go to x: (-96) y: (84)\n create clone of (_myself_ v)\n go to x: (0) y: (116)\n create clone of (_myself_ v)\n go to x: (32) y: (116)\n create clone of (_myself_ v)\n go to x: (0) y: (84)\n create clone of (_myself_ v)\n go to x: (32) y: (84)\n create clone of (_myself_ v)\n go to x: (128) y: (116)\n create clone of (_myself_ v)\n go to x: (160) y: (116)\n create clone of (_myself_ v)\n go to x: (128) y: (84)\n create clone of (_myself_ v)\n go to x: (160) y: (84)\n create clone of (_myself_ v)\n wait until <not <<(ScreenX) = [4]> and <(ScreenY) = [0]>>>\n end\n end\nend\n\n@Purple Gem1\n\nwhen flag clicked\nhide\ndelete all of [levels with gem collected v]\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [2]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (160) y: (-139)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem1 v)\n add [L1G1] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (10)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [3]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (176) y: (92)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem1 v)\n add [L2G1] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n if <(ScreenX) = [5]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (52)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem1 v)\n add [L3G1] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [6]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-96) y: (64)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem1 v)\n add [L4G1] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <<(ScreenX) = [3]> and <(ScreenY) = [5]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (76)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem1 v)\n add [L5G1] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <<(ScreenX) = [4]> and <(ScreenY) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-156) y: (92)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem1 v)\n add [L6G1] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\n@Purple Gem2\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (176) y: (64)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem2 v)\n add [L2G2] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [10]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-139)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem2 v)\n add [L1G2] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (10)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(ScreenX) = [10]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (148)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem2 v)\n add [L3G2] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [4]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-192) y: (-108)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem2 v)\n add [L4G2] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n if <<(ScreenX) = [3]> and <(ScreenY) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (124)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem2 v)\n add [L5G2] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [6]> then\n if <<(ScreenX) = [5]> and <(ScreenY) = [0]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-176) y: (-140)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem2 v)\n add [L6G2] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\n@Purple Gem3\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [0]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-112) y: (-12)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem3 v)\n add [L2G3] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [13]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (116)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem3 v)\n add [L1G3] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (10)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [2]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [6]>> then\n hide\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [3]> then\n if <(ScreenX) = [13]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (92) y: (-124)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem3 v)\n add [L3G3] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [4]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [5]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (44)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem3 v)\n add [L4G3] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [5]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [0]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-80)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem3 v)\n add [L5G3] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [6]> then\n if <<(ScreenX) = [5]> and <(ScreenY) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (160) y: (-20)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (Gem3 v)\n add [L6G3] to [levels with gem collected v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\n@YellowGems1\n\nwhen flag clicked\nset [gemcount v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [3]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (0)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [10]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-96) y: (-139)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [12]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-8)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(length of (GemCount)) < [3]> then\n set [gemcount v] to (join [0] (GemCount))\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-176) y: (-116)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-112) y: (36)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-168) y: (-148)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (58)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [3]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (-84)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [4]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-16) y: (-76)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [9]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-32) y: (-140)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [11]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-64) y: (-76)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [5]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (-44)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [6]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (96) y: (-76)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-180) y: (-100)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [4]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (112) y: (110)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-112) y: (-52)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [3]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-48) y: (-52)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-40) y: (-12)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-16) y: (-36)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-36)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-84)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [3]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (-134)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (0)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (0)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (80)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (52)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [2]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-48) y: (-12)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (20)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-4) y: (52)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (4)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-128) y: (-60)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem1 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\n@YellowGems2\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (176) y: (-116)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [10]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-64) y: (-139)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [gemcount v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [3]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (0)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [12]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-48) y: (-8)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-28)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (48) y: (-148)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (58)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [3]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (128) y: (-84)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [4]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (-76)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [9]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (-140)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [11]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (96) y: (-76)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [5]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (-108)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [6]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-96) y: (-76)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (180) y: (-100)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [4]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (112) y: (142)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (12)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [3]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (12)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (72) y: (-12)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-80) y: (60)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (60)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-112) y: (-148)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (48) y: (80)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (116)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [2]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (20) y: (-12)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-48) y: (20)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (160) y: (114)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (132)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [2]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-128) y: (4)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem2 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\n@YellowGems3\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [10]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (96) y: (-139)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem3 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nset [gemcount v] to [0]\nhide\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [3]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (64) y: (0)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem3 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [12]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (-8)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem3 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nif <(SLIDE) = [0]> then\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nset [gemcount v] to [0]\nhide\nforever\n if <(Level) = [1.5]> then\n if <(ScreenX) = [1]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-144) y: (156)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem3 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset [gemcount v] to [0]\nhide\nforever\n if <(Level) = [1.5]> then\n if <(ScreenX) = [2]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (144) y: (156)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem3 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [5]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (144) y: (-148)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem3 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\n@YellowGems4\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [10]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (128) y: (-139)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem4 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (112) y: (156)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem4 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-112) y: (156)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem4 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\n@GameOverScreen\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [gameover v]\nwait (.5) seconds\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (GameOver2 v)\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (FallCancel v)\nwait (.01) seconds\nhide\nset [stop v] to [0]\nset [gameover v] to [0]\n\nwhen I receive [nextlevelpart v]\nset [stop v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (NextLevelPart2 v)\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [stop v] to [0]\n\nwhen I receive [lastlevelpart v]\nset [stop v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (LastLevelPart2 v)\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [stop v] to [0]\n\nwhen I receive [startlevel v]\nset [stop v] to [1]\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (StartLevel2 v)\nwait (.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nset [stop v] to [0]\n\nwhen I receive [levelcomplete2 v]\nshow\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nif <(Level) = [1]> then\n if <not <[levelscompleted v] contains [1]?>> then\n add [1] to [levelscompleted v]\n end\nend\nif <(Level) = [2]> then\n if <not <[levelscompleted v] contains [2]?>> then\n add [2] to [levelscompleted v]\n end\nend\nif <(Level) = [3]> then\n if <not <[levelscompleted v] contains [3]?>> then\n add [3] to [levelscompleted v]\n end\nend\nif <(Level) = [4]> then\n if <not <[levelscompleted v] contains [4]?>> then\n add [4] to [levelscompleted v]\n end\nend\nif <(Level) = [5]> then\n if <not <[levelscompleted v] contains [5]?>> then\n add [5] to [levelscompleted v]\n end\nend\nset [level v] to [0]\nset [menu v] to [Map]\nset [celebration v] to [0]\nwait (.5) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\n@Checkpoint\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nset [checkpointx v] to [1]\nset [checkpointy v] to [0]\nset [checkpointposx v] to [-204]\nset [checkpointposy v] to [-136]\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n if <(ScreenX) = [5]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (32) y: (-100)\n end\n else\n if <(ScreenX) = [8]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (112) y: (-64)\n end\n else\n hide\n end\n end\n end\n if <(Level) = [2]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (32)\n end\n else\n if <<(ScreenX) = [3]> and <(ScreenY) = [0]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (124) y: (0)\n end\n else\n hide\n end\n end\n end\n if <(Level) = [3]> then\n if <(ScreenX) = [8]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (0)\n end\n else\n hide\n end\n end\n if <(Level) = [4]> then\n if <<(ScreenX) = [1]> and <(ScreenY) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (48) y: (-100)\n end\n else\n if <<(ScreenX) = [1]> and <(ScreenY) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (132) y: (-108)\n end\n else\n if <<(ScreenX) = [1]> and <(ScreenY) = [3]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (208) y: (-118)\n end\n else\n hide\n end\n end\n end\n end\n if <(Level) = [5]> then\n if <<(ScreenX) = [3]> and <(ScreenY) = [3]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (44)\n end\n else\n hide\n end\n end\n if <(Level) = [6]> then\n if <<(ScreenX) = [6]> and <(ScreenY) = [0]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-8) y: (-124)\n end\n else\n if <<(ScreenX) = [4]> and <(ScreenY) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (-64)\n end\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(ScreenX) = (CheckpointX)> and <(ScreenY) = (CheckpointY)>> then\n switch costume to (5 v)\n else\n switch costume to (1 v)\n if <<touching (unicherrysprite v)?> and <(HardMode) = [0]>> then\n start sound [sound-effect-twinklesparkle-115095 v]\n set [checkpointx v] to (ScreenX)\n set [checkpointy v] to (ScreenY)\n set [checkpointposx v] to (x position)\n set [checkpointposy v] to (y position)\n switch costume to (2 v)\n wait (.1) seconds\n switch costume to (3 v)\n wait (.1) seconds\n switch costume to (4 v)\n wait (.1) seconds\n switch costume to (5 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\n@AppleGrunt\n\nwhen flag clicked\nforever\n next costume\n wait (.2) seconds\nend\n\nwhen flag clicked\nforever\n repeat until <<not <<touching (level v)?> or <touching (walkingbricks v)?>>> or <touching (_edge_ v)?>>\n change x by (-2)\n end\n change x by (5)\n repeat until <<not <<touching (level v)?> or <touching (walkingbricks v)?>>> or <touching (_edge_ v)?>>\n change x by (2)\n end\n change x by (-5)\nend\n\nwhen flag clicked\nforever\n hide\n if <<(Level) = [1]> and <(ScreenX) = [9]>> then\n go to x: (80) y: (-82)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [1]> and <(ScreenX) = [9]>>>\n end\n if <<(Level) = [1]> and <(ScreenX) = [11]>> then\n go to x: (80) y: (46)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [1]> and <(ScreenX) = [11]>>>\n end\n if <<(Level) = [1]> and <(ScreenX) = [12]>> then\n go to x: (0) y: (-50)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [1]> and <(ScreenX) = [12]>>>\n end\n if <<(Level) = [1]> and <(ScreenX) = [14]>> then\n go to x: (0) y: (-114)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [1]> and <(ScreenX) = [14]>>>\n end\n if <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n go to x: (0) y: (-88)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>>>\n end\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [3]>>> then\n go to x: (0) y: (-105)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [3]>>>>\n end\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n go to x: (0) y: (-122)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>>>\n end\n if <<(Level) = [2]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n go to x: (0) y: (-114)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [2]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>>>\n end\n if <<(Level) = [3]> and <(ScreenX) = [9]>> then\n go to x: (0) y: (-48)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [3]> and <(ScreenX) = [9]>>>\n end\n if <<(Level) = [3]> and <(ScreenX) = [11]>> then\n go to x: (-64) y: (-112)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [3]> and <(ScreenX) = [11]>>>\n end\n if <<(Level) = [4]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n go to x: (0) y: (-22)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [4]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>>>\n end\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n go to x: (0) y: (78)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>>>\n end\n if <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [5]>>> then\n go to x: (-120) y: (41)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [5]>>>>\n end\n if <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [4]>>> then\n go to x: (0) y: (-80)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [4]>>>>\n end\n if <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n go to x: (0) y: (-82)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>>>\n end\n if <<(Level) = [6]> and <<(ScreenX) = [2]> and <(ScreenY) = [0]>>> then\n go to x: (0) y: (-50)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [2]> and <(ScreenY) = [0]>>>>\n end\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [0]>>> then\n go to x: (0) y: (-50)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [0]>>>>\n end\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [1]>>> then\n go to x: (-100) y: (-58)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [1]>>>>\n end\n if <<(Level) = [6]> and <<(ScreenX) = [5]> and <(ScreenY) = [3]>>> then\n go to x: (100) y: (-72)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [5]> and <(ScreenY) = [3]>>>>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (playerphysics v)?> and <(SpinMove) = [0]>> then\n if <not <(POWERUP) = [3]>> then\n set [gameover v] to [1]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <touching (walkingbricks v)?> then\n wait until <<not <touching (walkingbricks v)?>> and <not <touching (level v)?>>>\n wait (.1) seconds\n if <<not <touching (walkingbricks v)?>> and <not <touching (level v)?>>> then\n if <(SLIDE) = [0]> then\n hide\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nstart sound [punch-41105 v]\nturn right (180) degrees\nshow\nrepeat until <(y position) < [-180]>\n change y by (-8)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\ncreate clone of (_myself_ v)\n\n@Finish Goal\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n hide\n if <<(Level) = [1]> and <(ScreenX) = [14]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (184) y: (-8)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (LevelComplete v)\n wait until <not <(Level) = [1]>>\n end\n end\n end\n if <<(Level) = [2]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (160) y: (-32)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (LevelComplete v)\n wait until <not <(Level) = [2]>>\n end\n end\n end\n if <<(Level) = [3]> and <(ScreenX) = [14]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (164) y: (32)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (LevelComplete v)\n wait until <not <(Level) = [3]>>\n end\n end\n end\n if <<(Level) = [4]> and <<(ScreenX) = [5]> and <(ScreenY) = [6]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (84) y: (-20)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (LevelComplete v)\n wait until <not <(Level) = [4]>>\n end\n end\n end\n if <<(Level) = [5]> and <<(ScreenX) = [7]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (100) y: (28)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (LevelComplete v)\n wait until <not <(Level) = [5]>>\n end\n end\n end\n if <<(Level) = [6]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (0) y: (20)\n if <touching (unicherrysprite v)?> then\n set [gamefinished v] to [1]\n hide\n broadcast (LevelComplete v)\n wait until <not <(Level) = [6]>>\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (10)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nset [gamefinished v] to [0]\nforever\n if <(Level) = [6]> then\n change [color v] effect by (5)\n else\n set [color v] effect to (0)\n end\nend\n\n@PurpleGemGlow\n\nwhen I receive [gem1 v]\ngo to (purple gem1 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [gem2 v]\ngo to (purple gem2 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [gem3 v]\ngo to (purple gem3 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\nend\nhide\n\n@YellowGemGlow1\n\nwhen I receive [ygem1 v]\ngo to (yellowgems1 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@YellowGemGlow2\n\nwhen I receive [ygem2 v]\ngo to (yellowgems2 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@YellowGemGlow3\n\nwhen I receive [ygem3 v]\ngo to (yellowgems3 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@YellowGemGlow4\n\nwhen I receive [ygem4 v]\ngo to (yellowgems4 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@Logo\n\nwhen flag clicked\ngo to x: (-100) y: (140)\nforever\n if <(Menu) = [Main Menu]> then\n show\n else\n hide\n end\nend\n\n@NewGameButton\n\nwhen flag clicked\ngo to x: (-160) y: (60)\nset [easymode v] to [0]\nforever\n if <(Menu) = [Main Menu]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [easymode v] to [0]\n set [level v] to [1]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-204]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\n@PurpeGemCounter\n\nwhen flag clicked\ngo to x: (180) y: (160)\nset [ghost v] effect to (15)\nforever\n if <<[0] < (Level)> and <not <(Level) = [1.5]>>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <[levels with gem collected v] contains (join [L] (join (Level) [G1]))?> then\n if <[levels with gem collected v] contains (join [L] (join (Level) [G2]))?> then\n if <[levels with gem collected v] contains (join [L] (join (Level) [G3]))?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains (join [L] (join (Level) [G3]))?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains (join [L] (join (Level) [G2]))?> then\n if <[levels with gem collected v] contains (join [L] (join (Level) [G3]))?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains (join [L] (join (Level) [G3]))?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\nend\n\n@Coin Digit 1\n\nwhen flag clicked\nforever\n if <<[0] < (Level)> or <<(Menu) = [Map]> or <(Menu) = [Shop]>>> then\n go to x: (-200) y: (168)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (letter (1) of (GemCount))\nend\n\n@Coin Digit 2\n\nwhen flag clicked\nforever\n switch costume to (letter (2) of (GemCount))\nend\n\nwhen flag clicked\nforever\n go to x: (-205) y: (168)\n if <<[0] < (Level)> or <<(Menu) = [Map]> or <(Menu) = [Shop]>>> then\n show\n else\n hide\n end\nend\n\n@Coin Digit 3\n\nwhen flag clicked\nforever\n if <<(Menu) = [Shop]> or <<[0] < (Level)> or <(Menu) = [Map]>>> then\n go to x: (-190) y: (168)\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (letter (3) of (GemCount))\nend\n\n@Level Complete\n\nwhen flag clicked\nhide\nset [celebration v] to [0]\n\nwhen I receive [levelcomplete v]\ngo to x: (0) y: (132)\nset [stop v] to [1]\nwait (.5) seconds\nset [celebration v] to [1]\nshow\nset size to (10) %\nset [color v] effect to (0)\nrepeat (58)\n change size by (5)\n change [color v] effect by (15)\nend\nrepeat (100)\n change [color v] effect by (15)\nend\nbroadcast (LevelComplete2 v)\nrepeat (30)\n change [color v] effect by (15)\nend\nhide\n\n@WorldMap\n\nwhen flag clicked\ndelete all of [levelscompleted v]\n\nwhen flag clicked\nforever\n if <(Menu) = [Map]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nset [world v] to [1]\nforever\n if <[levelscompleted v] contains [1]?> then\n if <[levelscompleted v] contains [2]?> then\n if <[levelscompleted v] contains [3]?> then\n if <[levelscompleted v] contains [4]?> then\n if <[levelscompleted v] contains [5]?> then\n switch costume to (world1:11111 v)\n else\n switch costume to (world1:11110 v)\n end\n else\n if <[levelscompleted v] contains [5]?> then\n switch costume to (world1:11101 v)\n else\n switch costume to (world1:11100 v)\n end\n end\n else\n if <[levelscompleted v] contains [4]?> then\n if <[levelscompleted v] contains [5]?> then\n switch costume to (world1:11011 v)\n else\n switch costume to (world1:11010 v)\n end\n else\n switch costume to (world1:11000 v)\n end\n end\n else\n switch costume to (world1:10000 v)\n end\n else\n switch costume to (world1:00000 v)\n end\nend\n\n@Map\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n change [color v] effect by (5)\n set [brightness v] effect to (5)\n else\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to x: (-192) y: (-148)\nforever\n if <(Menu) = [Map]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(POWERUP) = [0]> or <(POWERUP) = [3]>> then\n switch costume to (idel v)\n wait (.3) seconds\n switch costume to (idel2 v)\n wait (.3) seconds\n end\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n wait (.3) seconds\n switch costume to (sh: idel2 v)\n wait (.3) seconds\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel v)\n wait (.3) seconds\n switch costume to (ah: idel2 v)\n wait (.3) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Menu) = [Map]> then\n if <(World) = [1]> then\n if <<(x position) = [-192]> and <(y position) = [-148]>> then\n if <[levelscompleted v] contains [1]?> then\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n end\n if <<(x position) = [-96]> and <(y position) = [-148]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n if <<(x position) = [0]> and <(y position) = [-148]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <[levelscompleted v] contains [2]?> then\n if <key (up arrow v) pressed?> then\n repeat (16)\n change y by (6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n end\n if <<(x position) = [96]> and <(y position) = [-148]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <[levelscompleted v] contains [4]?> then\n if <key (up arrow v) pressed?> then\n repeat (16)\n change y by (6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n end\n if <<(x position) = [192]> and <(y position) = [-148]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n end\n if <<(x position) = [-192]> and <(y position) = [-52]>> then\n if <key (up arrow v) pressed?> then\n repeat (16)\n change y by (6)\n end\n end\n if <[worldkey v] contains [1]?> then\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n end\n if <<(x position) = [-96]> and <(y position) = [-52]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n if <<(x position) = [0]> and <(y position) = [-52]>> then\n if <<[worldkey v] contains [1]?> and <[levelscompleted v] contains [3]?>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n end\n if <key (down arrow v) pressed?> then\n repeat (16)\n change y by (-6)\n end\n end\n if <[levelscompleted v] contains [3]?> then\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n end\n if <<(x position) = [96]> and <(y position) = [-52]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n if <key (down arrow v) pressed?> then\n repeat (16)\n change y by (-6)\n end\n end\n end\n if <<(x position) = [192]> and <(y position) = [-52]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <key (up arrow v) pressed?> then\n repeat (16)\n change y by (6)\n end\n end\n end\n if <<(x position) = [-192]> and <(y position) = [44]>> then\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n if <key (down arrow v) pressed?> then\n repeat (16)\n change y by (-6)\n end\n end\n end\n if <<(x position) = [-96]> and <(y position) = [44]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n if <<(x position) = [0]> and <(y position) = [44]>> then\n if <<[worldkey v] contains [1]?> and <[levelscompleted v] contains [3]?>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n if <<(x position) = [96]> and <(y position) = [44]>> then\n if <key (left arrow v) pressed?> then\n repeat (16)\n change x by (-6)\n end\n end\n if <key (right arrow v) pressed?> then\n repeat (16)\n change x by (6)\n end\n end\n end\n if <<(x position) = [192]> and <(y position) = [44]>> then\n if <key (left arrow v) pressed?> then\n if <[levelscompleted v] contains [5]?> then\n repeat (16)\n change x by (-6)\n end\n end\n end\n if <key (down arrow v) pressed?> then\n repeat (16)\n change y by (-6)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n set [mapx v] to (x position)\n set [mapy v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <(Menu) = [Map]> then\n if <(World) = [1]> then\n if <<(x position) = [-192]> and <(y position) = [-148]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [1]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-204]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [0]> and <(y position) = [-148]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [2]\n set [screenx v] to [1]\n set [screeny v] to [6]\n set [checkpointx v] to [1]\n set [checkpointy v] to [6]\n set [checkpointposx v] to [-204]\n set [checkpointposy v] to [10]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [0]> and <(y position) = [-52]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [3]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-200]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [96]> and <(y position) = [-148]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [4]\n set [screenx v] to [1]\n set [screeny v] to [6]\n set [checkpointx v] to [1]\n set [checkpointy v] to [6]\n set [checkpointposx v] to [-200]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [192]> and <(y position) = [44]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [5]\n set [screenx v] to [1]\n set [screeny v] to [6]\n set [checkpointx v] to [1]\n set [checkpointy v] to [6]\n set [checkpointposx v] to [-200]\n set [checkpointposy v] to [0]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [192]> and <(y position) = [-148]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [1.5]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-200]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [-192]> and <(y position) = [44]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [1.8]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-200]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n if <<(x position) = [0]> and <(y position) = [44]>> then\n if <key (x v) pressed?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [level v] to [6]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-200]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n end\n end\n end\nend\n\n@PurpeGemCounterMap\n\nwhen flag clicked\ngo to x: (180) y: (160)\nset [ghost v] effect to (15)\nforever\n if <<(Menu) = [Map]> and <<(World) = [1]> and <<<(MapX) = [-192]> and <(MapY) = [-148]>> or <<<(MapX) = [0]> and <(MapY) = [-148]>> or <<<(MapX) = [0]> and <(MapY) = [-52]>> or <<<(MapX) = [96]> and <(MapY) = [-148]>> or <<<(MapX) = [192]> and <(MapY) = [44]>> or <<(MapX) = [0]> and <(MapY) = [44]>>>>>>>>> then\n show\n if <<(MapX) = [0]> and <(MapY) = [-148]>> then\n if <[levels with gem collected v] contains [L2G1]?> then\n if <[levels with gem collected v] contains [L2G2]?> then\n if <[levels with gem collected v] contains [L2G3]?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains [L2G3]?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains [L2G2]?> then\n if <[levels with gem collected v] contains [L2G3]?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains [L2G3]?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n if <<(MapX) = [-192]> and <(MapY) = [-148]>> then\n if <[levels with gem collected v] contains [L1G1]?> then\n if <[levels with gem collected v] contains [L1G2]?> then\n if <[levels with gem collected v] contains [L1G3]?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains [L1G3]?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains [L1G2]?> then\n if <[levels with gem collected v] contains [L1G3]?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains [L1G3]?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n if <<(MapX) = [0]> and <(MapY) = [-52]>> then\n if <[levels with gem collected v] contains [L3G1]?> then\n if <[levels with gem collected v] contains [L3G2]?> then\n if <[levels with gem collected v] contains [L3G3]?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains [L3G3]?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains [L3G2]?> then\n if <[levels with gem collected v] contains [L3G3]?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains [L3G3]?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n if <<(MapX) = [96]> and <(MapY) = [-148]>> then\n if <[levels with gem collected v] contains [L4G1]?> then\n if <[levels with gem collected v] contains [L4G2]?> then\n if <[levels with gem collected v] contains [L4G3]?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains [L4G3]?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains [L4G2]?> then\n if <[levels with gem collected v] contains [L4G3]?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains [L4G3]?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n if <<(MapX) = [192]> and <(MapY) = [44]>> then\n if <[levels with gem collected v] contains [L5G1]?> then\n if <[levels with gem collected v] contains [L5G2]?> then\n if <[levels with gem collected v] contains [L5G3]?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains [L5G3]?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains [L5G2]?> then\n if <[levels with gem collected v] contains [L5G3]?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains [L5G3]?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n if <<(MapX) = [0]> and <(MapY) = [44]>> then\n if <[levels with gem collected v] contains [L6G1]?> then\n if <[levels with gem collected v] contains [L6G2]?> then\n if <[levels with gem collected v] contains [L6G3]?> then\n switch costume to (123 v)\n else\n switch costume to (12 v)\n end\n else\n if <[levels with gem collected v] contains [L6G3]?> then\n switch costume to (13 v)\n else\n switch costume to (1 v)\n end\n end\n else\n if <[levels with gem collected v] contains [L6G2]?> then\n if <[levels with gem collected v] contains [L6G3]?> then\n switch costume to (23 v)\n else\n switch costume to (2 v)\n end\n else\n if <[levels with gem collected v] contains [L6G3]?> then\n switch costume to (3 v)\n else\n switch costume to (0 v)\n end\n end\n end\n end\n else\n hide\n end\nend\n\n@ExitButton\n\nwhen flag clicked\nforever\n if <<[0] < (Level)> and <<not <(ScreenX) = [14]>> and <<not <<(Level) = [2]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>>> and <<not <<(Level) = [4]> and <<(ScreenX) = [5]> and <(ScreenY) = [6]>>>> and <not <<(Level) = [5]> and <<(ScreenX) = [7]> and <(ScreenY) = [0]>>>>>>>> then\n set size to (100) %\n go to x: (-210) y: (140)\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [level v] to [0]\n set [menu v] to [Map]\n end\n else\n switch costume to (1 v)\n end\n else\n if <(Menu) = [Shop]> then\n go to x: (-200) y: (-164)\n show\n set size to (150) %\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [level v] to [0]\n set [menu v] to [Map]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\n end\nend\n\n@Advice\n\nwhen flag clicked\nforever\n if <<(Level) = [1]> and <(ScreenX) = [1]>> then\n switch costume to (costume1 v)\n show\n else\n if <<(Level) = [1]> and <(ScreenX) = [3]>> then\n switch costume to (costume2 v)\n show\n else\n if <<(Level) = [1]> and <(ScreenX) = [4]>> then\n switch costume to (costume3 v)\n show\n else\n if <<(Level) = [1]> and <(ScreenX) = [5]>> then\n switch costume to (costume4 v)\n show\n else\n if <<(Level) = [1]> and <(ScreenX) = [9]>> then\n switch costume to (costume5 v)\n show\n else\n if <(Menu) = [Shop]> then\n switch costume to (costume6 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@Spike\n\nwhen flag clicked\nforever\n hide\n if <(SLIDE) = [0]> then\n if <<(Level) = [2]> and <<(ScreenX) = [1]> and <(ScreenY) = [4]>>> then\n go to x: (144) y: (-140)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n go to x: (-48) y: (-124)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [2]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n go to x: (16) y: (-12)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [3]> and <(ScreenX) = [13]>> then\n go to x: (-52) y: (-76)\n switch costume to (2 v)\n show\n end\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n go to x: (-48) y: (-116)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [4]> and <<(ScreenX) = [3]> and <(ScreenY) = [5]>>> then\n go to x: (16) y: (-116)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [4]> and <<(ScreenX) = [4]> and <(ScreenY) = [5]>>> then\n go to x: (160) y: (124)\n switch costume to (3 v)\n show\n end\n if <<(Level) = [5]> and <<(ScreenX) = [1]> and <(ScreenY) = [5]>>> then\n go to x: (16) y: (-148)\n switch costume to (4 v)\n show\n end\n if <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [4]>>> then\n go to x: (-180) y: (-108)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [5]> and <<(ScreenX) = [2]> and <(ScreenY) = [3]>>> then\n go to x: (80) y: (-132)\n switch costume to (5 v)\n show\n end\n if <<(Level) = [5]> and <<(ScreenX) = [4]> and <(ScreenY) = [3]>>> then\n go to x: (-80) y: (-132)\n switch costume to (6 v)\n show\n end\n if <<(Level) = [5]> and <<(ScreenX) = [1]> and <(ScreenY) = [0]>>> then\n go to x: (16) y: (-112)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [6]> and <<(ScreenX) = [4]> and <(ScreenY) = [0]>>> then\n go to x: (-112) y: (-110)\n switch costume to (6 v)\n show\n end\n if <<(Level) = [6]> and <<(ScreenX) = [4]> and <(ScreenY) = [1]>>> then\n go to x: (-176) y: (-116)\n switch costume to (7 v)\n show\n end\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [2]>>> then\n go to x: (16) y: (-60)\n switch costume to (8 v)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (playerphysics v)?> then\n if <not <(POWERUP) = [3]>> then\n set [gameover v] to [1]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\n@Spike2\n\nwhen flag clicked\nforever\n hide\n if <(SLIDE) = [0]> then\n if <<(Level) = [2]> and <<(ScreenX) = [2]> and <(ScreenY) = [2]>>> then\n go to x: (-176) y: (-124)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [1]>>> then\n go to x: (80) y: (-116)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [4]> and <<(ScreenX) = [3]> and <(ScreenY) = [5]>>> then\n go to x: (144) y: (-116)\n switch costume to (1 v)\n show\n end\n if <<(Level) = [5]> and <<(ScreenX) = [3]> and <(ScreenY) = [4]>>> then\n go to x: (176) y: (-108)\n switch costume to (1 v)\n show\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (playerphysics v)?> then\n if <not <(POWERUP) = [3]>> then\n set [gameover v] to [1]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\n@AppleGrunt2\n\nwhen flag clicked\nforever\n next costume\n wait (.2) seconds\nend\n\nwhen flag clicked\nforever\n repeat until <<not <<touching (level v)?> or <touching (walkingbricks v)?>>> or <touching (_edge_ v)?>>\n change x by (-2)\n end\n change x by (5)\n repeat until <<not <<touching (level v)?> or <touching (walkingbricks v)?>>> or <touching (_edge_ v)?>>\n change x by (2)\n end\n change x by (-5)\nend\n\nwhen flag clicked\nforever\n hide\n if <<(Level) = [3]> and <(ScreenX) = [11]>> then\n go to x: (64) y: (-112)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [3]> and <(ScreenX) = [11]>>>\n end\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [1]>>> then\n go to x: (100) y: (7)\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [1]>>>>\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (playerphysics v)?> and <(SpinMove) = [0]>> then\n if <not <(POWERUP) = [3]>> then\n set [gameover v] to [1]\n wait (1) seconds\n end\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <touching (walkingbricks v)?> then\n wait until <<not <touching (walkingbricks v)?>> and <not <touching (level v)?>>>\n wait (.1) seconds\n if <<not <touching (walkingbricks v)?>> and <not <touching (level v)?>>> then\n if <(SLIDE) = [0]> then\n hide\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen I start as a clone\nstart sound [punch-41105 v]\nturn right (180) degrees\nshow\nrepeat until <(y position) < [-180]>\n change y by (-8)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (.2) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\n@Jumping Enemy\n\nwhen I start as a clone\nstart sound [punch-41105 v]\nswitch costume to (1 v)\nturn right (180) degrees\nshow\nrepeat until <(y position) < [-180]>\n change y by (-8)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n hide\n if <<(Level) = [3]> and <(ScreenX) = [6]>> then\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [3]> and <(ScreenX) = [6]>>>\n end\n if <<(Level) = [3]> and <(ScreenX) = [12]>> then\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [3]> and <(ScreenX) = [12]>>>\n end\n if <<(Level) = [3]> and <(ScreenX) = [14]>> then\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [3]> and <(ScreenX) = [14]>>>\n end\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [3]>>> then\n show\n wait until <<not <(SLIDE) = [0]>> or <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>>>\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n set [bounce v] to [1]\n wait (.01) seconds\n hide\n end\n hide\n wait until <not <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [3]>>>>\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n create clone of (_myself_ v)\n wait (1) seconds\n end\n if <touching (walkingbricks v)?> then\n wait until <<not <touching (walkingbricks v)?>> and <not <touching (level v)?>>>\n wait (.1) seconds\n if <<not <touching (walkingbricks v)?>> and <not <touching (level v)?>>> then\n if <(SLIDE) = [0]> then\n hide\n create clone of (_myself_ v)\n wait (1) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [3]> and <(ScreenX) = [6]>> then\n go to x: (0) y: (-76)\n switch costume to (1 v)\n change y by (32)\n wait (.03) seconds\n change y by (32)\n wait (.03) seconds\n change y by (16)\n wait (.03) seconds\n change y by (8)\n wait (.03) seconds\n change y by (4)\n wait (.03) seconds\n change y by (2)\n wait (.03) seconds\n change y by (1)\n wait (.1) seconds\n change y by (-1)\n wait (.03) seconds\n change y by (-2)\n wait (.03) seconds\n change y by (-4)\n wait (.03) seconds\n change y by (-8)\n wait (.03) seconds\n change y by (-16)\n wait (.03) seconds\n change y by (-32)\n wait (.03) seconds\n change y by (-32)\n switch costume to (2 v)\n wait (.5) seconds\n end\n if <<(Level) = [3]> and <(ScreenX) = [12]>> then\n go to x: (16) y: (-76)\n switch costume to (1 v)\n change y by (32)\n wait (.03) seconds\n change y by (32)\n wait (.03) seconds\n change y by (16)\n wait (.03) seconds\n change y by (8)\n wait (.03) seconds\n change y by (4)\n wait (.03) seconds\n change y by (2)\n wait (.03) seconds\n change y by (1)\n wait (.1) seconds\n change y by (-1)\n wait (.03) seconds\n change y by (-2)\n wait (.03) seconds\n change y by (-4)\n wait (.03) seconds\n change y by (-8)\n wait (.03) seconds\n change y by (-16)\n wait (.03) seconds\n change y by (-32)\n wait (.03) seconds\n change y by (-32)\n switch costume to (2 v)\n wait (.5) seconds\n end\n if <<(Level) = [3]> and <(ScreenX) = [14]>> then\n go to x: (0) y: (-76)\n switch costume to (1 v)\n change y by (32)\n wait (.03) seconds\n change y by (32)\n wait (.03) seconds\n change y by (16)\n wait (.03) seconds\n change y by (8)\n wait (.03) seconds\n change y by (4)\n wait (.03) seconds\n change y by (2)\n wait (.03) seconds\n change y by (1)\n wait (.1) seconds\n change y by (-1)\n wait (.03) seconds\n change y by (-2)\n wait (.03) seconds\n change y by (-4)\n wait (.03) seconds\n change y by (-8)\n wait (.03) seconds\n change y by (-16)\n wait (.03) seconds\n change y by (-32)\n wait (.03) seconds\n change y by (-32)\n switch costume to (2 v)\n wait (.5) seconds\n end\n if <<(Level) = [4]> and <<(ScreenX) = [2]> and <(ScreenY) = [3]>>> then\n go to x: (80) y: (-36)\n switch costume to (1 v)\n change y by (32)\n wait (.03) seconds\n change y by (32)\n wait (.03) seconds\n change y by (16)\n wait (.03) seconds\n change y by (8)\n wait (.03) seconds\n change y by (4)\n wait (.03) seconds\n change y by (2)\n wait (.03) seconds\n change y by (1)\n wait (.1) seconds\n change y by (-1)\n wait (.03) seconds\n change y by (-2)\n wait (.03) seconds\n change y by (-4)\n wait (.03) seconds\n change y by (-8)\n wait (.03) seconds\n change y by (-16)\n wait (.03) seconds\n change y by (-32)\n wait (.03) seconds\n change y by (-32)\n switch costume to (2 v)\n wait (.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (playerphysics v)?> and <(SpinMove) = [0]>> then\n if <not <(POWERUP) = [3]>> then\n set [gameover v] to [1]\n wait (1) seconds\n end\n end\nend\n\n@Crate\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nset [powerup v] to [0]\nforever\n hide\n if <<(Level) = [3]> and <(ScreenX) = [2]>> then\n if <(SLIDE) = [0]> then\n go to x: (64) y: (-12)\n show\n switch costume to (costume1 v)\n set size to (400) %\n clear graphic effects\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n start sound [rock-destroy-6409 v]\n switch costume to (costume2 v)\n repeat (10)\n change size by (25)\n change [ghost v] effect by (3)\n end\n hide\n create clone of (super horn v)\n wait until <not <<(Level) = [3]> and <(ScreenX) = [2]>>>\n end\n end\n end\n if <<(Level) = [3]> and <(ScreenX) = [10]>> then\n if <(SLIDE) = [0]> then\n go to x: (0) y: (-108)\n show\n switch costume to (costume1 v)\n set size to (400) %\n clear graphic effects\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n start sound [rock-destroy-6409 v]\n switch costume to (costume2 v)\n repeat (10)\n change size by (25)\n change [ghost v] effect by (3)\n end\n hide\n create clone of (super horn v)\n wait until <not <<(Level) = [3]> and <(ScreenX) = [10]>>>\n end\n end\n end\n if <<(Level) = [5]> and <<(ScreenX) = [5]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n go to x: (32) y: (52)\n show\n switch costume to (costume1 v)\n set size to (400) %\n clear graphic effects\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n start sound [rock-destroy-6409 v]\n switch costume to (costume2 v)\n repeat (10)\n change size by (25)\n change [ghost v] effect by (3)\n end\n hide\n create clone of (air horn v)\n wait until <not <<(Level) = [5]> and <<(ScreenX) = [5]> and <(ScreenY) = [0]>>>>\n end\n end\n end\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n go to x: (128) y: (-140)\n show\n switch costume to (costume1 v)\n set size to (400) %\n clear graphic effects\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n start sound [rock-destroy-6409 v]\n switch costume to (costume2 v)\n repeat (10)\n change size by (25)\n change [ghost v] effect by (3)\n end\n hide\n create clone of (air horn v)\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>>>\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\n@Super Horn\n\nwhen flag clicked\nforever\n if <(Level) = [1.8]> then\n go to x: (-128) y: (-32)\n show\n switch costume to (costume1 v)\n set size to (400) %\n set [ghost v] effect to (0)\n if <touching (unicherrysprite v)?> then\n start sound [Collect v]\n set [powerup v] to [1]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n wait until <not <touching (unicherrysprite v)?>>\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(SLIDE) = [0]>> then\n delete this clone\n end\n if <(Level) = [0]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to (crate v)\nset size to (400) %\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n change y by (4)\nend\nforever\n if <touching (unicherrysprite v)?> then\n start sound [Collect v]\n set [powerup v] to [1]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\n@Air Horn\n\nwhen flag clicked\nforever\n if <(Level) = [1.8]> then\n go to x: (0) y: (-32)\n show\n switch costume to (costume1 v)\n set size to (400) %\n set [ghost v] effect to (0)\n if <touching (unicherrysprite v)?> then\n start sound [Collect v]\n set [powerup v] to [2]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n wait until <not <touching (unicherrysprite v)?>>\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(SLIDE) = [0]>> then\n delete this clone\n end\n if <(Level) = [0]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to (crate v)\nset size to (400) %\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n change y by (4)\nend\nforever\n if <touching (unicherrysprite v)?> then\n start sound [Collect v]\n set [powerup v] to [2]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\n@Unihorn\n\nwhen flag clicked\nforever\n if <(Level) = [1.8]> then\n go to x: (128) y: (-32)\n show\n switch costume to (costume1 v)\n set size to (400) %\n set [ghost v] effect to (0)\n if <touching (unicherrysprite v)?> then\n start sound [Collect v]\n set [powerup v] to [3]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n wait until <not <touching (unicherrysprite v)?>>\n end\n else\n hide\n end\nend\n\nwhen I start as a clone\nforever\n if <not <(SLIDE) = [0]>> then\n delete this clone\n end\n if <(Level) = [0]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to (crate v)\nset size to (400) %\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n change y by (4)\nend\nforever\n if <touching (unicherrysprite v)?> then\n start sound [Collect v]\n set [powerup v] to [3]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\n@Key\n\nwhen flag clicked\nhide\ndelete all of [worldkey v]\nforever\n if <(Level) = [3]> then\n if <(ScreenX) = [12]> then\n if <(SLIDE) = [0]> then\n show\n go to x: (16) y: (128)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (KeyGlow v)\n broadcast (Key1 v)\n add [1] to [worldkey v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\n@KeyGlow\n\nwhen I receive [keyglow v]\nset [color v] effect to (0)\ngo to (key v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [redkeyglow v]\ngo to (blue diamond v)\nset [color v] effect to (100)\nset size to (400) %\nclear graphic effects\nset [color v] effect to (100)\nshow\nrepeat (20)\n change [brightness v] effect by (2.5)\n change size by (75)\n change [ghost v] effect by (2.5)\nend\nhide\n\nclear graphic effects\n\n@YellowGems5\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.2) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [1]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (176) y: (60)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem5 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [1.5]> and <(ScreenX) = [2]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (-176) y: (60)\n if <touching (unicherrysprite v)?> then\n hide\n broadcast (YGem5 v)\n change [gemcount v] by (1)\n play sound [cartoon_wink_magic_sparkle-6896 v] until done\n stop [this script v]\n end\n end\n end\nend\n\n@YellowGemGlow5\n\nwhen I receive [ygem5 v]\ngo to (yellowgems5 v)\nset size to (400) %\nclear graphic effects\nshow\nrepeat (10)\n change [brightness v] effect by (5)\n change size by (10)\n change [ghost v] effect by (5)\nend\nhide\n\n@Shop Button\n\nwhen flag clicked\ngo to x: (-200) y: (136)\nforever\n if <(Menu) = [Map]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [level v] to [0]\n set [menu v] to [Shop]\n end\n else\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\n@UnicherryHat\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [1]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryShades\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [2]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryCrown\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [3]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@Uniberry\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [4]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryNinja\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [5]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherrySnowman\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [6]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryRobot\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [7]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryClown\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [8]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryGlasses\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [9]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryMonochrome\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [10]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryShoes\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [11]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryApple\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [12]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryShadow\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [13]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@UnicherryMoonwalk\n\nwhen flag clicked\nforever\n if <(POWERUP) = [3]> then\n repeat until <<not <(POWERUP) = [3]>> or <<[0] < (Level)> and <not <<(Level) = [1.5]> or <(Level) = [1.8]>>>>>\n change [color v] effect by (5)\n set [brightness v] effect to (10)\n end\n if <(POWERUP) = [3]> then\n set [brightness v] effect to (10)\n repeat (500)\n change [color v] effect by (5)\n end\n repeat (100)\n set [ghost v] effect to (50)\n change [color v] effect by (5)\n wait (.01) seconds\n end\n set [ghost v] effect to (0)\n set [powerup v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(POWERUP) = [3]>> then\n set [color v] effect to (0)\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n end\nend\n\nwhen flag clicked\nhide\nset [gameover v] to [0]\nset [firsttime v] to [0]\nforever\n if <<[0] < (Level)> and <(Costume) = [14]>> then\n if <(Level) = [1]> then\n if <<(ScreenX) = [1]> and <(FirstTime) = [0]>> then\n wait (2) seconds\n set [firsttime v] to [1]\n end\n end\n show\n set [ghost v] effect to (0)\n if <(GameOver) = [1]> then\n if <(POWERUP) = [0]> then\n start sound [short-oww-46070 v]\n set [stop v] to [1]\n switch costume to (game over v)\n repeat (10)\n change y by (10)\n end\n wait (.1) seconds\n switch costume to (game over2 v)\n repeat until <(y position) < [-190]>\n change y by (-10)\n end\n hide\n broadcast (GameOver v)\n wait (.8) seconds\n repeat until <(GameOver) = [0]>\n point in direction (90)\n show\n set [direction v] to [90]\n go to (playerphysics v)\n switch costume to (idel v)\n end\n else\n set [gameover v] to [0]\n set [powerup v] to [0]\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <not <(MOTION) = [Spin]>> then\n point in direction (Direction)\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Idel]> then\n switch costume to (idel v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Idel]> then\n switch costume to (idel2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: idel2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: idel2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Walk]> then\n switch costume to (walk1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Walk]> then\n switch costume to (walk2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: walk2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: walk2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Jump]> then\n switch costume to (jump1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: jump v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: jump v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Fall]> then\n switch costume to (fall2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: fall2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: fall2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nforever\n if <not <(GameOver) = [1]>> then\n go to (playerphysics v)\n end\nend\n\nwhen flag clicked\nset [spinmove v] to [0]\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n if <(Direction) = [90]> then\n switch costume to (newspin v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin v)\n end\n turn right (-45) degrees\n end\n if <(Direction) = [-90]> then\n switch costume to (newspin2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: newspin2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: newspin2 v)\n end\n turn left (-45) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Spin]> then\n set rotation style [all around v]\n set size to (450) %\n else\n set rotation style [left-right v]\n set size to (400) %\n end\n end\n if <(GameOver) = [1]> then\n set rotation style [left-right v]\n set size to (400) %\n end\nend\n\nwhen flag clicked\nforever\n if <(GameOver) = [0]> then\n if <(MOTION) = [Win]> then\n switch costume to (win1 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win1 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win1 v)\n end\n wait (.3) seconds\n end\n if <(MOTION) = [Win]> then\n switch costume to (win2 v)\n if <(POWERUP) = [1]> then\n switch costume to (sh: win2 v)\n end\n if <(POWERUP) = [2]> then\n switch costume to (ah: win2 v)\n end\n wait (.3) seconds\n end\n end\nend\n\n@Shop1\n\nwhen flag clicked\nadd [0] to [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (-200) y: (50)\n show\n set size to (100) %\n if <not <(Costume) = [0]>> then\n if <[costumesbought v] contains [0]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [0]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[24] < (GemCount)> then\n change [gemcount v] by (-25)\n add [0] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nadd [0] to [costumesbought v]\n\n@Shop2\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (-100) y: (50)\n show\n set size to (100) %\n if <not <(Costume) = [1]>> then\n if <[costumesbought v] contains [1]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [1]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [1] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop3\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (0) y: (50)\n show\n set size to (100) %\n if <not <(Costume) = [2]>> then\n if <[costumesbought v] contains [2]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [2]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [2] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop4\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (100) y: (50)\n show\n set size to (100) %\n if <not <(Costume) = [3]>> then\n if <[costumesbought v] contains [3]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [3]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [3] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop5\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (200) y: (50)\n show\n set size to (100) %\n if <not <(Costume) = [4]>> then\n if <[costumesbought v] contains [4]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [4]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [4] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop6\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (-200) y: (-25)\n show\n set size to (100) %\n if <not <(Costume) = [5]>> then\n if <[costumesbought v] contains [5]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [5]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [5] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop7\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (-100) y: (-25)\n show\n set size to (100) %\n if <not <(Costume) = [6]>> then\n if <[costumesbought v] contains [6]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [6]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [6] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop8\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (0) y: (-25)\n show\n set size to (100) %\n if <not <(Costume) = [7]>> then\n if <[costumesbought v] contains [7]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [7]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [7] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop9\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (100) y: (-25)\n show\n set size to (100) %\n if <not <(Costume) = [8]>> then\n if <[costumesbought v] contains [8]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [8]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [8] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop10\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (200) y: (-25)\n show\n set size to (100) %\n if <not <(Costume) = [9]>> then\n if <[costumesbought v] contains [9]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [9]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [9] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop11\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (-200) y: (-100)\n show\n set size to (100) %\n if <not <(Costume) = [10]>> then\n if <[costumesbought v] contains [10]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [10]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [10] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop12\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (-100) y: (-100)\n show\n set size to (100) %\n if <not <(Costume) = [11]>> then\n if <[costumesbought v] contains [11]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [11]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [11] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop13\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (0) y: (-100)\n show\n set size to (100) %\n if <not <(Costume) = [12]>> then\n if <[costumesbought v] contains [12]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [12]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [12] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop14\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (100) y: (-100)\n show\n set size to (100) %\n if <not <(Costume) = [13]>> then\n if <[costumesbought v] contains [13]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [13]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [13] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Shop15\n\nwhen flag clicked\nadd [0] to [costumesbought v]\ndelete all of [costumesbought v]\nforever\n if <(Menu) = [Shop]> then\n go to x: (200) y: (-100)\n show\n set size to (100) %\n if <not <(Costume) = [14]>> then\n if <[costumesbought v] contains [14]?> then\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n if <mouse down?> then\n set [costume v] to [14]\n end\n else\n switch costume to (1 v)\n end\n else\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n if <mouse down?> then\n if <[4] < (GemCount)> then\n change [gemcount v] by (-5)\n add [14] to [costumesbought v]\n end\n end\n else\n switch costume to (3 v)\n end\n end\n else\n switch costume to (5 v)\n end\n else\n hide\n end\nend\n\n@Blue Diamond\n\nwhen flag clicked\nhide\ndelete all of [diamondlist v]\nforever\n if <(Level) = [4]> then\n if <<(ScreenX) = [2]> and <(ScreenY) = [6]>> then\n if <(SLIDE) = [0]> then\n show\n go to x: (80) y: (116)\n if <touching (unicherrysprite v)?> then\n if <(SLIDE) = [0]> then\n hide\n broadcast (KeyGlow v)\n broadcast (RedKeyGlow v)\n add [1] to [diamondlist v]\n play sound [Magic Spell v] until done\n stop [this script v]\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (10)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n if <(Level) = [0]> then\n hide\n end\nend\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (.15) seconds\n switch costume to (2 v)\n wait (.08) seconds\n switch costume to (3 v)\n wait (.08) seconds\n switch costume to (2 v)\n wait (.08) seconds\nend\n\n@Drawing\n\n@Crate2\n\nwhen I receive [gameover2 v]\nhide\n\nwhen flag clicked\nset [powerup v] to [0]\nforever\n hide\n if <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>> then\n if <(SLIDE) = [0]> then\n go to x: (-160) y: (-44)\n show\n switch costume to (costume1 v)\n set size to (400) %\n clear graphic effects\n if <<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> then\n start sound [rock-destroy-2 v]\n switch costume to (costume2 v)\n repeat (10)\n change size by (25)\n change [ghost v] effect by (3)\n end\n hide\n create clone of (super horn2 v)\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [6]> and <(ScreenY) = [0]>>>>\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\n@Super Horn2\n\nwhen I start as a clone\nforever\n if <not <(SLIDE) = [0]>> then\n delete this clone\n end\n if <(Level) = [0]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\ngo to (crate2 v)\nset size to (400) %\nshow\nswitch costume to (costume1 v)\nrepeat (16)\n change y by (4)\nend\nforever\n if <touching (unicherrysprite v)?> then\n set [powerup v] to [1]\n switch costume to (costume2 v)\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (5)\n change size by (50)\n change [ghost v] effect by (5)\n end\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n wait (.3) seconds\n set [brightness v] effect to (5)\n wait (.3) seconds\nend\n\n@LockedBlock\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n show\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>\n hide\n end\nend\n\nwhen I receive [bossdefeated v]\ngo to x: (-224) y: (-116)\nglide (3) secs to x: (-224) y: (-52)\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n go to x: (-224) y: (-116)\n wait until <not <(Level) = [6]>>\n end\nend\n\nwhen flag clicked\nforever\n if <not <(SLIDE) = [0]>> then\n hide\n end\nend\n\n@AppleGruntBoss\n\nwhen I start as a clone\nset rotation style [all around v]\nstart sound [punch-41105 v]\nturn right (180) degrees\nshow\nrepeat until <(y position) < [-180]>\n change y by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [ghost v] effect to (0)\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n wait until <<<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> or <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>>\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n set [ghost v] effect to (50)\n set [bounce v] to [1]\n wait (1) seconds\n set [ghost v] effect to (0)\n wait until <<<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> or <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>>\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n set [ghost v] effect to (50)\n set [bounce v] to [1]\n wait (1) seconds\n set [ghost v] effect to (0)\n wait until <<<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> or <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>>\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n set [ghost v] effect to (50)\n set [bounce v] to [1]\n wait (1) seconds\n set [ghost v] effect to (0)\n wait until <<<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> or <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>>\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n set [ghost v] effect to (50)\n set [bounce v] to [1]\n wait (1) seconds\n set [ghost v] effect to (0)\n wait until <<<touching (unicherrysprite v)?> and <[0] < (SpinMove)>> or <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>>\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n set [bounce v] to [1]\n hide\n create clone of (_myself_ v)\n broadcast (BossDefeated v) and wait\n wait until <not <(Level) = [6]>>\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<touching (playerphysics v)?> and <(SpinMove) = [0]>> then\n if <not <(POWERUP) = [3]>> then\n set [gameover v] to [1]\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n next costume\n wait (.2) seconds\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n point in direction (-90)\n go to x: (-176) y: (-100)\n if <<(ScreenX) = [3]> and <(ScreenY) = [1]>> then\n wait (1) seconds\n go to x: (-176) y: (-100)\n repeat (44)\n if <<(ScreenX) = [3]> and <(ScreenY) = [1]>> then\n change x by (8)\n end\n end\n point in direction (90)\n if <<(ScreenX) = [3]> and <(ScreenY) = [1]>> then\n wait (1) seconds\n repeat (44)\n if <<(ScreenX) = [3]> and <(ScreenY) = [1]>> then\n change x by (-8)\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nforever\n if <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>> then\n show\n wait until <not <<(Level) = [6]> and <<(ScreenX) = [3]> and <(ScreenY) = [1]>>>>\n else\n hide\n end\nend\n\n@Level Name\n\nwhen flag clicked\ngo to x: (-20) y: (164)\nforever\n if <<(Menu) = [Map]> and <<(World) = [1]> and <<<(MapX) = [-192]> and <(MapY) = [-148]>> or <<<(MapX) = [0]> and <(MapY) = [-148]>> or <<<(MapX) = [0]> and <(MapY) = [-52]>> or <<<(MapX) = [96]> and <(MapY) = [-148]>> or <<<(MapX) = [192]> and <(MapY) = [44]>> or <<<(MapX) = [0]> and <(MapY) = [44]>> or <<<(MapX) = [-192]> and <(MapY) = [44]>> or <<(MapX) = [192]> and <(MapY) = [-148]>>>>>>>>>>> then\n show\n if <<(MapX) = [0]> and <(MapY) = [-148]>> then\n switch costume to (costume2 v)\n end\n if <<(MapX) = [-192]> and <(MapY) = [-148]>> then\n switch costume to (costume1 v)\n end\n if <<(MapX) = [0]> and <(MapY) = [-52]>> then\n switch costume to (costume3 v)\n end\n if <<(MapX) = [96]> and <(MapY) = [-148]>> then\n switch costume to (costume4 v)\n end\n if <<(MapX) = [192]> and <(MapY) = [44]>> then\n switch costume to (costume5 v)\n end\n if <<(MapX) = [0]> and <(MapY) = [44]>> then\n switch costume to (costume6 v)\n end\n if <<(MapX) = [-192]> and <(MapY) = [44]>> then\n switch costume to (costume7 v)\n end\n if <<(MapX) = [192]> and <(MapY) = [-148]>> then\n switch costume to (costume8 v)\n end\n else\n hide\n end\nend\n\n@Easy Mode\n\nwhen flag clicked\ngo to x: (-160) y: (-4)\nset [hardmode v] to [0]\nforever\n if <(Menu) = [Main Menu]> then\n show\n if <touching (mouse-pointer v)?> then\n say [No Checkpoints]\n switch costume to (2 v)\n if <mouse down?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [hardmode v] to [1]\n set [level v] to [1]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-204]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n else\n say []\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\n@Speedrun Mode\n\nwhen flag clicked\ngo to x: (-160) y: (-68)\nset [speedrunmode v] to [0]\nforever\n if <(Menu) = [Main Menu]> then\n show\n if <touching (mouse-pointer v)?> then\n say [Try to beat the game as fast as possible!]\n switch costume to (2 v)\n if <mouse down?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [speedrunmode v] to [1]\n set [level v] to [1]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-204]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n else\n say []\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(SpeedrunMode) = [1]> or <(100%Mode) = [1]>> then\n show variable [timer v]\n else\n hide variable [timer v]\n end\nend\n\nwhen flag clicked\nset [gamefinished v] to [0]\nforever\n if <(SpeedrunMode) = [1]> then\n reset timer\n repeat until <(GameFinished) = [1]>\n set [timer v] to (timer)\n end\n if <(Timer) < (☁ SpeedrunFastestTime)> then\n set [☁ speedrunfastesttime v] to (Timer)\n stop [this script v]\n end\n end\nend\n\nwhen flag clicked\nset [gamefinished v] to [0]\nforever\n if <(100%Mode) = [1]> then\n reset timer\n repeat until <<(GameFinished) = [1]> and <<(length of [worldkey v]) = [1]> and <<(length of [diamondlist v]) = [1]> and <<(length of [diamondlist v]) = [1]> and <<(length of [levels with gem collected v]) = [18]> and <(GemCount) = ((75) - ((length of [costumesbought v]) * (5)))>>>>>>\n set [timer v] to (timer)\n end\n if <(Timer) < (☁ 100%FastestTime)> then\n set [☁ 100%fastesttime v] to (Timer)\n stop [this script v]\n end\n end\nend\n\n@100% Run Mode\n\nwhen flag clicked\nset [100%mode v] to [0]\ngo to x: (-160) y: (-132)\nforever\n if <(Menu) = [Main Menu]> then\n show\n if <touching (mouse-pointer v)?> then\n switch costume to (2 v)\n say [Beat the game as fast as possible while collecting 70 Yellow Gems, 18 Purple Gems, 1 Key, 1 Blue Diamond, and the final Rainbow Gem.]\n if <mouse down?> then\n broadcast (CharacterReset v)\n wait (.01) seconds\n set [100%mode v] to [1]\n set [level v] to [1]\n set [screenx v] to [1]\n set [screeny v] to [0]\n set [checkpointx v] to [1]\n set [checkpointy v] to [0]\n set [checkpointposx v] to [-204]\n set [checkpointposy v] to [-140]\n set [menu v] to [0]\n set [stop v] to [0]\n end\n else\n say []\n switch costume to (1 v)\n end\n else\n hide\n end\nend\n\n@Cover\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n
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Arrows or WASD to jump and move\nX or O to use your spin attack\nZ or P to use your other spin attack (Powerup only)\nUse mouse to click on buttons
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Geometry dash platformer // Mobile platformer #games
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@Stage\n\nwhen flag clicked\nswitch backdrop to (blue1 v)\nforever\n play sound [level2 v] until done\nend\n\nwhen flag clicked\nset [volume v] to [100]\nshow variable [volume v]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [di endddd v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen flag clicked\nshow\nset size to (100) %\ngo to x: (-200) y: (0)\nset [speed y v] to [0]\nforever\n change [speed y v] by (-1)\n set [speed x v] to ((Speed X) * (0.8))\n change y by (Speed Y)\n Touch ground <(Speed Y) > [0]>\n if <(Walljump) > [0]> then\n change [walljump v] by (-1.)\n else\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [speed x v] by (1.5)\n 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 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 (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 go to x: (-200) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n change size by (5)\n end\n end\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 I receive [skiiip v]\nset [falling? v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [walljump v] to [0]\nset [slope v] to [0]\ngo to x: (-200) y: (0)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n play sound [explosion v] until done\n end\nend\n\nwhen flag clicked\nset [volume v] to [100]\nforever\n set volume to (Volume) %\nend\n\nwhen I receive [di endddd v]\nhide\n\n@Ground\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen I receive [di endddd v]\nhide\n\n@Spikes\n\nwhen flag clicked\nshow\ngo to [back v] layer\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\npoint in direction (90)\nforever\n if <(Level) = [11]> then\n go to x: (-9) y: (-23)\n repeat until <not <(Level) = [11]>>\n turn right (1) degrees\n end\n else\n if <(Level) = [12]> then\n go to x: (0) y: (0)\n point in direction (90)\n repeat until <not <(Level) = [12]>>\n repeat (40)\n change y by (1)\n end\n repeat (40)\n change y by (-1)\n end\n end\n else\n if <(Level) = [13]> then\n go to x: (51) y: (37)\n repeat until <not <(Level) = [13]>>\n turn left (2) degrees\n end\n else\n go to x: (0) y: (0)\n point in direction (90)\n end\n end\n end\nend\n\nwhen I receive [di endddd v]\nhide\n\n@Skip button\n\nwhen flag clicked\nshow\ngo to x: (-190) y: (130)\n\nwhen this sprite clicked\nbroadcast (Skiiip v)\nchange [level v] by (1)\n\nwhen I receive [di endddd v]\nhide\n\nwhen flag clicked\nforever\n wait (1) seconds\n go to [front v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite1\n\nwhen I start as a clone\nhide\ngo to [front v] layer\nclear graphic effects\nset [color v] effect to (pick random (1) to (200))\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 (3)) secs to x: (pick random (240) to (-240)) y: (-180)\nhide\ndelete this clone\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Level) = [15]> then\n broadcast (Di endddd v)\n forever\n create clone of (_myself_ v)\n end\n end\nend\n\n@Sprite2\n\nwhen I receive [di endddd v]\nhide\n\nwhen this sprite clicked\nbroadcast (Skiiip v)\n\nwhen flag clicked\nshow\ngo to x: (-100) y: (130)\n\nwhen flag clicked\nforever\n wait (1) seconds\n go to [front v] layer\nend\n\n
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If you remix this, please credit me(@Walimimi)!!!\n\nDon't touch the spikes or.\nUse the arrows or, on, mobile touch to move.\nPress the first button to skip a level. Press the second one to reset the level.\n\nNe touchez pas les piques.\nUtilisez les flèches ou touchez si vous êtes sur mobile.\nCliquez sur le premier bouton pour sauter un niveau. Cliquez sur le second pour redémarrer le niveau.\n\n#games #platformer #platformers #mobile #gd #geometry
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[TEASER] ☁ Minecraft || [1k+ SPECIAL] Multiplayer Platformer #animations #games #art #stories
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@Stage\n\n@text\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nswitch costume to (costume1 v)\nstart sound [dark-mystery-trailer-taking-our-time-131566 v]\nset size to (50) %\nhide\nshow\nrepeat (5)\n change size by (3)\nend\nrepeat (40)\n change size by (0.3)\nend\nbroadcast (fade v)\nrepeat (80)\n change size by (0.3)\nend\nhide\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nset size to (50) %\nshow\nrepeat (5)\n change size by (3)\nend\nrepeat (40)\n change size by (0.3)\nend\nbroadcast (fade v)\nrepeat (80)\n change size by (0.3)\nend\nhide\nset [ghost v] effect to (0)\nswitch costume to (costume4 v)\nset size to (50) %\nshow\nrepeat (5)\n change size by (3)\nend\nrepeat (40)\n change size by (0.3)\nend\nbroadcast (fade v)\nrepeat (80)\n change size by (0.3)\nend\nhide\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\nset size to (20) %\nwait (5) seconds\nbroadcast (bars v)\nshow\nrepeat (5)\n change size by (5)\nend\nrepeat (205)\n go to x: (0) y: (0)\n change size by (0.3)\n go to x: (pick random (0) to (2)) y: (pick random (0) to (2))\nend\nswitch costume to (costume6 v)\nwait (0.6) seconds\nhide\nbroadcast (comments v)\n\nwhen I receive [fade v]\nrepeat (100)\n change [ghost v] effect by (1)\nend\n\nwhen I receive [crash v]\nshow\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume6 v)\nwait (2) seconds\nhide\n\nwhen I receive [crash2 v]\nshow\nclear graphic effects\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to (costume6 v)\nwait (1) seconds\nrepeat (60)\n change [brightness v] effect by (2)\nend\nbroadcast (cinematic v)\nhide\n\nwhen I receive [comments v]\nshow\nset size to (100) %\nclear graphic effects\nswitch costume to (secret v)\nwait (4) seconds\nrepeat (5)\n change size by (3)\nend\nrepeat (40)\n change size by (0.3)\nend\nbroadcast (fade v)\nwait (4) seconds\nclear graphic effects\nset size to (100) %\nswitch costume to (costume7 v)\nrepeat (5)\n change size by (3)\nend\nrepeat (40)\n change size by (0.3)\nend\nwait (2) seconds\n\nbroadcast (fade v)\n\n@download (1)\n\nshow\ngo to [front v] layer\ngo [forward v] (1) layers\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\n
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❗️THE GAME IS OUT PLAY IT HERE: https://scratch.mit.edu/projects/862014723!\nLeave a ❤️&⭐️ to show your support! :D\n\nHey Guys, This is a 1000 followers special TEASER / TRAILER for my Upcoming Game... It's one of my Best Games yet, and it's also Multiplayer!! STAY TUNED! \n\nLeave a LIKE & STAR for Support :D\n\nAnd a HUGE THANKS to all these awesome scratchers who are following me:\n@TrentonTNT [16.9k+] WOW.. i cant believe this..\n@SCRACO65 [9.5k+] damn, Tysm! \n@Lucasliu9595 [5.1k+] :o\n@-RankAnimations- [3.5k+] please don't leave scratch.\n@fireballgamerz12 [3.4k+] Awesome animations dude!\n@-Grayson- [2.3k] ur so cool!\n@SuperCanon20 [2.1k+] big fan of urs\n@smallnoseman [2.1k+] chess xD\n@-EnergyCodes- [1.9k+] cool non generic game maker\n@Blue-bulb [1.6k+] awesome game maker!\n@Electricbulb_ [1.6k+]\n@_TigerX2_ [1.6k+] non generic game maker\n@-Cool-Toons- [1.3k+] lol\n@villeolof [1.1k+] @griffpatch liked ur game!\n@epicgamer394 [1.2k+] i entered ur contest xD\n@-LavEnderHJT- [1.2k+] best pfp maker on scratch!\n@Crimson-Code [1k+] i love ur projects dude!\n@BitBoing [1.1k+] nice games\n@NonTinyDxde [only 60 :p] it's my alt xD go follow!\nthere are a lot more but I just mentioned some of the popular ones... but all of you guys are equal to me, Thank you so much for your support guys! :D\n\n@holybird3 [11k+] :D\n@SquareXYZ [1.8k+] ❤️,⭐ \n500 followers in 3 DAYS!!??? :O\n1 July 2023 - TOP LOVED? XD TYSM\n\nTags: #animations #games #art #stories #animations #games #art #stories #animations #games #art #stories #animations #games #art #stories #animations #games #art #stories #animations #games #art #stories #all #1000 #special #minecraft #teaser #trailer #RoadTo1500 #TinyDxde\n
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Basic | A Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [ColBreakz - 50.000 v] until done\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen flag clicked\ngo to [front v] layer\nset [level v] to [1]\nbroadcast (Next Level v)\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x vel v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x vel v] by (1.5)\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?>> 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 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 vel v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [level v] by (1)\n end\n if <touching (spikes v)?> then\n start sound [Boing v]\n broadcast (Reset v)\n create clone of (_myself_ v)\n else\n if <touching (lava v)?> then\n start sound [Boing v]\n broadcast (Reset v)\n end\n if <touching (spikes v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I start as a clone\nclear graphic effects\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (5)\n turn right (5) degrees\nend\ndelete this clone\n\nwhen I receive [reset v]\nset [x vel v] to [0]\nset [y vel v] to [0]\ngo to x: (-216) y: (40)\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@Ground\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@Spikes\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@trail\n\nwhen flag clicked\nshow\nforever\n point in direction ([direction v] of [player v])\n switch costume to ([costume name v] of [player v])\n go to x: ([x position v] of [player v]) y: ([y position v] of [player v])\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (10)\n change [ghost v] effect by (21)\nend\ndelete this clone\n\nwhen I receive [scroll v]\nhide\ndelete this clone\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@Moon\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nforever\n go to x: (214) y: (162)\n repeat (15)\n change size by (1)\n end\n wait (0.1) seconds\n repeat (15)\n change size by (-1)\n end\nend\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@Lava\n\nwhen flag clicked\nforever\n switch costume to (Level)\nend\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@Text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (Level)\nend\n\nwhen I receive [thumbnail v]\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nbroadcast (thumbnail v)\nshow\n\n
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==================Basic==============\n----------------------------A platformer-------------------\nControls:\n- Arrow keys\n- WASD\n- Crouch\n- 10 levels\n\nBeware:\n- Spikes\n- Lava\n- All levels are possible\n\nI know it's really small! :P\nExcept for the moon, everything is by me! XD\nThis is my very first project!!\nAs well as my fist platformer!!\n\nI'm really proud of myself right now!\n\nSupport me by leaving a LIKE STAR FOLLOW!\n\nThanks!!\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nGot to check this!\nhttps://scratch.mit.edu/projects/872927760
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Text | A platformer | #all #games #trending #art
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@Stage\n\nwhen flag clicked\nforever\n play sound [Starship v] until done\nend\n\nwhen flag clicked\nshow variable [level v]\nforever\n switch backdrop to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [win]> then\n switch backdrop to (blue sky 2 26 v)\n end\nend\n\n@Ground text\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [26]> then\n stop [other scripts in sprite v]\n set [level v] to [win]\n end\nend\n\n@Player\n\nwhen flag clicked\nset [level v] to [1]\nclear graphic effects\nshow\nset size to (10) %\nbroadcast (reset v)\nforever\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [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 <(x position) > (mouse x)>>>> then\n change [x v] by (-1.5)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.85))\n change x by (x)\n if <touching (ground text v)?> then\n change y by (1)\n if <touching (ground text v)?> then\n change y by (1)\n if <touching (ground text v)?> then\n change y by (1)\n if <touching (ground text v)?> then\n change y by (1)\n if <touching (ground text 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 if <(x) > [0]> then\n set [x v] to [-13]\n else\n set [x v] to [13]\n end\n set [y v] to [14]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (ground text v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (ground text v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n change [level v] by (1)\n broadcast (reset v) and wait\n end\n if <touching (text spikes and lava v)?> then\n broadcast (reset v)\n end\n if <(y position) < [-174]> then\n broadcast (reset v)\n end\n if <touching (spring v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\nif <(level) = [15]> then\n go to x: (-198) y: (-100)\nelse\n if <<(level) = [18]> or <(level) = [19]>> then\n go to x: (-198) y: (-130)\n else\n go to x: (-198) y: (-10)\n end\nend\n\n@text spikes and lava\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [win]> then\n stop [other scripts in sprite v]\n switch costume to (costume26 v)\n end\nend\n\n@spring\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nforever\n if <(level) = [win]> then\n stop [other scripts in sprite v]\n switch costume to (costume26 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n
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Welcome to Text, A platformer. Here are the instructions\n\n1. Arrow keys or WASD to move\n\n2. up arrow or W to jump\n\n3. Dodge the word "spike" and "LAVA"\n\n4. springs jump higher\n\n5. 1-6 spikes are possible to jump over\n\n6. You can walljump by jump and with right or left arrows or A or D keys\n\nThat's all the instructions! make sure you like the 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\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nPUBLIC SECRET: Your player has black texts inside and white texts on eyes.\n\n\n
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Online Platformer
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@Stage\n\nwhen flag clicked\nforever\n wait (1) seconds\n Calculate Players Online\nend\n\ndefine Calculate Players Online\nset [players online: v] to [1]\nset [countscene v] to [1]\nrepeat (length of [player uids v])\n if <not <(item (countscene) of [player uids v]) = []>> then\n change [players online: v] by (1)\n end\n change [countscene v] by (1)\nend\n\n@Player\n\nwhen flag clicked\nbroadcast (Cloud - Setup v)\nhide variable [scene# v]\nshow list [player pos v]\nset [color v] effect to (50)\nset [brightness v] effect to (-8)\nset [visible v] to [0]\nshow list [safe chat v]\nset [gravity v] to [-1.5]\n\n set [gravity v] to [0]\nend\nset [jump force v] to [12]\nset [acceleration v] to [1.5]\nset [jump duration v] to [6]\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 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 - Ceilling or Floor\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]\nswitch backdrop to <touching (level v)?>\nControl - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed y) ) + ([abs v] of (speed x) ))\nSet Costume\n\ndefine Control - Up and Down\nif <<[0] < (STICK BUTTON)> or <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n if <<(wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [6 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 <<[3] > (falling)> and <(jumping) = [0]>> then\n start sound [6 v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(jumping) > [0]> and <(jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left and Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (STICK X)\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [scene# v] to [1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [long jump v] to [0]\nset [touching v] to [0]\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 - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\n say (item (chat) of [safe chat v])\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n start sound (pick random (1) to (5))\n Begin Scene # ((SCENE#) + (1)) Go to x: [-235] Go to y: []\nend\nif <(x position) < [-235]> then\n start sound (pick random (1) to (5))\n Begin Scene # ((SCENE#) - (1)) Go to x: [235] Go to y: []\nend\nif <(y position) > [180]> then\n start sound (pick random (1) to (5))\n Begin Scene # ((SCENE#) + (100)) Go to x: [] Go to y: [-160]\nend\nif <(y position) < [-180]> then\n start sound (pick random (1) to (5))\n Begin Scene # ((SCENE#) - (100)) Go to x: [] Go to y: [160]\nend\nadd (x position) to [my values to send v]\nadd (y position) to [my values to send v]\nadd (costume [number v]) to [my values to send v]\nif <(direction) > [0]> then\n add [1] to [my values to send v]\nelse\n add [-1] to [my values to send v]\nend\nadd (SCENE#) to [my values to send v]\nadd (chat) to [my values to send v]\nbroadcast (Cloud - Tick v)\n\ndefine Begin Scene # (scene #) Go to x: (x) Go to y: (y)\nset [scene# v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Direction [0]\nelse\n Fix Collision in Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Direction (dir)\nset [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]\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ([floor v] of ((1) + ((frame) mod (16))) )\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen [c v] key pressed\nset [visible v] to ((1) - (visible))\nif <(visible) = [1]> then\n hide list [safe chat v]\n if <(username) = [kycklingkycklingj]> then\n hide list [player pos v]\n show variable [scene# v]\n end\nelse\n show list [safe chat v]\n show list [player pos v]\n hide variable [scene# v]\nend\n\nwhen [1 v] key pressed\nset [chat v] to [1]\nwait (3) seconds\nset [chat v] to [0]\n\nwhen [2 v] key pressed\nset [chat v] to [2]\nwait (3) seconds\nset [chat v] to [0]\n\nwhen [3 v] key pressed\nset [chat v] to [3]\nwait (3) seconds\nset [chat v] to [0]\n\nwhen [4 v] key pressed\nset [chat v] to [4]\nwait (3) seconds\nset [chat v] to [0]\n\ndefine Collide Y - Ceilling 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\nwhen [5 v] key pressed\nset [chat v] to [5]\nwait (3) seconds\nset [chat v] to [0]\n\nwhen [6 v] key pressed\nset [chat v] to [6]\n\n\n\ndefine Encode String: (str)\nset [output v] to []\nset [i v] to [1]\nrepeat (length of (str))\n set [output v] to (join (output) (item # of (letter (i) of (str)) in [encoding table v]))\n change [i v] by (1)\nend\n\nEncode String: (username)\nadd (output) to [my values to send v]\n\ndefine Decode String: (str)\nset [output v] to []\nset [i v] to [1]\nrepeat (length of (str))\n set [output v] to (join (output) (item (join (letter (i) of (str)) (letter ((i) + (1)) of (str))) of [encoding table v]))\n change [i v] by (2)\nend\n\nDecode String: [10222010]\n\n@Cloud Player\n\ndefine Write Number (val ) to encoded string\nset [val v] to (round (val ))\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nset [cloud tick v] to [0]\nhide\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (99999999))\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(player #) > []> then\n Player Clone Tick\n if <(SCENE#) = (scene)> then\n if <(inactive) < [201]> then\n show\n else\n hide\n end\n else\n hide\n end\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] value (join [c] (☁ CLOUD 1))\nProcess Cloud Item [2] value (join [c] (☁ CLOUD 2))\nProcess Cloud Item [3] value (join [c] (☁ CLOUD 3))\nProcess Cloud Item [4] value (join [c] (☁ CLOUD 4))\nProcess Cloud Item [5] value (join [c] (☁ CLOUD 5))\nProcess Cloud Item [6] value (join [c] (☁ CLOUD 6))\nProcess Cloud Item [7] value (join [c] (☁ CLOUD 7))\nProcess Cloud Item [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Data after [12] ticks\n\ndefine Send my Cloud Data after (count) ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine Process Cloud Item (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n if <(username) = [kycklingkycklingj]> then\n add [] to [player pos v]\n end\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\nbroadcast (Player Joined v)\n\ndefine Player Clone Tick\nif <(encoded idx) > (length of (encoded string))> then\n Get Next Data Packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n if <(inactive) > [200]> then\n replace item (player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\n show\n if <touching (mouse-pointer v)?> then\n say (username) for (1) seconds\n end\nend\nset [inactive v] to [0]\nval = READ NUMBER from "encoded string"\nset x to (val)\nval = READ NUMBER from "encoded string"\nset y to (val)\nval = READ NUMBER from "encoded string"\nswitch costume to (val)\nval = READ NUMBER from "encoded string"\nset rotation style [left-right v]\npoint in direction ((val) * (90))\nval = READ NUMBER from "encoded string"\nset [scene v] to (val)\nreplace item (player #) of [player pos v] with (val)\nval = READ NUMBER from "encoded string"\nsay (item (val) of [safe chat v])\n\ndefine Get Next Data Packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\n\nwhen flag clicked\ndelete all of [player pos v]\n\ndefine Decode String: (str)\nset [output v] to []\nset [i v] to [1]\nrepeat (length of (str))\n set [output v] to (join (output) (item (join (letter (i) of (str)) (letter ((i) + (1)) of (str))) of [encoding table v]))\n change [i v] by (2)\nend\n\nval = READ NUMBER from "encoded string"\nDecode String: (val)\nset [username v] to (output)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\ndefine outline\nif <[Disabled] = []> then\n set [brightness v] effect to (-100)\n set rotation style [don't rotate v]\n go to x: (0) y: (0)\n point in direction (90)\n repeat (20)\n move (2.5) steps\n stamp\n move (-2.5) steps\n turn right (18) degrees\n end\n clear graphic effects\nend\n\nwhen I receive [change scene v]\nerase all\nswitch costume to (join [Scene] (SCENE#))\noutline\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n@Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nshow\nset [range v] to ((size) / (2.5))\nbroadcast (restart v)\n\ndefine Keyboard Controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n hide\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate Stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\nif <not <([abs v] of (STICK X) ) > [0.3]>> then\n set [stick x v] to [0]\nend\nif <not <([abs v] of (STICK Y) ) > [0.3]>> then\n set [stick y v] to [0]\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (155) y: (-106)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen flag clicked\nforever\n if <mouse down?> then\n reset timer\n end\n if <<not <(lx) = (mouse x)>> or <not <(ly) = (mouse y)>>> then\n reset timer\n end\n set [lx v] to (mouse x)\n set [ly v] to (mouse y)\n if <(timer) > [0.5]> then\n stop [other scripts in sprite v]\n broadcast (restart v)\n end\nend\n\nwhen I receive [restart v]\nreset timer\nforever\n switch costume to (base v)\n go to x: (-155) y: (-106)\n repeat until <not <mouse down?>>\n Keyboard Controls\n end\n repeat until <mouse down?>\n Keyboard Controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\n if <mouse down?> then\n show\n end\nend\n\nwhen I receive [restart v]\ndelete this clone\n\n
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---------------- Open World Online Platformer ------------\nWASD or arrow keys to control. press up while on a wall to perform a wall jump. 35 different scenes to play in. Feel free to say what features you want to be added! Press C to open safe chat.
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"night"platformer!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (夜空七三ゆきのアトリエ v)\nforever\n play sound [Nautilus v] until done\nend\n\n@メイン\n\nwhen flag clicked\nswitch costume to (メイン v)\nshow\n動作\n\ndefine 動作\npoint in direction (90)\ngo to x: (-218) y: (19)\nset rotation style [left-right v]\nset size to (100) %\nset [変数 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> or <key (d v) pressed?>> then\n change [x v] by (1)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> 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 (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 (-7)\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> or <key (w 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 [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (ステージ v)?> then\n if <<<key (up arrow v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>> or <key (w v) pressed?>> then\n set [y v] to [14]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (next v)\n hide\n glide (3.3) secs to x: (-209) y: (19)\n show\n end\n if <<(y position) < [-179]> or <touching (針 v)?>> then\n go to x: (-218) y: (19)\n end\n if <touching (ジャンプ台@hati32 v)?> then\n set [y v] to [20]\n end\nend\n\nwhen I start as a clone\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\n@ステージ\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@next by HAYAAKI\n\nwhen I receive [next v]\nhide\nstart sound [Rip v]\nclone [] []\nwait (0.1) seconds\nclone [] [100]\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [] [100]\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [1] []\nwait (0.1) seconds\nclone [2] []\nwait (0.1) seconds\nclone [3] []\nwait (0.1) seconds\nclone [4] []\nwait (3.5) seconds\nbroadcast (NEXT end v)\n\nwhen I start as a clone\nif <(costume [name v]) = []> then\n show\n go to [front v] layer\n go to x: (480) y: (0)\n repeat until <(x position) < [-19]>\n change x by (((-20) - (x position)) / (7))\n end\n wait (1.2) seconds\n repeat until <[490] < (x position)>\n change x by (((550) - (x position)) / (7))\n end\n delete this clone\nend\n\ndefine clone (costume) (color)\nclear graphic effects\nset [brightness v] effect to (color)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [-150] [] [100]\nend\n\ndefine 移動 (x) (y) (s)\nrepeat until <[99] < (size)>\n change x by (((x) - (x position)) / (7))\n change y by (((y) - (y position)) / (7))\n change size by (((s) - (size)) / (7))\nend\nwait (1) seconds\nrepeat until <[240] < (x position)>\n change x by (((250) - (x position)) / (4))\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [2]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [-50] [] [100]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [50] [] [100]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [150] [] [100]\nend\n\n@針\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@ジャンプ台@hati32\n\nwhen flag clicked\nshow\ngo to x: (36) y: (28)\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nset size to (100) %\nswitch costume to (サムネ v)\ngo to x: (8) y: (33)\nshow\nset [ghost v] effect to (100)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@月@sosukeyamakawa2\n\nwhen flag clicked\nswitch costume to (月 v)\ngo to [back v] layer\nset [sin v] to [0]\nset size to (100) %\nforever\n change [sin v] by (0.5)\n set size to ((([sin v] of ((sin) * (8)) ) * (10)) + (130)) %\nend\n\n@流れ星@genki11\n\nwhen flag clicked\ngo to [back v] layer\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (236) y: (pick random (0) to (179))\nwait (pick random (0) to (4)) seconds\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n point in direction (pick random (-100) to (-120))\n move (11) steps\n repeat until <touching (_edge_ v)?>\n create clone of (_myself_ v)\n move (11) steps\n end\n if <not <(pick random (0) to (2)) = [1]>> then\n next costume\n end\n go to x: (236) y: (pick random (0) to (179))\nend\n\nwhen I start as a clone\nrepeat (7)\n change [ghost v] effect by (15)\n wait (0.025) seconds\n set size to ((size) - (10)) %\nend\ndelete this clone\n\n
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⭐︎night⭐︎platformer!! 気軽にコメントしてね\n初作品! ☆旗を押してplay! 外国で有名なんだけど…\n\n祝 「night platformer」の傾向1位ありがとう!!\n\nOperation: Arrow keys or W, A, D keys or\n Tap the direction you want to go. Mobile support\n❤How to play: Go to the goal without hitting the needle.\nPlease ❤, ★, and follow us!\nI want to be on the trend.\nPlease spread the word.\n\n★操作:矢印キー又はW,A,Dキー又は\n 進みたい方向をタップ。モバイル対応\n\n❤遊び方:針に当たらないようにゴールへ進む\n\n・❤、★、フォローお願い\n\n・傾向載りたいです。\n\n・拡散お願いします( ^)o(^ )\n\n難しさ/difficulty ★★☆☆☆\n長さ/length ★★☆☆☆\n\n≪クレジット≫\nBGM @-xaf-\n1部のProgram @akinii0821\n月(動きのみ) @sosukeyamakawa\nNEXT @HAYAAKI\n太陽拳や❤★フォローマーク @NyantyuGO\nジャンプ台 @hati32\n流れ星 @genki11\n背景 七三ゆきのアトリエ\n「PLATFORMMER」(サムネの)cooltext ・・・様\n\n#platformer #PLATFORMER #11k_SA #night #NIGHT #moon #all #ALL #All #プラットフォーマー # #game #games #GAMES #Games #GAME #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拡散してね,てか気軽にコメントして!!ハートと星とフォローも\n
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Into the Woods | Platformer
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@Stage\n\nwhen flag clicked\nforever\n if <(your time) < (☁ record)> then\n set [☁ record v] to (your time)\n end\nend\n\nwhen flag clicked\nset [your time v] to [0]\nrepeat until <(backdrop [number v]) = [9]>\n set [your time v] to (timer)\nend\n\nwhen flag clicked\nswitch backdrop to (level1 v)\n\nwhen I receive [new level v]\nswitch backdrop to (join [Level] (Level))\n\nwhen flag clicked\nset [level v] to [1]\n\nadd (username) to [passed v]\n\nwhen flag clicked\nforever\n play sound [Cricket v] until done\nend\n\nwhen flag clicked\nforever\n play sound [Rain v] until done\nend\n\nwhen flag clicked\nhide variable [your time v]\nhide variable [☁ record v]\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show variable [your time v]\n show variable [☁ record v]\n end\nend\n\nwhen backdrop switches to [level9 v]\nchange [☁ passed v] by (1)\n\n@Character\n\nwhen flag clicked\ngo to x: (-55) y: (-110)\npoint in direction (90)\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((x) * (0.6))\n change x by (x)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (1)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (1)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (1)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (1)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (1)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (1)\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [5]\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n change 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 (#1dff00)?> or <touching color (#b50000)?>> 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 (#1dff00)?> or <touching color (#b50000)?>> and <key (up arrow v) pressed?>> then\n set [y v] to [6]\n end\n change y by (0.5)\nend\n\nwhen flag clicked\nswitch costume to (right v)\nset [gravity v] to [-1]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [0]\ngo to x: (-205) y: (101)\nforever\n if <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to [12]\n end\n end\n if <key (left arrow v) pressed?> then\n change [speed x v] by (-2)\n end\n if <key (right arrow v) pressed?> then\n change [speed x v] by (2)\n end\n set [speed x v] to ((speed x) * (0.8))\n change [speed y v] by (gravity)\n Move - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nend\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n if <<touching color (#1dff00)?> or <touching color (#b50000)?>> 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 next\nbroadcast (New Level v)\nchange [level v] by (1)\ngo to x: (-205) y: (-88)\n\nwhen flag clicked\nLevel change?\n\ndefine Level change?\nbroadcast (check v)\n\nwhen I receive [check v]\nforever\n broadcast (done? v)\nend\n\nwhen I receive [done? v]\nif <(x position) > [235]> then\n next\nend\n\nwhen I receive [death v]\ngo to x: (-205) y: (101)\n\nwhen [right arrow v] key pressed\npoint in direction (90)\n\nwhen [left arrow v] key pressed\npoint in direction (-90)\n\nwhen [right arrow v] key pressed\nrepeat until <not <key (right arrow v) pressed?>>\n create clone of (trail v)\nend\n\nwhen [left arrow v] key pressed\nrepeat until <not <key (left arrow v) pressed?>>\n create clone of (trail v)\nend\n\nwhen [up arrow v] key pressed\nrepeat until <not <key (up arrow v) pressed?>>\n create clone of (trail v)\nend\n\nwhen flag clicked\nforever\n if <<touching color (#0e7900)?> or <touching color (#0058ff)?>> then\n broadcast (death v)\n end\nend\n\n@trail\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\ngo to (character v)\nshow\nset size to (100) %\ngo to [back v] layer\nrepeat (10)\n change size by (-10)\nend\ndelete this clone\n\n@Thumbnail\n\nwhen [timer v] > (timer)\nhide variable [timer v]\nhide variable [☁ record v]\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\n@Clouds\n\nwhen flag clicked\nhide\nforever\n create clone of (_myself_ v)\n wait (2.5) seconds\nend\n\nwhen I start as a clone\ngo to x: (62) y: (43)\nshow\nglide (3) secs to x: (-331) y: (15)\ndelete this clone\n\n
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New platformer: https://scratch.mit.edu/projects/874086027/\nUSE TURBOWRAP: https://turbowarp.org/869081241\nInto the Woods Platformer\nUse ARROW keys\nFor "A Stroll Into The Woods" studio but I don't know if it will be accepted. :| (It got accepted)\n#5 on the "A Stroll through The Woods" Page!
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山のプラットフォーマー /mountain platformer
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound (pick random (1) to (4)) until done\nend\n\n@NEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [ネクスト v]\nstart sound [ヴぉん 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@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\nwhen flag clicked\nforever\n if <(ステージ) = [21]> then\n switch backdrop to (1 v)\n end\n if <(ステージ) = [39]> then\n switch backdrop to (1 v)\n end\nend\n\n@プラフォ\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 start sound [Sneeze2 v]\n 初期設定プログラム\n end\n if <touching (トゲ v)?> then\n start sound [Sneeze2 v]\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 start sound [Sneeze2 v]\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]\nhide variable [☁ 世界記録 v]\nhide variable [time v]\nset [time v] to [0]\nrepeat until <(ステージ) = [19]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nbroadcast (スタート v)\n\nwhen flag clicked\nwait until <(ステージ) = [19]>\nshow variable [time v]\nforever\n if <(time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (time)\n end\nend\n\nwhen flag clicked\nset [ステージ v] to [1]\n\n@サムネ\n\nwhen flag clicked\ngo to x: (10) y: (-30)\nset size to (110) %\nswitch costume to (サムネ v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\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 if <(ステージ) = [13]> then\n point in direction (90)\n end\n if <(ステージ) = [32]> then\n turn right (-5) degrees\n end\n if <(ステージ) = [33]> then\n point in direction (90)\n end\nend\n\nturn right (-10) degrees\n\n@スプライト1\n\nwhen flag clicked\nhide\ngo to [back v] layer\nif <(天気) = [2]> then\n switch costume to (コスチューム2 v)\n forever\n create clone of (_myself_ v)\n wait (pick random (0.3) to (0.4)) seconds\n end\nelse\n switch costume to (コスチューム1 v)\n forever\n create clone of (_myself_ v)\n wait (pick random (0.5) to (0.8)) seconds\n end\nend\n\nwhen I start as a clone\nshow\ngo to x: (250) y: (pick random (120) to (150))\nset size to (pick random (70) to (100)) %\nrepeat (50)\n change x by (-10)\nend\ndelete this clone\n\n@看板\n\nwhen flag clicked\ngo to [back v] layer\nforever\n if <(ステージ) = [1]> then\n show\n else\n hide\n end\nend\n\n@雨\n\nwhen flag clicked\nset [天気 v] to (pick random (1) to (2))\nif <(天気) = [2]> then\n hide\n forever\n create clone of (_myself_ v)\n wait (pick random () to (0.3)) seconds\n end\nelse\n broadcast (くぁすぇdfrtgyふじこlp v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (pick random (-300) to (300)) y: (130)\nrepeat until <<(y position) = [-200]> or <(y position) > [200]>>\n change y by (-10)\nend\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\nforever\n change [ターボ対策 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ対策 v] to [0]\n wait (0.01) seconds\n if <[3] < (ターボ対策)> then\n show\n stop [all v]\n else\n hide\n end\nend\n\n@スプライト2\n\nwhen I receive [くぁすぇdfrtgyふじこlp v]\nshow\ngo to x: (220) y: (170)\nset size to (100) %\nset [\(゜∀。\)ワヒャヒャヒャヒャヒャヒャ v] to [0]\nforever\n go to [back v] layer\n change [\(゜∀。\)ワヒャヒャヒャヒャヒャヒャ v] by (5)\n change size by ([sin v] of (\(゜∀。\)ワヒャヒャヒャヒャヒャヒャ) )\nend\n\nwhen flag clicked\nhide\n\n
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矢印キー、wasdで操作です\n天気がランダムで変わります(雨か晴れ)\nバグがあったら教えてください\nOperation with arrow key and w,a,s,d key.\nThe weather changes randomly (rain or sunny)\nPlease let me know if you have a bug.
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climb platformer _ プラットフォーマー 【Mobile 対応】
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@Stage\n\nwhen I receive [スタート v]\nforever\n play sound [PIKASONIC - Osaka Express v] until done\nend\n\n@player\n\nwhen flag clicked\nhide\n\ndefine 操作\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(x position) < (mouse x)>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n if <<touching (地面 v)?> and <not <touching color (#595959)?>>> then\n change x by ((X) * (-1))\n set [x 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 [壁キック v]\n set [y v] to [11.5]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <<touching (地面 v)?> and <not <touching color (#595959)?>>> then\n change x by ((X) * (-1))\n set [x 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 [High Whoosh v]\n set [y v] to [13]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n \n change x by ((X) * (-1))\n set [x 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 set [y v] to [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n \n change x by ((X) * (-1))\n set [x 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 set [y v] to [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching (ufo v)?> then\n set [y v] to [0]\n change y by (Y)\n change x by ((X) * (-1))\n set [x 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 set [y v] to [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n if <touching (東京タワー v)?> then\n change x by ((X) * (-1))\n set [x 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 set [y v] to [10]\n if <(direction) = [-90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [10]\n end\n end\n if <(direction) = [90]> then\n if <(X) > [0]> then\n set [x v] to [10]\n else\n set [x v] to [-10]\n end\n end\n else\n set [x v] to [0]\n end\n end\n change y by (Y)\n if <<touching (柱 v)?> or <touching (柱2 v)?>> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n end\n end\n if <touching (東京タワー v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n end\n end\n \n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n end\n end\n if <touching (ufo v)?> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [15]\n end\n end\n \n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [13]\n end\n end\n if <<touching (地面 v)?> and <not <touching color (#595959)?>>> then\n change y by (() - (Y))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n start sound [High Whoosh v]\n set [y v] to [14]\n end\n end\n if <touching color (#595959)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching (雷 v)?> then\n start sound [Rip v]\n 初期化\n end\n if <touching (空き缶 v)?> then\n start sound [Rip v]\n 初期化\n end\n if <(x position) > [240]> then\n hide\n broadcast (次! v)\n wait (0.6) seconds\n 初期化\n show\n end\n if <[-178] > (y position)> then\n start sound [Rip v]\n 初期化\n end\n if <touching (バネ v)?> then\n start sound [ボヨン v]\n set [y v] to [20]\n end\nend\n\ndefine 初期化\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-186) y: (-10)\n\nwhen I receive [intro終了 v]\nforever\n\nwhen I receive [本番 v]\n操作\n\nwhen I receive [スタート v]\nset [ghost v] effect to (0)\nset [❤★ v] to [0]\nswitch costume to (コスチューム2 v)\ngo to x: (9) y: (-28)\nset size to (35) %\nhide\n\nwhen I receive [本番 v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [本番 v]\n初期化\n\nwhen I receive [本番 v]\nif <([costume # v] of [スプライト1 v]) = [1]> then\n switch costume to (コスチューム2 v)\nend\nif <([costume # v] of [スプライト1 v]) = [2]> then\n switch costume to (コスチューム3 v)\nend\nif <([costume # v] of [スプライト1 v]) = [3]> then\n switch costume to (コスチューム4 v)\nend\nif <([costume # v] of [スプライト1 v]) = [4]> then\n switch costume to (コスチューム5 v)\nend\nif <([costume # v] of [スプライト1 v]) = [6]> then\n switch costume to (コスチューム6 v)\nend\n\n@イラスト\n\n@サムネ\n\nwhen flag clicked\ngo to x: (5) y: (-1)\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nset [サムネの動き v] to [-25]\nwait (0.01) seconds\nswitch costume to (コスチューム2 v)\ngo to [front v] layer\nshow\ngo to x: (0) y: (300)\nrepeat (10)\n change y by (サムネの動き)\n change [サムネの動き v] by (1.45)\nend\nrepeat (20)\n change y by (サムネの動き)\n change [サムネの動き v] by (0.5)\nend\n\n@intro\n\nwhen flag clicked\nstart sound ((0) + (1))\nset volume to (100) %\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nset size to (100) %\npoint in direction (90)\ncreate clone of (_myself_ v)\nrepeat (2)\n Screen Refresh # [1] i [100]\n wait (0.6) seconds\n Screen Refresh # [1] i [0]\n wait (0.6) seconds\nend\ngo to x: (0) y: (0)\nswitch costume to (c1 v)\ncreate clone of (_myself_ v)\nset [brightness v] effect to (0)\nrepeat (30)\n switch costume to (c2 v)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nScreen Refresh # [2] i [0]\nwait (2.5) seconds\nset [brightness v] effect to (5)\nswitch costume to (slide v)\ngo to x: (0) y: (-300)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.2) seconds\n change [brightness v] effect by (30)\nend\nstop [this script v]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat (2)\n clear graphic effects\n wait (0.6) seconds\n set [brightness v] effect to (100)\n wait (0.6) seconds\n end\nelse\n if <(costume [number v]) = [2]> then\n set [ghost v] effect to (0)\n wait (i1) seconds\n repeat (10)\n change size by (-6)\n change [ghost v] effect by (10)\n end\n else\n if <(costume [number v]) = [3]> then\n set [brightness v] effect to (0)\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) / (10))\n change [ghost v] effect by (-4)\n end\n repeat (18)\n switch costume to (blank v)\n change size by ((size) / (4))\n switch costume to (c1 v)\n end\n else\n if <(costume [number v]) = [4]> then\n go to (random position v)\n repeat (10)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n change [ghost v] effect by (-10)\n end\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set [i1 v] to [50]\n set size to (0) %\n clear graphic effects\n repeat (64)\n change size by (((100) - (size)) / (4))\n point in direction ((90) + (([tan v] of (i1) ) * (5)))\n change [i1 v] by (5)\n end\n repeat (9)\n turn right (((180) - (direction)) / (4)) degrees\n change size by ((size) / (-4))\n change [ghost v] effect by (20)\n end\n else\n if <<(costume [number v]) > [6]> and <(costume [number v]) < [9]>> then\n clear graphic effects\n set size to (pick random (40) to (50)) %\n repeat (30)\n change x by (i1)\n change y by (i2)\n change [i2 v] by (-1)\n change [ghost v] effect by (3.5)\n end\n else\n if <(costume [number v]) = [9]> then\n set [ghost v] effect to (0)\n repeat (18)\n change x by ((x position) / (-4))\n change y by ((y position) / (-4))\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Screen Refresh # (#) i (i)\nif <(#) = [1]> then\n set [i1 v] to [0.03]\n switch costume to (costume2 v)\n set [brightness v] effect to (i)\n go to x: (0) y: (-150)\n repeat (10)\n create clone of (_myself_ v)\n change y by (40)\n change [i1 v] by (0.03)\n end\nelse\n if <(#) = [2]> then\n repeat (30)\n set [i1 v] to (pick random (-5) to (5))\n set [i2 v] to (pick random (10) to (15))\n switch costume to (pick random (7) to (8))\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen flag clicked\nshow\nwait (9.5) seconds\nstop [other scripts in sprite v]\nhide\nbroadcast (スタート v)\n\n@タイトル背景\n\nwhen flag clicked\ngo to x: (17) y: (-4)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\n\nwhen I receive [本番 v]\nswitch costume to (コスチューム2 v)\n\n@背景\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\n@矢印\n\nwhen I receive [スタート v]\nshow\nwait (0.03) seconds\ngo to [front v] layer\n\nwhen flag clicked\nset [ghost v] effect to (0)\nset size to (70) %\nhide\n\nwhen I receive [スタート v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [ポップ v]\nbroadcast (コスチューム変更 v)\n\nwhen I receive [ゲーム開始 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@タイトル2\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [スタート v]\nshow\nwait (0.03) seconds\ngo to [front v] layer\n\nwhen I receive [ゲーム開始 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@開始\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nset [ghost v] effect to (0)\nwait (0.03) seconds\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nif <not <([costume # v] of [スプライト1 v]) = [5]>> then\n broadcast (ゲーム開始 v)\n start sound [タイプライターで文字を打つ1 v]\nend\n\nwhen I receive [ゲーム開始 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@スプライト1\n\nwhen I receive [コスチューム変更 v]\nshow\nif <(❤★) = [0]> then\n if <(costume [number v]) = [5]> then\n switch costume to (コスチューム2 v)\n else\n next costume\n end\nend\nif <(❤★) = [1]> then\n if <(costume [number v]) = [4]> then\n switch costume to (コスチューム6 v)\n else\n next costume\n end\nend\n\nwhen I receive [ゲーム開始 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.3) seconds\nbroadcast (本番 v)\n\nwhen flag clicked\nset [始められる? v] to [0]\nset [ghost v] effect to (0)\nhide\n\nwhen I receive [スタート v]\nswitch costume to (コスチューム2 v)\nshow\nwait (0.01) seconds\ngo to [front v] layer\n\nwhen I receive [ロック解除 v]\nif <(costume [number v]) = [5]> then\n if <(❤★) = [1]> then\n switch costume to (コスチューム6 v)\n set [始められる? v] to [1]\n else\n set [始められる? v] to [0]\n end\nend\n\n@☆\n\nwhen flag clicked\nset [❤★ v] to [0]\nset [☆ v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <(☆) = [0]> then\n set [☆ v] to [1]\n end\n if <<(☆) = [1]> and <(❤) = [1]>> then\n set [❤★ v] to [1]\n broadcast (ロック解除 v)\n stop [this script v]\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen I receive [ロック解除 v]\nstop [other scripts in sprite v]\n\n@♡\n\nwhen I receive [スタート v]\nset [❤ v] to [0]\ngo to x: (0) y: (0)\nhide\nforever\n if <touching (mouse-pointer v)?> then\n if <(❤) = [0]> then\n set [❤ v] to [1]\n end\n if <<(☆) = [1]> and <(❤) = [1]>> then\n set [❤★ v] to [1]\n broadcast (ロック解除 v)\n stop [this script v]\n end\n end\n wait until <not <touching (mouse-pointer v)?>>\nend\n\nwhen I receive [ロック解除 v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nset [❤ v] to [0]\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [次! v]\nif <not <(costume [number v]) = [9]>> then\n start sound [シーン切り替え2 \(1\) v]\n next costume\nend\n\ndefine タイマースタート\nset [タイム v] to [0]\nrepeat until <(costume [number v]) = [10]>\n wait (1) seconds\n change [タイム v] by (1)\nend\nif <(☁ 世界記録) > (タイム)> then\n set [☁ 世界記録 v] to (タイム)\nend\nbroadcast (タイム v)\nbroadcast (世界記録 v)\n\nwhen I receive [本番 v]\nshow\nswitch costume to (block_2022_1_12-17_38_33 v)\nタイマースタート\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nswitch costume to (block_2022_1_12-17_38_33 v)\nhide\nhide variable [タイム v]\ngo to x: (0) y: (-4)\npoint in direction (90)\nswitch backdrop to (コスチューム1 \(3\) v)\nset size to (100) %\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen I receive [本番 v]\nwait (0.02) seconds\ngo to [front v] layer\n\n@テキスト\n\nwhen flag clicked\nhide\n\nwhen I receive [本番 v]\nshow\ngo to [front v] layer\nswitch costume to (コスチューム2 v)\n\nwhen I receive [次! v]\nif <([costume # v] of [地面 v]) = [9]> then\n switch costume to (コスチューム1 v)\n stop [this script v]\nend\nnext costume\n\n@雲\n\nwhen I receive [スタート v]\nhide\nforever\n create clone of (_myself_ v)\n wait (1.6) seconds\nend\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nswitch costume to (pick random (1) to (3))\ngo to x: (273) y: (pick random (79) to (136))\nglide (2) secs to x: (-273) y: (y position)\ndelete this clone\n\n@宣伝\n\nwhen flag clicked\ngo to x: (130) y: (200)\n\nwhen I receive [ロック解除 v]\ngo to [front v] layer\nrepeat (6)\n change y by (-6)\nend\nrepeat (3)\n change y by (-3)\nend\nrepeat (3)\n change y by (-1)\nend\nstart sound [ポップ v]\nwait (3) seconds\nrepeat (8)\n change y by (6)\nend\n\n
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▼How to play\n Move with WASD or arrow keys.\n Let's go forward while avoiding obstacles.\n If you get hit by a needle, you will die. take care\n Don't forget to put ❤ and ★ if you find it interesting.\n▼遊び方\n WASDキー、または矢印キーで移動します。\n 障害物を避けながら進みましょう。\n 針などに当たると死んでしまいます。気を付けて\n 面白かったら❤と★を忘れずに。\n\n▼概要\n 6月25日 17時50分:共有\n 6月26日 19時01分:270vew、❤36、★34\n 6月27日 18時36分:700vew、❤51、★52 傾向3P\n 6月28日 18時21分:2400vew❤100★95 ゲーム1P\n 6月29日 20時10分:7000vew❤240★220 傾向1P \n ゲーム7位 コミュ好き \n 6月30日 17時02分:15000vew❤500★450 傾向4位!\n 7月1日 20時40分:26700vew❤960★870 傾向1位!!\n 7月2日 20時2分:32000vew❤1200★1050 傾向2位!\n 7月3日 19時02分:39000vew❤1400★1270\n 7月4日 20時50分:42800vew❤1490★1350 7位///\n
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Flame |#1| The Trials Of Fire | #platformer #games #trending
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@Stage\n\nwhen I receive [intro end animation v]\nforever\n play sound [ Theme v] until done\nend\n\n@Flame\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n wait (0.01) seconds\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [levelup v]\nchange [level v] by (1)\ngo to x: (-180) y: (-50)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n broadcast (dead v)\n end\n if <(x position) > [242]> then\n if <not <([costume # v] of [sentences v]) = [14]>> then\n broadcast (levelup v)\n end\n end\nend\n\ndefine CheckFallingOffScreen\nif <(y position) < [-170]> then\n go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingEnemy\nif <touching (enemy v)?> then\n go to x: (-180) y: (-50)\nend\n\ndefine CheckTouchingWater/lava\nif <touching (water/lava v)?> then\n go to x: (-180) y: (-50)\nend\n\nswitch costume to (face v)\n\nswitch costume to (face left v)\n\nwhen I receive [golden v]\nswitch costume to (golden v)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\nset rotation style [left-right v]\ngo to [front v] layer\nswitch costume to (face v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\nforever\n change [y v] by (-1)\n CheckFallingOffScreen\n CheckTouchingWater/lava\n CheckTouchingEnemy\n if <<key (left arrow 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 <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.8)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y v] to [10]\n if <([abs v] of (x) ) = (x)> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (space v) pressed?> or <key (up arrow v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (level v)?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(y position) > [180]> then\n set [y v] to [0]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to ( v)\ngo to x: (0) y: (0)\nchange [level v] by (1)\n\nwhen I receive [levelup v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\nshow\n\n@Spikes\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\n@Enemy\n\ngo to x: (-50) y: (-105)\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\n@Water/lava\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nset y to (0)\nforever\n repeat (20)\n change y by (0.5)\n end\n repeat (20)\n change y by (-0.5)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n show\nend\n\n@FireKING\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [back v] layer\n\n@Love fave\n\nwhen flag clicked\nhide\nforever\n wait (pick random (15) to (25)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.7) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@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\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n broadcast (Golden v)\n end\nend\n\n@Sprite1\n\n@Intro\n\nwhen flag clicked\nhide\nReset\nset [waiting v] to [0]\nset [clonenumber v] to [0]\nset [sides v] to [0]\nset [value v] to [0]\nset [velocity v] to [0]\ncreate clone of (_myself_ v)\nswitch costume to (name v)\nstart sound [Electro-Light - Symbolism v]\nwait (1.82) seconds\nset [clonenumber v] to [1]\nset [i v] to [5]\nrepeat (10)\n create clone of (_myself_ v)\n if <(sides) = [1]> then\n set [sides v] to [0]\n change [value v] by (10)\n change [i v] by (-.4)\n else\n set [sides v] to [1]\n end\nend\nset [clonenumber v] to [2]\nwait (.3) seconds\nrepeat (4)\n create clone of (_myself_ v)\n change [value v] by (10)\n wait (0.1) seconds\nend\nclear graphic effects\nswitch costume to (name v)\ngo [forward v] (99) layers\ngo to [front v] layer\nset size to (0) %\nshow\nrepeat until <(round (size)) = [50]>\n change size by (((50) - (size)) / (3))\nend\ncreate clone of (_myself_ v)\nwait until <touching color (#000000)?>\nrepeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\nend\nset [velocity v] to [17]\nset [waiting v] to [1]\nset [clonenumber v] to [3]\ncreate clone of (_myself_ v)\nset [clonenumber v] to [4]\ncreate clone of (_myself_ v)\nset [waiting v] to [2]\nrepeat (25)\n go [forward v] (99) layers\n set [velocity v] to ((velocity) * (.95))\n set size to ((100) + (velocity)) %\nend\nreset timer\nrepeat until <(timer) > [3]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((150) - (size)) / (3))\nend\npoint in direction (90)\nset [value v] to [5]\nrepeat (16)\n turn right (value) degrees\n change [value v] by (1)\nend\nrepeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\nend\nrepeat until <(timer) > [6]>\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\n change size by (((175) - (size)) / (3))\nend\nset [velocity v] to [12]\nrepeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n go to x: (pick random (-3) to (3)) y: (pick random (-3) to (3))\nend\nbroadcast (Intro End Animation v)\nhide\n\nwhen I start as a clone\nif <(clonenumber) = [0]> then\n Reset\n show\n set size to (0) %\n point in direction (-15)\n switch costume to (square v)\n set [velocity v] to [0]\n set [value v] to [0]\n repeat (15)\n change [value v] by (1)\n turn right (value) degrees\n change [velocity v] by (1)\n change size by (velocity)\n end\n set [value v] to [8]\n repeat (30)\n set [value v] to (((value) * (0.69)) + ((90) - (direction)))\n turn right (value) degrees\n end\n repeat (12)\n next costume\n end\n repeat until <(round (size)) = [2000]>\n switch costume to (blank v)\n change size by (((2000) - (size)) / (5))\n switch costume to (square13 v)\n end\nend\n\ndefine Reset\nclear graphic effects\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [1]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n switch costume to (square13 v)\n set [brightness v] effect to (value)\n go to x: (0) y: (0)\n set [i v] to (i)\n if <(sides) = [1]> then\n repeat until <(round (y position)) = [180]>\n change y by (((180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n else\n repeat until <(round (y position)) = [-180]>\n change y by (((-180) - (y position)) / (i))\n change [ghost v] effect by (5)\n end\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [2]> then\n Reset\n show\n switch costume to (blank v)\n set size to (150) %\n point in direction (90)\n set [brightness v] effect to (value)\n go to x: (240) y: (-180)\n point in direction (-135)\n switch costume to (screen v)\n repeat until <(round (direction)) = [90]>\n turn right (((90) - (direction)) / (5)) degrees\n end\n point in direction (90)\n wait until <(waiting) = [1]>\n delete this clone\nend\n\nwhen I start as a clone\nif <(clonenumber) = [3]> then\n Reset\n show\n go to [front v] layer\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (5)\n change [brightness v] effect by (-20)\n end\nend\n\nwhen I start as a clone\nif <(clonenumber) = [4]> then\n Reset\n clear graphic effects\n show\n go to [front v] layer\n go [forward v] (999) layers\n switch costume to (screennormal v)\n set size to (100) %\n point in direction (90)\n set [brightness v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\ndefine Move and Clones\nset [clonenumber v] to [5]\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (80)\ncreate clone of (_myself_ v)\ngo to x: (-150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (150) y: (-80)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (0)\n\nwhen I start as a clone\nif <(clonenumber) = [5]> then\n show\n clear graphic effects\n set size to (10) %\n point in direction (90)\n switch costume to (sidesquareline v)\n set [velocity v] to [0]\n set [value v] to [0]\n go to [front v] layer\n repeat until <(round (size)) = [300]>\n change size by (((300) - (size)) / (15))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait until <(waiting) = [2]>\nreset timer\nrepeat until <(timer) > [6]>\n Move and Clones\n wait (1) seconds\nend\n\nwhen I receive [intro end animation v]\nif <not <(costume [number v]) = [14]>> then\n repeat (20)\n change size by (((0) - (size)) / (5))\n change [ghost v] effect by (5)\n end\nelse\n repeat until <(round (size)) = [100]>\n change size by (((100) - (size)) / (5))\n switch costume to (blank v)\n switch costume to (square v)\n end\n set [velocity v] to [12]\n repeat (30)\n change size by (velocity)\n change [velocity v] by (-1)\n change [ghost v] effect by (3.3)\n turn right (([abs v] of (velocity) ) / (2)) degrees\n end\n delete this clone\nend\n\n
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Hello this is flame! I accidentally re-shared it my bad\nPart #1: https://scratch.mit.edu/projects/869173488/\nPart #2 https://scratch.mit.edu/projects/875113353/\nPart #3: https://scratch.mit.edu/projects/877706646/\nMobile-touch \n@soccerstar117 liked and faved\n#29 on trending, not anymore \nComputer- arrow-keys\nBUG ALERT: Whatever you do do not press down key or try and make Flame go down. You will get stuck
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Jungle A Platformer || (Mobile friendly)! #Games #All #Trending
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@Stage\n\n@Player\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-0.75)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<<key (space v) pressed?> or <<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 change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (spikes v)?> or <<touching (ninja boss v)?> or <<touching (enemies2 v)?> or <touching (enemies3 v)?>>>> then\n start sound [Crunch v]\n broadcast (dead v)\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [9]> then\n go to x: (-190) y: (55)\n switch backdrop to (yor mum v)\n start sound [Connect v]\n broadcast (message1 v)\n change [level v] by (1)\n end\nend\n\nset [flag v] to [0]\n\nwhen flag clicked\nswitch costume to (green v)\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (0) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (45) to (60)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\ngo to x: (350) y: (pick random (100) to (130))\nshow\nrepeat until <(x position) < [-270]>\n change x by (-0.25)\nend\ndelete this clone\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Pen text & number engine\n\nwhen flag clicked\nhide\nforever\n spell: (join [Level:] (LEVEL)) at x [-200] y [150] Delete other texts: [y] with a size of: [100] Space between text: [20]\nend\n\ndefine spell: (text) at x (x) y (y) Delete other texts: (y/n) with a size of: (size) Space between text: (sbt)\nset size to (size) %\ndelete all of [letters v]\nset [letter v] to [1]\nrepeat (length of (text))\n add (letter (letter) of (text)) to [letters v]\n change [letter v] by (1)\nend\nshow\nif <(y/n) = [y]> then\n erase all\nend\ngo to x: ((x) - (30)) y: (y)\nset [letter v] to [1]\nrepeat (length of [letters v])\n change x by (sbt)\n switch costume to (item (letter) of [letters v])\n stamp\n change [letter v] by (1)\nend\nhide\n\n@Thumbnail\n\ndefine glide to (x) (y) (smooth)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\nend\ngo to x: (x) y: (y)\n\nwhen [timer v] > (timer)\nset [color v] effect to (0)\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (0) y: (-150)\nset size to (100) %\nglide to [0] [0] [10]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\nend\n\nwhen flag clicked\nforever\n play sound [TheFatRat_-_Xenogenesis_ v] until done\n play sound [\[YT2mp3 v] until done\n play sound [Lunchtime - SSSS mod ost i think v] until done\nend\n\n
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https://scratch.mit.edu/projects/873423661/\n----------------------Jungle A Platformer---------------------\n==========================================\nBy: @THDINESPAR000\nLove + Fave + Follow + Comment "Done" = Shoutout\n9 Levels\n----------------------INSTRUCTIONS------------------------\nHow to play use wasd or arrow keys to move \nMobile just tap or hold the screen\nAvoid Spikes and holes!\nNOTE: TO ADVERTISE FIRST FOLLOW ME! OTHERWISE I'LL REPORT.\nTags:\n#Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular
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Minecraft Platformer/マインクラフトプラットフォーマー!!
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@Stage\n\nwhen flag clicked\nstop all sounds\nforever\n play sound (pick random (1) to (7)) until done\nend\n\nwhen I receive [goal v]\nwait (0.2) seconds\nif <(ステージ) = [0]> then\n create clone of (プラットフォーマー2 v)\nend\nif <(ステージ) = [1]> then\n create clone of (プラットフォーマー v)\n create clone of (プラットフォーマー2 v)\nend\nif <(ステージ) = [2]> then\n create clone of (プラットフォーマー3 v)\n create clone of (プラットフォーマー2 v)\n create clone of (プラットフォーマー3 v)\nend\nif <(ステージ) = [3]> then\n create clone of (プラットフォーマー3 v)\n repeat (3)\n create clone of (プラットフォーマー2 v)\n end\nend\nif <(ステージ) = [4]> then\n create clone of (プラットフォーマー4 v)\nend\nif <[5] = (ステージ)> then\n create clone of (プラットフォーマー4 v)\n create clone of (プラットフォーマー3 v)\nend\nif <(ステージ) = [6]> then\n create clone of (プラットフォーマー5 v)\n create clone of (プラットフォーマー6 v)\n create clone of (プラットフォーマー8 v)\nend\nif <(ステージ) = [7]> then\n repeat (2)\n create clone of (プラットフォーマー5 v)\n create clone of (プラットフォーマー8 v)\n end\n repeat (1)\n create clone of (プラットフォーマー2 v)\n end\n repeat (2)\n create clone of (プラットフォーマー v)\n end\nend\nif <(ステージ) = [8]> then\n create clone of (プラットフォーマー v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [10]\n set [スポーン v] to [プラットフォーマー]\n broadcast (スポナー v)\nend\nif <(ステージ) = [9]> then\n create clone of (プラットフォーマー6 v)\n create clone of (プラットフォーマー v)\n repeat (2)\n create clone of (プラットフォーマー2 v)\n end\nend\nif <(ステージ) = [10]> then\n create clone of (プラットフォーマー5 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー5]\n broadcast (スポナー v)\nend\nif <(ステージ) = [11]> then\n create clone of (プラットフォーマー6 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー6]\n broadcast (スポナー v)\nend\nif <(ステージ) = [12]> then\n create clone of (プラットフォーマー5 v)\n create clone of (プラットフォーマー4 v)\n create clone of (プラットフォーマー6 v)\n repeat (2)\n create clone of (プラットフォーマー7 v)\n end\nend\nif <(ステージ) = [13]> then\n create clone of (プラットフォーマー7 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー7]\n broadcast (スポナー v)\nend\nif <(ステージ) = [14]> then\n create clone of (プラットフォーマー8 v)\n create clone of (プラットフォーマー8 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー8]\n broadcast (スポナー v)\nend\n\nrepeat (1)\n\nwhen I receive [あ v]\nif <(ステージ) = [0]> then\n create clone of (プラットフォーマー3 v)\n create clone of (プラットフォーマー2 v)\nend\nif <(ステージ) = [1]> then\n create clone of (プラットフォーマー2 v)\n create clone of (プラットフォーマー v)\nend\nif <(ステージ) = [2]> then\n create clone of (プラットフォーマー3 v)\n create clone of (プラットフォーマー3 v)\n create clone of (プラットフォーマー2 v)\nend\nif <(ステージ) = [3]> then\n create clone of (プラットフォーマー3 v)\n repeat (3)\n create clone of (プラットフォーマー2 v)\n end\nend\nif <(ステージ) = [4]> then\n create clone of (プラットフォーマー4 v)\nend\nif <(ステージ) = [5]> then\n repeat (1)\n create clone of (プラットフォーマー4 v)\n create clone of (プラットフォーマー3 v)\n end\nend\nif <(ステージ) = [6]> then\n create clone of (プラットフォーマー5 v)\n create clone of (プラットフォーマー6 v)\n create clone of (プラットフォーマー8 v)\nend\nif <(ステージ) = [7]> then\n repeat (2)\n create clone of (プラットフォーマー5 v)\n create clone of (プラットフォーマー8 v)\n end\n repeat (1)\n create clone of (プラットフォーマー2 v)\n end\n repeat (2)\n create clone of (プラットフォーマー v)\n end\nend\nif <(ステージ) = [8]> then\n create clone of (プラットフォーマー v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [10]\n set [スポーン v] to [プラットフォーマー]\n broadcast (スポナー v)\nend\nif <(ステージ) = [9]> then\n create clone of (プラットフォーマー6 v)\n create clone of (プラットフォーマー v)\n repeat (2)\n create clone of (プラットフォーマー2 v)\n end\nend\nif <(ステージ) = [10]> then\n create clone of (プラットフォーマー5 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー5]\n broadcast (スポナー v)\nend\nif <(ステージ) = [11]> then\n create clone of (プラットフォーマー6 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー6]\n broadcast (スポナー v)\nend\nif <(ステージ) = [12]> then\n create clone of (プラットフォーマー5 v)\n create clone of (プラットフォーマー4 v)\n create clone of (プラットフォーマー6 v)\n repeat (2)\n create clone of (プラットフォーマー7 v)\n end\nend\nif <(ステージ) = [13]> then\n create clone of (プラットフォーマー7 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー7]\n broadcast (スポナー v)\nend\nif <(ステージ) = [14]> then\n create clone of (プラットフォーマー8 v)\n create clone of (プラットフォーマー8 v)\n replace item (1) of [スポナーの位置 v] with [190]\n replace item (2) of [スポナーの位置 v] with [-55]\n set [スポーン v] to [プラットフォーマー8]\n broadcast (スポナー v)\nend\n\nrepeat (3)\n\nwhen flag clicked\n\nwhen I receive [クリティカル v]\nstart sound [SWORD2 v]\nrepeat (8)\n create clone of (スプライト6 v)\nend\n\ncreate clone of (プラットフォーマー v)\n\nwhen [d v] key pressed\nbroadcast (クリティカル v)\n\nstart sound [SWORD2 v]\nrepeat (8)\n create clone of (スプライト6 v)\nend\n\nwhen I receive [イントロ終了 v]\ncreate clone of (プラットフォーマー3 v)\ncreate clone of (プラットフォーマー2 v)\n\nforever\n wait (0.5) seconds\n create clone of (プラットフォーマー5 v)\nend\n\nset [クリティカル判定 v] to [0]\n\nwhen [a v] key pressed\ncreate clone of (プラットフォーマー5 v)\ncreate clone of (プラットフォーマー4 v)\ncreate clone of (プラットフォーマー v)\ncreate clone of (プラットフォーマー2 v)\ncreate clone of (プラットフォーマー3 v)\ncreate clone of (プラットフォーマー6 v)\ncreate clone of (プラットフォーマー7 v)\n\ncreate clone of (プラットフォーマー5 v)\n\nwhen [e v] key pressed\ncreate clone of (プラットフォーマー8 v)\n\nforever\n\nstop all sounds\nplay sound (pick random (1) to (7)) until done\n\nwhen I receive [クリティカル v]\nwait (0.1) seconds\nrepeat (8)\n create clone of (スプライト6 v)\nend\n\ncreate clone of (プラットフォーマー v)\nreplace item (1) of [スポナーの位置 v] with [190]\nreplace item (2) of [スポナーの位置 v] with [10]\nbroadcast (スポナー v)\n\nwhen flag clicked\nset [スポーン v] to [0]\n\nwhen I receive [イントロ終了 v]\nwait (0.1) seconds\nswitch backdrop to (背景2 v)\nwait until <(ステージ) = [6]>\nswitch backdrop to (背景3 v)\nwait until <(ステージ) = [9]>\nswitch backdrop to (背景2 v)\n\nreplace item (1) of [スポナーの位置 v] with [190]\nreplace item (2) of [スポナーの位置 v] with [10]\nset [スポーン v] to [プラットフォーマー]\nbroadcast (スポナー v)\n\n@イントロォ\n\ngo [backward v] (2) layers\n\nset [効果 self v] to [-4]\n\nwhen I start as a clone\ngo to [front v] layer\nwait (0.51) seconds\nset rotation style [all around v]\nswitch costume to (コスチューム15 v)\nset [回転 self v] to [30]\nset [効果 self v] to [20]\nrepeat until <(回転 self) < [0.1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\nend\nwait (0.5) seconds\nset [回転 self v] to [30]\nset [効果 self v] to [20]\nrepeat until <(回転 self) < [0.1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\nend\nrepeat (2)\n set [回転 self v] to [20]\n set [効果 self v] to [20]\n repeat until <(回転 self) < [1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\n end\n wait (0.2) seconds\nend\nset [回る v] to (DIR)\nbroadcast (イントロ v)\nrepeat until <(round (回る)) = ((DIR) + (360))>\n switch costume to (コスチューム15 v)\n change [回る v] by ((((DIR) + (360)) - (回る)) / (8))\n point in direction (回る)\nend\n\nwhen flag clicked\nhide\nif <(username) = (ユーザー)> then\n broadcast (イントロ終了 v)\nelse\n set [ユーザー v] to (username)\n hide\n switch costume to (コスチューム13 v)\n set [ghost v] effect to (99)\n set size to (118) %\n show\n repeat (14)\n next costume\n end\n hide\n switch costume to (コスチューム13 v)\n set size to (118) %\n clear graphic effects\n set [color v] effect to (0)\n show\n point in direction (90)\n start sound [ユニティ2 v]\n switch costume to (コスチューム5 v)\n repeat (2)\n set [効果 self v] to [20]\n set [回転 self v] to [20]\n repeat until <(回転 self) < [0.1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\n end\n end\n repeat (2)\n set [回転 self v] to [20]\n set [効果 self v] to [20]\n repeat until <(回転 self) < [1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\n end\n end\n point in direction (90)\n repeat (11)\n next costume\n end\n switch costume to (コスチューム15 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム14 v)\n wait (0) seconds\n go to [front v] layer\n wait (0.4) seconds\n set [回転 self v] to [40]\n set [効果 self v] to [20]\n repeat until <(回転 self) < [0.1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\n end\n wait (0.5) seconds\n set [回転 self v] to [40]\n set [効果 self v] to [20]\n repeat until <(回転 self) < [0.1]>\n set [回転 self v] to ((回転 self) * (0.82))\n turn right (回転 self) degrees\n end\n repeat (2)\n point in direction (90)\n set [s v] to [0]\n set size to (0) %\n repeat (18)\n if <mouse down?> then\n delete this clone\n end\n set [s v] to (((s) * (0.75)) + (((130) - (size)) * (0.3)))\n change size by (s)\n end\n end\n set [回る v] to (DIR)\n repeat until <(round (回る)) = ((DIR) + (450))>\n change [回る v] by ((((DIR) + (450)) - (回る)) / (8))\n point in direction (回る)\n end\n set [効果 self v] to [20]\n change [brightness v] effect by (効果 self)\n wait (0.1) seconds\n change [効果 self v] by ((効果 self) * (0.99))\nend\n\nwait () seconds\n\nwhen I receive [イントロ v]\nwait (1) seconds\nrepeat (12)\n switch costume to ((costume [number v]) - (1))\nend\nwait (1) seconds\nrepeat (80)\n change [brightness v] effect by (3)\nend\nrepeat (35)\n change [ghost v] effect by (3)\nend\nbroadcast (イントロ終了 v)\nhide\n\nbroadcast (終了 v)\nhide\n\nif then\n\nset [ユーザー v] to [0]\n\n@キャラ\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (100)\n change size by (-4)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nhide variable [☁ world record v]\nhide variable [☁ your time v]\nhide\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 (78) %\nset [xパワー v] to [0]\nset [y パワー v] to [0]\nset [ステージ v] to [0]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen I receive [goal v]\nset [y パワー v] to [0]\nset [xパワー v] to [0]\n\nforever\n wait (pick random (1.9) to (0.1)) seconds\n start sound [Boop Bing Bop v]\n set [y パワー v] to [18]\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n switch costume to (1 v)\n wait (pick random (1) to (5)) seconds\n set [s v] to [1]\n switch costume to (4 v)\n wait (0.05) seconds\n switch costume to (5 v)\n start sound [pop2 v]\n wait (0.05) seconds\n switch costume to (3 v)\n wait (0.2) seconds\n switch costume to (5 v)\n wait (0.05) seconds\n switch costume to (4 v)\n wait (0.05) seconds\n set [s v] to [0]\nend\n\nswitch costume to (1 v)\n\nwhen I start as a clone\nswitch costume to (2 v)\n\n\n\nif <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> then\n\nwhen I receive [アニメーション v]\nhide\n\nif <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y パワー v] to [18]\n create clone of (_myself_ v)\nend\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nwhen I receive [あ v]\nclear graphic effects\nset [y パワー v] to [0]\nset [xパワー v] to [0]\nshow\nset [hp v] to [20]\ngo to x: (-199) y: (60)\n\nwhen I receive [あ v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\nforever\n wait (0.18) seconds\nend\n\nif <(direction) = [90]> then\n set [xパワー v] to [-20]\nelse\n set [xパワー v] to [20]\nend\nset [y パワー v] to [5]\n\nwhen I receive [イントロ終了 v]\nshow\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 change y by (1)\n change [y パワー v] by (-0.65)\n if <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> then\n change [xパワー v] by (0.6)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> then\n change [xパワー v] by (-0.6)\n point in direction (-90)\n end\n set [xパワー v] to ((xパワー) * (0.9))\n change x by (xパワー)\n if <touching (地面 v)?> then\n change y by (1)\n end\n if <touching (地面 v)?> then\n change y by (-1)\n change x by ((xパワー) * (-1))\n set [y パワー v] to [0]\n if <<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> then\n set [y パワー v] to [6]\n if <(xパワー) > [0]> then\n set [xパワー v] to [-3]\n else\n set [xパワー v] to [3]\n end\n else\n set [y パワー v] to [0]\n end\n end\n change y by (y パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n set [クリティカル判定 v] to [0]\n change y by ((0) - (y パワー))\n set [y パワー v] to [0]\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]>>>> then\n set [s2 v] to [1]\n set [クリティカル判定 v] to [1]\n start sound [suck1 v]\n set [y パワー v] to [7]\n create clone of (_myself_ v)\n end\n if <[-166] > (y position)> then\n broadcast (あ v)\n go to x: (-199) y: (60)\n play sound [Oops v] until done\n end\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y パワー v] to [18]\n end\n if <(ステージ) = [15]> then\n set [hp v] to [20]\n else\n if <(x position) > [230]> then\n if <(スポーン) = [0]> then\n broadcast (Goal v)\n change [ステージ v] by (1)\n go to x: (-199) y: (60)\n wait (1.2) seconds\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nforever\n if <key (z v) pressed?> then\nend\n\nwait (10) seconds\n\nbroadcast (毒 v)\n\nchange [hp v] by (pick random (-5) to (-8))\n\nwhen I receive [goal v]\ngo to x: (-199) y: (60)\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if < or <touching (プラットフォーマー v)?>> then\n start sound (pick random (2) to (4))\n change [hp v] by (pick random (-1) to (-5.5))\n broadcast (ダメージ v)\n if <(direction) = [90]> then\n set [xパワー v] to [-10]\n else\n set [xパワー v] to [10]\n end\n set [y パワー v] to [7]\n wait (0.6) seconds\n set [pitch v] effect to ()\n end\nend\n\nwhen I receive [goal v]\n\nstop [this script v]\n\nwhen I receive [ゲームオーバー v]\nstart sound [Oops v]\nset [ghost v] effect to (99)\n\nhide\n\nforever\n if <touching (地面 v)?> then\nend\n\nwhen flag clicked\n\ngo to x: (999) y: (60)\n\nset [pitch v] effect to (pick random (-30) to (30))\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <touching (スプライト7 v)?> then\n start sound (pick random (2) to (4))\n broadcast (ダメージ v)\n change [hp v] by (pick random (-1) to (-4))\n if <(direction) = [90]> then\n set [xパワー v] to [-6]\n else\n set [xパワー v] to [6]\n end\n set [y パワー v] to [4]\n wait (0.6) seconds\n set [pitch v] effect to ()\n end\nend\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <touching (プラットフォーマー4 v)?> then\n start sound (pick random (2) to (4))\n change [hp v] by (pick random (-5) to (-8))\n broadcast (ダメージ v)\n if <(direction) = [90]> then\n set [xパワー v] to [-20]\n else\n set [xパワー v] to [20]\n end\n set [y パワー v] to [6]\n wait (1.2) seconds\n set [pitch v] effect to ()\n end\nend\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <touching (プラットフォーマー5 v)?> then\n start sound (pick random (2) to (4))\n change [hp v] by (pick random (-2) to (-1))\n broadcast (ダメージ v)\n if <(direction) = [90]> then\n set [xパワー v] to [-10]\n else\n set [xパワー v] to [10]\n end\n set [y パワー v] to [6]\n wait (0.6) seconds\n set [pitch v] effect to ()\n end\nend\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <touching (スプライト13 v)?> then\n start sound (pick random (13) to (15))\n change [hp v] by (-1)\n broadcast (ダメージ v)\n broadcast (炎 v)\n wait (0.4) seconds\n end\nend\n\nif <(direction) = [90]> then\n set [xパワー v] to [-14]\nelse\n set [xパワー v] to [14]\nend\nset [y パワー v] to [6]\nwait (1.2) seconds\nset [pitch v] effect to ()\n\nwhen I receive [炎 v]\n\nrepeat (10)\n wait (1) seconds\n broadcast (ダメージ v)\n start sound (pick random (13) to (15))\n change [hp v] by (-1)\nend\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <<touching color (#9805ff)?> and <touching (プラットマー2 v)?>> then\n broadcast (毒 v)\n wait (0.4) seconds\n end\nend\n\nstart sound (pick random (13) to (15))\nchange [hp v] by (-1)\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <<touching color (#f75e09)?> and <touching (プラットマー2 v)?>> then\n start sound (pick random (4) to (2))\n broadcast (ダメージ v)\n change [hp v] by (-6)\n wait (0.4) seconds\n end\nend\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <touching (プラットフォーマー7 v)?> then\n start sound (pick random (2) to (4))\n change [hp v] by (pick random (-1) to (-4))\n broadcast (毒 v)\n broadcast (ダメージ v)\n if <(direction) = [90]> then\n set [xパワー v] to [-14]\n else\n set [xパワー v] to [14]\n end\n set [y パワー v] to [6]\n wait (1.2) seconds\n set [pitch v] effect to ()\n end\nend\n\nwhen flag clicked\nset [hp v] to [20]\nforever\n if <touching (プラットフォーマー8 v)?> then\n start sound (pick random (2) to (4))\n change [hp v] by (pick random (-4) to (-9))\n broadcast (ダメージ v)\n if <(direction) = [90]> then\n set [xパワー v] to [-14]\n else\n set [xパワー v] to [14]\n end\n set [y パワー v] to [6]\n wait (1.2) seconds\n set [pitch v] effect to ()\n end\nend\n\n@地面\n\nwhen I receive [goal v]\nshow\nnext costume\n\nwhen flag clicked\nshow\nset [brightness v] effect to (10)\nswitch costume to (コスチューム4 v)\ngo to [back v] layer\ngo [forward v] (1) layers\n\n@地面2\n\nwhen I receive [goal v]\nshow\ngo to (地面 v)\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム4 v)\nshow\nclear graphic effects\nset [ghost v] effect to (35)\nset [brightness v] effect to (10)\n\n@スプライト2\n\nwhen flag clicked\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (([x position v] of [キャラ v]) + (-10)) y: (([y position v] of [キャラ v]) + (-15))\n switch costume to ([costume # v] of [スプライト1 v])\nend\n\nturn left (7.5) degrees\n\nwhen flag clicked\n\ngo to [front v] layer\ngo to x: (([x position v] of [キャラ v]) + (-10)) y: (([y position v] of [キャラ v]) + (-15))\nif <key (1 v) pressed?> then\n switch costume to (コスチューム1 v)\nend\nif <key (2 v) pressed?> then\n switch costume to (コスチューム2 v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nswitch costume to (コスチューム2 v)\nswitch costume to (コスチューム1 v)\n\nif <key (1 v) pressed?> then\n switch costume to (() + (武器強さ))\nend\nif <key (2 v) pressed?> then\n\nif <(costume [number v]) = [9]> then\n wait (0.8) seconds\nend\n\nif <<(costume [number v]) = [8]> or <(costume [number v]) = [9]>> then\n wait (0.8) seconds\nelse\n if <(costume [number v]) = [10]> then\n wait (1.5) seconds\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\npoint in direction (90)\nforever\n if <<key (space v) pressed?> or <(攻撃する) = [1]>> then\n if < (costume [name v]) contains [1]?> then\n repeat (5)\n turn right (-10) degrees\n end\n broadcast (バック v)\n wait until <not <key (space v) pressed?>>\n if <not <key (space v) pressed?>> then\n point in direction (90)\n end\n else\n repeat (5)\n turn right (-17) degrees\n end\n if <(costume [number v]) = [8]> then\n wait (0.3) seconds\n else\n if <(costume [number v]) = [9]> then\n wait (0.5) seconds\n else\n if <(costume [number v]) = [10]> then\n wait (0.6) seconds\n end\n end\n end\n repeat (34)\n turn left (-2.5) degrees\n end\n wait (0.1) seconds\n end\n end\nend\n\nrepeat (5)\n turn left (-10) degrees\nend\n\nwhen I receive [イントロ終了 v]\nforever\n if <([direction v] of [キャラ v]) = [90]> then\n hide\n else\n show\n end\nend\n\nwhen I receive [バック v]\n\nwhen I receive [バック v]\nrepeat (5)\n turn left (10) degrees\n if <key (space v) pressed?> then\n point in direction (90)\n stop [this script v]\n end\n if <[69] < (direction)> then\n point in direction (90)\n stop [this script v]\n end\nend\n\n@スプライト1\n\nwhen flag clicked\n\nif <(costume [number v]) = [9]> then\n wait (0.8) seconds\nend\n\npoint in direction (90)\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (([x position v] of [キャラ v]) + (10)) y: (([y position v] of [キャラ v]) + (-15))\n if <(アタックアイテム) = [1]> then\n set [アックス v] to [0]\n switch costume to (() + (武器強さ))\n if <(costume [number v]) = [1]> then\n set [アタック v] to [3]\n else\n if <(costume [number v]) = [2]> then\n set [アタック v] to [4]\n else\n if <(costume [number v]) = [3]> then\n set [アタック v] to [5]\n else\n if <(costume [number v]) = [4]> then\n set [アタック v] to [6]\n else\n if <(costume [number v]) = [5]> then\n set [アタック v] to [7]\n end\n end\n end\n end\n end\n end\n if <(アタックアイテム) = [2]> then\n set [アックス v] to [1]\n switch costume to ((5) + (武器強さ))\n if <(costume [number v]) = [6]> then\n set [アタック v] to [7]\n else\n if <(costume [number v]) = [7]> then\n set [アタック v] to [8]\n else\n if <(costume [number v]) = [8]> then\n set [アタック v] to [10]\n else\n if <(costume [number v]) = [9]> then\n set [アタック v] to [12]\n else\n if <(costume [number v]) = [10]> then\n set [アタック v] to [16.5]\n end\n end\n end\n end\n end\n end\nend\n\nturn left (7.5) degrees\n\nwhen flag clicked\n\n\n\nif <key (space v) pressed?> then\n repeat (5)\n turn right (10) degrees\n end\n point in direction (90)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nswitch costume to (() + (武器強さ))\n\nset [武器強さ v] to [1]\n\nwhen I receive [goal v]\n\nwhen flag clicked\nforever\n if <[1] < (変数)> then\n change [武器強さ v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <[5] < (変数)> then\n change [武器強さ v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <[10] < (変数)> then\n change [武器強さ v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <[18] < (変数)> then\n change [武器強さ v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\nset [変数 v] to [0]\nset [武器強さ v] to [1]\npoint in direction (90)\nforever\n if <<key (space v) pressed?> or <(攻撃する) = [1]>> then\n if < (costume [name v]) contains [1]?> then\n point in direction (90)\n set [攻撃 v] to [1]\n start sound [SWORD3 v]\n repeat (5)\n turn right (10) degrees\n end\n set [攻撃 v] to [0]\n broadcast (戻る v)\n wait until <not <key (space v) pressed?>>\n if <not <key (space v) pressed?>> then\n point in direction (90)\n end\n else\n point in direction (90)\n set [攻撃 v] to [1]\n start sound [SWORD3 v]\n repeat (5)\n turn right (17) degrees\n end\n set [攻撃 v] to [0]\n if <(costume [number v]) = [8]> then\n wait (0.3) seconds\n else\n if <(costume [number v]) = [9]> then\n wait (0.5) seconds\n else\n if <(costume [number v]) = [10]> then\n wait (0.6) seconds\n end\n end\n end\n repeat (34)\n turn left (2.5) degrees\n end\n wait (0.1) seconds\n end\n end\nend\n\nwhen I receive [イントロ終了 v]\nforever\n if <([direction v] of [キャラ v]) = [-90]> then\n hide\n else\n show\n end\nend\n\nif <(costume [number v]) = [8]> then\n wait (0.15) seconds\nelse\n if <(costume [number v]) = [9]> then\n wait (0.3) seconds\n else\n if <(costume [number v]) = [10]> then\n wait (0.45) seconds\n end\n end\nend\n\nswitch costume to ((4) + (武器強さ))\n\nset [アックス v] to [1]\nswitch costume to (コスチューム6 v)\n\nif <(costume [number v]) = [6]> then\n set [アタック v] to [6]\nelse\n if <(costume [number v]) = [7]> then\n set [アタック v] to [7]\n else\n if <(costume [number v]) = [8]> then\n set [アタック v] to [9]\n else\n if <(costume [number v]) = [9]> then\n set [アタック v] to [12]\n else\n if <(costume [number v]) = [10]> then\n set [アタック v] to [18]\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <key (2 v) pressed?> then\n set [アタックアイテム v] to [2]\n else\n if <key (1 v) pressed?> then\n set [アタックアイテム v] to [1]\n end\n end\nend\n\nwhen I receive [戻る v]\nrepeat (5)\n turn left (10) degrees\n if <key (space v) pressed?> then\n stop [this script v]\n end\n if <(direction) < [116]> then\n point in direction (90)\n stop [this script v]\n end\nend\n\nwait (0.1) seconds\n\n\n\nwait (0.05) seconds\n\npoint in direction (90)\nset [攻撃 v] to [1]\nstart sound [SWORD3 v]\nrepeat (5)\n turn right (10) degrees\nend\nset [攻撃 v] to [0]\nbroadcast (戻る v)\nwait until <not <key (space v) pressed?>>\nif <not <key (space v) pressed?>> then\n point in direction (90)\nend\n\nchange [武器強さ v] by (1)\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [ゲームオーバー v]\nshow\ngo to [front v] layer\nwait (2) seconds\nbroadcast (あ v)\nhide\n\nstop [all v]\n\n@プラットフォーマー\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [25]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (pick random (0.4) to (0.01))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (0.2) to (0.3))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.01)))\n point in direction (-90)\n else\n change [x v パワー v] by (() - (pick random (0.2) to (0.3)))\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [15]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [9]\n else\n set [y v パワー v] to [20]\n end\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\n else\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\n end\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (16)\n else\n change [x v パワー v] by (10)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-16)\n else\n change [x v パワー v] by (-10)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\n\n\nif <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (1.5)))\nelse\n change [hp v] by (() - (アタック))\nend\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@プラットフォーマー2\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [27]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (pick random (0.4) to (0.01))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (0.2) to (0.3))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.01)))\n point in direction (-90)\n else\n change [x v パワー v] by (() - (pick random (0.2) to (0.3)))\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [14]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [12]\n else\n set [y v パワー v] to [20]\n end\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (16)\n else\n change [x v パワー v] by (10)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-16)\n else\n change [x v パワー v] by (-10)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\nend\n\nstart sound [Boop Bing Bop v]\nset [y v パワー v] to [18]\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@プラットフォーマー3\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [27]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <[200] < (distance to [キャラ v])> then\n change [x v パワー v] by (pick random (0.4) to (0.3))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (-0.3) to (-0.4))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <[200] < (distance to [キャラ v])> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.3)))\n point in direction (-90)\n else\n change [x v パワー v] by (pick random (0.4) to (0.3))\n point in direction (-90)\n end\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [14]\n else\n set [y v パワー v] to [26]\n end\n end\n end\n end\nend\n\npoint in direction (-90)\n\nif <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (16)\n else\n change [x v パワー v] by (10)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-16)\n else\n change [x v パワー v] by (-10)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\ngo to x: (240) y: (70)\n\ngo to (キャラ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\n\n switch costume to (1 v)\n wait (pick random (0.5) to (1)) seconds\n start sound [弓を引き絞る1 v]\n switch costume to (4 v)\n wait (0.2) seconds\n switch costume to (2 v)\n wait (0.2) seconds\n switch costume to (3 v)\n wait (0.5) seconds\n set [r v] to (direction)\n set [xxx v] to (x position)\n set [yyy v] to (y position)\n start sound [弓矢を放つ v]\n create clone of (スプライト7 v)\nend\n\nwait (0.1) seconds\n\nif <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [12]\n else\n set [y v パワー v] to [20]\n end\nend\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@プラットフォーマー4\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [40]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (pick random (0.4) to (0.01))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (0.2) to (0.3))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.01)))\n point in direction (-90)\n else\n change [x v パワー v] by (() - (pick random (0.2) to (0.3)))\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [14]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [12]\n else\n set [y v パワー v] to [20]\n end\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (8)\n else\n change [x v パワー v] by (5)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-8)\n else\n change [x v パワー v] by (-5)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\nend\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@プラットフォーマー5\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [27]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-0.1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (pick random (0.4) to (0.01))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (0.2) to (0.3))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.01)))\n point in direction (-90)\n else\n change [x v パワー v] by (() - (pick random (0.2) to (0.3)))\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (15))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [3]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (100))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [3]\n else\n set [y v パワー v] to [20]\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [3]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (16)\n else\n change [x v パワー v] by (10)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-16)\n else\n change [x v パワー v] by (-10)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\nend\n\nwhen I start as a clone\n\n wait (pick random (1.5) to (3)) seconds\n set [yyyy v] to (y position)\n set [xxxx v] to (x position)\n repeat (3)\n start sound [マッチで火をつける v]\n create clone of (スプライト13 v)\n wait (0.3) seconds\n end\nend\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@プラットフォーマー6\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to (pick random (20) to (30))\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n point in direction (90)\n if <(distance to [キャラ v]) < [201]> then\n change [x v パワー v] by (-0.6)\n else\n change [x v パワー v] by (0.4)\n end\n else\n point in direction (90)\n if <(distance to [キャラ v]) < [201]> then\n change [x v パワー v] by (-0.6)\n else\n change [x v パワー v] by (0.4)\n end\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n point in direction (-90)\n if <(distance to [キャラ v]) < [201]> then\n change [x v パワー v] by (0.6)\n else\n change [x v パワー v] by (-0.4)\n end\n else\n if <(distance to [キャラ v]) < [201]> then\n change [x v パワー v] by (0.6)\n else\n change [x v パワー v] by (-0.4)\n end\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [15]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [15]\n else\n set [y v パワー v] to [22]\n end\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\nrepeat (3)\n wait (0.4) seconds\nend\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (20)\n else\n change [x v パワー v] by (15)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-20)\n else\n change [x v パワー v] by (-15)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\n\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <(ボス) = [0]> then\n wait (pick random (2) to (1.5)) seconds\n else\n wait (pick random (2) to (2)) seconds\n end\n set [x v] to (x position)\n set [y v] to (y position)\n create clone of (プラットマー2 v)\nend\n\nchange [x v パワー v] by (pick random (0.4) to (0.01))\nchange [x v パワー v] by (pick random (0.2) to (0.3))\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nif <(distance to [キャラ v]) < [101]> then\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@スプライト6\n\nwhen I start as a clone\npoint in direction (pick random (1) to (360))\nset rotation style [left-right v]\nset size to (25) %\nclear graphic effects\ngo to x: (クリティカル) y: (クリティカル2)\nshow\nset [x v] to ((7) - (pick random (0) to (5)))\nrepeat (20)\n move (x) steps\n set [x v] to ((x) * (0.8))\n change size by (1.5)\n change [ghost v] effect by (4)\nend\nrepeat (20)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\n@スプライト7\n\nwhen I start as a clone\nshow\npoint in direction (r)\ngo to x: (xxx) y: (yyy)\nset [パワー! v] to [30]\nrepeat until <<touching (地面 v)?> or <touching (キャラ v)?>>\n move (パワー!) steps\n change y by (-1)\n set [パワー! v] to ((パワー!) * (0.95))\nend\nwait (0.02) seconds\ndelete this clone\n\nif <<<touching (_edge_ v)?> or <touching (地面 v)?>> or <touching (キャラ v)?>> then\n\nwhen I receive [goal v]\ndelete this clone\n\n@スプライト8\n\nwhen I receive [回復 v]\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\nrepeat (14)\n wait (0.5) seconds\n if <not <[18] < (hp)>> then\n broadcast (ダメージ v)\n change [hp v] by (2)\n end\nend\nrepeat (8)\n if <not <[19] < (hp)>> then\n broadcast (ダメージ v)\n change [hp v] by (1)\n end\n set [ghost v] effect to (25)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n wait (0.3) seconds\nend\nhide\n\nwhen I receive [毒 v]\n\nwhen flag clicked\nhide\n\n@スプライト17\n\nwhen flag clicked\nhide\n\nwhen I receive [炎 v]\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\nrepeat (4)\n wait (1) seconds\n start sound (pick random (1) to (3))\n broadcast (ダメージ v)\n change [hp v] by (-1)\nend\nbroadcast (送る v)\nrepeat (3)\n broadcast (ダメージ v)\n wait (1) seconds\n start sound (pick random (1) to (3))\n change [hp v] by (-1)\nend\n\nif <not <(hp) < [0.5]>> then\n change [hp v] by (-0.25)\nend\n\nwhen I receive [送る v]\nrepeat (8)\n set [ghost v] effect to (25)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n wait (0.3) seconds\nend\nhide\nhide\n\n@ a\n\nwhen I receive [毒 v]\nclear graphic effects\nshow\nswitch costume to (コスチューム1 v)\nrepeat (15)\n wait (0.6) seconds\n if <not <(hp) < [2]>> then\n broadcast (ダメージ v)\n start sound [Crunch v]\n change [hp v] by (-1)\n end\nend\nrepeat (4)\n set [ghost v] effect to (25)\n wait (0.3) seconds\n set [ghost v] effect to (0)\n wait (0.3) seconds\nend\nhide\n\nwhen flag clicked\nhide\n\n@スプライト9\n\nwhen this sprite clicked\nset [アタックアイテム v] to [1]\n\nwhen flag clicked\nshow\nset drag mode [draggable v]\ngo to x: (-207) y: (-144)\n\nwhen [right arrow v] key pressed\nhide\n\n@スプライト10\n\nwhen this sprite clicked\nset [アタックアイテム v] to [2]\n\nwhen flag clicked\nshow\nset drag mode [draggable v]\ngo to x: (-145) y: (-144)\n\nwhen [right arrow v] key pressed\nhide\n\n@スプライト11\n\nwhen flag clicked\nshow\nset drag mode [draggable v]\ngo to x: (-82) y: (-144)\nforever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set [攻撃する v] to [1]\n else\n set [攻撃する v] to [0]\n end\nend\n\nwhen [right arrow v] key pressed\nhide\n\n@スプライト12\n\nwhen this sprite clicked\n\nwhen flag clicked\nshow\nset drag mode [draggable v]\ngo to x: (-17) y: (-144)\nforever\n if <<key (z v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n broadcast (回復 v)\n wait (15) seconds\n end\nend\n\nwhen [right arrow v] key pressed\nhide\n\nchange [color v] effect by (25)\n\n@スプライト13\n\nwhen I start as a clone\nchange y by (4)\nswitch costume to (image-removebg-preview \(2\) v)\ngo to [back v] layer\ngo [forward v] (3) layers\nclear graphic effects\nshow\nset rotation style [don't rotate v]\ngo to x: (xxxx) y: (yyyy)\nset [パワー! v] to [10]\npoint towards (キャラ v)\nturn right (pick random (-10) to (10)) degrees\nrepeat until <<<touching (地面 v)?> or <touching (_edge_ v)?>> or <touching (キャラ v)?>>\n move (パワー!) steps\n set [パワー! v] to ((パワー!) * (0.99))\nend\nwait (0.02) seconds\nswitch costume to (image-removebg-preview \(2\)2 v)\nwait (2) seconds\nrepeat (25)\n change size by (0.5)\n change [ghost v] effect by (4)\nend\ndelete this clone\n\nif <<<touching (_edge_ v)?> or <touching (地面 v)?>> or <touching (キャラ v)?>> then\n\n\n create clone of (_myself_ v)\nend\n\nwhen I receive [goal v]\ndelete this clone\n\n@スプライト14\n\nwhen I receive [スポナー v]\nclear graphic effects\ngo to x: (item (1) of [スポナーの位置 v]) y: (item (2) of [スポナーの位置 v])\nset [hp v] to [40]\nshow\nrepeat until <[1] > (HP)>\n wait (pick random (2) to (6)) seconds\n repeat (pick random (1) to (2))\n create clone of (スポーン)\n end\nend\nset [スポーン v] to [0]\n\nwhen I receive [スポナー v]\nwait (0.1) seconds\nwait (0.1) seconds\nrepeat until <[1] > (HP)>\n if <<<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> and <(攻撃) = [1]>> then\n set [pitch v] effect to (pick random (-50) to (50))\n start sound [ロボットを殴る2 v]\n change [hp v] by (() - (アタック))\n wait (0.2) seconds\n end\nend\nrepeat (10)\n wait (0.05) seconds\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nhide\n\nset [pitch v] effect to (pick random (-50) to (50))\nstart sound [ロボットを殴る2 v]\n\n@プラットマー2\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I start as a clone\nif <(ぼす) = [0]> then\n set size to (150) %\nelse\n set size to (150) %\nend\nset rotation style [all around v]\nswitch costume to (pick random (1) to (3))\ngo to x: (x) y: (y)\nshow\nclear graphic effects\nif <(distance to [キャラ v]) < [181]> then\n if <(x position) < ([x position v] of [キャラ v])> then\n set [x v] to [4]\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v] to [-4]\n end\n set [y v] to [8]\nelse\n if <(x position) < ([x position v] of [キャラ v])> then\n set [x v] to [15]\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v] to [-15]\n end\n set [y v] to [13]\nend\nchange x by (x)\nrepeat until <<touching (キャラ v)?> or <touching (地面 v)?>>\n set [x v] to ((x) * (0.88))\n change x by (x)\n change y by (y)\n set [y v] to ((y) - (1))\nend\npoint in direction (90)\nset size to (350) %\ngo to [front v] layer\nswitch costume to ((costume [number v]) + (3))\nwait (0.3) seconds\nrepeat (50)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I start as a clone\n\nrepeat (60)\n point towards (キャラ v)\n move (3) steps\nend\n\npoint towards (キャラ v)\nmove (3) steps\n\nchange y by (y)\n\nwait until <<touching (キャラ v)?> or <<<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> and <(攻撃) = [1]>>>\nwait (0.01) seconds\ndelete this clone\n\nchange y by (-3.5)\n\nwait (1.5) seconds\n\nwhen I receive [goal v]\ndelete this clone\n\n@スプライト16\n\nwhen flag clicked\nhide\n\n@Health\n\nwhen flag clicked\nhide\n\nwhen I receive [やられた v]\nhide\n\nwhen I receive [ダメージ v]\nrepeat (2)\n wait (0.1) seconds\n set [brightness v] effect to (50)\n wait (0.1) seconds\n set [brightness v] effect to (0)\nend\n\nwhen I receive [あ v]\nwait (1) seconds\nshow\nforever\n if <(hp) < [1]> then\n broadcast (ゲームオーバー v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(hp) < [1]> then\n broadcast (ゲームオーバー v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait (2.5) seconds\n if <(hp) < [19]> then\n change [hp v] by (1)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [ゲームオーバー v]\nstop [other scripts in sprite v]\n\nwhen I receive [あ v]\nshow\nforever\n switch costume to ((hp) + (1))\nend\n\nwhen flag clicked\n\nwhen I receive [あ v]\nforever\n wait (2.5) seconds\n if <(hp) < [19]> then\n change [hp v] by (1)\n end\nend\n\nwhen I receive [イントロ終了 v]\nshow\nforever\n switch costume to ((hp) + (1))\nend\n\nwhen I receive [あ v]\nwait (1) seconds\nshow\nforever\n if <(hp) < [5]> then\n repeat (8)\n go to x: (-136) y: (164)\n wait (pick random (0.01) to (0.05)) seconds\n change x by (2)\n wait (pick random (0.01) to (0.05)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.05)) seconds\n change y by (2)\n wait (pick random (0.01) to (0.05)) seconds\n change y by (-2)\n end\n else\n go to x: (-136) y: (164)\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nshow\nforever\n if <(hp) < [5]> then\n repeat (8)\n go to x: (-136) y: (164)\n wait (pick random (0.01) to (0.05)) seconds\n change x by (2)\n wait (pick random (0.01) to (0.05)) seconds\n change x by (-2)\n wait (pick random (0.01) to (0.05)) seconds\n change y by (2)\n wait (pick random (0.01) to (0.05)) seconds\n change y by (-2)\n end\n else\n go to x: (-136) y: (164)\n end\nend\n\nwait (0.01) seconds\nchange y by (-4)\nwait (0.01) seconds\nchange y by (4)\nwait (0.01) seconds\nchange x by (-4)\nwait (0.01) seconds\nchange x by (4)\nwait (0.01) seconds\n\n@プラットフォーマー7\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [45]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (pick random (0.4) to (0.01))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (0.2) to (0.3))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.01)))\n point in direction (-90)\n else\n change [x v パワー v] by (() - (pick random (0.2) to (0.3)))\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [14]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [12]\n else\n set [y v パワー v] to [20]\n end\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (16)\n else\n change [x v パワー v] by (10)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-16)\n else\n change [x v パワー v] by (-10)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\nend\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\n@プラットフォーマー8\n\nwhen flag clicked\nset rotation style [left-right v]\n\nwhen flag clicked\n\nreset timer\n\nswitch costume to (1 v)\nswitch backdrop to (2 v)\nshow\n\nwhen I start as a clone\nif <(ボス) = [0]> then\n set size to (78) %\n set [hp v] to [45]\nelse\n set size to (230) %\n set [hp v] to [80]\nend\nforever\n change y by (1)\n change [y v パワー v] by (-1)\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (pick random (0.4) to (0.2))\n point in direction (90)\n else\n change [x v パワー v] by (pick random (0.2) to (0.5))\n point in direction (90)\n end\n end\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n change [x v パワー v] by (() - (pick random (0.4) to (0.2)))\n point in direction (-90)\n else\n change [x v パワー v] by (() - (pick random (0.2) to (0.5)))\n point in direction (-90)\n end\n point in direction (-90)\n end\n if <<(direction) < [-1]> and <[-179] < (direction)>> then\n set [x v パワー v] to ((x v パワー) * (0.9))\n change x by (x v パワー)\n if <touching (地面 v)?> then\n change x by ((x v パワー) * (-1))\n end\n change y by (y v パワー)\n if <touching (地面 v)?> then\n if <(s2) = [1]> then\n start sound [pop v]\n end\n set [s2 v] to [0]\n change y by ((0) - (y v パワー))\n set [y v パワー v] to [0]\n end\n change y by (-1)\n if <[0] = (pick random (0) to (100))> then\n hide\n go to (random position v)\n wait (0.1) seconds\n repeat until <not <touching (地面 v)?>>\n repeat (10)\n go to (random position v)\n end\n end\n if <touching (地面 v)?> then\n change y by (100)\n end\n show\n end\n if <touching (地面 v)?> then\n if <((y position) + (1)) < ([y position v] of [キャラ v])> then\n if <[0] = (pick random (0) to (13))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [14]\n else\n set [y v パワー v] to [26]\n end\n end\n else\n if <[0] = (pick random (0) to (20))> then\n set [s2 v] to [1]\n start sound [suck1 v]\n if <(ボス) = [0]> then\n set [y v パワー v] to [9]\n else\n set [y v パワー v] to [20]\n end\n if <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\n else\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\n end\n end\n end\n end\nend\n\nchange [x v パワー v] by (-0.4)\n\nstart sound [pop v]\n\ncreate clone of (_myself_ v)\n\nwhen I receive [goal v]\ndelete this clone\n\npoint towards (キャラ v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\ncreate clone of (_myself_ v)\n\nbroadcast (アニメーション v)\n\nset [y v パワー v] to [4]\n\nwhen I receive [goal v]\n\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\n\nwhen flag clicked\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset [color v] effect to ()\nshow\nset [x v パワー v] to [0]\nset [y v パワー v] to [0]\nrepeat until <(HP) < [0.1]>\n if <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>> then\n if <(攻撃) = [1]> then\n switch costume to (2 v)\n set [y v パワー v] to [6]\n if <([direction v] of [キャラ v]) = [90]> then\n point in direction (90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (16)\n else\n change [x v パワー v] by (10)\n end\n end\n if <([direction v] of [キャラ v]) = [-90]> then\n point in direction (-90)\n if <[1] = (アックス)> then\n change [x v パワー v] by (-16)\n else\n change [x v パワー v] by (-10)\n end\n end\n start sound [Crunch v]\n if <(クリティカル判定) = [1]> then\n set [クリティカル2 v] to (y position)\n set [クリティカル v] to (x position)\n broadcast (クリティカル v)\n change [hp v] by (() - ((アタック) * (2)))\n else\n change [hp v] by (() - (アタック))\n end\n wait (0.1) seconds\n switch costume to (1 v)\n end\n end\nend\nstart sound [kill v]\nchange [変数 v] by (1)\nrepeat (20)\n set [y v パワー v] to [0]\n set [x v パワー v] to [0]\n change [ghost v] effect by (5)\n change size by (-3)\nend\ndelete this clone\n\nset [hp v] to [13]\n\n\n\nrepeat (80)\n create clone of (_myself_ v)\nend\nrepeat (40)\n wait (pick random (0.5) to (1)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I receive [アニメーション v]\nhide\n\nset [y v パワー v] to [0]\n\nmove () steps\n\nif <(x position) < ([y position v] of [キャラ v])> then\n set [x v パワー v] to [5]\nelse\n if <([y position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n set [x v パワー v] to [10]\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n set [x v パワー v] to [-5]\n end\nend\n\nchange y by (-4)\n\nwhen I start as a clone\ngo to x: (244) y: (70)\nforever\n if <touching color (#fffe19)?> then\n start sound [Boop Bing Bop v]\n set [y v パワー v] to [18]\n end\nend\n\ncreate clone of (_myself_ v)\n\n\n\nwhen I receive [あ v]\ndelete this clone\n\nwhen I receive [バス線 v]\nset [ボス v] to [1]\ncreate clone of (_myself_ v)\nwait (1) seconds\n\nwhen I receive [goal v]\nset [ボス v] to [0]\n\nwhen flag clicked\nset [ボス v] to [0]\n\nchange [武器強さ v] by (1)\n\nwhen I start as a clone\nforever\n if <<touching color (#fe05ac)?> and <touching (プラットマー2 v)?>> then\n change [hp v] by (5)\n start sound [heel v]\n wait (1) seconds\n end\nend\n\nwhen I receive [イントロ終了 v]\n\ncreate clone of (_myself_ v)\n\nrepeat (3)\n wait (0.4) seconds\nend\n\nif <(x position) < ([x position v] of [キャラ v])> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [10]\n else\n set [x v パワー v] to [16]\n end\nelse\n if <([x position v] of [キャラ v]) < (x position)> then\n if <(ボス) = [0]> then\n set [x v パワー v] to [-10]\n else\n set [x v パワー v] to [-16]\n end\n end\nend\n\nstart sound [Boop Bing Bop v]\nset [y v パワー v] to [18]\n\nwhen I receive [ゲームオーバー v]\ndelete this clone\n\nif <touching (地面 v)?> then\nend\n\nhide\n\nrepeat (1)\n go to (random position v)\nend\n\n
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Part 2 https://scratch.mit.edu/projects/973124322/\nPlease read all すべて読んでください\n・操作 control モバイル操作性△ ゴメン(_ _;)\nArrow or point control Space or Attack button to attack\nTo change weapon, press 1 or 2 key or sword or axe button\nz or ❤ button to recover\n矢印・ポイント操作 スペースまたは攻撃ボタンで攻撃\n斧・剣ボタンを押すまたは1・2キまたは剣や斧のボタンを押して武器を変える\nzまたは❤ボタンで回復\n・武器 attack\n敵を倒すと武器がアップグレードされます。\nWeapons are upgraded when enemies are defeated.\n剣 石 stone ATK2 KB10\n鉄 iron ATK3 KB10\nダイヤ diamond ATK4 KB10\n果てのロッド end rod ATK5 KB10\nネザライト netherite ATK6 KB10\n斧 石 stone ATK7 KB20\n鉄 iron ATK8 KB20\nダイヤ diamond ATK10 KB20\n果てのロッド end rod ATK12 KB20\nネザライト netherite ATK17 KB20\n(クリティカルヒットで2倍ATKを発揮)\n(クリティカルヒットはジャンプして攻撃すると発生)\n(Critical hit gives 2x ATK)\n(Critical hit occurs when you jump and attack)
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推しの子プラットフォーマー(platformer)
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [1 v]\nswitch backdrop to (背景2 v)\n\n@スプライト5\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (3) layers\nforever\n turn right (15) degrees\nend\n\nwhen flag clicked\ngo to x: (0) y: (-120)\ngo to [back v] layer\ngo [forward v] (3) layers\nrepeat (10)\n wait (0.01) seconds\n change x by (20)\nend\nforever\n repeat (10)\n wait (0.01) seconds\n change x by (40)\n end\n repeat (10)\n wait (0.01) seconds\n change x by (-40)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [10]> then\n show\n else\n hide\n end\nend\n\n@バーンって降りてきてぶっ刺さったら死んでまうやつ4\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n glide (0.3) secs to x: (100) y: (200)\n wait (0.5) seconds\n glide (0.3) secs to x: (100) y: (0)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n show\n else\n hide\n end\nend\n\n@バーンって降りてきてぶっ刺さったら死んでまうやつ3\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n glide (0.3) secs to x: (0) y: (200)\n wait (0.5) seconds\n glide (0.3) secs to x: (0) y: (0)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n show\n else\n hide\n end\nend\n\n@バーンって降りてきてぶっ刺さったら死んでまうやつ2\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n glide (0.3) secs to x: (-100) y: (200)\n wait (0.5) seconds\n glide (0.3) secs to x: (-100) y: (0)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n show\n else\n hide\n end\nend\n\n@バーンって降りてきてぶっ刺さったら死んでまうやつ\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (4) layers\nforever\n glide (0.3) secs to x: (0) y: (200)\n wait (0.5) seconds\n glide (0.3) secs to x: (0) y: (0)\n wait (0.5) seconds\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [8]> then\n show\n else\n hide\n end\nend\n\n@障害物\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@ \n\nwhen flag clicked\nset [ステージ v] to [1]\nswitch costume to (止まる v)\ngo to x: (-210) y: (-90)\nshow\nset size to (100) %\ngo to [front v] layer\nhide\nset [x v] to [0]\nset [y v] to [0]\npoint in direction (90)\ngo to x: (-201) y: (152)\ngo to x: (-213) y: (-34)\nforever\n set rotation style [left-right v]\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (左 v)\n change [x2 v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (右 v)\n change [x2 v] by (1)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1.0)\n if <touching (地面 v)?> then\n change x by ((X2) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <(X2) > [0]> then\n set [x2 v] to [-5]\n else\n set [x2 v] to [5]\n end\n set [y2 v] to [10]\n else\n set [x2 v] to [0.0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [ニュッ2 v]\n set [y2 v] to [13]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <touching (地面 v)?> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n broadcast (次 v)\n hide\n change [ステージ v] by (1)\n set [x2 v] to [0]\n go to x: (-201) y: (-100)\n show\n end\n if <<touching (スプライト5 v)?> or <<touching (障害物 v)?> or <<touching (バーンって降りてきてぶっ刺さったら死んでまうやつ v)?> or <<touching (バーンって降りてきてぶっ刺さったら死んでまうやつ2 v)?> or <<touching (バーンって降りてきてぶっ刺さったら死んでまうやつ3 v)?> or <touching (バーンって降りてきてぶっ刺さったら死んでまうやつ4 v)?>>>>>> then\n set [x2 v] to [0]\n set [y2 v] to [0]\n start sound [crash v]\n repeat (20)\n change [ghost v] effect by (20)\n end\n go to x: (-201) y: (-100)\n repeat (20)\n change [ghost v] effect by (-8)\n end\n end\n if <touching (バネ v)?> then\n set [y2 v] to [20]\n end\nend\n\nwhen I receive [1 v]\nwait (5.5) seconds\nshow\n\nwhen I receive [1 v]\nwait (5.5) seconds\nstart sound [YOASOBI「アイドル」 Official Music Video 2023-04-12 11_30 - from YouTube v]\n\n@スプライト1\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n next costume\nend\n\nwhen flag clicked\nforever\n repeat (10)\n wait (0.1) seconds\n change y by (変数)\n end\n repeat (10)\n wait (0.1) seconds\n change y by (変数)\n end\nend\n\nwhen flag clicked\nhide\nset [変数 v] to [0]\ngo to x: (-5) y: (-30)\nrepeat (10)\n wait (0.1) seconds\n change [変数 v] by (0.15)\nend\nforever\n repeat (20)\n wait (0.1) seconds\n change [変数 v] by (-0.15)\n end\n wait (0.1) seconds\n repeat (20)\n wait (0.1) seconds\n change [変数 v] by (0.15)\n end\nend\n\nwhen I receive [1 v]\nshow\n\n@地面\n\nwhen flag clicked\nhide\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [1 v]\nshow\n\n@スプライト4\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n wait (pick random (3) to (5)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (50)\n change x by (-10)\n change y by (-10)\nend\ndelete this clone\n\ngo to x: (144) y: (105)\n\ngo to x: (218) y: (151)\n\n@スプライト3\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nforever\n wait (pick random (2) to (3)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat (50)\n change x by (-10)\n change y by (-10)\nend\ndelete this clone\n\ngo to x: (144) y: (105)\n\n@スプライト2\n\ngo to x: (218) y: (151)\n\n@スプライト6\n\nwhen flag clicked\nhide\n\n@cooltext438907239390756\n\nwhen flag clicked\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\n@z_6395d9a45c56c-removebg-preview\n\nwhen flag clicked\nhide\n\n@cooltext438908360501825\n\nwhen flag clicked\nhide\n\n@intro\n\ndefine intro proglam\nintro reset switch\nset [色 v] to (pick random (1) to (200))\nstart sound [Avicii - Broken Arrows v]\nclear graphic effects\nswitch costume to (card1 v)\nset [intro v] to [-195]\nrepeat (5)\n create clone of (_myself_ v)\n change [intro v] by (100)\nend\nwait [0.9]\nswitch costume to (card2 v)\nset [intro v] to [-185]\nrepeat (4)\n create clone of (_myself_ v)\n change [intro v] by (125)\n wait (0.025) seconds\nend\nwait [1.3]\nswitch costume to (card3 v)\nset [intro v] to [-160]\nrepeat (4)\n create clone of (_myself_ v)\n change [intro v] by (100)\n wait (0.025) seconds\nend\nwait [1.85]\nswitch costume to (card4 v)\nset [intro v] to [-160]\nrepeat (4)\n create clone of (_myself_ v)\n change [intro v] by (100)\n wait (0.025) seconds\nend\nwait [2.3]\nswitch costume to (card5 v)\nset [intro v] to [185]\nrepeat (4)\n create clone of (_myself_ v)\n change [intro v] by (-125)\n wait (0.025) seconds\nend\nwait [2.85]\nswitch costume to (card6 v)\ncreate clone of (_myself_ v)\nswitch costume to (name v)\ncreate clone of (_myself_ v)\nwait [3.35]\nswitch costume to (card7 v)\ncreate clone of (_myself_ v)\nswitch costume to (card8 v)\ncreate clone of (_myself_ v)\nwait [4]\ndust\nwait [5]\nswitch costume to (icon v)\ncreate clone of (_myself_ v)\nwait [9]\nswitch costume to (last v)\ncreate clone of (_myself_ v)\n\ndefine wait (time)\nwait until <(time) < (timer)>\n\ndefine clone proglam\nset [color v] effect to (色)\nshow\nif <(costume [number v]) = [1]> then\n set [ghost v] effect to (100)\n set x: [-500] y: [-500] direction: [0] size: [0]\n repeat (30)\n move x: (intro) y: [0] direction: [90] size: [100] speed: [4]\n change [ghost v] effect by (-7.5)\n end\n wait (3) seconds\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n set x: (intro) y: [-500] direction: [90] size: [100]\n repeat (30)\n move x: (intro) y: [0] direction: [90] size: [100] speed: [4]\n end\n wait (2) seconds\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n set x: [-500] y: (intro) direction: [90] size: [100]\n repeat (30)\n move x: [0] y: (intro) direction: [90] size: [100] speed: [4]\n end\n wait (2) seconds\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n clear graphic effects\n set x: [0] y: (intro) direction: [90] size: [0]\n repeat (30)\n move x: [0] y: (intro) direction: [90] size: [100] speed: [4]\n end\n wait (2) seconds\n delete this clone\n else\n if <(costume [number v]) = [5]> then\n set x: (intro) y: [0] direction: [90] size: [0]\n repeat (30)\n move x: (intro) y: [0] direction: [90] size: [100] speed: [4]\n end\n wait (2) seconds\n delete this clone\n else\n if <(costume [number v]) = [6]> then\n set x: [0] y: [-500] direction: [90] size: [0]\n repeat (30)\n move x: [0] y: [0] direction: [90] size: [100] speed: [4]\n end\n wait (1.5) seconds\n delete this clone\n else\n if <(costume [number v]) = [7]> then\n set x: [0] y: [-500] direction: [0] size: [100]\n repeat (30)\n move x: [0] y: [0] direction: [90] size: [100] speed: [4]\n end\n wait (0.5) seconds\n hide\n wait [7]\n go to [front v] layer\n show\n set x: [5000] y: [] direction: [90] size: [100]\n set [intro v] to [0]\n forever\n set [intro v] to (((intro) * (0.8)) + ((((([cos v] of ((timer) * (350)) ) * (4)) + (75)) - (x position)) / (6)))\n change x by (intro)\n set y to (([sin v] of ((timer) * (450)) ) * (4))\n point in direction ((([cos v] of ((timer) * (400)) ) * (3)) + (90))\n end\n else\n if <(costume [number v]) = [8]> then\n set x: [0] y: [-500] direction: [560] size: [100]\n repeat (65)\n move x: [0] y: (([sin v] of ((timer) * (175)) ) * (10)) direction: ((([cos v] of ((timer) * (175)) ) * (7)) + (90)) size: [100] speed: [5]\n end\n forever\n move x: ((([cos v] of ((timer) * (125)) ) * (5)) - (100)) y: (([sin v] of ((timer) * (175)) ) * (10)) direction: ((([cos v] of ((timer) * (175)) ) * (7)) + (90)) size: [100] speed: [5]\n end\n else\n if <(costume [number v]) = [9]> then\n set x: [-500] y: [0] direction: [90] size: [100]\n repeat (27)\n move x: [0] y: [0] direction: [90] size: [100] speed: [3.5]\n end\n switch costume to (card7 v)\n repeat (8)\n set [brightness v] effect to (100)\n wait (0.02) seconds\n set [brightness v] effect to (0)\n wait (0.02) seconds\n end\n set [brightness v] effect to (100)\n else\n if <(costume [number v]) = [10]> then\n set x: [500] y: [0] direction: [90] size: [100]\n repeat (27)\n move x: [0] y: [0] direction: [90] size: [100] speed: [3.5]\n end\n repeat (8)\n set [brightness v] effect to (100)\n wait (0.02) seconds\n set [brightness v] effect to (0)\n wait (0.02) seconds\n end\n set [brightness v] effect to (100)\n else\n if << (costume [name v]) contains [dust]?> = [true]> then\n go to (random position v)\n point in direction (pick random (1) to (360))\n set [ghost v] effect to (pick random (5) to (50))\n set size to (pick random (50) to (100)) %\n forever\n move (0.2) steps\n if <(pick random (1) to (2)) = [1]> then\n turn right (1) degrees\n else\n turn right (-1) degrees\n end\n end\n else\n set x: [] y: [-500] direction: [560] size: []\n repeat until <[100] < (size)>\n go to [front v] layer\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n go to [front v] layer\n change size by (((size) - (-1)) / (4))\n go to [front v] layer\n end\n repeat (4)\n switch costume to (blank v)\n go to [front v] layer\n turn right (((90) - (direction)) / (5)) degrees\n change y by (((0) - (y position)) / (5))\n go to [front v] layer\n change size by (((size) - (-1)) / (4))\n go to [front v] layer\n switch costume to (last v)\n go to [front v] layer\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\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\nend\nbroadcast (1 v)\n\ndefine set x: (x) y: (y) direction: (di) size: (size)\ngo to x: (x) y: (y)\npoint in direction (di)\nset size to (size) %\n\ndefine move x: (xx) y: (yy) direction: (didi) size: (sisi) speed: (spd)\nchange x by (((xx) - (x position)) / (spd))\nchange y by (((yy) - (y position)) / (spd))\nturn right (((didi) - (direction)) / (spd)) degrees\nchange size by (((sisi) - (size)) / (spd))\n\nchange x by ((() - (x position)) / ())\nchange y by ((() - (y position)) / ())\nturn right ((() - (direction)) / ()) degrees\nchange size by ((() - (size)) / ())\n\ndefine intro reset switch\nreset timer\nhide\nset x: [0] y: [0] direction: [90] size: [100]\n\nwhen flag clicked\nwait (1) seconds\nintro proglam\nwait (4) seconds\nbroadcast (outro start!! v)\n\nwhen I start as a clone\nclone proglam\n\ndefine dust\nrepeat (10)\n switch costume to (pick random (11) to (12))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nforever\n if <not <[12] < (costume [number v])>> then\n wait [10]\n delete this clone\n end\nend\n\n
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#推しの子\n#プラットフォーマー\n#platformer
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FOSSIL PLATFORMER #games #platformer #all
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@Stage\n\nwhen I receive [enter game v]\nplay sound [forest v] until done\nswitch backdrop to (the real v)\nforever\n play sound [forest v] until done\nend\n\nwhen flag clicked\nforever\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Report\n\nwhen flag clicked\nhide variable [data v]\nhide\n\nwhen I receive [error v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nshow variable [data v]\n\n@Object - Water Effect\n\nwhen flag clicked\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n go to (hitbox v)\n set [local type v] to [2]\n set [ghost v] effect to (75)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\n create clone of (_myself_ v)\nend\nif <(Local Type) = [2]> then\n show\n change y by (-16)\n change x by (pick random (-6) to (6))\n switch costume to (variant 1 v)\n set [local glidex v] to (pick random (3) to (-3.001))\n set [local glidey v] to (pick random (6) to (0.5))\n repeat (60)\n change x by (Local GlideX)\n change y by (Local GlideY)\n change [local glidey v] by (-0.35)\n change size by (-1)\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\n@GameName\n\nwhen flag clicked\nforever\n switch backdrop to (the real v)\nend\n\nwhen I receive [mainmenu v]\nrepeat (26)\nswitch costume to (indesign1 v)\ngo to x: (-20) y: (129)\nchange x by (6)\nchange y by (-6)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-6)\nchange y by (6)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (20)\ngo to x: (60) y: (81)\nswitch costume to (indesign2 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-50)\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\ncreate clone of (_myself_ v)\nrepeat (35)\ngo to x: (0) y: (-166)\ngo to [front v] layer\nswitch costume to (indesign3 v)\nchange x by (3)\nchange y by (-3)\nset [brightness v] effect to (-100)\nset [local glide v] to [0]\ncreate clone of (_myself_ v)\nchange x by (-3)\nchange y by (3)\nclear graphic effects\nset [local glide v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I receive [enter game v]\ndelete this clone\n\nwhen I receive [gameend v]\ngo to x: (0) y: (-166)\nwait (3) seconds\nset [ghost v] effect to (100)\nswitch costume to (ct v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct4 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (6) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct2 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nstart sound [aplausses v]\nwait (4) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nswitch costume to (ct3 v)\nrepeat (20)\n change [ghost v] effect by (-5)\nend\ncreate clone of (_myself_ v)\nset [time v] to (round ((Time) / (30)))\nshow variable [time v]\n\nwhen I start as a clone\nif <(costume [number v]) = [3]> then\n wait until <not <<mouse down?> or <key (space v) pressed?>>>\n wait until <<mouse down?> or <key (space v) pressed?>>\n stop [other scripts in sprite v]\n set [ghost v] effect to (0)\n if <(Local Glide) = [1]> then\n start sound [Click v]\n end\n repeat (10)\n hide\n wait (0) seconds\n show\n end\n if <(Local Glide) = [1]> then\n broadcast (FadeBlack v)\n repeat (20)\n broadcast (DeleteCC v)\n broadcast (Enter Game v)\n end\n stop [this script v]\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [7]> then\n set [ghost v] effect to (0)\n repeat (20)\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n forever\n repeat (10)\n set [ghost v] effect to (0)\n repeat (10)\n set [ghost v] effect to (75)\n end\nend\ngo to [front v] layer\nset [ghost v] effect to (100)\nchange x by (-76)\nchange y by (-76)\nshow\nset [local glide v] to [8]\nrepeat (20)\n change x by (Local Glide)\n change y by (Local Glide)\n change [local glide v] by (-0.4)\n change [ghost v] effect by (-5)\n wait (0) seconds\nend\n\nwhen flag clicked\nhide variable [time v]\nhide\n\n@Object - Bubble\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nset [local glide2 v] to [0]\ngo to (hitbox v)\nchange y by (10)\nshow\nchange x by (pick random (-4) to (4))\nrepeat until <not <touching (object - water v)?>>\n change y by (10)\n if <touching (object - water v)?> then\n change y by (-10)\n else\n delete this clone\n end\n change y by (Local Glide2)\n change [local glide2 v] by (0.1)\n if <(y position) > [171]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Object - Collectables\n\nwhen flag clicked\nset [data v] to [0]\nset [key v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data) = [1]> then\n switch costume to (door locked v)\n if <(Key) = [2]> then\n delete this clone\n end\n wait until <touching (hitbox v)?>\n if <(Key) = [0]> then\n forever\n if <touching (hitbox v)?> then\n broadcast (fireout v)\n end\n end\n end\n if <(Key) = [1]> then\n switch costume to (door opened v)\n start sound [SYS-DOOR0 v]\n set [key v] to [2]\n set [local data v] to [11]\n repeat (20)\n change y by (-1)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\nend\nif <(Local Data) = [11]> then\n switch costume to (door open mold v)\n turn left (pick random (0) to (35)) degrees\n repeat (10)\n change x by (3)\n change [ghost v] effect by (10)\n change y by (4)\n turn right (15) degrees\n end\n delete this clone\nend\nif <(Local Data) = [2]> then\n switch costume to (key v)\n wait until <touching (hitbox v)?>\n start sound [SYS-DOOR2 v]\n switch costume to (text v)\n go to [front v] layer\n set [local glide v] to [4]\n change [key v] by (1)\n repeat (10)\n change y by (Local Glide)\n change [local glide v] by (-0.4)\n end\n wait (1) seconds\n delete this clone\nend\n\n@Object - SpringBoard\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nset [brightness v] effect to (-25)\nshow\nswitch costume to (variant1-1 v)\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\nend\nforever\n wait until <touching (hitbox v)?>\n switch costume to (variant1-2 v)\n start sound [SYS-TIGGER-JP v]\n broadcast (Spring! v)\n wait until <not <touching (hitbox v)?>>\n wait until <touching (hitbox v)?>\n switch costume to (variant1-1 v)\n wait until <not <touching (hitbox v)?>>\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Wood Platform\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\nif <(Local Data2) = [1]> then\n switch costume to (variant1 v)\n forever\n change y by (6)\n CheckWater\n change y by (-5)\n end\nend\nif <(Local Data2) = [2]> then\n switch costume to (variant1 v)\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data2 v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine CheckWater\nrepeat (10)\n if <not <touching (object - water v)?>> then\n change y by (-1)\n end\nend\n\n@Object - Water2\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nQuickDelete\nset [ghost v] effect to (50)\nswitch costume to (variant2 v)\nchange y by (-5)\ngo [backward v] (333) layers\nshow\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n delete this clone\nend\nif <(Tile) = [19]> then\n set [ghost v] effect to (100)\nend\nif <(Tile) = [26]> then\n delete this clone\nend\n\n@Object - Sign\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\ndefine Still there?\nif <(Player readingText?) = [0]> then\n start sound [SYS-CLOSE v]\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\n end\n delete this clone\nend\n\ndefine CheckData\nif <(Local Data) = [1]> then\n switch costume to (speechbb 1 v)\nend\nif <(Local Data) = [2]> then\n switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [3]> then\n switch costume to (speechbb 2 v)\nend\nif <(Local Data) = [4]> then\n switch costume to (speechbb 2 v)\nend\nif <(Local Data) > [4]> then\n switch costume to (speechbb 2 v)\nend\n\ndefine FirstSign?\nif <(Local Data) = [1]> then\n repeat (95)\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (sign v)\ngo to x: (-108) y: (-88)\ngo [backward v] (9999) layers\nshow\n\nwhen I receive [enter game v]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n QuickDelete\n show\n set size to (100) %\n switch costume to (sign v)\n FirstSign?\n forever\n wait until <touching (hitbox v)?>\n set [local type v] to [2]\n create clone of (_myself_ v)\n set [player readingtext? v] to [1]\n wait until <not <touching (hitbox v)?>>\n set [player readingtext? v] to [0]\n end\nend\nif <(Local Type) = [2]> then\n change y by (35)\n if <(x position) < [-94]> then\n set x to (-94)\n end\n set [ghost v] effect to (100)\n CheckData\n set size to (20) %\n go to [front v] layer\n start sound [SYS-CANSEL v]\n repeat (4)\n change size by (20)\n change [ghost v] effect by (-25)\n Still there?\n end\n repeat (2)\n change size by (-5)\n Still there?\n wait (0) seconds\n change size by (5)\n Still there?\n end\n set [local type v] to [3]\n create clone of (_myself_ v)\n forever\n Still there?\n end\nend\nif <(Local Type) = [3]> then\n set [ghost v] effect to (100)\n switch costume to ((Local Data) + (3))\n change y by (-10)\n go to [front v] layer\n repeat (5)\n change [ghost v] effect by (-20)\n Still there?\n change y by (2)\n end\n forever\n Still there?\n end\nend\n\n@Object - Water\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n QuickDelete\n change y by (-5)\n set [ghost v] effect to (75)\n show\n if <(Local Data) = [1]> then\n switch costume to (variant1 v)\n end\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water2 v)\n forever\n set [local glide v] to [0]\n forever\n repeat (10)\n change [local glide v] by (-0.1)\n change y by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (0.1)\n change y by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (-0.1)\n change y by (Local Glide)\n end\n end\n end\n end\nend\n\ndefine QuickDelete\ngo to x: (0) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nif <(Tile) = [11]> then\n set [water present? v] to [0]\n delete this clone\nend\nif <(Tile) = [19]> then\n switch costume to (variant2 v)\n glide (0.8) secs to x: (0) y: (240)\nend\nif <(Tile) = [22]> then\n switch costume to (variant2 v)\n glide (0.6) secs to x: (0) y: (240)\nend\nif <(Tile) = [23]> then\n switch costume to (variant2 v)\n wait (0.2) seconds\n glide (0.6) secs to x: (0) y: (0)\nend\nif <(Tile) = [26]> then\n set [water present? v] to [0]\n delete this clone\nend\n\n@Block\n\nwhen I receive [enter game v]\nforever\n point towards (mouse-pointer v)\n if <key (left arrow v) pressed?> then\n walk [-7]\n end\n if <key (right arrow v) pressed?> then\n walk [7]\n end\n if <<key (up arrow v) pressed?> or <(In Air?) > [8]>> then\n set [y vel v] to [14]\n end\nend\n\nswitch costume to (costume1 v)\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (tile v)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen I start as a clone\nshow\nset [brightness v] effect to (0)\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nset rotation style [don't rotate v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y Vel)>\nend\n\ndefine handle ground <moving up>\nforever\n repeat until <not <touching (tile v)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [mainmenu v]\nswitch costume to (costume1 v)\ngo to x: (0) y: (-83)\nshow\nset [local blinkrandom v] to [-45]\nforever\n change [local blinkrandom v] by (0.5)\n if <(Local BlinkRandom) = [222]> then\n set [local blinkrandom v] to [0]\n end\n if <(Local BlinkRandom) = [7]> then\n Blink\n end\n if <(Local BlinkRandom) = [34]> then\n Blink\n end\n if <(Local BlinkRandom) = [42]> then\n Blink\n end\n if <(Local BlinkRandom) = [84]> then\n Blink\n end\n if <(Local BlinkRandom) = [126]> then\n Blink\n end\n if <(Local BlinkRandom) = [134]> then\n Blink\n end\n if <(Local BlinkRandom) = [198]> then\n Blink\n end\nend\n\ndefine Blink\nrepeat (5)\n go to (hitbox v)\n next costume\nend\nrepeat (5)\n go to (hitbox v)\n switch costume to ((costume [number v]) - (1))\nend\n\nwhen I receive [enter game v]\nswitch costume to (costume1 v)\nshow\nset [local blinkrandom v] to [-45]\nforever\n change [local blinkrandom v] by (0.5)\n go to (hitbox v)\n if <(Local BlinkRandom) = [222]> then\n set [local blinkrandom v] to [0]\n end\n if <(Local BlinkRandom) = [7]> then\n Blink\n end\n if <(Local BlinkRandom) = [34]> then\n Blink\n end\n if <(Local BlinkRandom) = [42]> then\n Blink\n end\n if <(Local BlinkRandom) = [84]> then\n Blink\n end\n if <(Local BlinkRandom) = [126]> then\n Blink\n end\n if <(Local BlinkRandom) = [134]> then\n Blink\n end\n if <(Local BlinkRandom) = [198]> then\n Blink\n end\nend\n\nstop [other scripts in sprite v]\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\n\nwhen I receive [enter game v]\nforever\n if <touching (danger v)?> then\n broadcast (TryAgain! v)\n end\nend\n\nswitch costume to (costume2 v)\n\npoint in direction (90)\n\npoint in direction (-90)\n\n@Tile Bg\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\ngo [backward v] (999) layers\nset [local fromlr v] to [0]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n go to x: (466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\nelse\n if <(Local FromLR) = [2]> then\n go to x: (-466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n if <(Local FromLR) = [3]> then\n go to x: (0) y: (-346)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n go to x: (0) y: (346)\n show\n glide (0.8) secs to x: (0) y: (0)\n end\n end\nend\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n set [local fromlr v] to [1]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (-466) y: (0)\n delete this clone\nelse\n if <(Next?) = [-1]> then\n set [local fromlr v] to [2]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (466) y: (0)\n delete this clone\n else\n if <(Next?) = [2]> then\n set [local fromlr v] to [3]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (346)\n delete this clone\n else\n set [local fromlr v] to [4]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (-346)\n delete this clone\n end\n end\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Object - KillZone\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data4) = [1]> then\n switch costume to (variant1 v)\nend\nif <(Local Data4) = [2]> then\n switch costume to (variant2 v)\nend\nforever\n wait until <<touching (hitbox v)?> and <(AlreadyDon?) = [0]>>\n set [alreadydon? v] to [1]\n repeat (2)\n end\n set [alreadydon? v] to [0]\n if <<(Local Data4) = [1]> or <(Local Data4) = [2]>> then\n start sound [SYS-PO-FALL v]\n broadcast (TryAgain! v)\n set [saved inwater v] to [3]\n end\n wait (0) seconds\n wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data4 v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@FadeBlack\n\nwhen flag clicked\nhide\n\nwhen I receive [fadeblack v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (100)\n change [ghost v] effect by (1)\nend\nhide\n\nwhen I receive [fadeblack - fast v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (blkscreen v)\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nwait (0.8) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [flashwhite v]\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\ngo to [front v] layer\nswitch costume to (white v)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (2) seconds\nswitch backdrop to (end v)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@Object - Teleporter\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [2]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [3]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [4]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [5]> then\n switch costume to (variant2 v)\nend\nif <(Local Data) = [6]> then\n switch costume to (variant1 v)\nend\nif <(Local Data) = [7]> then\n switch costume to (variant1 v)\nend\nrepeat (10)\nend\nwait until <touching (hitbox v)?>\nif <(Local Data) = [1]> then\n set [next? v] to [1]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [2]> then\n set [next? v] to [-1]\n change [tile v] by (-1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [3]> then\n set [next? v] to [2]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [4]> then\n set [next? v] to [-2]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [5]> then\n set [next? v] to [2]\n change [tile v] by (-1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [6]> then\n set [next? v] to [-1]\n change [tile v] by (1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\nif <(Local Data) = [7]> then\n set [next? v] to [1]\n change [tile v] by (-1)\n set [map scrollfinished? v] to [0]\n broadcast (Next v)\n change [data v] by (-1)\nend\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Tile\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nhide\nset [tile v] to [1]\nset [next? v] to [0]\nset [local fromlr v] to [0]\nset [map scrollfinished? v] to [1]\nset [water present? v] to [0]\ncreate clone of (_myself_ v)\nwait (0) seconds\nforever\n wait until <(Map ScrollFinished?) = [1]>\n Part1\n Part2\n Part3\n Part4\n Part5\n Part6\n Part7\n Part8\n wait until <(Map ScrollFinished?) = [0]>\nend\n\nwhen I start as a clone\nswitch costume to (Tile)\nif <(Local FromLR) = [1]> then\n go to x: (466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\nelse\n if <(Local FromLR) = [2]> then\n go to x: (-466) y: (0)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n if <(Local FromLR) = [3]> then\n go to x: (0) y: (-346)\n show\n glide (0.8) secs to x: (0) y: (0)\n else\n go to x: (0) y: (346)\n show\n glide (0.8) secs to x: (0) y: (0)\n end\n end\nend\nset [map scrollfinished? v] to [1]\nwait until <<<(Next?) = [1]> or <(Next?) = [-1]>> or <<(Next?) = [-2]> or <(Next?) = [2]>>>\nif <(Next?) = [1]> then\n set [next? v] to [0]\n set [local fromlr v] to [1]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (-466) y: (0)\n delete this clone\nelse\n if <(Next?) = [-1]> then\n set [next? v] to [0]\n set [local fromlr v] to [2]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (466) y: (0)\n delete this clone\n else\n if <(Next?) = [2]> then\n set [next? v] to [0]\n set [local fromlr v] to [3]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (346)\n delete this clone\n else\n set [next? v] to [0]\n set [local fromlr v] to [4]\n create clone of (_myself_ v)\n glide (0.78) secs to x: (0) y: (-346)\n delete this clone\n end\n end\nend\n\ndefine Part1\nif <(Tile) = [1]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-125] to [spawn area x,y v]\n add [-87] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - sign v)\n add [-28] to [spawn area x,y v]\n add [-58] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - eventzone v)\nend\nif <(Tile) = [2]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-90] to [spawn area x,y v]\n add [-87] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [3]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-40] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [31] to [spawn area x,y v]\n add [-96] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - torch v)\n add [-90] to [spawn area x,y v]\n add [-87] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - sign v)\nend\n\ndefine Part3\nif <(Tile) = [8]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [20] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [100] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\nend\nif <(Tile) = [9]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-136] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-86] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-36] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [14] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [64] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [114] to [spawn area x,y v]\n add [-120] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [0] to [spawn area x,y v]\n add [-40] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - wood platform v)\n add [-194] to [spawn area x,y v]\n add [13] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [10]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [-10] to [spawn area x,y v]\n add [25] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - springboard v)\n if <(Water Present?) = [0]> then\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\n set [water present? v] to [1]\n end\n add [-59] to [spawn area x,y v]\n add [25] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - sign v)\nend\n\ndefine Part4\nif <(Tile) = [11]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [12]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-144] to [spawn area x,y v]\n add [-124] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - torch v)\n add [115] to [spawn area x,y v]\n add [-79] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - torch v)\n add [115] to [spawn area x,y v]\n add [-129] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [-106] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-50] to [spawn area x,y v]\n add [-115] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [13]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-62] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [-10] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [102] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [150] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n add [102] to [spawn area x,y v]\n add [36] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\nend\n\ndefine Part5\nif <(Tile) = [14]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [120] to [spawn area x,y v]\n add [-2] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - collectables v)\n add [60] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-119] to [spawn area x,y v]\n add [35] to [spawn area x,y v]\n add [8] to [spawn type v]\n create clone of (object - sign v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [15]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [16]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [85] to [spawn area x,y v]\n add [-130] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\n if <(Key) = [0]> then\n add [147] to [spawn area x,y v]\n add [41] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - collectables v)\n end\nend\nif <(Tile) = [17]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [18]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\nend\nif <(Tile) = [19]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [32] to [spawn area x,y v]\n add [-178] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - killzone v)\n add [41] to [spawn area x,y v]\n add [83] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - eventzone v)\nend\n\ndefine Part6\nif <(Tile) = [20]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-52] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [3] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [96] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [147] to [spawn area x,y v]\n add [-131] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-107] to [spawn area x,y v]\n add [16] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\n add [50] to [spawn area x,y v]\n add [8] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\nend\nif <(Tile) = [21]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [32] to [spawn area x,y v]\n add [-178] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - killzone v)\n add [-24] to [spawn area x,y v]\n add [76] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\n add [102] to [spawn area x,y v]\n add [76] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - urchin v)\nend\nif <(Tile) = [22]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [32] to [spawn area x,y v]\n add [-178] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - killzone v)\n add [-89] to [spawn area x,y v]\n add [-121] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\n add [159] to [spawn area x,y v]\n add [-40] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\nend\n\ndefine Part7\nif <(Tile) = [23]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [24]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - teleporter v)\n add [49] to [spawn area x,y v]\n add [-57] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - wood platform v)\n add [107] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [56] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-9] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-71] to [spawn area x,y v]\n add [-128] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - urchin v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [25]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n if <(Water Present?) = [0]> then\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\n set [water present? v] to [1]\n end\n add [80] to [spawn area x,y v]\n add [77] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\nend\n\ndefine Part8\nif <(Tile) = [26]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [-240] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [6] to [spawn type v]\n create clone of (object - teleporter v)\n add [-67] to [spawn area x,y v]\n add [-144] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - urchin v)\nend\nif <(Tile) = [27]> then\n add [240] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [7] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [180] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - teleporter v)\n add [148] to [spawn area x,y v]\n add [62] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - springboard v)\nend\nif <(Tile) = [28]> then\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [5] to [spawn type v]\n create clone of (object - teleporter v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [137] to [spawn area x,y v]\n add [-89] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - torch v)\nend\nif <(Tile) = [29]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [30]> then\n add [-45] to [spawn area x,y v]\n add [-104] to [spawn area x,y v]\n add [99] to [spawn type v]\n create clone of (object - eventzone v)\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (lv1 v)\ngo to x: (0) y: (0)\ngo [backward v] (999) layers\nshow\n\ndefine Part2\nif <(Tile) = [4]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [-61] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-11] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [-124] to [spawn area x,y v]\n add [-33] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - sign v)\nend\nif <(Tile) = [5]> then\n add [-69] to [spawn area x,y v]\n add [16] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - eventzone v)\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\n add [0] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - teleporter v)\nend\nif <(Tile) = [6]> then\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\n add [25] to [spawn area x,y v]\n add [23] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - torch v)\n add [-94] to [spawn area x,y v]\n add [36] to [spawn area x,y v]\n add [3] to [spawn type v]\n create clone of (object - torch v)\n add [-181] to [spawn area x,y v]\n add [-158] to [spawn area x,y v]\n add [4] to [spawn type v]\n create clone of (object - torch v)\nend\nif <(Tile) = [7]> then\n add [-239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [2] to [spawn type v]\n create clone of (object - teleporter v)\n if <(Water Present?) = [0]> then\n add [0] to [spawn area x,y v]\n add [0] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - water v)\n set [water present? v] to [1]\n end\n add [-75] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [92] to [spawn area x,y v]\n add [-180] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - killzone v)\n add [239] to [spawn area x,y v]\n add [9] to [spawn area x,y v]\n add [1] to [spawn type v]\n create clone of (object - teleporter v)\nend\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Hitbox\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nset [ghost v] effect to (100)\nset [glide y v] to [0]\nset [glide left v] to [0]\nset [glide right v] to [0]\nset [player dir v] to [2]\nset [local nextmap? v] to [0]\nset [map scrollfinished? v] to [0]\nset [alreadydon? v] to [0]\nset [player touchwater? v] to [0]\nset [saved inwater v] to [0]\nset [landing? v] to [0]\ngo to x: (-161) y: (-82)\nswitch costume to (lightblock size v)\nshow\nrepeat (100)\nforever\n set [local attempts v] to [0]\n set [tile to move v] to [0]\n CheckCollison\n CheckTouchTile? Left\n CheckTouchTile? Right\n NextMap?\nend\n\ndefine CheckTouchTile? Left\nif <touching (tile v)?> then\n change x by (1)\n set [glide left v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n stop [all v]\nend\n\ndefine CheckTouchTile? Right\nif <touching (tile v)?> then\n change x by (-1)\n set [glide right v] to [0]\nend\nchange [local attempts v] by (1)\nif <(Local Attempts) > [300]> then\n stop [all v]\nend\n\ndefine TouchWater? L (x)\nif <touching (object - water v)?> then\n change [glide left v] by ((x) / (2))\nelse\n change [glide left v] by (x)\nend\n\ndefine TouchWater? R (x)\nif <touching (object - water v)?> then\n change [glide right v] by ((x) / (2))\nelse\n change [glide right v] by (x)\nend\n\ndefine Glide Left LimitedWater\nif <touching (object - water v)?> then\n if <(Glide Left) > [3]> then\n set [glide left v] to [3]\n end\n if <(Glide Left) < [0]> then\n set [glide left v] to [0]\n end\nelse\n if <(Glide Left) > [7]> then\n set [glide left v] to [7]\n end\n if <(Glide Left) < [0]> then\n set [glide left v] to [0]\n end\nend\n\ndefine Glide Right LimitedWater\nif <touching (object - water v)?> then\n if <(Glide Right) > [3]> then\n set [glide right v] to [3]\n end\n if <(Glide Right) < [0]> then\n set [glide right v] to [0]\n end\nelse\n if <(Glide Right) > [7]> then\n set [glide right v] to [7]\n end\n if <(Glide Right) < [0]> then\n set [glide right v] to [0]\n end\nend\n\ndefine TouchWater? (value)\nif <touching (object - water v)?> then\n if <(Jump) = [0]> then\n change [glide y v] by ((value) / (1.6))\n else\n change [glide y v] by ((value) / (2))\n end\n set [player touchwater? v] to [1]\nelse\n change [glide y v] by (value)\n set [player touchwater? v] to [0]\nend\n\nwhen I receive [next v]\nset [local nextmap? v] to [1]\n\ndefine NextMap?\nif <(Local NextMap?) = [1]> then\n if <(Next?) = [1]> then\n glide (0.8) secs to x: (-216) y: (y position)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n if <(Next?) = [-1]> then\n glide (0.8) secs to x: (216) y: (y position)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n if <(Next?) = [2]> then\n glide (0.8) secs to x: (x position) y: (156)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n if <(Next?) = [-2]> then\n glide (0.8) secs to x: (x position) y: (-156)\n set [local nextmap? v] to [0]\n set [map scrollfinished? v] to [1]\n broadcast (done v)\n set [saved x v] to (x position)\n set [saved y v] to (y position)\n set [saved glide y v] to (Glide Y)\n set [saved glide left v] to (Glide Left)\n set [saved glide right v] to (Glide Right)\n set [saved jump v] to (Jump)\n end\n TweakBug 13\nend\n\nwhen I receive [tryagain! v]\nset x to (Saved X)\nset y to (Saved Y)\nset [glide y v] to (Saved Glide Y)\nset [glide left v] to (Saved Glide Left)\nset [glide right v] to (Saved Glide Right)\nset [jump v] to (Saved Jump)\nset [landing? v] to (Jump)\n\nwhen I receive [fireout v]\nset x to (87)\n\nwhen I receive [win! v]\nstop [other scripts in sprite v]\nglide (0.3) secs to x: (11) y: (4)\nbroadcast (FlashWhite v)\nglide (2) secs to x: (22) y: (8)\nrepeat (50)\nbroadcast (GameEnd v)\nhide\n\nwhen I receive [mainmenu v]\ngo to x: (0) y: (-83)\n\nwhen I receive [gameend v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [spring! v]\nTouchWater? (55)\nset [jump v] to [1]\nset [landing? v] to [1]\n\ndefine CheckCollison\nif <(Glide Y) > [-12]> then\n if <not <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>>> then\n if <(Glide Y) > [0]> then\n TouchWater? (-2)\n end\n end\n TouchWater? (-1.3)\nend\nif <<touching (object - water v)?> and <(Glide Y) < [-4]>> then\n set [glide y v] to [-4]\nend\nchange y by (round (Glide Y))\nif <<(Glide Y) > [0]> and <<touching (tile v)?> or <touching (object - wood platform v)?>>> then\n repeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n change y by (-1)\n change [local attempts v] by (1)\n if <(Local Attempts) > [300]> then\n set [data v] to (join [301] (join [y-1] (join [T0] (Tile))))\n broadcast (error v)\n stop [all v]\n end\n end\n set [glide y v] to [0]\nend\nif <<touching (tile v)?> or <touching (object - wood platform v)?>> then\n set [glide y v] to [0]\n set [jump v] to [0]\n if <<not <touching (object - water v)?>> and <(Landing?) = [1]>> then\n start sound [Landing v]\n set [landing? v] to [0]\n end\nend\nif <(Glide Y) < [-0.7]> then\n set [jump v] to [1]\nend\nif <(Glide Y) < [-1.4]> then\n set [landing? v] to [1]\nend\nrepeat until <not <<touching (tile v)?> or <touching (object - wood platform v)?>>>\n change y by (1)\n change [local attempts v] by (1)\n if <(Local Attempts) > [300]> then\n set [data v] to (join (join (join [x] (x position)) (join [y] (y position))) (join [T] (Tile)))\n broadcast (error v)\n stop [all v]\n end\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n TouchWater? L (1)\n set [player dir v] to [1]\n repeat (Glide Left)\n change x by (-1)\n CheckTouchTile? Left\n end\n Glide Left LimitedWater\nelse\n if <not <(Glide Left) = [0]>> then\n TouchWater? L (-1)\n repeat (Glide Left)\n change x by (-1)\n CheckTouchTile? Left\n end\n end\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n TouchWater? R (1)\n set [player dir v] to [2]\n repeat (Glide Right)\n change x by (1)\n CheckTouchTile? Right\n end\n Glide Right LimitedWater\nelse\n if <not <(Glide Right) = [0]>> then\n TouchWater? R (-1)\n repeat (Glide Right)\n change x by (1)\n CheckTouchTile? Right\n end\n end\nend\nif <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <key (space v) pressed?>> and <(Jump) = [0]>> then\n TouchWater? (17)\n set [jump v] to [1]\n set [landing? v] to [1]\n if <touching (object - water v)?> then\n start sound [WaterJump v]\n else\n start sound [Jump v]\n end\nend\nif <(Player TouchWater?) = [1]> then\n set [local random v] to (pick random (1) to (35))\n if <(Local Random) = [33]> then\n create clone of (object - bubble v)\n end\nend\nif <not <(Saved InWater) = [0]>> then\n change [saved inwater v] by (-1)\nend\nchange [time v] by (1)\n\nwhen I receive [enter game v]\nrepeat (100)\nforever\n wait until <(Player TouchWater?) = [1]>\n if <(Saved InWater) = [0]> then\n create clone of (object - water effect v)\n start sound [WaterLanding v]\n end\n wait until <(Player TouchWater?) = [0]>\n if <(Saved InWater) = [0]> then\n create clone of (object - water effect v)\n start sound [WaterLanding v]\n end\nend\n\ndefine TweakBug 13\nif <<(Tile) = [13]> and <(x position) = [98]>> then\n change x by (2)\nend\n\n@Sprite5\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n wait (pick random (1) to (4)) seconds\n repeat (5)\n change [ghost v] effect by (-10)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I receive [enter game v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite2\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n wait (pick random (1) to (4)) seconds\n repeat (5)\n change [ghost v] effect by (-10)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nshow\n\n@Sprite4\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n wait (pick random (1) to (4)) seconds\n repeat (5)\n change [ghost v] effect by (-10)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nshow\n\n@Sprite3\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n wait (pick random (1) to (4)) seconds\n repeat (5)\n change [ghost v] effect by (-10)\n end\n repeat (5)\n change [ghost v] effect by (10)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nshow\n\n@Object - EventZone2\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n go to x: (145) y: (35)\n switch costume to (arrow v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change x by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n end\nend\nif <(Local Data) = [2]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n change x by (60)\n switch costume to (arrow2 v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change y by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change y by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change y by (Local Glide)\n end\n end\nend\nif <(Local Data) = [3]> then\n switch costume to (variant2 v)\n wait until <touching (hitbox v)?>\n change x by (20)\n change y by (-10)\n switch costume to (arrow v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change x by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n end\nend\nif <(Local Data) = [99]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n broadcast (Win! v)\n delete this clone\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Object - EventZone\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\nset [ghost v] effect to (100)\nshow\nif <(Local Data) = [1]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n go to x: (145) y: (35)\n switch costume to (arrow v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change x by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n end\nend\nif <(Local Data) = [2]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n change x by (60)\n switch costume to (arrow2 v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change y by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change y by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change y by (Local Glide)\n end\n end\nend\nif <(Local Data) = [3]> then\n switch costume to (variant2 v)\n wait until <touching (hitbox v)?>\n change x by (20)\n change y by (-10)\n switch costume to (arrow v)\n set [local glide v] to [0]\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-10)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n forever\n repeat (20)\n change [local glide v] by (-0.6)\n change x by (Local Glide)\n end\n repeat (20)\n change [local glide v] by (0.6)\n change x by (Local Glide)\n end\n end\nend\nif <(Local Data) = [99]> then\n switch costume to (variant1 v)\n wait until <touching (hitbox v)?>\n broadcast (Win! v)\n delete this clone\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\n@Object - Torch\n\nwhen flag clicked\nset [data v] to [0]\nset [local type v] to [1]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Local Type) = [1]> then\n QuickDelete\n show\n if <(Local Data) = [1]> then\n switch costume to (variant1 v)\n broadcast (Bright Up v)\n end\n if <(Local Data) = [2]> then\n switch costume to (variant2 v)\n end\n if <(Local Data) = [3]> then\n switch costume to (variant3 v)\n broadcast (Bright Up v)\n end\n if <(Local Data) = [4]> then\n switch costume to (variant4 v)\n go [backward v] (3333) layers\n stop [this script v]\n end\n set [local type v] to [3]\n create clone of (_myself_ v)\n forever\n set [local randomemit v] to (pick random (1) to (45))\n if <(Local RandomEmit) = [1]> then\n set [local type v] to [2]\n create clone of (_myself_ v)\n end\n if <(Map ScrollFinished?) = [0]> then\n if <not <(Tile) = [29]>> then\n broadcast (Bright Reset v)\n end\n delete this clone\n end\n end\nend\nif <(Local Type) = [2]> then\n change y by (45)\n switch costume to (fire effect v)\n set [local glidex v] to (pick random (-1) to (1.001))\n set [local glidey v] to (pick random (3) to (0.001))\n repeat (60)\n change x by (Local GlideX)\n change y by (Local GlideY)\n change [local glidey v] by (-0.1)\n change size by (-1)\n if <touching (object - water v)?> then\n switch costume to (fire effect dust v)\n set [local glidey v] to [0]\n change y by (-1)\n end\n if <touching (_edge_ v)?> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(Local Type) = [3]> then\n change y by (45)\n switch costume to (moving fire v)\n set [ghost v] effect to (50)\n set [local glidex v] to (x position)\n set [local glidey v] to (y position)\n go to [front v] layer\n forever\n set x to (Local GlideX)\n set y to (Local GlideY)\n change x by (pick random (-1) to (0.001))\n change y by (pick random (-1) to (0.001))\n end\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\n@Object - Urchin\n\nwhen flag clicked\nset [data v] to [0]\nhide\n\nwhen I receive [done v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [next v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nQuickDelete\nchange [data v] by (1)\ngo [backward v] (999) layers\nshow\npoint in direction (90)\nif <(Local Data3) = [1]> then\n switch costume to (variant1 v)\nend\nif <(Local Data3) = [2]> then\n switch costume to (variant2 v)\nend\nif <(Local Data3) = [3]> then\n switch costume to (variant1 v)\n turn right (180) degrees\nend\nforever\n wait until <touching (hitbox v)?>\n start sound [SYS-CARDLOSE v]\n broadcast (TryAgain! v)\n set [saved inwater v] to [3]\n wait (0) seconds\n wait (0) seconds\nend\n\ndefine QuickDelete\ngo to x: (item (1) of [spawn area x,y v]) y: (item (2) of [spawn area x,y v])\ndelete (1) of [spawn area x,y v]\ndelete (1) of [spawn area x,y v]\nset [local data3 v] to (item (1) of [spawn type v])\ndelete (1) of [spawn type v]\n\nwhen I start as a clone\nif <<(Local Data3) = [1]> or <(Local Data3) = [3]>> then\n forever\n set [local random v] to (pick random (1) to (65))\n if <(Local Random) = [1]> then\n repeat (4)\n next costume\n end\n repeat (4)\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\nend\n\n@Dev\n\nwhen flag clicked\nbroadcast (dev v)\n\nwhen I receive [dev v]\nshow\ngo to [front v] layer\nrepeat (2)\n switch costume to (costume3 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume2 v)\n wait (1) seconds\n switch costume to (costume1 v)\n wait (1) seconds\n switch costume to (costume3 v)\nend\nhide\nbroadcast (MainMenu v)\n\nwhen I receive [mainmenu v]\ndelete this clone\n\ndefine FadeAway\nrepeat (10)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\n@DANGER\n\nwhen I receive [enter game v]\nshow\n\nwhen I receive [enter game v]\nforever\n if <(Tile) = [1]> then\n switch costume to (level 1 v)\n end\nend\n\nwhen I receive [enter game v]\nforever\n if <(Tile) = [4]> then\n switch costume to (level 4 v)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [enter game v]\nforever\n if <<<<<(Tile) = [2]> or <(Tile) = [3]>> or <(Tile) = [6]>> or <(Tile) = [7]>> or <(Tile) = [10]>> then\n switch costume to (else v)\n end\nend\n\nwhen I receive [enter game v]\nforever\n if <(Tile) = [5]> then\n switch costume to (level 5 v)\n end\nend\n\nwhen I receive [enter game v]\nforever\n if <(Tile) = [8]> then\n switch costume to (level 8 v)\n end\nend\n\nwhen I receive [enter game v]\nforever\n if <(Tile) = [9]> then\n switch costume to (level 9 v)\n end\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\n switch costume to (my project-1-2 v)\n set [ghost v] effect to (100)\nend\n\n
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READ THE CREDITS - firstject is properly credited for the game layout and Error 404\n\n☠ A little fossil needs to hurry before the paleontologists collect his fossil friends... Only you can help them. ☠ \n\nPropose to be featured here: https://scratch.mit.edu/studios/28715018\n\n❌ (DISCLAIMER) ❌\nThis is an Alpha platformer engine and should be considered as such. There will inevitably be bugs. Please report them in the comments.\n\n➕ Cmds ➕\n⬆➡⬅⬇ \nOften, advancing to the next level requires a combination of ⬆➡ \n\n➕ Share your time below and GAME ON! ➕
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Scratch cat's Platformer MMO
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@Stage\n\nwhen I receive [change scene v]\nif <<(SCENE #) > [33]> and <(SCENE #) < [40]>> then\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (backdrop1 v)\nend\nif <<(SCENE #) > [40]> and <(SCENE #) < [70]>> then\n set [resistance v] to [0.97]\nelse\n set [resistance v] to [0.86]\nend\n\n@Cloud Player\n\ndefine Write Number (val) to encoded string\nset [val v] to (round (val))\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\nset [player # v] to []\ndelete all of [player uids v]\ndelete all of [player data v]\ndelete all of [cloud values v]\ndelete all of [my values to send v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\n\nwhen I receive [cloud - tick v]\nif <(player #) > []> then\n Player Clone tick\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess cloud [1] value (join [c] (☁ CLOUD 1))\nProcess cloud [2] value (join [c] (☁ CLOUD 2))\nProcess cloud [3] value (join [c] (☁ CLOUD 3))\nProcess cloud [4] value (join [c] (☁ CLOUD 4))\nProcess cloud [5] value (join [c] (☁ CLOUD 5))\nProcess cloud [6] value (join [c] (☁ CLOUD 6))\nProcess cloud [7] value (join [c] (☁ CLOUD 7))\nProcess cloud [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Data after [4] ticks\n\ndefine Send my Cloud Data after (count) ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine Process cloud (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone tick\nset [color v] effect to (90)\nset rotation style [left-right v]\nif <(encoded idx) > (length of (encoded string))> then\n Get next Data Packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n if <(inactive) > [150]> then\n replace item (player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\n show\nend\nset [inactive v] to [0]\nval = READ NUMBER from "encoded string"\nset x to (val)\nval = READ NUMBER from "encoded string"\nset y to (val)\nval = READ NUMBER from "encoded string"\nswitch costume to (val)\nval = READ NUMBER from "encoded string"\nset [cloud scene # v] to (val)\nval = READ NUMBER from "encoded string"\npoint in direction (val)\nif <not <(CLOUD SCENE #) = (SCENE #)>> then\n switch costume to (offscreen v)\n if <(CLOUD SCENE #) < (SCENE #)> then\n set x to (-233)\n else\n set x to (233)\n end\nend\n\ndefine Get next Data Packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\n\nwhen I receive [lose life v]\nset [st time v] to [1]\nwait until <([abs v] of (round ([sx v] of [player v])) ) > [0.1]>\nset [st time v] to [0]\n\nwhen I receive [init time v]\nset [time v] to [0.000]\nset [st time v] to [1]\nwait until <([abs v] of (round ([sx v] of [player v])) ) > [0.1]>\nset [st time v] to [0]\n\nwhen I receive [tick - first v]\nif <(st time) < [1]> then\n change [time v] by (0.033)\nend\n\nwhen I receive [stop time v]\nset [st time v] to [1]\n\n@Player\n\ndefine Squish (force)\nrepeat (14)\n change [fisheye v] effect by ((speed y) * (-2.5))\n change [speed y v] by ((force) / (14))\nend\nstart sound [Boing v]\nset [fisheye v] effect to (-20)\n\nwhen flag clicked\nset [gravity v] to [ -1.3]\nset [resistance v] to [0.86]\nset [jump force v] to [15]\nset [acceleration v] to [1]\nset [jump duration v] to [6]\nbroadcast (Setup v) and wait\nset [spawn scene v] to [1]\nset [spawn x v] to [-150]\nset [spawn y v] to [55]\nReset and begin level\nbroadcast (init time v)\nbroadcast (Cloud - Setup v) and wait\n\ndefine Cloud - Tick\nadd (x position) to [my values to send v]\nadd (y position) to [my values to send v]\nadd (costume [number v]) to [my values to send v]\nadd (SCENE #) to [my values to send v]\nadd (direction) to [my values to send v]\nbroadcast (Cloud - Tick 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 ((sx) / (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 ((sy) / (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 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 (sy) ) + ([abs v] of (sx) ))\nSet Costume\nCloud - Tick\n\ndefine Controls - Up and down\nif <([speed jump v] of [contols v]) > [0]> then\n change [sy v] by (-0.5)\nend\nif <([up v] of [contols v]) > [0]> 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 [sx v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <(falling) < [3]> 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 [sy v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [sy v] by (GRAVITY)\nif <(wall slide) > [0]> then\n Check can Wall slide\n if <(sy) < [0]> then\n set [sy v] to ((sy) * (0.7))\n end\nend\n\ndefine Controls - Left and Right\nif <([speed jump v] of [contols v]) > [0]> then\n set [sx v] to (((direction) / (11.5)) + ((sx) / (2)))\nend\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (([right v] of [contols v]) - ([left v] of [contols v]))\nif <(KEY X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [sx v] to ((sx) * (0.97))\n stop [this script v]\n end\n if <([abs v] of (sx) ) < [1]> then\n set [frame v] to [0]\n set [sx v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n if <([down v] of [contols v]) < [1]> then\n change [sx v] by ((KEY X) * (ACCELERATION))\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\n end\nend\nset [sx v] to ((sx) * (RESISTANCE))\n\ndefine Reset and begin level\nset [sx v] to [0]\nset [sy v] to [0]\nset [falling v] to [99]\nset [scene # v] to [1]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nset size to (47) %\nBegin Scene # (SPAWN SCENE) go to x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Scene # ((SCENE #) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((SCENE #) + (-1)) go to x, y: [235] []\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix collision in direction [0]\nelse\n Fix collision in direction [90]\nend\nSet Costume\nbroadcast (Game loop v)\n\ndefine Fix collision in direction (dir )\nset [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]\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <([speed jump v] of [contols v]) > [0]> then\n switch costume to (glide v)\n stop [this script v]\nend\nif <(roll) > [0]> then\n change [roll frame v] by (1)\n switch costume to ((39) + (([floor v] of (roll frame) ) mod (4)))\n if <(roll frame) < [7]> then\n change [sx v] by ((direction) / (9))\n end\n if <(roll frame) > [20]> then\n set [roll v] to [0]\n end\n stop [this script v]\nend\nif <([held key down v] of [contols v]) > [0]> then\n if <([held key down v] of [contols v]) = [1]> then\n set [crouch v] to [5]\n end\n if <(crouch) > [1]> then\n switch costume to (join [crouch] ([ceiling v] of (crouch) ))\n change [crouch v] by (-0.7)\n end\n if <(crouch) < [1]> then\n set [crouch v] to [0]\n if <key (down arrow v) pressed?> then\n switch costume to (crouch1 v)\n else\n set [crouch v] to [0]\n end\n end\n if <([roll v] of [contols v]) > [0]> then\n if <(roll frame) = [0]> then\n set [roll v] to [1]\n set [roll frame v] to [0]\n end\n else\n set [roll v] to [0]\n end\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(sy) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + (([floor v] of (frame) ) mod (16)))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check touching solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall\nCheck can Wall slide\nchange y by (1)\nCheck touching solid\nif <(touching) > [0]> then\n change y by (1)\n Check touching solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [sx v] to [0]\n stop [this script v]\n end\n set [sx v] to ((sx) * (0.9))\nend\nset [sx v] to ((sx) * (0.94))\nSlip\n\ndefine Collide Y - Ceiling or Floor \nset y to (last value)\nif <(sy) > [0]> then\n set [sy v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [sy v] to ((sy) * (0.85))\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 [sx 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 [sx v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check can Wall slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck touching solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [sx v] to [0]\nstop [other scripts in sprite v]\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (10)\nend\nwait (0.5) seconds\nReset and begin level\n\nSquish ((-2) * (speed y))\n\n@Level\n\ndefine Stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (4) steps\n stamp\n move (-4) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (75)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\nerase all\nStamp Shadow\nStamp outline\n\n@Joystick\n\nwhen flag clicked\ngo to [front v] layer\nset [base sprite v] to [Joystick]\nset size to (140) %\nset [max stick v] to ((size) / (4))\nswitch costume to (base v)\nset [ghost v] effect to (60)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (stick v)\ngo [forward v] (1) layers\nset [ghost v] effect to (25)\nforever\n set [stick power v] to []\n set [stick x v] to [0]\n set [stick y v] to [0]\n repeat until <mouse down?>\n go to (base sprite)\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 (base sprite)\n turn right (180) degrees\n set [stick direction v] to (direction)\n set [stick power v] to (distance to [(base sprite) v])\n if <(STICK POWER) > (MAX STICK)> then\n move ((MAX STICK) - (STICK POWER)) steps\n set [stick power v] to (MAX STICK)\n end\n set [stick power v] to ((STICK POWER) / (MAX STICK))\n set [stick x v] to ((STICK POWER) * ([sin v] of (STICK DIRECTION) ))\n set [stick y v] to ((STICK POWER) * ([cos v] of (STICK DIRECTION) ))\nend\n\n@Contols\n\nwhen I receive [tick - first v]\nset [right v] to <<key (right arrow v) pressed?> or <(STICK X) > [0.3]>>\nset [left v] to <<key (left arrow v) pressed?> or <(STICK X) < [-0.3]>>\nset [up v] to <<<key (up arrow v) pressed?> or <(STICK Y) > [0.3]>> or <key (w v) pressed?>>\nset [down v] to <<key (down arrow v) pressed?> or <(STICK Y) < [-0.3]>>\nif <(down) > [0]> then\n change [held key down v] by (1)\n if <(held key down) > [30]> then\n set [roll v] to [1]\n end\nelse\n set [roll v] to [0]\n set [held key down v] to [0]\nend\nlong jump ([jumping v] of [player v])\n\ndefine long jump (jumping)\nif <([wall slide v] of [player v]) < [1]> then\n if <(jumping) > [0]> then\n set [s1 v] to [1]\n end\n if <<(jumping) = [0]> and <(s1) = [1]>> then\n set [s2 v] to [1]\n end\n if <<<key (space v) pressed?> > [0]> and <(s2) = [1]>> then\n if <(space) < [8]> then\n set [speed jump v] to [1]\n else\n set [speed jump v] to [0]\n if <not <key (space v) pressed?>> then\n set [space v] to [0]\n end\n end\n else\n set [speed jump v] to [0]\n if <([falling v] of [player v]) < [2]> then\n set [s2 v] to [0]\n set [s1 v] to [0]\n end\n end\nend\nif <(speed jump) > [0]> then\n change [space v] by (1)\nend\nif <(space) = [8]> then\n if <not <key (space v) pressed?>> then\n set [space v] to [0]\n end\nend\n\nwhen flag clicked\nhide\nset [space v] to [0]\n\nwhen [t v] key pressed\nif <(username) = [madescr_test]> then\n ask [What Scene Would you Like to teleport to? ] and wait\n set [scene # v] to (answer)\n broadcast (Change Scene v)\n broadcast (Teleport v)\nend\n\n@Splash\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (SCENE #))\nforever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\nend\n\n@Collectables \n\nwhen I receive [change scene v]\nif <(SCENE #) = (my scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.7) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [Green Flag]> then\n set [spawn scene v] to (SCENE #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\nelse\n broadcast (win v)\n broadcast (stop time v)\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\nset [frame v] to [0]\nhide\nPlace [Green Flag] scene [5] x, y [53] [-58]\nPlace [Green Flag] scene [7] x, y [-191] [-58]\nPlace [Green Flag] scene [13] x, y [62] [101]\nPlace [Green Flag] scene [32] x, y [101] [-64]\nPlace [Win Flag] scene [41] x, y [0] [0]\n\ndefine Place (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\n
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Use the arrow keys to move, or you can use the joystick. \n\nThanks to @griffpatch for the platformer tutorial and the MMO tutorial. \n\nBring Back Blue!\n\nPlay my friend's game: https://scratch.mit.edu/projects/859507723\n\n\n\n#platformer #scratchcat #all #art #multiplayer #trending\n#mobile #griffpatch #madescr_test #games\n\n\nDon't scroll down any further...\n\n\n\n\n\n\n\n\n\n\nI told you not to!!!\n\n\n\n\n\n\n\n\n\n\nWhy are you still here >:(\n\n\n\n\n\n\n\n\n\nDO NOT GO DOWN ONE MORE INCH...\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nNothing! hahahahahahahaha bu don scroll further \n\n\n\n\n\n\n\n\n\n\n\n\n@madescr @lolezzzzzzzzze @95048460\n@TheNinja106 @madescr_test @griffpatch @1peyton2 @golden_retriever3225\n\n\n\n\n\n\nPlay my friend's game: https://scratch.mit.edu/projects/859507723
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Minecraft Platformer So diffcult!!
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@Stage\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to x: (-4) y: (4)\n show\n go to [front v] layer\n set [ghost v] effect to (1000000000000000000000000)\nend\n\nwhen this sprite clicked\nshow\n\n@プレイヤー\n\nwhen flag clicked\nbroadcast (Game Start v)\nhide\nset size to (60) %\n\nwhen I receive [game start v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (60) %\nswitch costume to (mae v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nforever\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 if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地形 v)?> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n change y by (5)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地形 v)?> then\n change [x v] by (-1)\n else\n change [x v] by (-1)\n end\n change y by (5)\n else\n if <(y) = [0]> then\n switch costume to (mae v)\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n start sound [jannpu v]\n set [y v] to [10]\n if <(direction) = [90]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地形 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形仮3 v] to [0]\n change y by (10)\n if <touching (地形 v)?> then\n set [地形仮3 v] to [1]\n end\n change y by (-10)\n if <(地形仮3) = [0]> then\n set [y v] to [15]\n if <(costume [name v]) = [r]> then\n switch costume to (hidari v)\n else\n switch costume to (ue v)\n end\n end\n end\n end\n if <(x position) > [230]> then\n set size to (60) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n point in direction (90)\n clear graphic effects\n show\n broadcast (Next Steage v)\n go to x: (-160) y: (-30)\n end\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set rotation style [all around v]\n start sound [_oof v]\n repeat (20)\n turn right (15) degrees\n change size by (-2.5)\n change [ghost v] effect by (5)\n change y by (8)\n end\n set size to (60) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n go to x: (-160) y: (-30)\n point in direction (90)\n clear graphic effects\n show\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (36) y: (28)\npoint in direction (90)\n\nwhen I receive [next steage v]\nnext costume\n\n@地形\n\nwhen flag clicked\nset [あなたの記録 v] to [0]\nrepeat until <(costume [number v]) = [11]>\n wait (1) seconds\n change [あなたの記録 v] by (1)\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next steage v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [4]> then\n broadcast (g v)\n end\nend\n\nwhen I receive [g v]\nif <(☁ 世界記録) > (あなたの記録)> then\n set [☁ 世界記録 v] to (あなたの記録)\nend\n\nwhen flag clicked\nforever\n play sound [Video Game 1 v] until done\nend\n\nwhen flag clicked\nif <(costume [number v]) = [11]> then\n play sound [Goal Cheer v] until done\nend\n\n
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Minecraft Platformer So diffcult!!\n\nUse ↑↓→← keys or wasd\n\n↑↓→←キー又はwasdキーを使用してください。\n\nプログラム @bakky_game様\n原作 Minecraft様\n元作 @katsuo_kun
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[石のプラットフォーマー] 2 stone platformer
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@Stage\n\nwhen I receive [スタート v]\nforever\n set volume to (50) %\n play sound [いお \(1\) 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]\nif <<[] > [50]> and <(秒Seconds) > [0]>> then\n wait (1) seconds\nend\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]\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)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (石 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)?> or <touching (石 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)?> or <touching (石 v)?>>>> then\n set [ジャンプ v] to [1]\n set [y v] to [13]\n end\n if <<[230] < (x position)> or <(y position) < [-170]>> then\n if <(げっちゅー) = [1]> 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 set [げっちゅー v] to [0]\n end\n end\n if 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\nwhen flag clicked\nset [げっちゅー v] to [0]\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n set [y v] to [-1]\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [6]\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n go [backward v] (6) layers\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム24 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\n\ngo to [front v] layer\n\nforever\n point in direction (90)\n erase all\n go to x: (0) y: (0)\n stamp\n change y by (2)\n stamp\n change y by (2)\n stamp\n change y by (2)\n stamp\n change y by (2)\n stamp\n change y by (2)\n stamp\n change y by (2)\n stamp\nend\n\nforever\n point towards (mouse-pointer v)\nend\n\nwhen flag clicked\n\nerase all\n\ngo to x: (0) y: (0)\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\nforever\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>>>> then\n set [げっちゅー v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [1]> or <<(costume [number v]) = [12]> or <(costume [number v]) = [13]>>> then\n switch backdrop to (コスチューム6 v)\n else\n switch backdrop to (背景3 v)\n end\nend\n\nset [げっちゅー v] to [1]\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [13]> then\n broadcast (ゴール v)\n stop [this script v]\n end\nend\n\ngo to [front v] layer\n\n@スプライト1\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)\nglide (0.5) secs to x: (-2) y: (0)\nwait (0.2) seconds\nbroadcast (NEXT v)\nglide (0.5) secs to x: (-591) y: (0)\nhide\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\n\nbroadcast (スタート v)\n\n@障害物2\n\n@スプライト3\n\nwhen I receive [xd v]\nset [ghost v] effect to (0)\nshow\nwait (3) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\nforever\n go to (石2 v)\n turn right (4) degrees\nend\n\nshow\n\n@障害物\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\n@石\n\nwhen I receive [ぬ v]\nif <(costume [number v]) = [8]> then\n set [color v] effect to (50)\nelse\n set [color v] effect to (0)\n if <(costume [number v]) = [11]> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [next v]\nnext costume\nshow\nset [げっちゅー v] to [0]\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\n\nwhen flag clicked\nforever\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n if <<<mouse down?> or <key (space v) pressed?>> and <touching (ツルハシ v)?>> then\n broadcast (XD v)\n set [げっちゅー v] to [1]\n end\nend\n\nwhen I receive [xd v]\nhide\n\nwhen I receive [ぬ v]\n\nnext costume\n\nset [color v] effect to (0)\nset [color v] effect to (0)\n\n\n\n@ツルハシ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\npoint in direction (75)\ngo to x: (110) y: (-15)\nset size to (60) %\nrepeat until <touching (キャラクター v)?>\n change [動き v] by (5)\n turn right ([sin v] of (動き) ) degrees\nend\nset [秒seconds v] to [0]\nbroadcast (w v)\nforever\n go to (キャラクター v)\n set size to (30) %\nend\n\nwhen I receive [w v]\nforever\n if <<mouse down?> or <key (space v) pressed?>> then\n change [動き v] by (30)\n turn right (([cos v] of (動き) ) * (10)) degrees\n else\n point towards (mouse-pointer v)\n if <(x position) < (mouse x)> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム3 v)\n end\n go to (キャラクター v)\n set size to (30) %\n end\nend\n\nset rotation style [all around v]\npoint towards (mouse-pointer v)\n\nwhen flag clicked\nforever\n if <<<touching (地面 v)?> or <touching (石 v)?>> and <<mouse down?> or <key (space v) pressed?>>> then\n start sound (pick random (1) to (4))\n create clone of (飛び散り石 v)\n wait (0.4) seconds\n end\nend\n\nif <(x position) < (mouse x)> then\n switch costume to (コスチューム2 v)\nelse\n switch costume to (コスチューム3 v)\nend\n\nwhen flag clicked\nforever\n if <touching (_edge_ v)?> then\n if <[-138] < (y position)> then\n point in direction (90)\n end\n else\n set rotation style [all around v]\n end\nend\n\nhide\nshow\n\n@Things\n\nwhen I start as a clone\nset [お v] to [0]\nif <(お) = [0]> then\n set [お v] to [25]\nend\nrepeat (50)\n change y by (お)\n change [お v] by (-1)\n turn right (みい) degrees\nend\ndelete this clone\n\nwhen I start as a clone\nset [みい v] to (pick random (-3) to (5))\ngo to x: (pick random (-235) to (235)) y: (-195)\nset size to (pick random (50) to (60)) %\ngo [backward v] (50) layers\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\n next costume\nend\n\n@飛び散り石\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (2))\nset [ghost v] effect to (30)\ngo to (ツルハシ v)\nset size to (pick random (5) to (40)) %\nset [tu v] to [1]\nshow\nif <(pick random (1) to (2)) = [1]> then\n set [飛び散り石: x v] to (pick random (-7) to (7))\n set [g v] to (pick random (-5) to (5))\nelse\n if <(pick random (0) to (1)) = [1]> then\n set [飛び散り石: x v] to (pick random (9) to (14))\n set [g v] to (pick random (10) to (20))\n else\n set [飛び散り石: x v] to (pick random (-9) to (-14))\n set [g v] to (pick random (-10) to (-20))\n end\nend\nset [飛び散り石: y v] to (pick random (14.0) to (16.0))\nrepeat until <touching (_edge_ v)?>\n change x by (飛び散り石: x)\n change y by (飛び散り石: y)\n turn right (g) degrees\n set [飛び散り石: x v] to ((飛び散り石: x) * (0.92))\n change [飛び散り石: y v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\nset [color v] effect to (0)\nforever\n if <(costume [number v]) = [6]> then\n change [color v] effect by (3)\n end\nend\n\n@水\n\nwhen flag clicked\nset [ghost v] effect to (50)\nswitch costume to (コスチューム3 v)\nforever\n go to [front v] layer\n go [backward v] (2) layers\nend\n\nwhen I receive [next v]\nnext costume\n\n@スプライト2\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nforever\n go to (キャラクター v)\n point towards (mouse-pointer v)\n if <(costume [number v]) = [1]> then\n go to [back v] layer\n else\n go to [front v] layer\n go [backward v] (13) layers\n if <<touching (石 v)?> or <touching (蛍石 v)?>> then\n broadcast (ぬ v)\n end\n end\nend\n\nwhen [u v] key pressed\nnext costume\n\n@石2\n\nwhen I receive [xd v]\nstart sound [決定ボタンを押す40 v]\ngo to [front v] layer\nshow\nset size to (1) %\nset [大きさ v] to [0]\nrepeat (16)\n change [大きさ v] by (1)\n change size by (大きさ)\nend\nwait (3) seconds\nset [大きさ v] to [0]\nrepeat (16)\n change [大きさ v] by (-1)\n change size by (大きさ)\nend\nhide\n\nwhen flag clicked\nswitch costume to (水晶?2 v)\nhide\n\nwhen I receive [次 v]\nhide\nnext costume\n\nwhen I receive [ぬ v]\nif <(costume [number v]) = [8]> then\n\nset [color v] effect to (0)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@はじめ\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: (240) 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\ngo to [front v] layer\nset [表示 v] to [1]\nshow\nforever\n if <(costume [number v]) = [1]> then\n change y by (([cos v] of (動き) ) / (3))\n end\n if <(costume [number v]) = [2]> then\n change y by (([sin v] of (動き) ) / (1.5))\n change [動き v] by (5)\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 set [ghost v] effect to (10)\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 (20)\n change [ghost v] effect by (5)\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\nstart sound [決定ボタンを押す2 v]\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (5)\nend\nwait (0.8) seconds\nstop all sounds\nbroadcast (スタート v)\nset [表示 v] to [0]\nstop [this script v]\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go [backward v] (1) layers\n if <(表示) = [0]> then\n delete this clone\n end\nend\n\nbroadcast (スタート v)\n\nchange y by ([sin v] of (動き) )\n\nshow\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n set [r v] to [-10]\n repeat (20)\n change [r v] by (0.5)\n change x by (r)\n end\nend\n\ngo to x: (240) y: (-60)\nswitch costume to (コスチューム4 v)\ncreate clone of (_myself_ v)\n\n@かざり\n\nwhen flag clicked\nswitch costume to (コスチューム24 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nnext costume\n\ngo to x: (0) y: (0)\n\ngo to [back v] layer\n\n@蛍石\n\nwhen flag clicked\nhide\nforever\n set [color v] effect to (0)\nend\n\nwhen I receive [ゴール v]\ngo to [front v] layer\nshow\n\nwhen I receive [ぬ v]\nset [color v] effect to (50)\n\nforever\n\n@サムネ\n\nwhen flag clicked\nhide\nset [brightness v] effect to (200)\nset [ghost v] effect to (100)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\ngo to [front v] layer\nshow\nset [brightness v] effect to (200)\nrepeat (20)\n change [ghost v] effect by (-5)\n change [brightness v] effect by (-5)\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nset [ゆ v] to [0]\npoint in direction (90)\n\nwhen I receive [ゴール v]\nforever\n go to [front v] layer\n show\n change [ゆ v] by (6.5)\n point in direction ((([sin v] of (ゆ) ) * (6)) + (90))\n set size to ((([sin v] of ((ゆ) * (2)) ) * (7)) + (130)) %\nend\n\n@時間\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nforever\n go to [front v] layer\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 [brightness v] effect to (100)\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: (-180) 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]) = [13]>\n wait (1) seconds\n change [時間の流れ v] by (1)\nend\n\nwhen I receive [ゴール v]\nset [☁ 確認 v] to (時間の流れ)\n\nstop [other scripts in sprite v]\n\n@スプライト4\n\nwhen flag clicked\nforever\n go to [front v] layer\n go [backward v] (1) layers\nend\n\n@飛び散り石2\n\nwhen I start as a clone\nset [ghost v] effect to (30)\nif <<<([costume # v] of [地面 v]) = [1]> or > or <<([costume # v] of [地面 v]) = [12]> or <([costume # v] of [地面 v]) = [13]>>> then\n set size to (pick random (10) to (30)) %\n switch costume to (pick random (3) to (5))\nelse\n set size to (pick random (5) to (20)) %\n switch costume to (pick random (1) to (2))\nend\nset [tu v] to [1]\nshow\nif <(pick random (1) to (2)) = [1]> then\n set [飛び散り石: x v] to (pick random (-2) to (2))\n set [g v] to (pick random (-5) to (8))\nelse\n if <(pick random (0) to (1)) = [1]> then\n set [飛び散り石: x v] to (pick random (3) to (5))\n set [g v] to (pick random (10) to (20))\n else\n set [飛び散り石: x v] to (pick random (-3) to (-4))\n set [g v] to (pick random (-10) to (-20))\n end\nend\nset [飛び散り石: y v] to (pick random (2) to (10))\nrepeat until <touching (_edge_ v)?>\n change x by (飛び散り石: x)\n change y by (飛び散り石: y)\n turn right (g) degrees\n set [飛び散り石: x v] to ((飛び散り石: x) * (0.1))\n change [飛び散り石: y v] by (-1)\nend\ndelete this clone\n\nwhen flag clicked\nswitch costume to (1 v)\nset [color v] effect to (0)\nforever\n if <(costume [number v]) = [6]> then\n change [color v] effect by (3)\n end\nend\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n if <(y) = [0]> then\n if <key (right arrow v) pressed?> then\n go to (キャラクター v)\n change y by (-30)\n create clone of (_myself_ v)\n end\n if <key (left arrow v) pressed?> then\n go to (キャラクター v)\n change y by (-30)\n create clone of (_myself_ v)\n end\n end\nend\n\ngo to (ツルハシ v)\n\nswitch costume to (pick random (3) to (5))\n\n@感謝\n\nwhen flag clicked\nbroadcast (♡&☆ v)\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [xd v] to (join [1] (letter (2) of (XD)))\n delete this clone\n end\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n show\n forever\n if <touching (mouse-pointer v)?> then\n wait (0.05) seconds\n if <touching (mouse-pointer v)?> then\n set [xd v] to (join (letter (1) of (XD)) [1])\n delete this clone\n end\n end\n end\n else\n go to x: (0) y: (0)\n set size to (5) %\n go to [front v] layer\n show\n repeat (8)\n change size by (((size) + (5)) / (4))\n end\n repeat (25)\n change size by (((100) - (size)) / (4))\n end\n repeat (10)\n switch costume to (大 v)\n change size by ((((0) - (size)) + (-5)) / (4))\n switch costume to (ありがとう v)\n end\n delete this clone\n end\nend\n\nwhen I receive [♡&☆ v]\nwait until <not <(XD) = [11]>>\ngo to x: (-15) y: (0)\nswitch costume to (はーと v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nwait until <(XD) = [11]>\nwait (0.1) seconds\nswitch costume to (ありがとう v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nset [xd v] to [0]\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\n
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オンラインバトルゲーム https://scratch.mit.edu/projects/872139794\n@rinta520さんとコラボ!\n洞窟で石を採掘しよう!\n❤️と⭐を押すと感謝のメッセージが....\nーーーーーーーーーー操作方法ーーーーーーーーーーー\n・矢印キーまたは画面タップで操作\n・スペースキーまたは画面タップで採掘\n・ツルハシマークの看板の近くにある目立った石を採掘することで次のステージに行けます。\n・uキーで「ノーマルライトと「ブラックライト」を変換できます。\n・ブラックライトを当てることで色が変わる石があります。\nーーーーーーーーーー石の種類ーーーーーーーーーーー\n・石英\n・ウォーターメロントルマリン\n・ガーネット\n・オパール\n・黄鉄鉱\n・蛍石[uキーでブラックライトモードにして光を当ててみよう!]\n・黒曜石\n・エメラルド\n・コランダム、ルビー[uキーでブラックライトモードにして光を当ててみよう!]\nーーーーーーーーークレジットーーーーーーーーーーー\n企画及び協力:@hayatiburusu @rinta520\n石選び:@rinta520\n石の形:@rinta520\nプログラム:@hayatiburusu\nその他テクスチャ:@hayatiburusu\nーーーーーーーーー借りるときにーーーーーーーーーー\nプログラムのクレジットは@hayatiburusu\n石のテクスチャのクレジットは@rinta520\nにしてね。\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! #games #all #trending
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@Stage\n\nwhen I receive [end v]\nwait (3) seconds\nforever\n play sound [minecraft song v] until done\nend\n\n@Splash\n\nwhen flag clicked\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (Intro v)\n\ngo to [front v] layer\nshow\n\n@Intro\n\nwhen I start as a clone\nif <(ID) = [CircExplo1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\ndefine Shake (vel) (deter) (domain)\nset [shake? v] to [0]\nset [var v] to [0]\nset [shakevel v] to [0]\nchange [shakevel v] by (vel)\nrepeat until <<(ShakeVel) < [0]> or <(ShakeVel) = [1]>>\n set [camx v] to (([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camy v] to (([cos v] of ((Var) * (4)) ) * ((ShakeVel) / (10)))\n set [camd v] to ((([sin v] of ((Var) * (4)) ) * ((ShakeVel) / (10))) + (90))\n change [var v] by (domain)\n set [shakevel v] to ((ShakeVel) - (deter))\nend\nset [shake? v] to [0]\n\nwhen I start as a clone\nif <not << (ID) contains [par]?> or << (ID) contains [border]?> or << (ID) contains [shutter]?> or < (ID) contains [line]?>>>>> then\n wait (0) seconds\n set [defx v] to (x position)\n set [defy v] to (y position)\n forever\n go to x: ((DefX) + (CamX)) y: ((DefY) + (CamY))\n point in direction ((CamD) + (Direction))\n end\nend\n\nwhen I receive [end v]\nif <<(ID) = [text]> or < (ID) contains [end]?>> then\n if <(ID) = [text]> then\n set [svel v] to [2]\n repeat until <[8.9] < (timer)>\n switch costume to (size hack v)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n change [direction v] by ((Svel) / (15))\n switch costume to (text v)\n end\n delete this clone\n end\nelse\n if < (ID) contains [fade]?> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\n end\n wait (1) seconds\n delete this clone\nend\n\ndefine Clone (id) (#)\nset [id v] to (id)\nset [# v] to [1]\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\ndefine Turn\npoint in direction (90)\nrepeat (#)\n turn right ((360) / (7)) degrees\nend\n\nwhen I start as a clone\nif <(ID) = [Circ1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (circ2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (25)\n switch costume to (size hack v)\n change size by (((590) - (size)) / (7))\n switch costume to (circ2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Spline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev1]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(ID) = [Text]> then\n hide\n switch costume to (pos hack v)\n go to x: (180) y: (360)\n set [defx v] to [240]\n set [defy v] to [360]\n switch costume to (text v)\n set size to (115) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (3) layers\n set [rvel v] to [5]\n set [direction v] to [200]\n set [yvel v] to [-4]\n set [xvel v] to [-4]\n wait until <[1] < (timer)>\n show\n set [svel v] to [3]\n repeat until <[2] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n end\n set [svel v] to [1]\n repeat until <[2.1] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [rvel v] to (((Rvel) * (0.6)) + (((0) - (Direction)) / (5)))\n change [direction v] by (Rvel)\n change [svel v] by ((Svel) / (5))\n change size by (Svel)\n end\n repeat until <[2.9] < (timer)>\n set [yvel v] to (((Yvel) * (0.6)) + (((0) - (DefY)) / (5)))\n change [defy v] by (Yvel)\n set [xvel v] to (((Xvel) * (0.6)) + (((0) - (DefX)) / (5)))\n change [defx v] by (Xvel)\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[3.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[3.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[4.8] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n repeat until <[4.9] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n end\n repeat until <[5.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n end\n set [svel v] to [1]\n set [rvel v] to [1]\n repeat until <[5.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change size by (Svel)\n end\n repeat until <[6.2] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n end\n repeat until <[6.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n set [svel v] to [1]\n repeat until <[6.8] < (timer)>\n change [svel v] by ((Svel) / (2))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\n repeat until <[7.7] < (timer)>\n set [svel v] to (((Svel) * (0.6)) + (((115) - (size)) / (6)))\n change size by (Svel)\n change [rvel v] by (((360) - (Rvel)) / (4))\n set [direction v] to (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [flash]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\ndefine Explosion || Amount: (#) Xpos: (xpos) Ypos: (ypos) ID: (splineid) Explosion Speed: (splspeed) Grow Speed: (splgrspeed)\nset [splinex v] to (xpos)\nset [spliney v] to (ypos)\nset [# v] to [1]\nset [id v] to (splineid)\nset [splspeed v] to (splspeed)\nset [splgrspeed v] to (splgrspeed)\nrepeat (#)\n create clone of (_myself_ v)\n change [# v] by (1)\nend\n\nwhen I start as a clone\nif <(ID) = [SplineLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (-2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Border]> then\n hide\n switch costume to (pos hack v)\n switch costume to (border1 v)\n set size to (200) %\n set [ghost v] effect to (85)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n show\n if <(#) = [1]> then\n go to x: (-220) y: (-50)\n \n repeat (20)\n change y by (5.1)\n end\n set y to (-50)\n end\n else\n go to x: (220) y: (50)\n \n repeat (20)\n change y by (-5.1)\n end\n set y to (50)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [BrSpline1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n repeat (20)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [yvel v] to [-25]\n set [xvel v] to [-10]\n switch costume to (pos hack v)\n go to x: (0) y: (300)\n switch costume to (shutter v)\n else\n set [yvel v] to [25]\n set [xvel v] to [10]\n switch costume to (pos hack v)\n go to x: (0) y: (-300)\n switch costume to (shutter v)\n end\n wait until <[3.1] < (timer)>\nend\n\nwhen I start as a clone\nif <(ID) = [Shutter]> then\n hide\n set size to (100) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n if <(#) = [1]> then\n set [svel v] to [-3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n else\n set [svel v] to [3]\n wait until <[1.3] < (timer)>\n show\n repeat (5)\n go to [front v] layer\n switch costume to (pos hack v)\n change [svel v] by ((Svel) / (4))\n change y by (Svel)\n switch costume to (shutter v)\n end\n forever\n go to [front v] layer\n switch costume to (pos hack v)\n change y by (((-180) - (y position)) / (5))\n switch costume to (shutter v)\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [CircExplo2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (circexplo v)\n set size to (1) %\n set [ghost v] effect to (25)\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n set [xvel v] to (SplSpeed)\n set [fisheye v] effect to (100)\n show\n repeat (25)\n change size by (Svel)\n change [xvel v] by ((Xvel) / (3))\n change [fisheye v] effect by (Xvel)\n set [svel v] to ((Svel) * ((SplGrSpeed) / (10)))\n change [ghost v] effect by (4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [SplineRight]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (spline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (12)\n turn right ((Svel) / (2)) degrees\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n next costume\n change size by (Svel)\n end\n delete this clone\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1.5] < (timer)>\nset [bump v] to [0]\nset [loops2 v] to [1]\nrepeat until <[8] < (timer)>\n Clone [Chev1] [1]\n Clone [ArrowLeft] [3]\n Clone [ArrowRight] [3]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\n Clone [Chev2] [1]\n change [bump v] by (1)\n wait until <((((0.93) * (loops2)) + (2)) - ()) < (timer)>\n change [loops2 v] by (1)\nend\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\npoint in direction (90)\nreset timer\nstart sound [Sync 2D Gradient Intro Templat v]\nwait until <[1.2] < (timer)>\nClone [circ2] [1]\nwait until <[1.4] < (timer)>\nClone [circ1] [1]\nClone [shutter] [2]\nClone [text] [1]\nwait until <[2] < (timer)>\nClone [Text2] [1]\nClone [fade] [1]\nClone [Fade2] [1]\nClone [pars1] [60]\nClone [pars2] [60]\nClone [pars3] [60]\nClone [pars4] [60]\nwait until <[3.85] < (timer)>\nExplosion || Amount: [16] Xpos: [-180] Ypos: [100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[4.8] < (timer)>\nExplosion || Amount: [16] Xpos: [180] Ypos: [-100] ID: [line1] Explosion Speed: [15] Grow Speed: [5]\nwait until <[5.6] < (timer)>\nClone [pin] [1]\nClone [dots] [1]\nwait until <[6.7] < (timer)>\nExplosion || Amount: [16] Xpos: [0] Ypos: [0] ID: [line1] Explosion Speed: [30] Grow Speed: [7]\nwait until <[8.6] < (timer)>\nClone [end] [1]\n\nwhen I receive [call v]\nrepeat (1)\n delete this clone\nend\nhide\nset [camd v] to [90]\nset [direction v] to [0]\nset [shakevel v] to [0]\nset [var v] to [0]\nset [defx v] to [0]\nset [defy v] to [0]\npoint in direction (90)\nShake [1] [2.5] [4]\nShake [20] [3] [6]\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID) = [Line1]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (22.5)) + (22.5))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (22.5)) + (-22.5))\n point in direction (((#) * (22.5)) + (22.5))\n set [brightness v] effect to (100)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Line2]> then\n hide\n switch costume to (pos hack v)\n go to x: (SplineX) y: (SplineY)\n switch costume to (shrinkline1 v)\n set size to (50) %\n go [forward v] (1) layers\n point in direction (((#) * (45)) + (45))\n move (1) steps\n point in direction (Direction)\n set [direction v] to (((#) * (45)) + (-45))\n point in direction (((#) * (45)) + (45))\n set [brightness v] effect to (0)\n set [svel v] to (SplSpeed)\n show\n repeat (8)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n next costume\n end\n repeat (2)\n change [svel v] by (((0) - (Svel)) / (SplGrSpeed))\n move (Svel) steps\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Chev2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n switch costume to (chev v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n set [direction v] to [90]\n set [svel v] to [15]\n show\n if <[5.7] < (timer)> then\n delete this clone\n else\n repeat until <[250] < (size)>\n change size by ((((size) + (100)) / (2)) * (bump))\n end\n repeat until <[1000] < (size)>\n switch costume to (size hack v)\n change size by ((((size) + (40)) / (4)) * (bump))\n switch costume to (chev v)\n if <[5.7] < (timer)> then\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((450) - (size)) / (6))\n switch costume to (chev v)\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\n end\n end\n delete this clone\n end\nend\n\nwhen I receive [call v]\nreset timer\nset [loops v] to [1]\nShake [25] [5] [8]\nwait until <[2] < (timer)>\nrepeat until <[8] < (timer)>\n Clone [flash] [1]\n set [shake? v] to [1]\n Shake [50] [4] [6]\n wait until <((((0.44) * (Loops)) + (2)) - ((0.44) * (1))) < (timer)>\n change [loops v] by (1)\nend\n\nwhen I receive [call v]\nreset timer\nwait until <[1] < (timer)>\n\n change [bump v] by (((0.03) - (bump)) / (4))\nend\n\nwhen I start as a clone\nif <(ID) = [flash2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (bar full v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (25)\n show\n repeat (10)\n change [ghost v] effect by (7.5)\n end\n delete this clone\nend\n\nchange y by (Yvel)\n\nwhen I start as a clone\nif <(ID) = [fade]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade3 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (5)\n change [ghost v] effect by (-20)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars1]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars2]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-300) to (250)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (45) to (15))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowLeft]> then\n hide\n switch costume to (pos hack v)\n go to x: ((-280) - (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft2 v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((1) + ((35) * (bump)))\n switch costume to (arrowleft2 v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [ArrowRight]> then\n hide\n switch costume to (pos hack v)\n go to x: ((280) + (((#) * (65)) - (65))) y: (0)\n switch costume to (arrowleft v)\n set size to (100) %\n set [ghost v] effect to (((#) * (30)) - (25))\n set [brightness v] effect to (0)\n set [direction v] to [0]\n set [svel v] to [-5]\n wait until <[1.9] < (timer)>\n show\n \n switch costume to (pos hack v)\n change [defx v] by ((-1) + (((35) * (bump)) / (-1)))\n switch costume to (arrowleft v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [Text2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n set [defx v] to [0]\n set [defy v] to [0]\n switch costume to (text2 v)\n set size to (115) %\n set [ghost v] effect to (100)\n set [brightness v] effect to (0)\n go to [back v] layer\n go [forward v] (2) layers\n set [direction v] to [0]\n wait until <[1] < (timer)>\n show\n repeat (7)\n change [ghost v] effect by (-10)\n end\n repeat until <[5.3] < (timer)>\n repeat until <[6.8] < (timer)>\n change [ghost v] effect by (25)\n end\n repeat (5)\n change [ghost v] effect by (-25)\n end\nend\n\nwhen I start as a clone\nif <<not < (ID) contains [par]?>> and <(timer) < [8.5]>> then\n wait until <[7.7] < (timer)>\n if < (ID) contains [arrow]?> then\n set [ghost v] effect to (90)\n end\n repeat (40)\n change [color v] effect by (35)\n set [defx v] to (pick random (-8) to (8))\n set [defy v] to (pick random (-8) to (8))\n set [fisheye v] effect to (-9)\n set [pixelate v] effect to (pick random (5) to (9))\n end\n set [color v] effect to (0)\n set [defx v] to [0]\n set [defy v] to [0]\nend\n\nwhen I start as a clone\nif <(ID) = [fade2]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (fade2 v)\n set size to (125) %\n set [brightness v] effect to (0)\n set [ghost v] effect to (100)\n show\n repeat (4)\n change [ghost v] effect by (-10)\n end\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I start as a clone\nif <(ID) = [dots]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n set size to (800) %\n switch costume to (dotted v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n show\n set [rvel v] to [-1]\n repeat until <[6.2] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n switch costume to (size hack v)\n change size by (((300) - (size)) / (6))\n switch costume to (dotted v)\n change [rvel v] by (((-1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pin]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (pinwheel v)\n set size to (150) %\n set [brightness v] effect to (100)\n set [ghost v] effect to (97)\n show\n set [rvel v] to [1]\n repeat until <[6.2] < (timer)>\n change [rvel v] by ((Rvel) / (3))\n change [direction v] by (Rvel)\n change [ghost v] effect by (0)\n end\n repeat until <[111] < (timer)>\n change [rvel v] by (((1) - (Rvel)) / (4))\n change [direction v] by (Rvel)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [end]> then\n hide\n switch costume to (pos hack v)\n go to x: (0) y: (-180)\n set [defy v] to [-180]\n set y to (-180)\n switch costume to (end2 v)\n set size to (1) %\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n go to [front v] layer\n go [forward v] (1) layers\n set [svel v] to [5]\n show\n broadcast (End v)\n repeat (7)\n change size by (Svel)\n change [svel v] by ((Svel) / (2))\n end\n repeat (35)\n switch costume to (size hack v)\n change size by (((800) - (size)) / (7))\n switch costume to (end2 v)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ID) = [pars3]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par1 v)\n set size to (pick random (50) to (100)) %\n set [ghost v] effect to (pick random (9) to (13))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (1) to (1.25))\n show\n wait ((#) / (5)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par1 v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [pars4]> then\n hide\n switch costume to (pos hack v)\n go to x: (pick random (-250) to (300)) y: (pick random (-140) to (-160))\n switch costume to (par2 v)\n set size to (pick random (100) to (125)) %\n set [ghost v] effect to (pick random (93) to (97))\n set [brightness v] effect to (0)\n set [direction v] to (pick random (315) to (280))\n set [svel v] to (pick random (2.5) to (1.3))\n show\n wait ((#) / (10)) seconds\n \n switch costume to (pos hack v)\n point in direction (Direction)\n move ((Svel) + ((bump) * (8))) steps\n switch costume to (par2 v)\n end\nend\n\n@Call\n\nwhen flag clicked\nwait (1) seconds\nbroadcast (Call v)\n\n@Level \n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nwait (3) seconds\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\nwhen I receive [next v]\nnext costume\n\n@Player\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#000000)?>> and <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen I receive [end v]\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 [13]\n end\n if <touching color (#d24b0a)?> then\n broadcast (Die v)\n end\n if <touching color (#00ff08)?> then\n set [y vel v] to [30]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (player 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 (2 v)\n change x by (-7)\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n broadcast (Next v)\n go to x: (-187) y: (52)\n end\nend\n\nwhen I receive [end v]\nswitch backdrop to (backdrop1 v)\nwait (3) seconds\nset [pixelate v] effect to (0)\nswitch costume to (player v)\ngo to [front v] layer\nshow\nset rotation style [left-right v]\ngo to x: (-192) y: (-5)\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n Handle Ground <[0] < (Y Vel)>\nend\n\ndefine Handle Ground <moving up>\nrepeat until <not <touching color (#000000)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (2)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nswitch costume to (player v)\n\nwhen I receive [die v]\ngo to x: (-187) y: (52)\n\n
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I AM TRYING TO GET 1k FOLLOWERS IN WORLD RECORD TIME SO FOLLOW ME SO WE CAN REACH THAT GOAL!!\n\nControls: Arrow Keys Or WASD\nHave Fun!\n\nAnd yes, it isn't impossible.\n\nTime for the #'s \n\n\n#trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer #trending #1 #games #all #art #minecraft #platformer
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☆Halloween Platformer☆
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@Stage\n\nwhen flag clicked\nswitch backdrop to (blue sky 2 2 v)\nforever\n play sound [真夜中のおもちゃ箱 v] until done\nend\n\n@軽量\n\n@当たり判定\n\ndefine Revival\ndelete all of [能力 v]\nset [モード v] to [NO]\nhide\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-15)\nshow\n\ndefine Action\nset [モード v] to [OK]\nset [ステージ v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-200) y: (-15)\nforever\n if <(モード) = [OK]> then\n if < (能力) contains [スピードアップ]?> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [30]> and <mouse down?>>>> then\n point in direction (90)\n change [x v] by (3.5)\n end\n else\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [30]> and <mouse down?>>>> then\n point in direction (90)\n change [x v] by (2.3)\n end\n end\n if < (能力) contains [スピードアップ]?> then\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [30]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-3.5)\n end\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [30]> and <mouse down?>>>> then\n point in direction (-90)\n change [x v] by (-2.3)\n end\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [30]> and <mouse down?>>>> then\n if <[0] < (x)> then\n set [x v] to [-13]\n start sound [jump08 v]\n else\n set [x v] to [13]\n start sound [jump08 v]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.8)\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 < (能力) contains [ジャンプ力アップ]?> then\n if <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [30]> and <mouse down?>>>>> then\n change [y v] by (13)\n start sound [jump09 v]\n end\n else\n if <<touching (地面 v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [30]> and <mouse down?>>>>> then\n change [y v] by (10)\n start sound [jump08 v]\n end\n end\n change y by (y)\n change y by (1)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <not <(ステージ) = [13]>> then\n if <[244.9] < (x position)> then\n Revival\n broadcast (Next v) and wait\n change [ステージ v] by (1)\n wait (.1) seconds\n set [モード v] to [OK]\n end\n end\n if <<touching (針 v)?> or <<(y position) < [-183.9]> or <key (r v) pressed?>>> then\n start sound [damage1 v]\n Revival\n set [モード v] to [OK]\n wait until <not <key (r v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\ndelete all of [能力 v]\nset [ghost v] effect to (100)\ngo to [back v] layer\nAction\n\ndelete all of [能力 v]\n\nadd [スピードアップ] to [能力 v]\n\nadd [ジャンプ力アップ] to [能力 v]\n\nwhen flag clicked\nforever\n if <<(ステージ) = [8]> and <touching (お菓子 v)?>> then\n add [ジャンプ力アップ] to [能力 v]\n wait until <not <[能力 v] contains [ジャンプ力アップ]?>>\n end\n if <<(ステージ) = [12]> and <touching (お菓子 v)?>> then\n add [スピードアップ] to [能力 v]\n wait until <not <[能力 v] contains [スピードアップ]?>>\n end\nend\n\n@Player\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n go to (当たり判定 v)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [30]> and <mouse down?>>>> then\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [30]> and <mouse down?>>>> and <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<<(mouse x) > [30]> and <mouse down?>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [30]> and <mouse down?>>>>>>>> then\n switch costume to (コスチューム4 v)\n else\n switch costume to (コスチューム3 v)\n end\n else\n switch costume to (コスチューム1 v)\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [30]> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [30]> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n end\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [30]> and <mouse down?>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < [30]> and <mouse down?>>>> then\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム5 v)\nrepeat (1)\n change [ghost v] effect by (10)\n change size by (-5)\nend\ndelete this clone\n\n@帽子\n\nwhen flag clicked\nforever\n go to (当たり判定 v)\nend\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@針\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@お菓子\n\nwhen flag clicked\ngo to x: (-130) y: (0)\nhide\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <<(ステージ) = [8]> or <(ステージ) = [12]>> then\n if <(ステージ) = [8]> then\n switch costume to (飴 v)\n set [y2 v] to [0]\n show\n repeat until <touching (地面 v)?>\n change [y2 v] by (-0.5)\n change y by (y2)\n end\n end\n if <(ステージ) = [12]> then\n switch costume to (クッキー v)\n set [y2 v] to [0]\n show\n repeat until <touching (地面 v)?>\n change [y2 v] by (-0.5)\n change y by (y2)\n end\n end\n else\n hide\n end\nend\n\ngo to x: (-130) y: (0)\n\nwhen flag clicked\nwait (1) seconds\nforever\n if <(ステージ) = [12]> then\n go to x: (-130) y: (0)\n stop [this script v]\n end\nend\n\n@サムネイル\n\nwhen flag clicked\nhide\n\n
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☆投稿するの遅れてしまった☆\n ~操作方法~\n )))矢印キー、WADキー、タップ(((\n )))Arrow keys, WASD keys, Tap(((\n\n ~能力~\n )))ステージ内にあるお菓子を食べて能力ゲット(((\n ))) Eat the sweets in the stage and get the ability (((\n )))食べるといっても触れるだけ(((\n )))Even if you say you eat, you just touch it.(((\n ~クレジット~\n )))Playerのプログラム:@goriraf0612さん(((\n )))BGM:甘茶の音楽工房(((\n )))効果音:フリー効果音素材・無料効果音(((\n )))お菓子:フリーイラスト(((\n\n ~タグ~\n )))#game(((\n )))#games(((\n )))#Platformer(((\n )))#Halloween(((\n )))#all(((\n\n ~もりひとからのメッセージ~\nもりひとです。この作品を共有するのが遅れました。\nこれには理由(言い訳)がありまして...\n部活が忙しくて製作が全然進みませんでした()\nそれによりハロウィンに投稿する予定が、\n完成させることができずに\n11月3日に投稿という形になってしまいました。\n以上です。\n\nあとハロウィンの日は学校から帰って\n家に引きこもってました。\n\n ~Message from Morihito~\nThis is Morihito. I'm late in posting this piece.\nThere's a reason (excuse) for this...\nI was busy with club activities, so the production didn't progress at all ()\nAs a result, I was planning to post it on Halloween, but I couldn't finish it.\nIt ended up being posted on November 3rd.\nthat's all.\n\nBy the way, on Halloween day, I came home from school and shut myself up at home.
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The Life of Platformer Game 1.6
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@Stage\n\nwhen flag clicked\nset volume to (100) %\nswitch backdrop to (arrière-plan1 v)\nbroadcast (Intro v)\n\nwhen I receive [menu v]\nforever\n play sound [music nice menu energetic v] until done\nend\n\nwhen I receive [start fight boss1 v]\nswitch backdrop to (arrière-plan3 v)\n\nwhen I receive [start game n°2 v]\nswitch backdrop to (arrière-plan5 v)\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [fight boss final v]\nforever\n play sound [EPIC TRAILER BATTLE FIGHT MUSIC v] until done\nend\n\nwhen I receive [fight boss final v]\nforever\n if <(X SCROLL FINAL) < [-710]> then\n broadcast (GAME OVER FIGHT BOSS v)\n stop [this script v]\n end\n if <(Y SCROLL FINAL) > [530]> then\n broadcast (GAME OVER FIGHT BOSS v)\n stop [this script v]\n end\n if <(X SCROLL FINAL) > [710]> then\n broadcast (GAME OVER FIGHT BOSS v)\n stop [this script v]\n end\n if <(Y SCROLL FINAL) < [-520]> then\n broadcast (GAME OVER FIGHT BOSS v)\n stop [this script v]\n end\nend\n\nwhen I receive [game over fight boss v]\nrepeat (50)\n change [pitch v] effect by (-2)\n change volume by (-2)\nend\nstop all sounds\nset volume to (100) %\nset [pitch v] effect to (0)\n\nwhen I receive [fight boss final v]\nswitch backdrop to (arrière-plan6 v)\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nswitch backdrop to (arrière-plan7 v)\n\nwhen I receive [noir end v]\nforever\n play sound [Henry Stickmin Convict Allies Theme! Red Headed Outlaw v] until done\nend\n\nwait (3) seconds\nset [life boss v] to [0]\n\nwhen I receive [fight boss final v]\nset [life boss v] to [100]\nset [life battle final v] to [100]\n\n@My Intro\n\nwhen I receive [intro v]\nset [yes v] to []\nplay sound [<unknown> v] until done\nset [yes v] to [yes]\nplay sound [Slice SFX v] until done\n\ndefine clone (id)\nset [ma variable v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I receive [intro v]\nreset timer\nhide\nswitch costume to (text1 v)\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclone [noir]\nclone [volcano]\nclone [scratch]\nclone [effect]\nclone [bar noir]\nwait until <(timer) > [1.05]>\nparticle\n\nwhen I start as a clone\nif <(ma variable) = [noir]> then\n forever\n show\n switch costume to (noir v)\n go to [back v] layer\n go to x: (0) y: (0)\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nif <(ma variable) = [volcano]> then\n show\n switch costume to (text1 v)\n go to [back v] layer\n set size to (200) %\n go to x: (0) y: (10000)\n point in direction (-90)\n repeat (40)\n change y by (((33) - (y position)) / (6))\n turn right (((90) - (direction)) / (6)) degrees\n change size by (((100) - (size)) / (6))\n end\nend\n\nwhen I start as a clone\nif <(ma variable) = [scratch]> then\n show\n switch costume to (text2 v)\n go to [back v] layer\n set size to (200) %\n go to x: (0) y: (-10000)\n point in direction (-90)\n repeat (40)\n change y by (((-33) - (y position)) / (6))\n turn left (((direction) - (90)) / (6)) degrees\n change size by (((100) - (size)) / (6))\n end\nend\n\nwhen I start as a clone\nif <(ma variable) = [effect]> then\n wait until <(timer) > [1.05]>\n show\n go to [back v] layer\n go to x: (0) y: ()\n set [brightness v] effect to (100)\n set size to (200) %\n repeat (10)\n change [brightness v] effect by (-5)\n change size by (((100) - (size)) / (3))\n end\n repeat (10)\n change [brightness v] effect by (-10)\n change size by (((100) - (size)) / (3))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ma variable) = [effect]> then\n wait until <(timer) > [1.05]>\n switch costume to (effect v)\n repeat (7)\n next costume\n wait (0.1) seconds\n end\nend\n\nwhen I start as a clone\nif <(ma variable) = [scratch]> then\n wait until <(timer) > [1.05]>\n set size to (150) %\n repeat (56)\n change size by (((100) - (size)) / (10))\n end\nend\n\nwhen I start as a clone\nif <(ma variable) = [volcano]> then\n wait until <(timer) > [1.05]>\n set size to (150) %\n repeat (56)\n change size by (((100) - (size)) / (10))\n end\nend\n\ndefine particle\nset [ma variable v] to [p]\nrepeat (30)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ma variable) = [p]> then\n show\n go to x: (0) y: (0)\n go to [front v] layer\n switch costume to (pick random (6) to (7))\n point in direction (pick random (0) to (360))\n set size to (pick random (10) to (75)) %\n set [speed v] to (pick random (10) to (15))\n repeat ((speed) * (2))\n move (speed) steps\n change [speed v] by (-0.5)\n change [ghost v] effect by (3)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(ma variable) = [bar noir]> then\n wait until <(yes) = [yes]>\n show\n go to x: (-310) y: ()\n go to [front v] layer\n switch costume to (bar noir v)\n repeat (8)\n change x by (((230) - (x position)) / (10))\n end\n broadcast (supprim text v)\n repeat (48)\n change x by (((230) - (x position)) / (10))\n end\n delete this clone\nend\n\nwhen I receive [supprim text v]\nif < (costume [name v]) contains [Text]?> then\n if <(costume [number v]) = [2]> then\n switch costume to (like v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n switch costume to (fav v)\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n wait (0.5) seconds\n broadcast (END v)\n delete this clone\n end\n end\nend\n\nwhen I receive [end v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nbroadcast (suprim clone v)\n\n@Animation//Animation\n\nwhen I receive [end v]\nreset timer\ngo to [back v] layer\nshow\nset [brightness v] effect to (-100)\nset size to (100) %\ngo to x: (0) y: (0)\nrepeat (50)\n switch costume to (hack v)\n change size by (0.1)\n switch costume to (1 v)\n change [brightness v] effect by (2)\nend\nrepeat (75)\n switch costume to (hack v)\n change size by (0.1)\n switch costume to (1 v)\nend\nrepeat (20)\n switch costume to (hack v)\n change size by (0.1)\n switch costume to (1 v)\n change [brightness v] effect by (-5)\nend\nset size to (100) %\nrepeat (20)\n switch costume to (hack v)\n change size by (0.1)\n switch costume to (2 v)\n change [brightness v] effect by (5)\nend\nwait (0.5) seconds\nstop all sounds\nstart sound [Glass Breaking v]\nswitch costume to (4 v)\nwait (0.25) seconds\nstart sound [woosh v]\nrepeat (10)\n next costume\n wait (0.04) seconds\nend\nwait (0.5) seconds\nswitch costume to (16 v)\nstart sound [wrrrroumm v]\nwait (0.25) seconds\nrepeat (13)\n next costume\n wait (0.04) seconds\nend\nwait (1) seconds\nswitch costume to (15 v)\nstart sound [angoisse v]\nrepeat (75)\n switch costume to (hack v)\n change size by (0.1)\n switch costume to (15 v)\nend\nrepeat (5)\n change [brightness v] effect by (20)\nend\nstart sound [Woosh 4 v]\nset [360° intro v] to [32]\nVIBREMENT INVERSÉ NORMALE [10] [.10] [150] [100]\nrepeat (50)\n switch costume to (hack v)\n change size by (0.1)\n switch costume to (19 v)\n change [brightness v] effect by (-3)\nend\nbroadcast (Menu v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [end v]\nplay sound [happy music v] until done\n\ndefine VIBREMENT INVERSÉ NORMALE (multiplier) (.quelquechose) (taille début) (taille fin)\nset size to (taille début) %\nrepeat (56)\n go to x: ((([sin v] of ((timer) * (1000)) ) * (multiplier)) * (((taille fin) - (size)) * (.quelquechose))) y: ((([cos v] of ((timer) * (1000)) ) * (multiplier)) * (((taille fin) - (size)) * (.quelquechose)))\n point in direction (((([sin v] of ((timer) * (1000)) ) * (multiplier)) * (((taille fin) - (size)) * (.2))) + (90))\n switch costume to (big v)\n change size by (((taille fin) - (size)) / (10))\n switch costume to (19 v)\n change [brightness v] effect by (-1.7)\nend\n\nwhen I receive [skip v]\nrepeat (10)\n change [brightness v] effect by (-10)\n change volume by (-10)\nend\nstop all sounds\nstop [other scripts in sprite v]\nset volume to (100) %\nhide\nbroadcast (Menu v)\n\n@Animation//Animation Boss1\n\nwhen I receive [animation boss n°1 v]\nreset timer\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (1 v)\nwait (0.5) seconds\nstart sound [woosh v]\nrepeat (9)\n wait (0.02) seconds\n next costume\nend\nwait (0.5) seconds\nrepeat (5)\n wait (0.02) seconds\n next costume\nend\nwait (0.5) seconds\nswitch costume to (hack v)\ngo to x: (225) y: (80)\nset size to (190) %\nswitch costume to (16 v)\nrepeat (56)\n switch costume to (hack v)\n change size by (((100) - (size)) / (10))\n switch costume to (16 v)\n change x by (((0) - (x position)) / (10))\n change y by (((0) - (y position)) / (10))\nend\nwait (0.5) seconds\nrepeat (5)\n wait (0.02) seconds\n next costume\nend\nstart sound [explosion v]\nbroadcast (vibre v)\nrepeat (2)\n wait (0.02) seconds\n next costume\nend\nwait (2) seconds\nnext costume\nwait (3) seconds\nswitch costume to (26 v)\nwait (0.5) seconds\nrepeat (4)\n wait (0.04) seconds\n next costume\nend\nswitch costume to (30 v)\nwait (0.5) seconds\nstart sound [woosh v]\nrepeat (10)\n next costume\nend\nswitch costume to (41 v)\nbroadcast (tremble v) and wait\nstart sound [Woosh 5 v]\nrepeat (12)\n wait (0.04) seconds\n next costume\nend\nwait (2) seconds\nswitch costume to (56 v)\nwait (1) seconds\nstart sound [woosh v]\nrepeat (5)\n wait (0.02) seconds\n next costume\nend\nswitch costume to (62 v)\nwait (0.5) seconds\nstart sound [Treasure_Chest_Open_The_Legend_of_Zelda_Twiligh v]\nset [cost défilement v] to [0.04]\nclear graphic effects\nrepeat (8)\n repeat (4)\n wait (0.01) seconds\n next costume\n change [brightness v] effect by (1.5)\n end\n repeat (4)\n wait (0.01) seconds\n switch costume to ((costume [number v]) - (1))\n change [brightness v] effect by (1.5)\n end\nend\nclear graphic effects\nwait (0.5) seconds\nstart sound [Item_Get_The_Legend_of_Zelda_Twilight_Princess v]\nswitch costume to (67 v)\nbroadcast (ta-ta-ta-taaaaaaaaaaaaaaa v) and wait\nwait (0.5) seconds\nrepeat (4)\n wait (0.02) seconds\n next costume\nend\nplay sound [aaahho \( cri célèbre \) v] until done\nbroadcast (tremble v)\nstart sound [ultime explosion v]\nrepeat (8)\n wait (0.02) seconds\n next costume\nend\nwait (1) seconds\nrepeat (50)\n change [brightness v] effect by (-2)\nend\nbroadcast (start game jetpack v)\n\nwhen I receive [vibre v]\nset [xy v] to [10]\nrepeat (40)\n set x to (pick random (xy) to ((xy) * (-1)))\n set y to (pick random (xy) to ((xy) * (-1)))\n change [xy v] by (-0.25)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start fight boss1 v]\nforever\n show\n go to [back v] layer\n switch costume to (26 v)\n go to x: (0) y: (0)\nend\n\nwhen I receive [tremble v]\nset [xy v] to [8]\nrepeat (35)\n set x to (pick random (xy) to ((xy) * (-1)))\n set y to (pick random (xy) to ((xy) * (-1)))\n change [xy v] by (-0.25)\nend\n\nwhen I receive [start game jetpack v]\nshow\nset [brightness v] effect to (-100)\ngo to x: (10) y: (0)\nswitch costume to (80 v)\nrepeat (50)\n change [brightness v] effect by (2)\n change x by (-0.1)\nend\nbroadcast (text v) and wait\n\nwhen I receive [start game jetpack v]\nset [pitch v] effect to (0)\nset volume to (100) %\nforever\n play sound [music agent secret v] until done\nend\n\nwhen I receive [noir game 2 v]\nrepeat (20)\n change [brightness v] effect by (-5)\nend\nhide\nbroadcast (start game n°2 v)\n\nwhen I receive [game over jetpack v]\nrepeat (20)\n change [pitch v] effect by (-5)\n change volume by (-5)\nend\nstop [other scripts in sprite v]\nstop all sounds\nset volume to (100) %\n\nwhen I receive [animation planète v]\nstop [other scripts in sprite v]\nrepeat (10)\n change volume by (-10)\nend\nstop all sounds\nset volume to (100) %\n\n@Animation//Animation 3\n\nwhen I receive [supprim v]\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\nwhen I receive [arrivée jetpack v]\nshow\nswitch costume to (1 v)\nwait (0.5) seconds\nstart sound [jetpack v]\nrepeat (10)\n wait (0.04) seconds\n next costume\nend\nwait (0.5) seconds\nstart sound [jetpack v]\nrepeat (11)\n wait (0.04) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (start planète v)\nhide\n\nwhen I receive [animation boss final v]\nstart sound [ELECTRONIC 2 v]\nshow\nswitch costume to (23 v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.5) seconds\nstart sound [woosh v]\nrepeat (8)\n wait (0.04) seconds\n next costume\nend\nwait (0.5) seconds\nstart sound [woosh v]\nrepeat (4)\n wait (0.04) seconds\n next costume\nend\nwait (0.5) seconds\ngo to x: (10) y: (0)\nswitch costume to (36 v)\nrepeat (2)\n repeat (6)\n wait (0.08) seconds\n next costume\n change x by (-0.4)\n end\n wait (0.2) seconds\n change x by (-0.4)\n repeat (6)\n wait (0.08) seconds\n change x by (-0.5)\n switch costume to ((costume [number v]) - (1))\n end\n wait (0.2) seconds\n change x by (-0.4)\nend\ngo to x: () y: (0)\nwait (0.5) seconds\nswitch costume to (43 v)\nwait (1) seconds\nswitch costume to (45 v)\nrepeat (5)\n wait (0.04) seconds\n next costume\nend\nstart sound [explosion 4 v]\nbroadcast (VIBRE v)\nrepeat (5)\n wait (0.04) seconds\n next costume\nend\nwait (0.5) seconds\nbroadcast (VIBRE v)\nstart sound [woosh v]\nrepeat (21)\n wait (0.02) seconds\n next costume\nend\nstart sound [Woosh 5 v]\nrepeat (6)\n wait (0.04) seconds\n next costume\nend\nwait (0.5) seconds\nswitch costume to (costume1 v)\nwait (0.5) seconds\nswitch costume to (rtgre v)\nset [brightness v] effect to (-100)\nset [xy v] to [10]\nstart sound [angoisse v]\nrepeat (40)\n set x to (pick random (xy) to ((xy) * (-1)))\n set y to (pick random (xy) to ((xy) * (-1)))\n change [xy v] by (-0.25)\n change [brightness v] effect by (2.5)\nend\nwait (0.5) seconds\nstart sound [angoisse v]\nswitch costume to (rtgre3 v)\nset [brightness v] effect to (-100)\nset [xy v] to [10]\nrepeat (40)\n set x to (pick random (xy) to ((xy) * (-1)))\n set y to (pick random (xy) to ((xy) * (-1)))\n change [xy v] by (-0.25)\n change [brightness v] effect by (2.5)\nend\nwait (0.5) seconds\nrepeat (20)\n change [brightness v] effect by (-5)\n change volume by (-5)\nend\nstop all sounds\nset volume to (100) %\nwait (0.5) seconds\nbroadcast (FIGHT BOSS FINAL v)\nhide\n\nwhen I receive [vibre v]\nset [xy v] to [10]\nrepeat (40)\n set x to (pick random (xy) to ((xy) * (-1)))\n set y to (pick random (xy) to ((xy) * (-1)))\n change [xy v] by (-0.25)\nend\n\n@cube and platforme//hitbox\n\nwhen flag clicked\nhide\n\ndefine execute\nset [sav x v] to (x position)\nset [sav y v] to (y position)\ngo to x: (sav x) y: (sav y)\nset [ajout v] to [1]\nset [sav1 v] to [0]\nrepeat until <not <touching (platformer//hitbox platf v)?>>\n change y by (ajout)\n change [sav1 v] by (1)\nend\nset [posix v] to (x position)\nset [posiy v] to (y position)\ngo to x: (sav x) y: (sav y)\nset [ajout v] to [-1]\nset [sav2 v] to [0]\nrepeat until <not <touching (platformer//hitbox platf v)?>>\n change y by (ajout)\n change [sav2 v] by (1)\n if <(sav2) > (sav1)> then\n go to x: (posix) y: (posiy)\n stop [this script v]\n end\nend\nif <(sav2) < (sav1)> then\n set [posix2 v] to (x position)\n set [posiy2 v] to (y position)\n go to x: (posix2) y: (posiy2)\nend\n\nwhen I receive [start v]\ngo to [back v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (-192) y: (6)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nforever\n change [y v] by (-1)\n set [x v] to ((x) * (0.8))\n if then\n change [x v] by (1.5)\n end\n if then\n change [x v] by (-1.5)\n end\n change x by (x)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if then\n set [y v] to [10]\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 end\n end\n end\n end\n change y by (y)\n if <touching (platformer//hitbox platf v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if then\n if <touching (platformer//hitbox platf v)?> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n set x to ((x position) * (-1))\n broadcast (next v) and wait\n execute\n end\n if <touching (platformer//spike v)?> then\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n execute\n end\n if <touching (platformer//lava v)?> then\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n execute\n end\nend\n\nwhen I receive [start v]\ngo to x: (-192) y: (6)\nset [x v] to [0]\nset [y v] to [0]\nset [rapetisseur touché ? v] to [non]\nforever\n if <touching (rapetisseur v)?> then\n broadcast (t50 v)\n end\n if <touching (rapetisseur 2 v)?> then\n broadcast (t50 v)\n wait until <not <touching (rapetisseur v)?>>\n end\nend\n\nwhen I receive [t50 v]\nif <<(size) < [100]> and <touching (rapetisseur 2 v)?>> then\n repeat (36)\n change size by (((100) - (size)) / (6))\n if <<(size) > [50]> and <touching (rapetisseur v)?>> then\n broadcast (t50 v)\n end\n end\nelse\n if <<(size) > [50]> and <touching (rapetisseur v)?>> then\n repeat (36)\n change size by (((50) - (size)) / (6))\n if <<(size) < [100]> and <touching (rapetisseur 2 v)?>> then\n broadcast (t50 v)\n end\n end\n end\nend\n\nwhen I receive [kill enemy v]\ngo to x: (-192) y: (6)\nset [x v] to [0]\nset [y v] to [0]\nexecute\n\nwhen I receive [start v]\nforever\n if <touching (cube and platforme//enemy v)?> then\n broadcast (kill enemy v)\n end\nend\n\nwhen I receive [start fight boss1 v]\nwait (0.1) seconds\ngo to [back v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (-163) y: (-90)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nforever\n change [y v] by (-1)\n set [x v] to ((x) * (0.8))\n if then\n change [x v] by (1.5)\n end\n if then\n change [x v] by (-1.5)\n end\n change x by (x)\n if <touching (animation//animation boss1 v)?> then\n change y by (1)\n if <touching (animation//animation boss1 v)?> then\n change y by (1)\n if <touching (animation//animation boss1 v)?> then\n change y by (1)\n if <touching (animation//animation boss1 v)?> then\n change y by (1)\n if <touching (animation//animation boss1 v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if then\n set [y v] to [10]\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 end\n end\n end\n end\n change y by (y)\n if <touching (animation//animation boss1 v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if then\n if <touching (animation//animation boss1 v)?> then\n set [y v] to [13]\n end\n end\n change y by (1)\nend\n\nwait (0.25) seconds\n\nwhen I receive [start planète v]\ngo to [back v] layer\nshow\nswitch costume to (costume2 v)\ngo to x: (-133) y: (-82)\nset [x v] to [0]\nset [y v] to [0]\nset size to (100) %\nforever\n change [y v] by (-0.5)\n set [x v] to ((x) * (0.8))\n if then\n change [x v] by (1.5)\n end\n if then\n change [x v] by (-1.5)\n end\n change x by (x)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (1)\n if <touching (platformer//hitbox platf v)?> then\n change y by (-4)\n change x by ((x) * (-1))\n if then\n set [y v] to [10]\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 end\n end\n end\n end\n change y by (y)\n if <touching (platformer//hitbox platf v)?> then\n change y by ((y) - ((y) * (2)))\n set [y v] to [0]\n end\n change y by (-1)\n if then\n if <touching (platformer//hitbox platf v)?> then\n set [y v] to [13]\n end\n end\n change y by (1)\n if <(x position) > [240]> then\n set x to ((x position) * (-1))\n broadcast (next v) and wait\n execute\n end\n if <touching (platformer//spike v)?> then\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n execute\n end\n if <touching (platformer//lava v)?> then\n go to x: (-192) y: (6)\n set [x v] to [0]\n set [y v] to [0]\n execute\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <touching (cube and platforme//enemy v)?> then\n broadcast (kill enemy v)\n end\nend\n\nbroadcast (start planète v)\n\nwhen I receive [next v]\ndelete this clone\n\nbroadcast (fumée create v)\n\nwhen I receive [start planète v]\nforever\n if then\n end\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@cube and platforme//eye\n\nwhen flag clicked\n\nwhen I receive [start v]\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nforever\n switch costume to (costume1 v)\n go to (cube and platforme//hitbox v)\n point towards (mouse-pointer v)\n set size to ([size v] of [cube and platforme//hitbox v]) %\nend\n\nwhen I receive [start planète v]\ncreate clone of (_myself_ v)\nhide\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@cube and platforme//cube\n\nwhen I receive [start v]\nhide\nwait (0.0001) seconds\nset [id2 v] to [cube]\ncreate clone of (_myself_ v)\nwait (0.0001) seconds\nforever\n set [id2 v] to [effect]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(ID2) = [cube]> then\n show\n forever\n switch costume to (costume2 v)\n go to (cube and platforme//hitbox v)\n set size to ([size v] of [cube and platforme//hitbox v]) %\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nif <(ID2) = [effect]> then\n go to (cube and platforme//hitbox v)\n show\n switch costume to (costume3 v)\n go to [back v] layer\n repeat (15)\n change [ghost v] effect by (7)\n change size by (-7)\n end\n delete this clone\nend\n\nwhen I receive [start planète v]\nhide\nwait (0.0001) seconds\nset [id2 v] to [cube2]\ncreate clone of (_myself_ v)\nwait (0.0001) seconds\n\nset [id2 v] to [effect]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(ID2) = [cube2]> then\n show\n forever\n go to (cube and platforme//hitbox v)\n switch costume to (costume4 v)\n set size to ([size v] of [cube and platforme//hitbox v]) %\n end\nend\n\nwhen I receive [next v]\nif <(costume [number v]) = [3]> then\n delete this clone\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@cube and platforme//Sprite1\n\nwhen I receive [start v]\nswitch costume to (1 v)\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nhide\n\nwhen I receive [start planète v]\nswitch costume to (14 v)\nforever\n show\n go to [front v] layer\n go to x: (0) y: (0)\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@cube and platforme//Enemy\n\ndefine create clone (id) x : (x) y : (y)\nhide\ngo to x: (x) y: (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(ID) = [enemy]> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n wait (0.2) seconds\n forever\n create clone of (_myself_ v)\n set [id v] to [fleche]\n if <<touching (armes//flechette v)?> and <([costume name v] of [armes//flechette v]) = [flechette]>> then\n broadcast (KILL v)\n delete this clone\n end\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(ID) = [fleche]> then\n show\n switch costume to (flèche v)\n go to [front v] layer\n point towards (cube and platforme//hitbox v)\n repeat until <<touching (cube and platforme//hitbox v)?> or <touching (_edge_ v)?>>\n move (5) steps\n if <touching (cube and platforme//hitbox v)?> then\n broadcast (kill enemy v)\n delete this clone\n else\n if <touching (platformer//hitbox platf v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n if <touching (_edge_ v)?> then\n delete this clone\n else\n if <<touching (armes//shuriken v)?> and <([costume # v] of [armes//shuriken v]) = [2]>> then\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [13]> then\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [60] y : [45]\n create clone [eye] x : [60] y : [45]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [13]> then\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [60] y : [45]\n create clone [eye] x : [60] y : [45]\n stop [this script v]\n end\n if <([costume # v] of [platformer//hitbox platf v]) = [18]> then\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [45] y : [98]\n create clone [eye] x : [45] y : [98]\n stop [this script v]\n end\n if <([costume # v] of [platformer//hitbox platf v]) = [19]> then\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [119] y : [-30]\n create clone [eye] x : [119] y : [-30]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [eye]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n forever\n go to [front v] layer\n point towards (cube and platforme//hitbox v)\n end\nend\n\nwhen I start as a clone\nif <(ID) = [eye]> then\n show\n switch costume to (costume2 v)\n go to [front v] layer\n forever\n go to [front v] layer\n point towards (cube and platforme//hitbox v)\n end\nend\n\nwhen I start as a clone\nforever\n if <not <([costume # v] of [platformer//hitbox platf v]) = (save cost 3)>> then\n delete this clone\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [18]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [45] y : [98]\n create clone [eye] x : [45] y : [98]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(ID) = [enemy]> then\n wait (0.1) seconds\n forever\n if <<touching (armes//shuriken v)?> and <([costume # v] of [armes//shuriken v]) = [2]>> then\n broadcast (KILL v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [eye]> then\n wait (0.1) seconds\n forever\n if <<touching (armes//shuriken v)?> and <([costume # v] of [armes//shuriken v]) = [2]>> then\n delete this clone\n end\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [19]> then\n wait (0.1) seconds\n repeat (2)\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [119] y : [-30]\n create clone [eye] x : [119] y : [-30]\n end\n stop [this script v]\n end\nend\n\nwhen I receive [kill v]\nif <(costume [number v]) = [2]> then\n delete this clone\nelse\n if <(costume [number v]) = [1]> then\n delete this clone\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [20]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [113] y : [8]\n create clone [eye] x : [113] y : [8]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [19]> then\n wait (0.1) seconds\n repeat (2)\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [119] y : [-30]\n create clone [eye] x : [119] y : [-30]\n end\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [20]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [113] y : [8]\n create clone [eye] x : [113] y : [8]\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nif <(ID) = [enemy]> then\n wait (0.1) seconds\n forever\n if <<touching (armes//flechette v)?> and <([costume name v] of [armes//flechette v]) = [flechette]>> then\n broadcast (KILL v)\n delete this clone\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I start as a clone\nif <(ID) = [eye]> then\n wait (0.1) seconds\n forever\n if <<touching (armes//flechette v)?> and <([costume name v] of [armes//flechette v]) = [flechette]>> then\n broadcast (KILL v)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [enemy]> then\n wait (0.1) seconds\n forever\n if <touching color (#ffeebc)?> then\n broadcast (KILL v)\n delete this clone\n end\n if <touching color (#f3bfff)?> then\n broadcast (KILL v)\n delete this clone\n end\n if <touching color (#ddaee8)?> then\n broadcast (KILL v)\n delete this clone\n end\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [21]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [-181] y : [70]\n create clone [eye] x : [-181] y : [70]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [21]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [-181] y : [70]\n create clone [eye] x : [-181] y : [70]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [22]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [57] y : [125]\n create clone [eye] x : [57] y : [125]\n stop [this script v]\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [22]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [57] y : [125]\n create clone [eye] x : [57] y : [125]\n stop [this script v]\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [23]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [-70] y : [50]\n create clone [eye] x : [-70] y : [50]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [23]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [-70] y : [50]\n create clone [eye] x : [-70] y : [50]\n stop [this script v]\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [25]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [151] y : [-52]\n create clone [eye] x : [151] y : [-52]\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [25]> then\n wait (0.1) seconds\n set [save cost 3 v] to ([costume # v] of [platformer//hitbox platf v])\n create clone [enemy] x : [151] y : [-52]\n create clone [eye] x : [151] y : [-52]\n stop [this script v]\n end\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@cube and platforme//fumée2\n\nwhen I start as a clone\nshow\ngo to (cube and platforme//hitbox v)\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset size to (pick random (75) to (100)) %\nclear graphic effects\npoint in direction (o perso)\nrepeat (50)\n change [ghost v] effect by (2)\n change size by (-1)\n change y by (-1)\n change x by (pick random (-1) to (1))\n if <touching (_edge_ v)?> then\n repeat (10)\n change y by (-1)\n change x by (pick random (-1) to (1))\n change [ghost v] effect by (2)\n change size by (-2)\n end\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start planète v]\nforever\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n create clone of (_myself_ v)\n end\nend\n\nwhen flag clicked\nhide\n\nbroadcast (start planète v)\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@PLATFORMER//hitbox platf\n\nwhen I receive [next v]\nif <(costume [number v]) = [13]> then\n if <(costume [number v]) = [13]> then\n broadcast (Animation boss n°1 v)\n end\nelse\n next costume\nend\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start planète v]\nshow\nswitch costume to (16 v)\n\nwhen I receive [next v]\nif <(costume [number v]) = [24]> then\n broadcast (animation BOSS FINAL v)\n hide\nend\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@PLATFORMER//spike\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start planète v]\nshow\nswitch costume to (14 v)\ngo to [back v] layer\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@PLATFORMER//LAVA\n\nwhen I receive [next v]\nnext costume\n\nwhen I receive [start v]\nshow\nswitch costume to (1 v)\ngo to [back v] layer\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start planète v]\nshow\nswitch costume to (14 v)\ngo to [back v] layer\nforever\n set y to (([sin v] of ((timer) * (100)) ) * (5))\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@PLATFORMER//Create\n\nwhen I start as a clone\nif <(ID) = [s]> then\n show\n set [position y v] to (y position)\n set [position x v] to (x position)\n switch costume to (shuriken v)\n go to [front v] layer\n set [change v] to [s]\n forever\n set y to ((([sin v] of ((timer) * (100)) ) * (5)) + (position y))\n set x to (position x)\n show\n if <touching (cube and platforme//hitbox v)?> then\n set [shuriken v] to [oui]\n set [change v] to [s]\n start sound [Pop v]\n change [nb shuriken v] by (1)\n set [shuriken v] to [oui]\n set [change v] to [s]\n delete this clone\n end\n if <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost)>> then\n change [nb shuriken v] by (-1)\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(ID) = [f]> then\n show\n switch costume to (flechette v)\n go to [front v] layer\n set [position y v] to (y position)\n set [position x v] to (x position)\n forever\n set y to ((([cos v] of ((timer) * (100)) ) * (5)) + (position y))\n set x to (position x)\n if <touching (cube and platforme//hitbox v)?> then\n set [flechette v] to [oui]\n set [change v] to [f]\n start sound [Pop v]\n set [flechette v] to [oui]\n delete this clone\n end\n end\nend\n\nwhen flag clicked\nset [flechette v] to [non]\nset [shuriken v] to [non]\nset [nb shuriken v] to [0]\n\nwhen I receive [start v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [5]> then\n set [sav cost v] to ([costume # v] of [platformer//hitbox platf v])\n set [sav cost 2 v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (shuriken v)\n go to x: (-50) y: (-85)\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.0001) seconds\n switch costume to (flechette v)\n go to x: (50) y: (-85)\n set [id v] to [f]\n set [nb flechette v] to [5]\n create clone of (_myself_ v)\n wait (0.0001) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [19]> then\n set [sav cost v] to ([costume # v] of [platformer//hitbox platf v])\n set [shuriken v] to [oui]\n show\n switch costume to (shuriken v)\n go to x: (-150) y: (-94)\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (-25) y: (-59)\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.0001) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n if <([costume # v] of [platformer//hitbox platf v]) = [19]> then\n set [sav cost v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (shuriken v)\n go to x: (-150) y: (-94)\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.1) seconds\n go to x: (-25) y: (-59)\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.0001) seconds\n hide\n end\n stop [this script v]\nend\n\nwhen I receive [kill enemy v]\nset [nb shuriken v] to [0]\ndelete this clone\n\nwhen I receive [start planète v]\nset [nb shuriken v] to [0]\ndelete this clone\n\nwhen I receive [start v]\nset [nb shuriken v] to [0]\ndelete this clone\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [20]> then\n set [sav cost 2 v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (flechette v)\n go to x: (-100) y: (75)\n set [id v] to [f]\n set [nb flechette v] to [2]\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [20]> then\n set [sav cost 2 v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (flechette v)\n go to x: (-100) y: (75)\n set [id v] to [f]\n set [nb flechette v] to [2]\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [23]> then\n repeat (2)\n set [sav cost v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (shuriken v)\n go to x: (-52) y: (144)\n set [change v] to [s]\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\n end\n stop [this script v]\n end\nend\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [23]> then\n repeat (2)\n set [sav cost v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (shuriken v)\n go to x: (-52) y: (144)\n set [change v] to [s]\n set [id v] to [s]\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\n end\n stop [this script v]\n end\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [25]> then\n set [sav cost 2 v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (flechette v)\n go to x: (-144) y: (-51)\n set [id v] to [f]\n set [nb flechette v] to [2]\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [kill enemy v]\nwait (0.1) seconds\nforever\n hide\n if <([costume # v] of [platformer//hitbox platf v]) = [25]> then\n set [sav cost 2 v] to ([costume # v] of [platformer//hitbox platf v])\n show\n switch costume to (flechette v)\n go to x: (-144) y: (-51)\n set [id v] to [f]\n set [nb flechette v] to [2]\n create clone of (_myself_ v)\n wait (0.1) seconds\n hide\n stop [this script v]\n end\nend\n\n@PLATFORMER//change c\n\nwhen I receive [start v]\nforever\n if <<(FLECHETTE) = [oui]> and <(SHURIKEN) = [oui]>> then\n if <key (c v) pressed?> then\n if <(change) = [s]> then\n set [change v] to [f]\n wait until <not <key (c v) pressed?>>\n else\n if <(change) = [f]> then\n set [change v] to [s]\n wait until <not <key (c v) pressed?>>\n end\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Armes//Flechette\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nforever\n if <<<(FLECHETTE) = [oui]> and <(change) = [f]>> and <(nb FLECHETTE) > [0]>> then\n if <mouse down?> then\n create clone of (_myself_ v)\n change [nb flechette v] by (-1)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I start as a clone\nstart sound (pick random (1) to (3))\nshow\nswitch costume to (flechette v)\ngo to (cube and platforme//hitbox v)\npoint towards (mouse-pointer v)\nturn left (pick random (-3) to (3)) degrees\nrepeat until <<touching (platformer//hitbox platf v)?> or <touching (_edge_ v)?>>\n move (10) steps\n if <<touching (cube and platforme//enemy v)?> and <<([costume # v] of [cube and platforme//enemy v]) = [1]> or <([costume # v] of [cube and platforme//enemy v]) = [2]>>> then\n broadcast (KILL v)\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <(FLECHETTE) = [oui]> then\n if <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost 2)>> then\n set [flechette v] to [non]\n end\n if <(nb FLECHETTE) < [1]> then\n set [flechette v] to [non]\n if <(SHURIKEN) = [oui]> then\n wait (0.1) seconds\n set [change v] to [s]\n end\n end\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <<(FLECHETTE) = [oui]> and <(change) = [f]>> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n point towards (mouse-pointer v)\n go to (cube and platforme//hitbox v)\n else\n hide\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <<(FLECHETTE) = [oui]> and <(change) = [f]>> then\n if <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost 2)>> then\n set [flechette v] to [non]\n end\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <<<(FLECHETTE) = [oui]> and <(change) = [f]>> and <(nb FLECHETTE) > [0]>> then\n if <mouse down?> then\n create clone of (_myself_ v)\n change [nb flechette v] by (-1)\n wait (0.5) seconds\n end\n end\nend\n\nwhen I receive [kill enemy v]\nset [flechette v] to [non]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <<(FLECHETTE) = [oui]> and <(change) = [f]>> then\n if <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost 2)>> then\n set [flechette v] to [non]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(FLECHETTE) = [oui]> and <(change) = [f]>> then\n show\n go to [front v] layer\n switch costume to (costume1 v)\n point towards (mouse-pointer v)\n go to (cube and platforme//hitbox v)\n else\n hide\n end\nend\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Armes//Shuriken\n\nwhen I receive [start v]\nforever\n if <<(SHURIKEN) = [oui]> and <(change) = [s]>> then\n if <<<mouse down?> and <(change) = [s]>> and <not <(nb SHURIKEN) = [0]>>> then\n wait until <not <mouse down?>>\n create clone of (_myself_ v)\n change [nb shuriken v] by (-1)\n end\n end\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to (cube and platforme//hitbox v)\nset rotation style [left-right v]\npoint towards (mouse-pointer v)\nset rotation style [all around v]\nif <(direction) < [0]> then\n repeat until <<touching (platformer//hitbox platf v)?> or <touching (_edge_ v)?>>\n change x by (-10)\n turn left (20) degrees\n end\nelse\n if <[179] > (direction)> then\n repeat until <<touching (platformer//hitbox platf v)?> or <touching (_edge_ v)?>>\n change x by (10)\n turn right (20) degrees\n end\n end\nend\ndelete this clone\n\nwhen I receive [start v]\nwait until <(SHURIKEN) = [oui]>\nforever\n if <(nb SHURIKEN) < [1]> then\n set [shuriken v] to [non]\n wait (0.1) seconds\n set [change v] to [f]\n broadcast (nb shuriken v)\n stop [this script v]\n end\nend\n\nwhen I receive [nb shuriken v]\nwait until <(SHURIKEN) = [oui]>\nforever\n if <<(nb SHURIKEN) < [1]> or <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost)>>> then\n set [shuriken v] to [non]\n wait (0.1) seconds\n set [change v] to [f]\n broadcast (nb shuriken v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start planète v]\nwait until <(SHURIKEN) = [oui]>\nforever\n if <(nb SHURIKEN) < [1]> then\n set [shuriken v] to [non]\n wait (0.1) seconds\n set [change v] to [f]\n broadcast (nb shuriken v)\n stop [this script v]\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <<(SHURIKEN) = [oui]> and <(change) = [s]>> then\n if <<<mouse down?> and <(change) = [s]>> and <not <(nb SHURIKEN) = [0]>>> then\n wait until <not <mouse down?>>\n change [nb shuriken v] by (-1)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <<(SHURIKEN) = [oui]> and <(change) = [s]>> then\n if <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost)>> then\n set [shuriken v] to [non]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start planète v]\nforever\n if <<<(SHURIKEN) = [oui]> and <(change) = [s]>> and <(nb SHURIKEN) > [0]>> then\n show\n go to [front v] layer\n switch costume to (costume2 v)\n wait until <not <mouse down?>>\n point towards (mouse-pointer v)\n go to (cube and platforme//hitbox v)\n set rotation style [left-right v]\n else\n hide\n end\nend\n\nwhen I receive [kill enemy v]\ndelete this clone\n\nwhen I receive [start v]\nforever\n if <<<(SHURIKEN) = [oui]> and <(change) = [s]>> and <(nb SHURIKEN) > [0]>> then\n show\n go to [front v] layer\n switch costume to (costume2 v)\n wait until <not <mouse down?>>\n point towards (mouse-pointer v)\n go to (cube and platforme//hitbox v)\n set rotation style [left-right v]\n else\n hide\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(SHURIKEN) = [oui]> and <(change) = [s]>> then\n if <not <([costume # v] of [platformer//hitbox platf v]) = (sav cost)>> then\n set [shuriken v] to [non]\n stop [this script v]\n end\n end\nend\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@pack//pack\n\n@pack//pack \n\n@Menu//TEXT\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nswitch costume to (dessin-2 v)\ngo to x: (0) y: (100)\nforever\n if <touching (mouse-pointer v)?> then\n set y to ((([sin v] of ((timer) * (75)) ) * (4)) + (100))\n set x to ((([cos v] of ((timer) * (100)) ) * (3.3)) + (0))\n point in direction ((([sin v] of ((timer) * (125)) ) * (2.5)) + (90))\n change size by ((((([cos v] of ((timer) * (150)) ) * (2.5)) + (115)) - (size)) / (6))\n else\n set y to ((([sin v] of ((timer) * (75)) ) * (4)) + (100))\n set x to ((([cos v] of ((timer) * (100)) ) * (3.3)) + (0))\n point in direction ((([sin v] of ((timer) * (125)) ) * (2.5)) + (90))\n change size by ((((([cos v] of ((timer) * (150)) ) * (2.5)) + (102)) - (size)) / (6))\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Menu//Skip\n\nwhen I receive [end v]\nshow\nswitch costume to (costume1 v)\ngo to [front v] layer\nclear graphic effects\nrepeat until <(timer) > [13.5]>\n point in direction ((([sin v] of ((timer) * (200)) ) * (3.3)) + (90))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nbroadcast (SKIP v)\n\nwhen I receive [skip v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Menu//fond effect\n\nwhen I receive [menu v]\nswitch costume to (fond5 v)\nforever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n switch costume to ((costume [number v]) + (pick random (1) to (4)))\n set [brightness v] effect to (-100)\n set [speed fond v] to (pick random (-0.2) to (0.2))\n repeat (50)\n change [brightness v] effect by (2)\n end\n repeat (100)\n change [ghost v] effect by (-1)\n end\n repeat (50)\n change [brightness v] effect by (-2)\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nswitch costume to (earth3 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Menu//play\n\nwhen I receive [menu v]\nshow\nswitch costume to (dessin-2 v)\ngo to x: (0) y: (-75)\nforever\n if <touching (mouse-pointer v)?> then\n set y to ((([cos v] of ((timer) * (75)) ) * (4)) + (-145))\n set x to ((([sin v] of ((timer) * (100)) ) * (3.3)) + (0))\n point in direction ((([cos v] of ((timer) * (125)) ) * (2.5)) + (90))\n change size by ((((([sin v] of ((timer) * (150)) ) * (2.5)) + (115)) - (size)) / (6))\n else\n set y to ((([cos v] of ((timer) * (75)) ) * (4)) + (-145))\n set x to ((([sin v] of ((timer) * (100)) ) * (3.3)) + (0))\n point in direction ((([cos v] of ((timer) * (125)) ) * (2.5)) + (90))\n change size by ((((([sin v] of ((timer) * (150)) ) * (2.5)) + (102)) - (size)) / (6))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [menu v]\nshow\nswitch costume to (dessin-2 v)\ngo to x: (0) y: (-75)\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (play v) and wait\n broadcast (start v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\n\n@Menu//noir\n\nwhen I receive [menu v]\nshow\ngo to x: () y: ()\npoint in direction (90)\nset [brightness v] effect to (-100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [play v]\nshow\ngo to x: () y: ()\npoint in direction (90)\nset [ghost v] effect to (100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\n\nwhen I receive [start v]\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nhide\n\nwhen I receive [start game n°2 v]\nshow\ngo to x: () y: ()\npoint in direction (90)\nset [brightness v] effect to (-100)\ngo to [front v] layer\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\nbroadcast (let's go asteroides v)\n\nwhen I receive [lost v]\nshow\ngo to x: () y: ()\npoint in direction (90)\nclear graphic effects\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nwait (2) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nbroadcast (start game jetpack v)\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [start game jetpack v]\nhide\ndelete this clone\n\nwhen I receive [animation planète v]\nshow\ngo to x: () y: ()\npoint in direction (90)\nset [brightness v] effect to (-100)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\nend\nbroadcast (supprim v)\nbroadcast (arrivée jetpack v)\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (animation planète let's go v)\n\n@Menu//Particle\n\nwhen I start as a clone\ngo to [back v] layer\nshow\ngo to x: (255) y: (pick random (180) to (-180))\nset size to (pick random (10) to (75)) %\nset [ghost v] effect to (pick random (82) to (75))\nrepeat until <(x position) < [-254]>\n change x by (((size) / (25)) * (-1))\nend\ndelete this clone\n\nwhen I receive [skip v]\nstop [other scripts in sprite v]\nforever\n create clone of (_myself_ v)\n wait (1) seconds\n hide\nend\n\nwhen I receive [menu v]\nstop [other scripts in sprite v]\nforever\n create clone of (_myself_ v)\n wait (1) seconds\n hide\nend\n\nwhen I receive [start v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Fond//CLOUD\n\nwhen I receive [start v]\nforever\n create clone of (_myself_ v)\n wait (1) seconds\nend\n\nwhen I start as a clone\nshow\ngo to x: (270) y: (pick random (0) to (165))\nswitch costume to (pick random (1) to (2))\nset size to (pick random (10) to (75)) %\nrepeat until <(x position) < [-285]>\n change x by (-1)\n go to [back v] layer\nend\ndelete this clone\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Fond//fond\n\nwhen I receive [start v]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.0001) seconds\n\nwhen I start as a clone\nif <(ID) = [1]> then\n go to x: () y: (0)\n forever\n show\n switch costume to (1 v)\n go to [back v] layer\n end\nend\n\nwhen I receive [next v]\nif <(costume [number v]) = [1]> then\n change x by (-3)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Fond//platformer\n\nwhen I receive [next v]\ngo to x: () y: ()\nnext costume\n\nwhen I receive [start v]\nwait (0.1) seconds\nshow\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start planète v]\nwait (0.1) seconds\nshow\nswitch costume to (14 v)\ngo to [front v] layer\n\nwhen I receive [animation boss n°1 v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Fond//fond planète\n\nwhen I receive [start planète v]\nshow\nswitch costume to (1 v)\nforever\n go to x: () y: ()\n go to [back v] layer\nend\n\nwhen I receive [next v]\nswitch costume to ((costume [number v]) + (pick random (1) to (2)))\n\nwhen flag clicked\nhide\n\nwhen I receive [animation boss final v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Reste//Affiche\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n switch costume to (1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@Reste//jetpack\n\nwhen I receive [ta-ta-ta-taaaaaaaaaaaaaaa v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nset size to (150) %\nset [ghost v] effect to (100)\nrepeat (46)\n change size by (((100) - (size)) / (8))\n change [ghost v] effect by (-2.1)\nend\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Reste//text\n\nwhen I receive [text v]\nshow\nswitch costume to (1 v)\ngo to [front v] layer\nrepeat (3)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\nend\nbroadcast (noir game 2 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [start game 2 v]\nhide\n\nwhen I receive [start game jetpack v]\nhide\n\n@cube jetpack\n\nwhen flag clicked\nhide\n\nwhen I receive [start game n°2 v]\nswitch costume to (1 v)\nforever\n show\n change x by ((((mouse x) + (pick random (-20) to (20))) - (x position)) / (8))\n change y by ((((mouse y) + (pick random (-20) to (20))) - (y position)) / (8))\n set size to (75) %\n point in direction (90)\n set [o perso v] to (direction)\nend\n\nwhen I receive [ouch !!! -1 v]\nswitch costume to (2 v)\nset [color v] effect to (70)\nset [brightness v] effect to (25)\npoint in direction (74)\nrepeat (35)\n change [color v] effect by (-2)\n change [brightness v] effect by (-0.7)\n turn right (((90) - (direction)) / (6)) degrees\nend\nswitch costume to (1 v)\n\nwhen I receive [game over jetpack v]\nstop [other scripts in sprite v]\nswitch costume to (killed v)\nshow\nclear graphic effects\nset [y spped v] to [10]\npoint in direction (90)\nrepeat until <(y position) < [-200]>\n change y by (y spped)\n change [y spped v] by (-0.75)\n turn left (2) degrees\nend\nhide\nwait (0.5) seconds\nbroadcast (lost v)\n\nwhen I receive [next animation v]\nstop [other scripts in sprite v]\nshow\nrepeat (46)\n change x by (((0) - (x position)) / (8))\n change y by (((0) - (y position)) / (8))\nend\nwait (0.5) seconds\nglide (2) secs to x: (-259) y: (0)\nhide\nbroadcast (animation planète v)\n\nwhen I receive [start game jetpack v]\nhide\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@fumée\n\nwhen I start as a clone\nshow\ngo to (cube jetpack v)\nswitch costume to (pick random (1) to (3))\nset size to (pick random (50) to (75)) %\nclear graphic effects\npoint in direction (o perso)\nrepeat (50)\n change x by (10)\n change [ghost v] effect by (2)\n change size by (-1)\n if <touching (_edge_ v)?> then\n repeat (10)\n change x by (10)\n change [ghost v] effect by (2)\n change size by (-2)\n end\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [start game n°2 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over jetpack v]\nwait (0.1) seconds\nstop [other scripts in sprite v]\nrepeat (5)\n create clone of (_myself_ v)\nend\nwait (0.2) seconds\nrepeat (2)\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\ncreate clone of (_myself_ v)\n\nwhen I receive [game over jetpack v]\nhide\ndelete this clone\n\nwhen I receive [animation planète v]\nstop [other scripts in sprite v]\nrepeat (10)\n change x by (10)\n change [ghost v] effect by (2)\n change size by (-2)\nend\ndelete this clone\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@line\n\nwhen I receive [start game n°2 v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (-258) y: (pick random (225) to (-225))\ngo to [back v] layer\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (10) to (75)) %\nrepeat until <(x position) > [245]>\n change x by (20)\nend\ndelete this clone\n\nwhen I receive [game over jetpack v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [animation planète v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Sprite3\n\nwhen I receive [let's go asteroides v]\nrepeat (75)\n create clone of (_myself_ v)\n wait (pick random (0.25) to (0.5)) seconds\nend\nwait (2) seconds\nbroadcast (next animation v)\n\nwhen I start as a clone\nshow\nclear graphic effects\ngo to x: (-300) y: (pick random (225) to (-225))\npoint in direction (pick random (0) to (360))\nswitch costume to (pick random (1) to (3))\nset size to (pick random (10) to (75)) %\nset [turn v] to (pick random (-5) to (5))\nrepeat until <(x position) > [225]>\n turn left (turn) degrees\n change x by (10)\n if <touching (cube jetpack v)?> then\n change [life jetpack v] by (-1)\n set [color v] effect to (-20)\n set [brightness v] effect to (25)\n broadcast (ouch !!! -1 v)\n repeat (20)\n turn left (5) degrees\n change [ghost v] effect by (5)\n change x by (3)\n end\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [game over jetpack v]\nstop [other scripts in sprite v]\nrepeat (20)\n change [ghost v] effect by (5)\n change x by (3)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [start game jetpack v]\nhide\ndelete this clone\n\nwhen I receive [animation planète v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@LIFE\n\nwhen I receive [start game n°2 v]\nset [life jetpack v] to [3]\ngo to [front v] layer\nforever\n show\n switch costume to (life jetpack)\n go to x: (0) y: (0)\n if <(life jetpack) < [1]> then\n hide\n broadcast (Game Over jetpack v) and wait\n stop [this script v]\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [start game jetpack v]\nhide\ndelete this clone\n\nwhen I receive [animation planète v]\nhide\ndelete this clone\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Sprite4\n\nwhen I receive [start game n°2 v]\nshow\nswitch costume to (costume1 v)\ngo to x: (-361) y: (0)\ngo to [back v] layer\nclear graphic effects\nforever\n change x by (0.3)\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [lost v]\nhide\n\nwhen I receive [game over jetpack v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start game jetpack v]\nhide\ndelete this clone\n\nwhen I receive [animation planète v]\nwait (1) seconds\nhide\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@End//End text\n\nwhen I receive [end game v]\nhide\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nwait (5) seconds\nnext costume\nrepeat (8)\n create clone of (_myself_ v)\n next costume\n wait (1.5) seconds\nend\nwait (3) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <not <(costume [number v]) = [11]>> then\n show\n go to [front v] layer\n go to x: (0) y: (-3000)\n repeat until <(y position) > [205]>\n change y by (1)\n end\n delete this clone\nelse\n show\n switch costume to (11 v)\n go to [front v] layer\n go to x: (0) y: (-250)\n repeat until <(y position) > [-15]>\n change y by (1)\n end\n repeat (46)\n change y by (((0) - (y position)) / (8))\n end\n wait (5) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n next costume\n repeat (20)\n change [ghost v] effect by (-5)\n go to [front v] layer\n end\n forever\n go to [front v] layer\n end\nend\n\nwhen I receive [end game v]\nforever\n play sound [happy music cinematic v] until done\nend\n\n@End//noir end \n\nwhen I receive [noir end v]\nshow\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: () y: ()\nrepeat (50)\n change [ghost v] effect by (-2)\n go to [back v] layer\nend\nbroadcast (End game v)\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nhide\n\n@personnage\n\nwhen flag clicked\nhide\n\ndefine EXECUTE\nrepeat until <not <touching (platformer v)?>>\n move (-10) steps\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [fight boss final v]\nset [x scroll final v] to [0]\nset [y scroll final v] to [0]\nswitch costume to (1 v)\nshow\ngo to [front v] layer\nforever\n point towards (mouse-pointer v)\n move (15) steps\n change [x scroll final v] by (x position)\n change [y scroll final v] by (y position)\n go to x: (pick random (1) to (-1)) y: (pick random (1) to (-1))\n if <<touching (laser v)?> and <(LASER TOUCHE ?) = [OUI]>> then\n change [life battle final v] by (-0.5)\n end\n if <<<touching (boss v)?> and <(COST TOUCHÉ ?) = [LA]>> and <([costume name v] of [boss v]) = [LA]>> then\n change [life battle final v] by (-0.5)\n end\nend\n\nwhen I receive [fight boss final v]\nset [x scroll final v] to [0]\nset [y scroll final v] to [0]\nswitch costume to (1 v)\nshow\nsay [PRESS SPACE TO THE LASER !!] for (2) seconds\nforever\n if <key (space v) pressed?> then\n if <(timer) > [5]> then\n say []\n repeat (100)\n switch costume to (3 v)\n set [brightness v] effect to (pick random (0) to (30))\n if <<touching (boss v)?> and <([costume # v] of [boss v]) = [1]>> then\n end\n end\n reset timer\n switch costume to (1 v)\n else\n repeat until <(timer) > [5]>\n say [Laser Regeneration...]\n end\n say [✅] for (0.5) seconds\n end\n end\nend\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Platformer\n\ndefine clone (id) (x) (y)\nshow\nswitch costume to (id)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nset [id final v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nset [costume clone v] to (costume [number v])\nset [x clone final v] to (x position)\nset [y clone final v] to (y position)\nshow\nforever\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (costume clone)\nend\n\nchange [x scroll final v] by (x position)\nchange [y scroll final v] by (y position)\n\nwhen I receive [fight boss final v]\nswitch costume to (1 v)\nclone [1] [-484] [-363]\nclone [2] [-484] [0]\nclone [3] [-484] [363]\nclone [4] [-484] [363]\nclone [5] [0] [363]\nclone [6] [484] [363]\nclone [7] [484] [363]\nclone [8] [484] [0]\nclone [9] [484] [-363]\nclone [10] [484] [-363]\nclone [11] [0] [-363]\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@BOSS\n\ndefine clone (id) (x) (y)\nshow\nswitch costume to (id)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nset [id final v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(id final) = [1]> then\n set [cost touché ? v] to [NON]\n set [costume clone v] to (costume [number v])\n set [x clone final v] to (x position)\n set [y clone final v] to (y position)\n show\n forever\n switch costume to (costume clone)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n switch costume to (costume clone)\n clear graphic effects\n point in direction (90)\n if <<<touching (personnage v)?> and <([costume # v] of [personnage v]) = [2]>> and <(costume [number v]) = [1]>> then\n change [life boss v] by (-0.1)\n set [brightness v] effect to (pick random (0) to (20))\n end\n end\nend\n\nif <(X SCROLL FINAL) < [-610]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (-7)\n end\n if <<key (up arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-7)\n end\n if <<key (down arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (7)\n end\nend\nif <(Y SCROLL FINAL) < [-433]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (-7)\n end\n if <<key (up arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-7)\n end\n if <<key (down arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (7)\n end\nend\n\nchange [x scroll final v] by (x position)\nchange [y scroll final v] by (y position)\n\nwhen I receive [fight boss final v]\nshow\nswitch costume to (1 v)\nclone [1] [0] [0]\nclone [2] [0] [0]\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nif <(id final) = [2]> then\n set [costume clone v] to (costume [number v])\n set [x clone final v] to (x position)\n set [y clone final v] to (y position)\n show\n forever\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (eye v)\n point towards (personnage v)\n if <<touching (personnage v)?> and <([costume # v] of [personnage v]) = [2]>> then\n set [brightness v] effect to (pick random (0) to (20))\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [2 v]\nif <(costume [number v]) = [1]> then\n set [costume clone v] to [LA]\n set [cost touché ? v] to [LA]\n repeat (100)\n set [brightness v] effect to (pick random (0) to (-20))\n end\n set [costume clone v] to [1]\n set [cost touché ? v] to [NON]\n switch costume to (1 v)\n set [tache faîte ? v] to [OUI]\nend\n\nwhen I start as a clone\nif <(id final) = [1]> then\n wait (2) seconds\n forever\n broadcast (pick random (1) to (2))\n set [tache faîte ? v] to [NON]\n wait until <(TACHE FAÎTE ?) = [OUI]>\n wait (1) seconds\n end\nend\n\nwait (2) seconds\nset [life boss v] to [0]\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@FUMÉE\n\nwhen I receive [fight boss final v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset [nb clone v] to (pick random (1) to (3))\nset [x cllne v] to (X SCROLL FINAL)\nset [y cllne v] to (Y SCROLL FINAL)\npoint in direction ([direction v] of [personnage v])\nset size to (100) %\nset [ghost v] effect to (50)\nrepeat (25)\n switch costume to (hack v)\n go to x: ((x cllne) - (X SCROLL FINAL)) y: ((y cllne) - (Y SCROLL FINAL))\n switch costume to (nb clone)\n change [ghost v] effect by (2)\n change size by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nbroadcast (FIGHT BOSS FINAL v)\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@LIFE perso\n\nwhen I receive [fight boss final v]\nwait (0.2) seconds\nset [life battle final v] to [100]\nswitch costume to (3 v)\ngo to [front v] layer\ngo to x: (0) y: ()\nforever\n show\n if <(life battle final) > [66.6]> then\n switch costume to (3 v)\n end\n if <(life battle final) < [66.8]> then\n switch costume to (2 v)\n end\n if <(life battle final) < [33.4]> then\n switch costume to (1 v)\n end\n if <(life battle final) < [0.1]> then\n switch costume to (0 v)\n broadcast (GAME OVER FIGHT BOSS v)\n stop [this script v]\n end\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@LASER\n\ndefine clone (id) (x) (y)\nswitch costume to (id)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nset [id final v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(id final) = [1]> then\n set [costume clone v] to (costume [number v])\n set [x clone final v] to (x position)\n set [y clone final v] to (y position)\n show\n forever\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (costume clone)\n point in direction (90)\n end\nend\n\nif <(X SCROLL FINAL) < [-610]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (-7)\n end\n if <<key (up arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-7)\n end\n if <<key (down arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (7)\n end\nend\nif <(Y SCROLL FINAL) < [-433]> then\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (7)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (-7)\n end\n if <<key (up arrow v) pressed?> or <key (s v) pressed?>> then\n change [y v] by (-7)\n end\n if <<key (down arrow v) pressed?> or <key (w v) pressed?>> then\n change [y v] by (7)\n end\nend\n\nwhen I start as a clone\nif <(id final) = [2]> then\n set [costume clone v] to (costume [number v])\n set [x clone final v] to (x position)\n set [y clone final v] to (y position)\n show\n forever\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (eye v)\n point towards (personnage v)\n end\nend\n\nwhen I start as a clone\nif <(id final) = [laser]> then\n set [laser touche ? v] to [NON]\n set [costume clone v] to (costume [number v])\n set [x clone final v] to (x position)\n set [y clone final v] to (y position)\n hide\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (2 v)\n set [brightness v] effect to (pick random (0) to (10))\n point towards (personnage v)\n show\n go to [front v] layer\n go [backward v] (3) layers\n repeat (15)\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (12 v)\n set [ghost v] effect to (pick random (75) to (82))\n end\n set [laser touche ? v] to [OUI]\n repeat (50)\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (2 v)\n set [brightness v] effect to (pick random (0) to (10))\n end\n repeat (20)\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n switch costume to (2 v)\n set [brightness v] effect to (pick random (0) to (20))\n change [ghost v] effect by (5)\n end\n set [laser touche ? v] to [NON]\n set [tache faîte ? v] to [OUI]\n delete this clone\nend\n\nwhen I receive [1 v]\nclone [laser] [0] [0]\n\nwhen flag clicked\nhide\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@LIFE boss\n\nwhen I receive [fight boss final v]\nwait (0.2) seconds\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (2 v)\nID [1]\nID [2]\nforever\n show\n go to [front v] layer\n switch costume to (2 v)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I start as a clone\nif <(YIY) = [1]> then\n show\n switch costume to (1 v)\n go to [front v] layer\n forever\n go to x: ((LIFE BOSS) * (4)) y: (0)\n switch costume to (1 v)\n if <(x position) = [0]> then\n broadcast (argg je meurss !! v)\n delete this clone\n end\n end\nend\n\ndefine ID (id)\nset [yiy v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(YIY) = [2]> then\n show\n switch costume to (1 v)\n go to [front v] layer\n go [backward v] (3) layers\n forever\n go to x: (0) y: (0)\n switch costume to (3 v)\n end\nend\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@GAME OVER\n\nwhen I receive [game over fight boss v]\nshow\ngo to [front v] layer\nset [brightness v] effect to (-100)\ngo to x: (0) y: (0)\nrepeat (50)\n change [brightness v] effect by (2)\nend\nwait (2) seconds\nbroadcast (FIGHT BOSS FINAL v)\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [fight boss final v]\nhide\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\n@Platformer2\n\ndefine clone (id) (x) (y)\nshow\nswitch costume to (id)\nclear graphic effects\nset [ghost v] effect to (100)\ngo to x: (x) y: (y)\nset [id final v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nset [costume clone v] to (costume [number v])\nset [x clone final v] to (x position)\nset [y clone final v] to (y position)\nshow\nforever\n switch costume to (hack v)\n go to x: ((X CLONE FINAL) - (X SCROLL FINAL)) y: ((Y CLONE FINAL) - (Y SCROLL FINAL))\n clear graphic effects\n switch costume to (costume clone)\n go to [back v] layer\nend\n\nchange [x scroll final v] by (x position)\nchange [y scroll final v] by (y position)\n\nwhen I receive [fight boss final v]\nwait (0.2) seconds\nswitch costume to (1 v)\nclone [1] [-484] [-363]\nclone [2] [-484] [0]\nclone [3] [-484] [363]\nclone [4] [-484] [363]\nclone [5] [0] [363]\nclone [6] [484] [363]\nclone [7] [484] [363]\nclone [8] [484] [0]\nclone [9] [484] [-363]\nclone [10] [484] [-363]\nclone [11] [0] [-363]\nclone [12] [0] [0]\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen flag clicked\nhide\n\n@explode\n\nwhen I receive [argg je meurss !! v]\ngo to [front v] layer\nshow\nclear graphic effects\nswitch costume to (84398a1e0efa2d687f0dc246a5e1b1a7 v)\nrepeat (49)\n wait (0.01) seconds\n next costume\n change [ghost v] effect by (2)\nend\nbroadcast (Noir End v)\n\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [argg je meurss !! v]\ngo to [front v] layer\nwait (0.5) seconds\nshow\nplay sound [explode1 v] until done\n\n@dessin\n\nwhen I receive [noir end v]\nshow\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n set x to (pick random (-2) to (2))\n set y to ((pick random (-2) to (2)) - (20))\n set [ghost v] effect to (50)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [argg je meurss !! v]\nhide\n\n@FUMÉE2\n\nwhen I receive [noir end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: ((40) + (pick random (-2) to (2))) y: ((-36) + (pick random (-2) to (2)))\npoint in direction (70)\nswitch costume to (pick random (1) to (3))\ngo to [back v] layer\nset [ghost v] effect to (50)\nrepeat until <(x position) < [-220]>\n change x by (-20)\n change y by (pick random (-2) to (2))\n change size by (5)\n change [ghost v] effect by (2)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nbroadcast (Noir End v)\n\nwhen I receive [game over fight boss v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [argg je meurss !! v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nswitch costume to (nb clone)\nchange [ghost v] effect by (2)\nchange size by (2)\n\n@line2\n\nwhen I receive [noir end v]\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to x: (258) y: (pick random (225) to (-225))\nset [ghost v] effect to (pick random (50) to (90))\nset size to (pick random (10) to (75)) %\nrepeat until <(x position) < [-245]>\n change x by (-30)\nend\ndelete this clone\n\nwhen I receive [animation planète v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [supprim v]\nstop [other scripts in sprite v]\nhide\ndelete this clone\n\nwhen I receive [game over jetpack v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen flag clicked\nhide\n\n@ \n\nwhen flag clicked\nhide\nswitch costume to (1 v)\nforever\n if <key (left arrow v) pressed?> then\n wait until <not <key (left arrow v) pressed?>>\n repeat (50)\n wait (0) seconds\n if <key (up arrow v) pressed?> then\n wait until <not <key (up arrow v) pressed?>>\n repeat (50)\n wait (0) seconds\n if <key (right arrow v) pressed?> then\n wait until <not <key (right arrow v) pressed?>>\n repeat (50)\n wait (0) seconds\n if <key (a v) pressed?> then\n wait until <not <key (a v) pressed?>>\n repeat (50)\n wait (0) seconds\n if <key (b v) pressed?> then\n wait until <not <key (b v) pressed?>>\n repeat (50)\n wait (0) seconds\n if <key ((join [] [enter]) v) pressed?> then\n wait until <not <key ((join [] [enter]) v) pressed?>>\n show\n set [ghost v] effect to (100)\n switch costume to (2 v)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n
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#2 ????!!! OOOMG\n#1 O_O AWESOME !!!\n50 likes thx\n100 likes wooa :O\n200 ??? OMG !!\n300 !???!! IN 3 DAYS WHAT !!\n400 ?????!!!!!!!!!!! o_o !!!!!! O_O\n3550+ likes ...OMG...\n\nFR:\n\nBienvenue sur l'un de mes plus gros projet qui n'est d'autre que THE LIFE OF PLATFORMER :DD \nCe projet a trois types de jeux différents : platformer basique, cube jetpack évite astéroïdes, et un boss final en scrolling.S'il vous paît mettez un LIKE ET FAV car j'ai bossé 25 HEURES dessus... \n_____________________________________________\nIdée du jeu : 19:00 4 juillet 2023\n25 heures de travail\n4000+ blocs\n\nEN:\n\nWelcome to one of my biggest projects, none other than THE LIFE OF PLATFORMER :DD \nThis project has three different game types: basic platformer, cube jetpack avoids asteroids, and a scrolling final boss. Please put a LIKE AND FAV because I worked 25 HOURS on it... \n_____________________________________________\nGame idea: 19:00 July 4, 2023\n25 hours of work\n4000+ blocks\n\n\n\n\nTags :\n\n#game #Jeux #Animations #Art\n#Animation #game #volcanoscratch #all #trending #the #life #of #platformer #cube #cyclope #jepack #boss #family #Animation #game #volcanoscratch #all #trending #the #life #of #platformer #cube #cyclope #jepack #boss #family #Animation #game #volcanoscratch #all #trending #the #life #of #platformer #cube #cyclope #jepack #boss #family #Animation #game #volcanoscratch #all #trending #the #life #of #platformer #cube #cyclope #jepack #boss #family #Animation #game #volcanoscratch #all #trending #the #life #of #platformer #cube #cyclope #jepack #bossAWESOME
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Farmer Worlds | A Platformer | #games #all #trending
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@Stage\n\nwhen flag clicked\nforever\n play sound [Vexento - Tevo \(Original Mix\) v] until done\nend\n\n@player\n\nwhen I receive [game v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NEXT LEVEL v)\n change [lv v] by (1)\n Reset || Madrid2030\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nhide\n\nwhen I receive [game v]\nshow variable [time v]\nset [dead? v] to [0]\nset [lv v] to [1]\nset size to (25) %\nReset || Madrid2030\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (lava v)?>> then\n Dead || Madrid2030\n end\n if <(y position) < [-180]> then\n Dead || Madrid2030\n end\n if <touching (bouncy v)?> then\n start sound [Jump v]\n set [yv v] to [15]\n end\nend\n\nwhen I receive [game v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset || Madrid2030\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (25) %\nshow\n\ndefine Dead || Madrid2030\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\n change y by (4)\n turn right (4) degrees\nend\nReset || Madrid2030\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen I receive [game v]\nshow\ngo to [front v] layer\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@bouncy\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@Lava\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to [back v] layer\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [game v]\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@text\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\n go to [front v] layer\nend\n\nwhen flag clicked\nset [time v] to [0]\nhide\n\nwhen I receive [game v]\nrepeat until <(LV) = [20]>\n wait (1) seconds\n change [time v] by (1)\nend\n\n@Story\n\nwhen flag clicked\nhide variable [time v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [4]>> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n next costume\n repeat (10)\n change [pixelate v] effect by (-10)\n change [ghost v] effect by (-10)\n end\nelse\n repeat (10)\n change [pixelate v] effect by (10)\n change [ghost v] effect by (10)\n end\n broadcast (game v)\n hide\nend\n\n@TB\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\nset [dead? v] to [0]\n\n
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MINECRAFT PLATFORMER Level 1
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@Stage\n\n@プレイヤー\n\nwhen flag clicked\nbroadcast (Game Start v)\nhide\nset size to (60) %\n\nwhen I receive [game start v]\nset [x v] to [0]\nset [y v] to [0]\nset size to (60) %\nswitch costume to (mae v)\ngo to x: (-160) y: (-30)\npoint in direction (90)\nshow\nforever\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 if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地形 v)?> then\n change [x v] by (1)\n else\n change [x v] by (1)\n end\n change y by (5)\n else\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n if <(y) = [0]> then\n switch costume to (migi v)\n end\n change y by (-5)\n if <touching (地形 v)?> then\n change [x v] by (-1)\n else\n change [x v] by (-1)\n end\n change y by (5)\n else\n if <(y) = [0]> then\n switch costume to (mae v)\n end\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change y by (1)\n if <touching (地形 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [y v] to [10]\n if <(direction) = [90]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地形 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n set [地形仮3 v] to [0]\n change y by (10)\n if <touching (地形 v)?> then\n set [地形仮3 v] to [1]\n end\n change y by (-10)\n if <(地形仮3) = [0]> then\n set [y v] to [15]\n if <(costume [name v]) = [r]> then\n switch costume to (hidari v)\n else\n switch costume to (ue v)\n end\n end\n end\n end\n if <(x position) > [230]> then\n set size to (60) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n point in direction (90)\n clear graphic effects\n show\n broadcast (Next Steage v)\n go to x: (-160) y: (-30)\n end\n if <<(y position) < [-180]> or <touching (障害物 v)?>> then\n set rotation style [all around v]\n start sound [_oof v]\n repeat (20)\n turn right (15) degrees\n change size by (-2.5)\n change [ghost v] effect by (5)\n change y by (8)\n end\n set size to (60) %\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n switch costume to (mae v)\n go to x: (-160) y: (-30)\n point in direction (90)\n clear graphic effects\n show\n end\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen flag clicked\nforever\n play sound [1 v] until done\nend\n\nwhen flag clicked\nforever\n\n@地形\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next steage v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\nrepeat until <(costume [number v]) = [14]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n ブロック名\nend\n\ndefine ブロック名\nif <(costume [number v]) = [14]> then\n broadcast (1 v)\nend\n\nwhen I receive [1 v]\nforever\n if <(time) < (☁ time)> then\n set [☁ time v] to (time)\n end\nend\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to x: (36) y: (28)\npoint in direction (90)\n\nwhen I receive [next steage v]\nnext costume\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to x: (20) y: (29)\n show\n set [ghost v] effect to (100)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n
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Operate with arrow keys or wdas keys or tap\n
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One Piece Platformer | #games #trending #all
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@Stage\n\nwhen flag clicked\nforever\n broadcast (Tick v)\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\nforever\n if <(Liked and Faved?) = [1]> then\n switch backdrop to (2 v)\n else\n if <(Liked and Faved?) = [2]> then\n switch backdrop to (3 v)\n else\n switch backdrop to (1 v)\n end\n end\nend\n\nwhen flag clicked\nforever\n play sound [alt \(2\) v] until done\nend\n\n@Levels\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <(Level) = [1]> then\n switch costume to (level 1 v)\n else\n if <(Level) = [2]> then\n switch costume to (level 2 v)\n else\n if <(Level) = [3]> then\n switch costume to (level 3 v)\n else\n if <(Level) = [4]> then\n switch costume to (level 4 v)\n else\n if <(Level) = [5]> then\n switch costume to (level 5 v)\n else\n if <(Level) = [6]> then\n switch costume to (end v)\n end\n end\n end\n end\n end\n end\nend\n\n@Player\n\nwhen flag clicked\nset [player hp v] to [100]\ngo to x: (-188) y: (120)\nset size to (75) %\nset [x - vel v] to [0]\npoint in direction (90)\nswitch costume to (normal - right v)\nbroadcast (Player Start Pos v)\n\nwhen flag clicked\nset [player hp v] to [100]\nclear graphic effects\nshow\n\nwhen flag clicked\nforever\n if <key (down arrow v) pressed?> then\n create clone of (bullet v)\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Player HP) = [0]> then\n broadcast (Player Die v)\n end\nend\n\nwhen I receive [player die v]\nset [dead? v] to [1]\nrepeat (5)\n set x to (Player X)\n set y to (Player Y)\n change [ghost v] effect by (10)\nend\nshow\nclear graphic effects\nset [player hp v] to [100]\nset [dead? v] to [0]\ngo to x: (-188) y: (120)\nset size to (75) %\nset [x - vel v] to [0]\npoint in direction (90)\nswitch costume to (normal - right v)\nset [x 1 v] to (x position)\nset [y 1 v] to (y position)\nset [start player pos v] to [0]\nrepeat (50)\n if <touching (levels v)?> then\n go to x: (X 1) y: (Y 1)\n else\n set [x 1 v] to (x position)\n set [y 1 v] to (y position)\n end\nend\n\nwhen I receive [player move up v]\nset [y - vel v] to [12]\n\nwhen I receive [player start pos v]\nset [start player pos v] to [1]\nshow\nclear graphic effects\ngo to x: (-188) y: (120)\nset size to (75) %\nset [x - vel v] to [0]\npoint in direction (90)\nif <(Liked and Faved?) = [0]> then\n switch costume to (normal - right v)\n set [x 1 v] to (x position)\n set [y 1 v] to (y position)\n set [start player pos v] to [0]\n repeat (50)\n if <touching (levels v)?> then\n go to x: (X 1) y: (Y 1)\n else\n set [x 1 v] to (x position)\n set [y 1 v] to (y position)\n end\n end\nelse\nend\n\nwhen flag clicked\nset [dead? v] to [0]\nforever\n repeat until <(Dead?) = [1]>\n set [player x v] to (x position)\n set [player y v] to (y position)\n end\nend\n\nwhen I receive [player start pos v]\nwait (1) seconds\nforever\n if <touching (obstacle v)?> then\n repeat until <(Player HP) = [50]>\n change [player hp v] by (-5)\n end\n end\n if <touching color (#b3ebff)?> then\n broadcast (Player Die v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (levels v)?> then\n go to x: (X 1) y: (Y 1)\n else\n set [x 1 v] to (x position)\n set [y 1 v] to (y position)\n end\nend\n\nwhen flag clicked\nforever\n change y by (Y - Vel)\n change [y - vel v] by (-1)\n change y by (-1)\n if <touching (levels v)?> then\n set [y - vel v] to ((Y - Vel) - ((Y - Vel) * (2)))\n set [y - vel v] to [0]\n if <key (up arrow v) pressed?> then\n set [y - vel v] to [12]\n end\n end\n change y by (1)\n if <key (right arrow v) pressed?> then\n change [x - vel v] by (0.9)\n switch costume to (normal - right v)\n set rotation style [don't rotate v]\n point in direction (90)\n else\n if <key (left arrow v) pressed?> then\n change [x - vel v] by (-0.9)\n switch costume to (normal - left v)\n set rotation style [don't rotate v]\n point in direction (-90)\n end\n end\n set [x - vel v] to ((0.9) * (X - vel))\n change x by (X - vel)\n if <touching (levels v)?> then\n change x by ((0) - (X - vel))\n end\nend\n\n@Player HP\n\nwhen flag clicked\nclear graphic effects\nset size to (60) %\nshow\nrepeat until <(Player HP) = [0]>\n go to [front v] layer\n go to x: (([x position v] of [player v]) - (0)) y: (([y position v] of [player v]) + (40))\n switch costume to (join (([ceiling v] of ((Player HP) / (10)) ) * (10)) [%])\nend\n\nwhen I receive [player die v]\nrepeat (10)\n change [player hp v] by (-10)\n change [ghost v] effect by (10)\nend\nwait (0.02) seconds\nclear graphic effects\nswitch costume to (100% v)\nrepeat until <(Player HP) = [0]>\n go to [front v] layer\n go to x: (([x position v] of [player v]) - (0)) y: (([y position v] of [player v]) + (40))\n switch costume to (join (([ceiling v] of ((Player HP) / (10)) ) * (10)) [%])\nend\n\nwhen I receive [player start pos v]\nwait (1) seconds\nclear graphic effects\n\n@Bullet\n\nwhen I start as a clone\ngo to (player v)\nstart sound [Crunch v]\npoint in direction ([direction v] of [player v])\nshow\ngo to [front v] layer\nrepeat until <<<touching (_edge_ v)?> or <touching (levels v)?>> or <touching (obstacle v)?>>\n change x by (([sin v] of (direction) ) * (15))\n change y by (([cos v] of (direction) ) * (15))\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Cacti\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(Liked and Faved?) = [1]> then\n switch costume to (2 v)\n else\n if <(Liked and Faved?) = [2]> then\n switch costume to (3 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (-0.1)\ngo to [back v] layer\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n repeat (10)\n change y by (1)\n wait (0.05) seconds\n end\n wait (0.5) seconds\n repeat (10)\n change y by (-1)\n wait (0.05) seconds\n end\n wait (0.5) seconds\nend\n\n@Clouds\n\nwhen flag clicked\nswitch costume to (1 v)\nforever\n if <(Liked and Faved?) = [1]> then\n switch costume to (2 v)\n else\n if <(Liked and Faved?) = [2]> then\n switch costume to (3 v)\n else\n switch costume to (1 v)\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-3) y: (63)\nforever\n repeat (10)\n change y by (1)\n change x by (1)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (0)\n change x by (-1)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (-1)\n change x by (0)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (1)\n change x by (1)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (-1)\n change x by (0)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (0)\n change x by (-1)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (0)\n change x by (-1)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (-1)\n change x by (0)\n wait (0.05) seconds\n end\n repeat (10)\n change y by (1)\n change x by (1)\n wait (0.05) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Finish Line\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (player v)?> then\n change [level v] by (1)\n broadcast (Player Start Pos v)\n end\n if <(Level) = [6]> then\n hide\n end\nend\n\n@Obstacle\n\nwhen flag clicked\nset [bullet touched obstacle? v] to [0]\nshow\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n if <touching (bullet v)?> then\n set [bullet touched obstacle? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(Bullet Touched Obstacle?) = [0]>\n else\n repeat until <(Bullet Touched Obstacle?) = [0]>\n show\n end\n end\nend\n\nwhen I receive [player start pos v]\nif <(Level) = [1]> then\n set [bullet touched obstacle? v] to [0]\n show\n switch costume to (level 1 v)\nelse\n if <(Level) = [2]> then\n set [bullet touched obstacle? v] to [0]\n show\n switch costume to (level 2 v)\n else\n if <(Level) = [3]> then\n set [bullet touched obstacle? v] to [0]\n show\n switch costume to (level 3 v)\n else\n if <(Level) = [4]> then\n set [bullet touched obstacle? v] to [0]\n show\n switch costume to (level 4 v)\n else\n if <(Level) = [5]> then\n set [bullet touched obstacle? v] to [0]\n show\n switch costume to (level 5 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n if <touching (player v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n broadcast (Player Start Pos v)\n wait until <(Bullet Touched Obstacle?) = [0]>\n end\nend\n\nwhen flag clicked\nclear graphic effects\nshow\nforever\n if <(Bullet Touched Obstacle?) = [0]> then\n clear graphic effects\n show\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n wait until <(Bullet Touched Obstacle?) = [0]>\n end\nend\n\n@detector\n\nwhen flag clicked\nhide\nset [faved___ v] to [0]\nset [loved__ v] to [0]\nset [clone id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [clone id v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(LOVED__) = [1]> and <(FAVED___) = [1]>>\nwait (1) seconds\nset [y.vel v] to [1]\nwait (2) seconds\nset [y.vel 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 [end? v] to [0]\nset [y.vel v] to [0]\nset [liked and faved? v] to [0]\n\nwhen flag clicked\nforever\n if <(end?) = [0]> then\n if <(Y.vel) = [1]> then\n add (username) to [liked and faved v]\n set [liked and faved? v] to (pick random (1) to (2))\n wait (0.25) seconds\n go to x: (0) y: (0)\n show\n switch costume to (4 v)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nif <(Liked and Faved?) = [1]> then\nelse\n if <(Liked and Faved?) = [2]> then\n end\nend\n\nbroadcast (Premium 1 - Right v)\nbroadcast (Player Start Pos v)\n\nbroadcast (Premium 2 - Right v)\nbroadcast (Player Start Pos v)\n\n
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NEW PROJECT! ✨ Stickman Hook Game OUT NOW ✨: https://scratch.mit.edu/projects/875288285/\n\n\n\n\n- - - ᴏɴᴇ ᴘɪᴇᴄᴇ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ - - -\n✨ ꜱᴇᴄʀᴇᴛ ꜰᴏʀ ᴘᴇᴏᴘʟᴇ ᴡʜᴏ ʟɪᴋᴇ + ꜰᴀᴠ! ✨\n\n- - - ʜᴏᴡ ᴛᴏ ᴘʟᴀʏ - - -\n➡ ᴜsᴇ ᴀʀʀᴏᴡ ᴋᴇʏs\n➡ ᴀᴠᴏɪᴅ ꜱᴘɪᴋᴇꜱ - ᴘʀᴇꜱꜱ ᴛʜᴇ ᴅᴏᴡɴ ᴀʀʀᴏᴡ ᴛᴏ ꜱʜᴏᴏᴛ ᴛʜᴇ ㅤ ꜱᴘɪᴋᴇꜱ\n➡ ᴀᴠᴏɪᴅ ᴛᴏᴜᴄʜɪɴɢ ᴛʜᴇ ꜱᴇᴀ\n\nɪꜰ ʟᴀɢɢʏ ᴜꜱᴇ ᴛᴜʀʙᴏᴡᴀʀᴘ:\nhttps://turbowarp.org/872817894?interpolate\n\nᴄʀᴇᴅɪᴛꜱ\n➡ @ᴛɪɴʏᴅxᴅᴇ + @ᴊᴀᴍᴇꜱᴛʜᴇʙʀᴜɴᴄʜʟᴀᴅ ꜰᴏʀ ꜱᴏᴍᴇ ᴀʀᴛ ㅤ ᴀɴᴅ ᴄᴏᴅᴇ.\n➡ ᴍᴜꜱɪᴄ ꜰʀᴏᴍ ʏᴏᴜᴛᴜʙᴇ\n➡ ᴀʟʟ ᴏꜰ ᴛʜᴇ ʀᴇꜱᴛ ʙʏ ᴍᴇ :)\n\nᴏᴛʜᴇʀ ɪɴꜰᴏ\n24+ ʜᴏᴜʀs ᴏf ᴄᴏᴅɪɴɢ ᴀɴᴅ ᴄʀᴇᴀᴛɪɴɢ ᴀʀᴛ\n500+ ʙʟᴏᴄᴋs ᴏꜰ ᴄᴏᴅᴇ\n42+ sᴄʀɪᴘᴛs\n\nɢᴏ fᴏʟʟᴏᴡ ᴍᴇ ᴀᴛ @MysticGxmes so u get a notification when i share a new project! <3\n\nᴛᴀɢs:\n\n#games #all #trending #music #stories #MysticGxmes #onepiece #Platformer #non-generic #art #entry #cool #one #piece #popular #games #all #trending #music #stories #MysticGxmes #onepiece #Platformer #non-generic #art #entry #cool #one #piece #popular #games #all #trending #music #stories #MysticGxmes #onepiece #Platformer #non-generic #art #entry #cool #one #piece #popular #follow #me #if #ur #reading #this #XD
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☁️ Platformer V.1.3
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@Stage\n\nwhen I receive [start game v]\nswitch backdrop to (false v)\n\nwhen I receive [tutorial v]\nswitch backdrop to (backdrop1 v)\n\n@Player\n\nwhen I receive [player-bounce v]\nset [speed y v] to [10]\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nclear graphic effects\ndelete all of [collectend v]\nset [active players v] to [1]\nset [colourefekt v] to [1]\nset [hgh v] to [0]\nset [scene# v] to [0]\nset [blinzeln v] to [0]\nhide variable [apple v]\nhide variable [scene# v]\nhide variable [active players v]\nhide variable [lives v]\nhide\nbroadcast (Intro - Starting v) and wait\n\ndefine Muvie-in steps (steps)\nchange [faling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X- slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y-Ceiling or Floor\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> then\n set [touching v] to [1]\n stop [this script v]\nend\nset [touching v] to [0]\nset [hit costume v] to (costume [name v])\nif <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet v)\nend\nif <touching (jump through v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hitbox v2]> then\n switch costume to (hitbox feet2 v)\n end\n if <touching (jump through v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (hit costume)\n\nwhen I receive [tick-player v]\nMoved-by Moving Platform\nswitch backdrop to <touching (level v)?>\ncontrols-up and down\ncontrals-left and right\nMuvie-in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nset Costume\n\ndefine controls-up and down\nif <<(STICK BUTTON) > [0]> or <key (up arrow v) pressed?>> then\n if <<(Wall slide) > [0]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [faling 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 <<(faling) < [3]> and <(jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [faling 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 contrals-left and right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nif <(MOBILE) = [0]> then\n set [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nelse\n set [key x v] to (STICK X)\nend\nif <([abs v] of (KEY X) ) < [0.3]> then\n if <<(faling) > [2]> and <(Wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELEATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (RECISIADE))\n\ndefine reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [faling v] to [99]\nset [wall slide v] to [0]\nset [long jump v] to [0]\nset [jumping v] to [0]\nset [ghost v] effect to (0)\npoint in direction (90)\nhide\nbroadcast (new cat v)\nBegin Scene# (spwan scene) go to x,y: (spwan x) (spwan y)\nshow\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick-forst v)\n broadcast (Tick-Platforms v)\n broadcast (Tick-player v)\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (direction) to [my values to send v]\n add (Scene#) to [my values to send v]\n add (chat item) to [my values to send v]\n broadcast (Cloud - Tick v)\n broadcast (Tick-Last v)\nend\n\nwhen I receive [tick-last v]\nif <(x position) > [235]> then\n Begin Scene# ((Scene#) + (1)) go to x,y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene# ((Scene#) + (-1)) go to x,y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene# ((Scene#) + (100)) go to x,y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene# ((Scene#) + (-100)) go to x,y: [] [180]\nend\nif <touching (danger v)?> then\n broadcast (lose live v)\nend\n\ndefine Begin Scene# (scene#) go to x,y: (x) (y)\nset [scene# v] to (scene#)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Chage Scene v)\nbroadcast (change scene v)\nstop [other scripts in sprite v]\nbroadcast (new cat v)\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision in Derection [0]\nelse\n Fix Collision in Derection [90]\nend\nset Costume\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Derection (dir)\nset [tempo 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 (tempo)\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-forst v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine set Costume\nset rotation style [left-right v]\nif <(Wall slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(faling) > [1]> then\n if <(speed x) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X- slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y-Ceiling or Floor\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(faling) > [0]> then\n set [faling 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 [faling 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 [faling 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 <(faling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose live v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n reset and Begin Level\nelse\n broadcast (Game Over v)\nend\n\ndefine Moved-by Moving Platform\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Finde Close Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (lose live v)\n end\nend\n\ndefine Finde Close Space to (x) (y) max (max)\nset [tempo 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 (tempo)\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)\nmove (distance) steps\n\nwhen I receive [start game v]\nwait (0) seconds\nshow variable [lives v]\nshow variable [active players v]\nset [chat v] to [0]\nset [lives v] to [25]\nset [jump duration v] to [6]\nset [recisiade v] to [0.8]\nset [gravity v] to [-1.5]\nset [acceleation v] to [1.5]\nset [jump force v] to [12]\nset [spwan scene v] to [1]\nset [spwan x v] to [-150]\nset [spwan y v] to [55]\nreset and Begin Level\nreset timer\n\nwhen I receive [white screen out v]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [new cat v]\nwait (0) seconds\nif <(colourefekt) = [1]> then\n clear graphic effects\nend\nif <(colourefekt) = [2]> then\n clear graphic effects\n set [brightness v] effect to (-100)\nend\nif <(colourefekt) = [3]> then\n clear graphic effects\n set [color v] effect to (-55)\nend\nif <(colourefekt) = [4]> then\n clear graphic effects\n set [color v] effect to (11)\n set [brightness v] effect to (3)\nend\nif <(colourefekt) = [5]> then\n clear graphic effects\n set [brightness v] effect to (100)\nend\nif <(colourefekt) = [6]> then\n clear graphic effects\n set [color v] effect to (75)\nend\nif <(colourefekt) = [7]> then\n clear graphic effects\n set [brightness v] effect to (-5)\n set [fjfzjghj v] to [-25]\n set [color v] effect to (fjfzjghj)\n forever\n repeat until <(fjfzjghj) > [13]>\n change [color v] effect by (0.5)\n change [fjfzjghj v] by (0.5)\n end\n repeat until <[-25] > (fjfzjghj)>\n change [color v] effect by (-0.5)\n change [fjfzjghj v] by (-0.5)\n end\n end\nend\nif <(colourefekt) = [8]> then\n clear graphic effects\n set [color v] effect to (50)\n set [brightness v] effect to (-10)\nend\nif <(colourefekt) = [9]> then\n clear graphic effects\n set [color v] effect to (-85)\nend\nif <(colourefekt) = [10]> then\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n set [pixelate v] effect to (0)\n set [ghost v] effect to (75)\nend\nif <(colourefekt) = [11]> then\n clear graphic effects\n set [pixelate v] effect to (50)\nend\nif <(colourefekt) = [12]> then\n clear graphic effects\n set [brightness v] effect to (-5)\n set [fjfzjghj v] to [80]\n set [color v] effect to (fjfzjghj)\n forever\n repeat until <(fjfzjghj) > [120]>\n change [color v] effect by (0.5)\n change [fjfzjghj v] by (0.5)\n end\n repeat until <[75] > (fjfzjghj)>\n change [color v] effect by (-0.5)\n change [fjfzjghj v] by (-0.5)\n end\n end\nend\nif <(colourefekt) = [13]> then\n clear graphic effects\n set [brightness v] effect to (-10)\n set [fjfzjghj v] to [50]\n set [color v] effect to (fjfzjghj)\n forever\n repeat until <[25] > (fjfzjghj)>\n change [fjfzjghj v] by (-0.5)\n set [color v] effect to (fjfzjghj)\n end\n change [brightness v] effect by (() - ((fjfzjghj) / (10)))\n repeat until <(fjfzjghj) > [60]>\n change [fjfzjghj v] by (0.5)\n set [color v] effect to (fjfzjghj)\n end\n change [brightness v] effect by ((fjfzjghj) / (10))\n end\nend\nif <(colourefekt) = [14]> then\n clear graphic effects\n set [brightness v] effect to (-5)\n set [fjfzjghj v] to [130]\n set [color v] effect to (fjfzjghj)\n forever\n repeat until <(fjfzjghj) > [160]>\n change [color v] effect by (0.5)\n change [fjfzjghj v] by (0.5)\n end\n repeat until <[125] > (fjfzjghj)>\n change [color v] effect by (-0.5)\n change [fjfzjghj v] by (-0.5)\n end\n end\nend\nif <(colourefekt) = [15]> then\n set [brightness v] effect to (0)\n forever\n change [color v] effect by (0.3)\n end\nend\n\nwhen I receive [glücksrad startet v]\nhide\nwait until <(Player warten) = [1]>\nshow\n\nwhen I receive [receivement v]\ngo to [back v] layer\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [start game v]\nshow\n\nset [tutorial v] to [yes]\nset [apple v] to [0]\nset [achements v] to [0]\nset [boss v] to [0]\nset [won v] to [0]\nset [extra lives v] to [0]\nset [monster zerstört v] to [0]\nset [apple counter v] to [0]\nset [try counter v] to [0]\nset [zzz die letzten v] to [0]\nset [actions \(love/fave\) v] to [0]\ndelete all of [completed achievments v]\nrepeat (16)\n add [0] to [completed achievments v]\nend\ndelete all of [upgrades.price v]\nadd [] to [upgrades.price v]\nrepeat (14)\n add [1] to [upgrades.price v]\nend\n\nwhen I receive [player say : v]\nif <not <(chat item) = [4]>> then\n say (item (chat item) of [chat v]) for (3) seconds\n set [chat item v] to [16]\nelse\n say (username) for (3) seconds\n set [chat item v] to [16]\nend\n\n@Cloud Player\n\ndefine Player zählen\nif <((CLOUD TICK) mod (4)) > [0]> then\n stop [this script v]\nend\nset [active players v] to ((length of [player uids v]) + (1))\nset [player zähler v] to [1]\nrepeat (length of [player uids v])\n if <(item (Player zähler) of [player uids v]) = []> then\n change [active players v] by (-1)\n end\n change [player zähler v] by (1)\nend\n\nwhen I receive [cloud - tick v]\nPlayer zählen\n\ndefine Write Number (val) to encoded string\nset [val v] to (round (val))\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [my username v] to (username)\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(player #) > []> then\n Player Clone Tick\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] value (join [c] (☁ CLOUD 1))\nProcess Cloud Item [2] value (join [c] (☁ CLOUD 2))\nProcess Cloud Item [3] value (join [c] (☁ CLOUD 3))\nProcess Cloud Item [4] value (join [c] (☁ CLOUD 4))\nProcess Cloud Item [5] value (join [c] (☁ CLOUD 5))\nProcess Cloud Item [6] value (join [c] (☁ CLOUD 6))\nProcess Cloud Item [7] value (join [c] (☁ CLOUD 7))\nProcess Cloud Item [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Date after [4] ticks\n\ndefine Send my Cloud Date after (count) ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine Process Cloud Item (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone Tick\nif <(encoded idx) > (length of (encoded string))> then\n Get Next Data Packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n if <(inactive) > [150]> then\n replace item (player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\nend\nset [inactive v] to [0]\nval = READ NUMBER from "encoded string"\nset x to (val)\nval = READ NUMBER from "encoded string"\nset y to (val)\nval = READ NUMBER from "encoded string"\nswitch costume to (val)\nval = READ NUMBER from "encoded string"\npoint in direction (val)\nval = READ NUMBER from "encoded string"\nset [clone scene # v] to (val)\nif <(clone scene #) = (Scene#)> then\n show\nelse\n hide\nend\nval = READ NUMBER from "encoded string"\nif <not <(val) = [4]>> then\n say (item (val) of [chat v]) for (3) seconds\nelse\n if <(val) = [4]> then\n say (MY USERNAME) for (3) seconds\n end\nend\n\ndefine Get Next Data Packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\n\nbroadcast (Cloud - Setup v) and wait\nforever\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (costume [number v]) to [my values to send v]\n add (direction) to [my values to send v]\n broadcast (Cloud - Tick v)\nend\n\nwhen I receive [glücksrad startet v]\ngo to [back v] layer\n\nwhen I receive [glücksrad wird versteckt v]\ngo to [front v] layer\ngo [backward v] (5) layers\n\nwhen I receive [change scene v]\nif <(player #) > [0]> then\n if <(clone scene #) = (Scene#)> then\n show\n else\n hide\n end\nend\n\nchange [active players v] by (1)\nchange [active players v] by (-1)\n\nwhen I receive [glücksrad startet v]\nhide variable [active players v]\n\nwhen I receive [glücksrad wird versteckt v]\nwait (0.3) seconds\nshow variable [active players v]\n\nwhen I receive [receivement-close v]\nshow variable [active players v]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\nhide\nforever\n if <(costume [number v]) = [10]> then\n switch backdrop to (bühnenbild1 v)\n end\n if <not <(costume [number v]) = [10]>> then\n switch backdrop to (true v)\n end\nend\n\nwhen I receive [change scene v]\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (join [Scene] (Scene#))\nstamp outline\nstamp shadow\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine stamp outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [about to chage scene v]\nerase all\n\nwhen flag clicked\n\nforever\n if <key (space v) pressed?> then\n set [scene# v] to [298]\n switch costume to (scene298 v)\n end\nend\n\nwhen I receive [tutorial v]\nerase all\nhide\n\n@jump Through\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\nforever\n if <(costume [number v]) = [10]> then\n switch backdrop to (bühnenbild1 v)\n end\n if <not <(costume [number v]) = [10]>> then\n switch backdrop to (true v)\n end\nend\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nshow\ngo to [back v] layer\nswitch costume to (join [Scene] (Scene#))\ngo to x: (0) y: (0)\nstamp outline\nstamp shadow\ngo to x: (0) y: (0)\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine stamp outline\nshow\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Danger\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset rotation style [don't rotate v]\nshow\nset [color v] effect to (0)\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to [back v] layer\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene#))\nif <(Scene#) = [99]> then\n switch costume to (kostüm v)\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene#) = [98]> then\n switch costume to (kostüm2 v)\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene#) = [-305]> then\n set rotation style [all around v]\n create clone of (_myself_ v)\n switch costume to (scene27294657465792846952784 v)\n go to x: (70) y: (-127)\n forever\n repeat (40)\n change y by (3)\n turn left (5) degrees\n end\n repeat (40)\n change y by (-3)\n turn left (5) degrees\n end\n end\nend\nif <(Scene#) = [-204]> then\n set rotation style [all around v]\n switch costume to (scene27294657465792846952784 v)\n go to x: (-30) y: (-40)\n forever\n repeat (30)\n change y by (2.666666)\n turn left (4) degrees\n end\n repeat (30)\n change y by (-2.666666)\n turn left (4) degrees\n end\n end\nend\nif <(Scene#) = [-104]> then\n switch costume to (kostüm3 v)\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene#) = [296]> then\n switch costume to (kostüm4 v)\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene#) = [102]> then\n switch costume to (kostüm5 v)\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(Scene#) = [2]> then\n go to x: (30) y: (2)\n switch costume to (scene-293567647495783 v)\n forever\n glide (0.5) secs to x: (-401) y: (9)\n glide (2) secs to x: (30) y: (9)\n end\nend\n\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\ngo to [back v] layer\n\nwait (0) seconds\n\n@Platform\n\nwhen I receive [change scene v]\nset size to (100) %\npoint in direction (90)\nswitch costume to (kostüm1 v)\ngo to [back v] layer\ngo to [back v] layer\nhide\nif <(Scene#) = [0]> then\n Spwan [square] at [43] [16] dir [90] turn [1]\nend\nif <(Scene#) = [-304]> then\n Spwan [kugel] at [-16] [-234] dir [90] turn [1]\nend\nif <(Scene#) = [-305]> then\n Spwan [Kostüm2] at [-230] [-20] dir [130] turn [-3]\n Spwan [Kostüm2] at [-230] [111] dir [90] turn [-3]\nend\nif <(Scene#) = [-205]> then\n Spwan [Kostüm2] at [-105] [-155] dir [45] turn [3]\nend\nif <(Scene#) = [-202]> then\n Spwan [square2] at [67] [4] dir [128] turn [1]\n Spwan [Kostüm2] at [-65] [-66] dir [61] turn [2.5]\n Spwan [Kostüm2] at [-84] [89] dir [61] turn [2.5]\n Spwan [Kostüm2] at [163] [153] dir [-55] turn [-2.5]\n Spwan [kugel2] at [160] [-50] dir [61] turn [2]\nend\nif <(Scene#) = [-1]> then\n Spwan [Key1] at [194] [-101] dir [90] turn []\nend\nif <(Scene#) = [1]> then\n Spwan [Key5] at [212] [9] dir [90] turn []\nend\nif <(Scene#) = [198]> then\n Spwan [Key2] at [-135] [-85] dir [90] turn []\n Animal 1\nend\nif <(Scene#) = [-203]> then\n Spwan [Key3] at [-5] [-32] dir [90] turn []\nend\nif <(Scene#) = [98]> then\n set rotation style [all around v]\n Spwan [Kep1] at [231] [163] dir [180] turn []\nend\nif <(Scene#) = [197]> then\n Animal 2\nend\nif <(Scene#) = [196]> then\n Animal 3\nend\nif <(Scene#) = [297]> then\n Spwan [square2] at [-46] [66] dir [45] turn [1]\n Spwan [Kostüm2] at [164] [167] dir [61] turn [2.5]\n Spwan [kugel4] at [118] [-99] dir [0] turn [-1]\n Spwan [kugel2] at [113] [48] dir [0] turn [2]\n Spwan [Kostüm2] at [-46] [-88] dir [0] turn [2]\nend\nif <(Scene#) = [100]> then\n Spwan [Key4] at [190] [97] dir [90] turn []\nend\nif <(Scene#) = [4]> then\n Spwan [Key6] at [0] [0] dir [90] turn []\nend\nif <(Scene#) = [298]> then\n Spwan [Key7] at [0] [10] dir [90] turn []\nend\nif <(Scene#) = [5]> then\n rdstfzguiuzutr\nend\n\nwhen I receive [tick-platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Door at (x) (y) Key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collectend v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\ndefine Anamate Platform 2\nshow\nforever\n glide (1.5) secs to x: (x position) y: ((y position) - (90))\n wait (0) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to chage scene v]\ndelete this clone\n\ndefine Spwan (type) at (x) (y) dir (dir) turn (degrees)\nset [eine unwichtige variable v] to [1]\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (dir)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(Eine unwichtige Variable) = [1]> then\n if < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) Key (costume [name v])\n end\n if < (costume [name v]) contains [Kep]?> then\n (x position) (y position) (costume [name v])\n end\n if <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\n end\n Anamate Platform 2\nend\nif <(Eine unwichtige Variable) = [0]> then\n show\n forever\n set y to ((-50) + ((32) * ([sin v] of (((x position) * (1.5)) + ((timer) * (80))) )))\n end\nend\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((dx) * (cos)) - ((dy) * (sin))) - (dx))\nset [platform dy v] to ((((dx) * (sin)) + ((dy) * (cos))) - (dy))\n\ndefine Animal 1\nswitch costume to (kostüm1 v)\nshow\ngo to x: (-37) y: (-136)\nforever\n wait (1) seconds\n glide (1) secs to x: (-79) y: (82)\n wait (1) seconds\n glide (1) secs to x: (-37) y: (-136)\nend\n\ndefine (x) (y) (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n if <[collectend v] contains (key name)?> then\n hide\n delete this clone\n else\n wait until <touching (player v)?>\n start sound [Low Squeak v]\n end\nend\n\ndefine Animal 2\ngo to [back v] layer\nswitch costume to (quetsch v)\nshow\ngo to x: (0) y: (159)\nforever\n wait (0.5) seconds\n start sound [Stam v]\n glide (0.2) secs to x: (0) y: (50)\n wait (0.5) seconds\n glide (0.4) secs to x: (0) y: (159)\nend\n\ndefine Animal 3\nswitch costume to (kostüm1 v)\nshow\ngo to x: (114) y: (-172)\nforever\n wait (0.5) seconds\n glide (2.5) secs to x: (-162) y: (-37)\n wait (0.5) seconds\n glide (2.5) secs to x: (114) y: (-172)\nend\n\ndefine rdstfzguiuzutr\ngo to x: (-160) y: (0)\nswitch costume to (5 v)\nset [eine unwichtige variable v] to [0]\nrepeat (10)\n create clone of (_myself_ v)\n change x by (29)\nend\n\n@Apple\n\nwhen I receive [change scene v]\nif <(Scene#) = (my sine)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nset size to (100) %\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\n if <(costume [name v]) = [Herz]> then\n go to [back v] layer\n end\nend\nset [my sine v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apple v] by (2)\n change [apple counter v] by (1)\nelse\n if < (costume [name v]) contains [big apple]?> then\n start sound [Chomp v]\n change [apple v] by (10)\n else\n if <(costume [name v]) = [Green Flag]> then\n start sound [Wand v]\n set [spwan scene v] to (Scene#)\n set [spwan x v] to ([x position v] of [player v])\n set [spwan y v] to ([y position v] of [player v])\n else\n if <(costume [name v]) = [Herz]> then\n go to [front v] layer\n set [extra lives v] to [1]\n switch costume to (herz2 v)\n start sound [Wand v]\n change [lives v] by (1)\n else\n if <(costume [name v]) = [Portal]> then\n set [won v] to [1]\n start sound [Wand v]\n add (costume [name v]) to [collectend v]\n else\n start sound [Wand v]\n add (costume [name v]) to [collectend v]\n end\n end\n end\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my sine v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my sine v] to []\n\nwhen I receive [start game v]\ndelete all of [collectend v]\nset [frame v] to [0]\nPlace [apple] scene [-204] xy [-189] [-49]\nPlace [apple] scene [296] xy [-4] [116]\nPlace [apple] scene [295] xy [55] [-94]\nPlace [apple] scene [-202] xy [43] [111]\nPlace [apple] scene [297] xy [33] [-10]\nPlace [apple] scene [-2] xy [184] [-72]\nPlace [apple] scene [2] xy [-2] [102]\nPlace [apple] scene [200] xy [181] [-101]\nPlace [apple] scene [5] xy [185] [-105]\nPlace [apple] scene [199] xy [-111] [21]\nPlace [apple] scene [100] xy [117] [132]\nPlace [apple] scene [-305] xy [-56] [-24]\nPlace [apple] scene [-100] xy [-145] [98]\nPlace [apple] scene [-100] xy [-145] [-71]\nPlace [apple] scene [-200] xy [-145] [98]\nPlace [apple] scene [-200] xy [-145] [-71]\nPlace [apple] scene [-300] xy [-145] [98]\nPlace [apple] scene [-300] xy [-145] [-71]\nPlace [apple] scene [-204] xy [87] [-44]\nPlace [apple] scene [1] xy [82] [97]\nPlace [apple] scene [-304] xy [112] [91]\nPlace [apple] scene [1] xy [-216] [98]\nPlace [apple] scene [-2] xy [-77] [-97]\nPlace [apple] scene [2] xy [-109] [100]\nPlace [apple] scene [2] xy [105] [100]\nPlace [apple] scene [-99] xy [103] [36]\nPlace [apple] scene [-99] xy [103] [-122]\nPlace [apple] scene [-199] xy [103] [36]\nPlace [apple] scene [-199] xy [103] [-122]\nPlace [apple] scene [-304] xy [-22] [36]\nPlace [apple] scene [-305] xy [-179] [55]\nPlace [apple] scene [-299] xy [103] [36]\nPlace [apple] scene [-299] xy [103] [-122]\nPlace [apple] scene [0] xy [-165] [-34]\nPlace [apple] scene [0] xy [-165] [108]\nPlace [apple] scene [100] xy [-165] [-90]\nPlace [apple] scene [-399] xy [103] [57]\nPlace [apple] scene [99] xy [150] [78]\nPlace [apple] scene [98] xy [78] [74]\nPlace [apple] scene [98] xy [-105] [43]\nPlace [apple] scene [97] xy [-150] [-105]\nPlace [apple] scene [-3] xy [-150] [30]\nPlace [apple] scene [-3] xy [-150] [-105]\nPlace [apple] scene [-103] xy [-150] [30]\nPlace [apple] scene [-103] xy [-150] [-105]\nPlace [apple] scene [-203] xy [-150] [30]\nPlace [apple] scene [-203] xy [-150] [-105]\nPlace [apple] scene [-303] xy [-150] [25]\nPlace [apple] scene [-205] xy [177] [-48]\nPlace [apple] scene [3] xy [94] [-75]\nPlace [apple] scene [202] xy [28] [-9]\nPlace [apple] scene [101] xy [-101] [-58]\nPlace [apple] scene [199] xy [156] [-128]\nPlace [apple] scene [194] xy [-80] [41]\nPlace [apple] scene [194] xy [-180] [84]\nPlace [apple] scene [195] xy [90] [-125]\nPlace [apple] scene [198] xy [-203] [41]\nPlace [apple] scene [-2] xy [-138] [-28]\nPlace [Green Flag] scene [-205] xy [-53] [-47]\nPlace [Green Flag] scene [3] xy [-115] [15]\nPlace [Green Flag] scene [-304] xy [196] [-88]\nPlace [Green Flag] scene [-1] xy [-153] [-131]\nPlace [Green Flag] scene [99] xy [-126] [111]\nPlace [Green Flag] scene [198] xy [82] [-113]\nPlace [Green Flag] scene [195] xy [6] [-47]\nPlace [Green Flag] scene [295] xy [-59] [-83]\nPlace [Green Flag] scene [297] xy [-166] [-8]\nPlace [Green Flag] scene [298] xy [-166] [-83]\nPlace [Green Flag] scene [-204] xy [177] [-48]\nPlace [Green Flag] scene [97] xy [150] [25]\nPlace [Green Flag] scene [200] xy [-150] [-107]\nPlace [Key1] scene [-201] xy [46] [-50]\nPlace [Key2] scene [198] xy [-160] [127]\nPlace [Key3] scene [-303] xy [-154] [-108]\nPlace [Key4] scene [202] xy [-153] [134]\nPlace [Kep1] scene [-201] xy [46] [-20]\nPlace [big apple] scene [-201] xy [141] [-21]\nPlace [big apple] scene [-400] xy [63] [-54]\nPlace [big apple] scene [202] xy [131] [-15]\nPlace [big apple] scene [-201] xy [-58] [-21]\nPlace [Portal] scene [6] xy [-13] [-63]\nPlace [Herz] scene [100] xy [-12] [72]\nhide\n\nwhen I receive [main menu v]\ndelete this clone\n\nwhen flag clicked\n\nPlace [apple] scene [202] xy [131] [-15]\n\n@Splash streen2\n\nwhen I receive [game over v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\nbroadcast (main menu v)\ngo to [front v] layer\nshow\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen I receive [main menu v]\nswitch costume to (main menu v)\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nforever\n repeat until <(Blinzeln) = [ja]>\n switch costume to (main menu v)\n wait (pick random (1) to (3)) seconds\n switch costume to (main menu2 v)\n wait (0.15) seconds\n end\nend\n\nwhen I receive [intro - starting v]\nhide\n\nwhen [timer v] > (timer)\nhide\n\n@Main menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-81)\nforever\n if <touching (mouse-pointer v)?> then\n change size by ((0.2) * ((110) - (size)))\n else\n change size by ((0.2) * ((100) - (size)))\n end\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nhide\nbroadcast (Start Game v)\nset [blinzeln v] to [ja]\nset [hgh v] to [1]\nchange [try counter v] by (1)\nbroadcast (Shop v)\nbroadcast (Player wird Ausgsucht v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen [timer v] > (timer)\nhide\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nset size to (100) %\nset [springen v] to [0]\nset [type v] to [0]\nset [springen2 v] to [0]\nif <(Scene#) = [-2]> then\n Spwan [Red] at [180] [-146] dir [-90]\nend\nif <(Scene#) = [-1]> then\n Spwan [Red] at [120] [-146] dir [-90]\nend\nif <(Scene#) = [1]> then\n Spwan [Red] at [131] [-45] dir [-90]\nend\nif <(Scene#) = [-400]> then\n Spwan [Red] at [-50] [-110] dir [90]\nend\nif <(Scene#) = [-203]> then\n Spwan [Red] at [30] [-83] dir [90]\nend\nif <(Scene#) = [295]> then\n Spwan [Red] at [0] [-111] dir [90]\nend\nif <(Scene#) = [298]> then\n wait (0.7) seconds\n repeat (4)\n repeat (4)\n wait (0.5) seconds\n Spwan [Red] at [60] [-129] dir [90]\n wait (0.5) seconds\n end\n end\nend\nif <(Scene#) = [199]> then\n Spwan [Red] at [-127] [-158] dir [90]\nend\nif <(Scene#) = [201]> then\n Spwan [Red] at [130] [-110] dir [-90]\n Spwan [Red] at [80] [-110] dir [-90]\n Spwan [Red] at [30] [-110] dir [-90]\n Spwan [Red] at [-20] [-110] dir [-90]\n Spwan [Red] at [-70] [-110] dir [-90]\nend\nif <(Scene#) = [4]> then\n wait (0.7) seconds\n repeat (3)\n repeat (6)\n wait (0.5) seconds\n Spwan [Red] at [60] [-129] dir [-90]\n wait (0.5) seconds\n end\n end\n repeat (4)\n wait (0.5) seconds\n Spwan [Red] at [60] [-129] dir [-90]\n wait (0.5) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [kaputt gemacht v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (join (type) [1])\n set rotation style [don't rotate v]\n Move-Left or Right\n Move-Down\n change [frame v] by (0.33)\n if <(type) = [Boss]> then\n switch costume to ((costume [number v]) + (([floor v] of (frame) ) mod (5)))\n else\n switch costume to ((costume [number v]) + (([floor v] of (frame) ) mod (4)))\n end\n set rotation style [left-right v]\n if <<(INVULNERABLE) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to chage scene v]\ndelete this clone\n\ndefine Move-Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move-Left or Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (_edge_ v)?> or <touching (level v)?>>> then\n if <not <<touching (save zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n change [springen v] by (1)\n change [springen2 v] by (1)\n change [kaputt gemacht v] by (1)\n broadcast (Player-Bounce v)\n if <(type) = [Boss]> then\n if <(kaputt gemacht) = [20]> then\n start sound [Squish Pop v]\n set [boss v] to [1]\n switch costume to (join (type) [ squish])\n wait (0.3) seconds\n repeat <touching (save zones v)?>\n change [ghost v] effect by (10)\n end\n delete this clone\n else\n stop [this script v]\n end\n else\n change [monster zerstört v] by (1)\n start sound [Squish Pop v]\n switch costume to (join (type) [ squish])\n wait (0.3) seconds\n repeat <touching (save zones v)?>\n change [ghost v] effect by (10)\n end\n delete this clone\n end\nend\nbroadcast (lose live v)\n\ndefine Spwan (type) at (x) (y) dir (dir)\ngo to x: (x) y: (y)\nset [type v] to (type)\npoint in direction (dir)\ncreate clone of (_myself_ v)\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [change scene v]\nset [springen2 v] to [0]\nforever\n if <(springen2) = [16]> then\n add [Key7] to [collectend v]\n stop [this script v]\n end\nend\n\nwhen I receive [change scene v]\nset [springen v] to [0]\nforever\n if <(springen) = [22]> then\n add [Key6] to [collectend v]\n stop [this script v]\n end\nend\n\n@Save Zones\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nset [ghost v] effect to (100)\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene#))\n\nwhen I start as a clone\nif <(Scene#) = [13]> then\n go to [back v] layer\n go to x: (0) y: (0)\n switch costume to (kostüm8 v)\n show\n forever\n change [color v] effect by (3)\n if <not <(Scene#) = [13]>> then\n delete this clone\n end\n end\nend\n\nif <(Scene#) = [1]> then\n point in direction (0)\n go to x: (0) y: (165)\n switch costume to (kostüm14 v)\n forever\n turn right ([sin v] of (((timer) * (70)) + (40)) ) degrees\n end\nend\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\n@Score\n\nwhen I start as a clone\nshow\nforever\n change costume to (join [Glow-] (letter (index) of (Apple)))\n set x to ((((index) - (0.5)) - ((length of (Apple)) / (2))) * ((size) / (2)))\n change size by ((0.2) * ((50) - (size)))\nend\n\ndefine setup\nhide\nswitch costume to (glow-9 v)\nset size to (100) %\ngo to x: (-154) y: (152)\nset [index v] to [1]\nrepeat (6)\n create clone of (_myself_ v)\n change x by ((size) / (2))\n change [index v] by (1)\nend\n\ndefine change costume to (costume)\nif <not <(costume) = (costume [name v])>> then\n switch costume to (costume)\n set size to (80) %\nend\n\nwhen I receive [start game v]\nsetup\n\n@Credits\n\nwhen flag clicked\nhide\n\nwhen I receive [credits v]\nforever\n play sound [Guitar Chords2 v] until done\nend\n\nwhen I receive [credits v]\nshow\ngo to x: (0) y: (-88888888888888)\nrepeat (800)\n change y by (1)\nend\nhide\nstop [all v]\n\n@White screen\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\nforever\n if <[collectend v] contains [Portal]?> then\n hide variable [lives v]\n show\n go to [front v] layer\n go [forward v] (999999999) layers\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n broadcast (White screen out v)\n set [ghost v] effect to (0)\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\n set [ghost v] effect to (100)\n broadcast (Credits v)\n stop [this script v]\n end\nend\n\n@detector\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 [touching2 v] to (costume [name v])\nend\n\nset [actions \(love/fave\) v] to [0]\n\nwhen flag clicked\nif <[2] > (Actions \(love/fave\))> then\n replace item (15) of [upgrades.price v] with [1]\nend\n\nwhen I receive [start game v]\nforever\n wait until <(touching2) = [love]>\n wait (0.2) seconds\n if <(touching2) = [love]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [start game v]\nforever\n wait until <(touching2) = [fave]>\n wait (0.2) seconds\n if <(touching2) = [fave]> then\n change [actions \(love/fave\) v] by (1)\n stop [this script v]\n end\nend\n\nwhen I receive [start game v]\nshow\nset [ghost v] effect to (0)\nforever\n set [touching2 v] to [none]\n Detect [love] at [-201] [-220]\n Detect [fave] at [-201] [-220]\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nswitch costume to (red v)\nif <(Actions \(love/fave\)) = [2]> then\n forever\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nreplace item (15) of [upgrades.price v] with []\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\nreset timer\nrepeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\nend\nhide\n\nwhen I receive [start game v]\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nforever\n change [color v] effect by (0.2)\nend\n\n@Love and fave reminder\n\nwhen I receive [start game v]\nset size to (100) %\nset [color v] effect to (0)\nhide\nwait (1) seconds\nset volume to (50) %\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 create clone of (_myself_ v)\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n set [colourefekt v] to [true]\n broadcast (new cat v)\n stop [this script v]\n end\nend\n\nwhen I receive [start game v]\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen I start as a clone\nswitch costume to (stand v)\nset size to (47) %\nforever\n change [color v] effect by (0.2)\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n go to x: (([x position v] of [love and fave reminder v]) + (20)) y: (([y position v] of [love and fave reminder v]) + (28))\n if <([y position v] of [love and fave reminder v]) > [175]> then\n hide\n else\n show\n end\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [glücksrad startet v]\nhide\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nhide\n\n@Fire for special Skin\n\nwhen I start as a clone\nswitch costume to (id)\nrepeat until <(costume [name v]) = [yellow smoke6]>\n next costume\n wait (0) seconds\nend\n\nwhen I start as a clone\nif <(id) = [yellow smoke]> then\n clear graphic effects\n set [color v] effect to (0)\n set [brightness v] effect to (0)\n show\n go [backward v] (10) layers\n switch costume to (yellow smoke v)\n set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n point in direction (90)\n go to (player v)\n set [smoke_size_vel v] to [11.5]\n repeat (13)\n change size by (smoke_size_vel)\n change y by (pick random (-5) to (5))\n change [smoke_size_vel v] by (-1.5)\n turn right (pick random (-5) to (5)) degrees\n end\n delete this clone\nend\n\nwhen I receive [new cat v]\nif <(colourefekt) = [7]> then\n hide\n forever\n go to [back v] layer\n set [id v] to [yellow smoke]\n create clone of (_myself_ v)\n end\nend\nif <(colourefekt) = [12]> then\n clear graphic effects\n hide\n forever\n go to [back v] layer\n set [id v] to [blue smoke]\n create clone of (_myself_ v)\n end\nend\nif <(colourefekt) = [13]> then\n clear graphic effects\n hide\n forever\n go to [back v] layer\n set [id v] to [green smoke]\n create clone of (_myself_ v)\n end\nend\nif <(colourefekt) = [14]> then\n clear graphic effects\n hide\n forever\n go to [back v] layer\n set [id v] to [pink smoke]\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <(id) = [blue smoke]> then\n set [color v] effect to (-80)\n set [brightness v] effect to (-5)\n show\n go [backward v] (10) layers\n switch costume to (yellow smoke v)\n set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n point in direction (90)\n go to (player v)\n set [smoke_size_vel v] to [11.5]\n repeat (13)\n change size by (smoke_size_vel)\n change [color v] effect by (1)\n change y by (pick random (-5) to (5))\n change [smoke_size_vel v] by (-1.5)\n turn right (pick random (-5) to (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [pink smoke]> then\n set [color v] effect to (-60)\n show\n go [backward v] (10) layers\n switch costume to (yellow smoke v)\n set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n point in direction (90)\n go to (player v)\n set [smoke_size_vel v] to [11.5]\n repeat (13)\n change size by (smoke_size_vel)\n change y by (pick random (-5) to (5))\n change [smoke_size_vel v] by (-1.5)\n turn right (pick random (-5) to (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(id) = [green smoke]> then\n set [color v] effect to (50)\n set [brightness v] effect to (-10)\n show\n go [backward v] (10) layers\n switch costume to (yellow smoke v)\n set size to ((35) + ((pick random (-40) to (40)) / (10))) %\n point in direction (90)\n go to (player v)\n set [smoke_size_vel v] to [10.544]\n repeat (13)\n change size by (smoke_size_vel)\n change [color v] effect by (2.6)\n change y by (pick random (-5) to (5))\n change [smoke_size_vel v] by (-1.5)\n turn right (pick random (-5) to (5)) degrees\n end\n delete this clone\nend\n\n@Checking Glücksrad\n\nwhen I receive [spin v]\ncheck\ngo to (s b v)\nchange x by (-20)\npoint in direction (180)\nset size to (0) %\ngo to [front v] layer\nshow\nrepeat (10)\n change size by (10)\n turn left (9) degrees\nend\nchange [apple v] by (costume [name v])\nwait (1) seconds\nrepeat (10)\n change size by (-10)\n turn left (-9) degrees\nend\nhide\n\ndefine check\nif <<([y position v] of [s b v]) > [-5]> and <[5] > ([y position v] of [s b v])>> then\n switch costume to (10 v)\n stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-20]> and <[20] > ([y position v] of [s b v])>> then\n switch costume to (5 v)\n stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-30]> and <[30] > ([y position v] of [s b v])>> then\n switch costume to (13 v)\n stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-50]> and <[50] > ([y position v] of [s b v])>> then\n switch costume to (2 v)\n stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-70]> and <[70] > ([y position v] of [s b v])>> then\n switch costume to (01 v)\n stop [this script v]\nend\nif <<([y position v] of [s b v]) > [-200]> and <[200] > ([y position v] of [s b v])>> then\n switch costume to (0 v)\n stop [this script v]\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [glücksrad startet v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [receivement v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\n\n@s b\n\nwhen I start as a clone\nif <(Clone Type) = [no Money]> then\n if <(Apple) < [49]> then\n show\n set [ghost v] effect to (0)\n repeat (100)\n change [ghost v] effect by (1)\n end\n end\nend\n\ndefine hoch\nchange y by (([cos v] of ((y position) / (1.5)) ) * (-20))\n\ndefine runter\nchange y by (([cos v] of ((y position) / (1.5)) ) * (20))\n\nwhen I receive [glücksrad startet v]\nshow\nset [clone type v] to [bar]\ncreate clone of (_myself_ v)\ngo to [front v] layer\ngo to x: (199) y: (0)\nwait (0.1) seconds\nset [hoch runter v] to [r]\nforever\n go to [front v] layer\n switch costume to (pointer v)\n if <<(Apple) > [49]> and <<<mouse down?> or <key (space v) pressed?>> and <(spin) < [0.1]>>> then\n wait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n broadcast (Back von Shop wird versteckt v)\n change [apple v] by (-50)\n repeat until <<mouse down?> or <key (space v) pressed?>>\n if <(hoch runter) = [h]> then\n if <[130] < (y position)> then\n set [hoch runter v] to [r]\n else\n runter\n end\n else\n if <(y position) < [-130]> then\n set [hoch runter v] to [h]\n else\n hoch\n end\n end\n end\n broadcast (spin v)\n set [achements v] to [1]\n wait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n else\n if <<mouse down?> or <key (space v) pressed?>> then\n set [clone type v] to [no Money]\n create clone of (_myself_ v)\n broadcast (schüttel dein speck v)\n wait until <<not <mouse down?>> and <not <key (space v) pressed?>>>\n end\n end\nend\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen I receive [receivement v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Clone Type) = [bar]> then\n show\n switch costume to (bar v)\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (199) y: (0)\n forever\n if <(Verstecken) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(Clone Type) = [no Money]> then\n if <(Apple) < [49]> then\n show\n set [ghost v] effect to (0)\n go to [front v] layer\n switch costume to (kostüm4 v)\n point in direction (90)\n set size to (100) %\n go to x: (0) y: (-30)\n glide (2) secs to x: (0) y: (35)\n hide\n delete this clone\n end\nend\n\n@Figur2\n\nwhen I receive [spin v]\nshow\nset [spin v] to [0]\nif <[0] > ([y position v] of [s b v])> then\n set [spin v] to (((135) + ([y position v] of [s b v])) / (2))\nelse\n set [spin v] to (((135) - ([y position v] of [s b v])) / (2))\nend\nrepeat until <(spin) < [0.1]>\n turn right (spin) degrees\n set [spin v] to ((spin) / (1.03))\n if <not <(click) = (Ergebnis)>> then\n set [click v] to (Ergebnis)\n start sound (pick random (1) to (14))\n end\nend\nbroadcast (Receivement v)\nhide\nset [spin v] to [0]\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [glücksrad startet v]\nset [ergebnis v] to [0]\nset size to (100) %\nclear graphic effects\nswitch costume to (rad v)\ngo to [front v] layer\nwait (0) seconds\nset rotation style [all around v]\nshow\nset [spin v] to [0]\nforever\n if <(round ((direction) / (30))) = [0]> then\n set [ergebnis v] to [4]\n end\n if <(round ((direction) / (30))) = [1]> then\n set [ergebnis v] to [3]\n end\n if <(round ((direction) / (30))) = [2]> then\n set [ergebnis v] to [2]\n end\n if <(round ((direction) / (30))) = [3]> then\n set [ergebnis v] to [1]\n end\n if <(round ((direction) / (30))) = [4]> then\n set [ergebnis v] to [12]\n end\n if <(round ((direction) / (30))) = [5]> then\n set [ergebnis v] to [11]\n end\n if <<(round ((direction) / (30))) = [6]> or <(round ((direction) / (30))) = [6]>> then\n set [ergebnis v] to [10]\n end\n if <(round ((direction) / (30))) = [-5]> then\n set [ergebnis v] to [9]\n end\n if <(round ((direction) / (30))) = [-4]> then\n set [ergebnis v] to [8]\n end\n if <(round ((direction) / (30))) = [-3]> then\n set [ergebnis v] to [7]\n end\n if <(round ((direction) / (30))) = [-2]> then\n set [ergebnis v] to [6]\n end\n if <(round ((direction) / (30))) = [-1]> then\n set [ergebnis v] to [5]\n end\nend\n\nwhen I receive [glücksrad startet v]\ngo to [front v] layer\nhide variable [lives v]\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@Verschönerung\n\nwhen flag clicked\nhide\nswitch costume to (normal v)\ngo to [front v] layer\ngo to x: (0) y: (-18)\nforever\n go to [front v] layer\nend\n\nwhen I receive [glücksrad startet v]\nset [ghost v] effect to (0)\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [receivement v]\nhide\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nstop [other scripts in sprite v]\n\n@Receive\n\ndefine Schütteln\nswitch costume to (skin7 v)\nshow\nset size to (100) %\nset [schütteln v] to [200]\nrepeat (50)\n point in direction ((90) + (([sin v] of ((timer) * (schütteln)) ) * (5)))\n change [schütteln v] by (15)\nend\nglide (0.2) secs to x: (0) y: (250)\nhide\nset [zufällig v] to (pick random (4) to (16))\nif <(item ((Zufällig) - (2)) of [upgrades.price v]) = []> then\n switch costume to (apfel v)\n change [apple v] by (30)\nelse\n switch costume to (Zufällig)\n replace item ((Zufällig) - (2)) of [upgrades.price v] with []\nend\ngo to x: (0) y: (0)\nshow\nrepeat (4)\n repeat (7)\n change size by (1.5)\n end\n repeat (7)\n change size by (-1.5)\n end\nend\nset [warten v] to [1]\nbroadcast (Receivement-Close v)\ndelete this clone\n\nwhen flag clicked\nhide\n\ndefine Erzeuge Klon mit Name (name) bei Position X: (x) Y: (y) Größe: (größe)\nset [receive: cstat v] to (name)\ngo to x: (x) y: (y)\nset size to (größe) %\ncreate clone of (_myself_ v)\n\nwhen I receive [receivement v]\nset [warten v] to [0]\nset [aaaaaa v] to (pick random (1) to (3))\nclear graphic effects\nhide\nErzeuge Klon mit Name [Back] bei Position X: [0] Y: [0] Größe: [1]\nErzeuge Klon mit Name [Front] bei Position X: [0] Y: [0] Größe: [1]\nif <<(Ergebnis) = [12]> or <<(Ergebnis) = [7]> or <(Ergebnis) = [4]>>> then\n wait until <(warten) = [1]>\n set [player warten v] to (warten)\nelse\n wait (2) seconds\nend\nbroadcast (Receivement-Close v)\n\nwhen I start as a clone\nif <(Receive: cSTAT) = [Back]> then\n set size to (1) %\n if <(aaaaaa) = [3]> then\n switch costume to (receaveback2 v)\n else\n switch costume to (receaveback1 v)\n end\n set [ghost v] effect to (100)\n show\n repeat (10)\n ändere Größe um [10]\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif <(Receive: cSTAT) = [Back]> then\n forever\n turn right (0.78) degrees\n end\nend\n\ndefine ändere Größe um (größe)\nswitch costume to (kostüm2 v)\nchange size by (größe)\nif <(aaaaaa) = [2]> then\n switch costume to (receaveback2 v)\nelse\n switch costume to (receaveback1 v)\nend\n\nwhen I receive [receivement-close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\nif <(Receive: cSTAT) = [Front]> then\n switch costume to (kostüm1 v)\n clear graphic effects\n point in direction (90)\n set size to (100) %\n show\n start sound [Win v]\n Äpfel\n set [verstecken v] to [1]\n repeat (7)\n change size by (1.5)\n end\n repeat (7)\n change size by (-1.5)\n end\n if <(Ergebnis) = [1]> then\n replace item ((Ergebnis) + (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [2]> then\n replace item ((Ergebnis) + (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [3]> then\n replace item ((Ergebnis) + (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [4]> then\n Schütteln\n else\n if <(Ergebnis) = [5]> then\n replace item (Ergebnis) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [6]> then\n replace item (Ergebnis) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [7]> then\n Schütteln\n else\n if <(Ergebnis) = [8]> then\n replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [9]> then\n replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [10]> then\n replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [11]> then\n replace item ((Ergebnis) - (1)) of [upgrades.price v] with []\n else\n if <(Ergebnis) = [12]> then\n Schütteln\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 forever\n change size by (((100) - (size)) / (5))\n end\nend\n\nwhen I receive [glücksrad wird versteckt v]\nhide\nset [player warten v] to [1]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine Äpfel\nif <<<(Ergebnis) = [2]> or <(Ergebnis) = [1]>> or <(Ergebnis) = [3]>> then\n if <(item ((Ergebnis) + (1)) of [upgrades.bought v]) = [1]> then\n switch costume to (apfel v)\n change [apple v] by (30)\n stop [this script v]\n else\n switch costume to (join [Skin] (Ergebnis))\n end\nelse\n if <<(Ergebnis) = [5]> or <(Ergebnis) = [6]>> then\n if <(item (Ergebnis) of [upgrades.bought v]) = [1]> then\n switch costume to (apfel v)\n change [apple v] by (30)\n stop [this script v]\n else\n switch costume to (join [Skin] (Ergebnis))\n end\n else\n if <<<(Ergebnis) = [8]> or <(Ergebnis) = [9]>> or <<(Ergebnis) = [10]> or <(Ergebnis) = [11]>>> then\n if <(item ((Ergebnis) - (1)) of [upgrades.bought v]) = [1]> then\n switch costume to (apfel v)\n change [apple v] by (30)\n stop [this script v]\n else\n switch costume to (join [Skin] (Ergebnis))\n end\n end\n end\nend\n\nwhen flag clicked\nListen durchgehen\n\ndefine Listen durchgehen\ndelete all of [upgrades.bought v]\nadd [0] to [upgrades.bought v]\nset [liste durchgehen v] to [1]\nrepeat ((length of [upgrades.price v]) - (1))\n insert [0] at (Liste durchgehen) of [upgrades.bought v] \n if <(item (Liste durchgehen) of [upgrades.price v]) = []> then\n replace item (Liste durchgehen) of [upgrades.bought v] with [1]\n end\n change [liste durchgehen v] by (1)\nend\n\n@Shop\n\nwhen flag clicked\nhide\ngo to x: (213) y: (163)\nset size to (25) %\n\nwhen I receive [shop v]\ngo to [front v] layer\ngo to x: (213) y: (163)\nbroadcast (Go v)\nif <(Apple) > [49]> then\n switch costume to (shop1 v)\nelse\n switch costume to (shop v)\nend\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n change size by (((35) - (size)) / (5))\n if <mouse down?> then\n broadcast (stop v)\n broadcast (Glücksrad startet v)\n set [verstecken v] to [0]\n hide\n stop [other scripts in sprite v]\n switch costume to (back v)\n go to x: (-219) y: (163)\n show\n if <touching (mouse-pointer v)?> then\n change size by (((35) - (size)) / (5))\n if <mouse down?> then\n broadcast (Glücksrad wird versteckt v)\n set [verstecken v] to [1]\n hide variable [apple v]\n show variable [lives v]\n broadcast (Go v)\n broadcast (Shop v)\n end\n else\n change size by (((30) - (size)) / (5))\n end\n end\n else\n change size by (((30) - (size)) / (5))\n end\nend\n\nwhen I receive [receivement-close v]\nbroadcast (Shop v)\nbroadcast (Game Loop v)\nbroadcast (change scene v)\nshow variable [lives v]\n\nwhen I receive [receivement v]\nhide\ngo to x: (213) y: (163)\n\nwhen I receive [glücksrad startet v]\nshow\n\nwhen I receive [shop soll versteckt werden v]\nhide\n\nwhen I receive [shop soll gezeigt werden v]\nshow\n\nwhen I receive [back von shop wird versteckt v]\nhide\n\nwhen I receive [glücksrad wird versteckt v]\nbroadcast (Game Loop v)\nbroadcast (change scene v)\n\nwhen I receive [lose live v]\nshow variable [lives v]\n\nwhen I receive [go v]\nforever\n if <<(Apple) > [49]> and <(Apple) < [100]>> then\n switch costume to (shop1 v)\n else\n if <<(Apple) > [99]> and <(Apple) < [150]>> then\n switch costume to (shop2 v)\n else\n if <<(Apple) > [149]> and <(Apple) < [200]>> then\n switch costume to (shop3 v)\n else\n if <<(Apple) > [199]> and <(Apple) < [250]>> then\n switch costume to (shop4 v)\n else\n if <<(Apple) > [249]> and <(Apple) < [300]>> then\n switch costume to (shop5 v)\n else\n if <<(Apple) > [299]> and <(Apple) < [350]>> then\n switch costume to (shop6 v)\n else\n if <<(Apple) > [349]> and <(Apple) < [400]>> then\n switch costume to (shop7 v)\n else\n switch costume to (shop v)\n end\n end\n end\n end\n end\n end\n end\nend\n\n@UI background\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nforever\n switch costume to (costume1 v)\n set [ghost v] effect to (10)\n go to [front v] layer\n go [backward v] ((50) + (length of [upgrades.price v])) layers\n set size to (101) %\n if <(Shop.open?) = [1]> then\n change [upgrades.x v] by ((() - (Upgrades.x)) / (7))\n switch costume to (0 v)\n else\n change [upgrades.x v] by (((203) - (Upgrades.x)) / (7))\n switch costume to (203 v)\n if <(Update?) = [1]> then\n switch costume to (update v)\n end\n end\n if <<(Upgrades.x) > [200]> and <<((mouse x) - (Upgrades.x)) < [36]> and <<touching (mouse-pointer v)?> and <(Shop.open?) = [0]>>>> then\n set [ghost v] effect to (25)\n end\n go to x: (Upgrades.x) y: (0)\nend\n\ndefine Check for new upgrades\nset [update? v] to [0]\nset [i v] to (ting)\nrepeat until <<(Update?) = [1]> or <not <(length of [upgrades.price v]) > ((i) - (1))>>>\n if <<not <(Candy) < (item (i) of [upgrades.price v])>> and <(item (i) of [upgrades.bought v]) = [0]>> then\n set [update? v] to [1]\n set [ting v] to (i)\n end\n change [i v] by (1)\nend\n\nwhen this sprite clicked\nif <(clone) = [1]> then\n if <((mouse x) - (Upgrades.x)) < [36]> then\n if <(Shop.open?) = [0]> then\n if <(Upgrades.x) > [200]> then\n set [shop.open? v] to [1]\n set [scroll.y v] to [0]\n set [hellichkeit v] to [1]\n broadcast (Shop soll versteckt werden v)\n start sound [Low Whoosh v]\n end\n else\n set [shop.open? v] to [0]\n set [hellichkeit v] to [0]\n broadcast (Shop soll gezeigt werden v)\n start sound [Low Whoosh v]\n end\n end\nend\n\nwhen I receive [player wird ausgsucht v]\nshow\nset [ghost v] effect to (100)\nset [hellichkeit v] to [0]\nset [upgrades.x v] to [203]\nset [shop.open? v] to [0]\nset [clone v] to [0]\ncreate clone of (_myself_ v)\nforever\n wait until <(Hellichkeit) = [1]>\n repeat (20)\n change [ghost v] effect by (-5)\n end\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (costume1 v)\n go to x: (0) y: (1)\n set size to (100) %\n Check for new upgrades\n wait until <(Hellichkeit) = [0]>\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [receivement v]\nhide\n\nwhen I receive [shop v]\nshow\n\nwhen I receive [receivement-close v]\nshow\n\nwhen I receive [glücksrad startet v]\nhide\n\n@Upgrades\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset [clone v] to [1]\nchange [clones v] by (1)\nset [ting v] to [0]\nforever\n show\n go to [front v] layer\n go [backward v] (4) layers\n switch costume to (2 v)\n set size to (10000000000000) %\n go to x: ((Upgrades.x) + (120)) y: (((68) - (((Upgrades: id) - (1)) * (75))) - ((4) * (Scroll.y)))\n set size to (85) %\n if <not <(Candy) < (item (Upgrades: id) of [upgrades.price v])>> then\n change [ting v] by (((5) - (ting)) / (5))\n switch costume to (buy ting v)\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n else\n set [ghost v] effect to (0)\n end\n else\n change [ting v] by (((-35) - (ting)) / (5))\n set [ghost v] effect to (0)\n end\n set [brightness v] effect to (ting)\n switch costume to (join (Upgrades: id) [])\nend\n\ndefine Create clones\nset [upgrades: id v] to [1]\nrepeat (length of [upgrades.price v])\n create clone of (_myself_ v)\n change [upgrades: id v] by (1)\nend\n\nwhen this sprite clicked\nif <(clone) = [1]> then\n if <not <(Candy) < (item (Upgrades: id) of [upgrades.price v])>> then\n switch costume to (buy ting v)\n if <touching (mouse-pointer v)?> then\n switch costume to (join (Upgrades: id) [])\n buy ting id: (Upgrades: id)\n set [ting v] to [80]\n end\n end\n switch costume to (join (Upgrades: id) [])\nelse\n set [y diff v] to ((mouse y) - (y position))\n repeat until <not <mouse down?>>\n set [scroll.y v] to (((mouse y) - (88)) - (y diff))\n end\nend\n\ndefine buy ting id: (id)\nreplace item (id) of [upgrades.bought v] with [1]\nstart sound [Magic Spell v]\nset [colourefekt v] to (id)\nbroadcast (new cat v)\n\nwhen [up arrow v] key pressed\nif <(Shop.open?) = [1]> then\n change [scroll.y v] by (1)\n if <(Scroll.y) > [0]> then\n set [scroll.y v] to [0]\n end\nend\n\nwhen [down arrow v] key pressed\nif <(Shop.open?) = [1]> then\n change [scroll.y v] by (-1)\n if <(Scroll.y) < [-222]> then\n set [scroll.y v] to [-222]\n end\nend\n\nwhen I receive [player wird ausgsucht v]\nshow\nset [clone v] to [0]\nset [scroll.y v] to [0]\nCreate clones\nforever\n if <(Scroll.y) > [0]> then\n set [scroll.y v] to [0]\n end\n if <(Scroll.y) < [-222]> then\n set [scroll.y v] to [-222]\n end\n set size to (10000000000000) %\n switch costume to (scrolling ting v)\n go to x: ((Upgrades.x) + (227)) y: ((88) + (Scroll.y))\n go to [front v] layer\n go [backward v] (1) layers\n set size to (100) %\nend\n\n@Sprite2\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nset [ghost v] effect to (0)\nforever\n go to [back v] layer\n if <(Scene#) = [-203]> then\n point in direction (90)\n go to x: (0) y: (0)\n if <not <(item # of [Kep1] in [collectend v]) = [0]>> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n show\n else\n if <(Scene#) = [98]> then\n if <(item # of [Kep1] in [collectend v]) = [0]> then\n go to x: (300) y: (60)\n point in direction (-90)\n switch costume to (costume1 v)\n else\n go to x: (95) y: (185)\n point in direction (90)\n switch costume to (costume2 v)\n end\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nhide\nhide\n\n@Glücksrad Hintergrund\n\nwhen flag clicked\nswitch costume to (glücksrad hintergrund v)\nhide\n\nwhen I receive [glücksrad startet v]\ngo to x: (0) y: (0)\nset [brightness v] effect to (20)\nset [color v] effect to (-15)\nshow\n\nwhen I receive [glücksrad wird versteckt v]\nhide\n\nwhen I receive [receivement v]\nhide\n\n@money\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nchange [clones v] by (1)\nset [id v] to (clones)\nforever\n go to [front v] layer\n show\n set size to (230) %\n set [color v] effect to (85)\n set x to (-190)\n set y to ((((((clones) * (-0.5)) + ((ID) + (1))) - (0.5)) * (-40)) - (-10))\n switch costume to (letter (ID) of (Apple))\n if <(length of (Apple)) < (ID)> then\n change [clones v] by (-1)\n delete this clone\n end\n if <(Verstecken) = [1]> then\n delete this clone\n end\nend\n\nwhen flag clicked\nset [verstecken v] to [0]\nhide\n\nwhen I receive [schüttel dein speck v]\nstart sound [ne ne ne v]\nchange x by (-10)\nwait (0.1) seconds\nchange x by (20)\nwait (0.1) seconds\nchange x by (-20)\nwait (0.1) seconds\nchange x by (20)\nwait (0.1) seconds\nchange x by (-10)\n\nwhen I receive [glücksrad startet v]\nset [clones v] to [0]\nset [id v] to [1]\nforever\n set [color v] effect to (0)\n show\n if <(length of (Apple)) > (clones)> then\n create clone of (_myself_ v)\n end\n set size to (230) %\n set y to ((((((clones) * (-0.5)) + (ID)) - (0.5)) * (-40)) - (-25))\n set x to (-190)\n switch costume to (pngegg-2 v)\nend\n\nwhen I receive [glücksrad wird versteckt v]\nwait (0) seconds\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [receivement v]\nwait (0) seconds\nhide\nstop [other scripts in sprite v]\n\n@Achievments\n\ndefine Acheivment id: (id)\nif <(item (id) of [completed achievments v]) = [0]> then\n replace item (id) of [completed achievments v] with [1]\n set [achievments: id v] to (id)\n change [zzz die letzten v] by (1)\n create clone of (_myself_ v)\n broadcast (Achievement v)\nend\n\nwhen I start as a clone\nset [t v] to [0]\nset size to (100000) %\ngo to x: (-140) y: (-195)\nshow\nclear graphic effects\nset size to (85) %\ngo to [front v] layer\nif <(Achievments: id) = [13]> then\n switch costume to (18 v)\nelse\n if <(Achievments: id) = [6]> then\n switch costume to (21 v)\n else\n if <(Achievments: id) = [12]> then\n switch costume to (37 v)\n else\n switch costume to (Achievments: id)\n end\n end\nend\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-20)\nend\nrepeat ((costume [name v]) - (costume [number v]))\n change [apple v] by (1)\n wait (0.08) seconds\nend\nrepeat until <(t) > [7]>\n change [t v] by (0.1)\n go to [front v] layer\nend\nrepeat (10)\n change [ghost v] effect by (10)\n go to [front v] layer\nend\ndelete this clone\n\nwhen I receive [achievement v]\nchange y by (65)\n\nwhen I receive [durchzählen v]\ndurchzählen\n\ndefine durchzählen\nset [freigeschaltet v] to [0]\nset [zählung v] to [0]\nrepeat until <(freigeschaltet) = (length of [upgrades.price v])>\n change [zählung v] by (1)\n if <(Zählung) > (length of [upgrades.price v])> then\n stop [this script v]\n end\n if <(item (Zählung) of [upgrades.price v]) = []> then\n change [freigeschaltet v] by (1)\n end\nend\n\nwhen I receive [start game v]\nwait (0) seconds\nforever\n if <(Apple counter) = [1]> then\n Acheivment id: [1]\n end\n if <(Achements) = [1]> then\n Acheivment id: [2]\n end\n if <<(item (7) of [upgrades.price v]) = []> or <<(item (12) of [upgrades.price v]) = []> or <<(item (14) of [upgrades.price v]) = []> or <(item (13) of [upgrades.price v]) = []>>>> then\n Acheivment id: [3]\n end\n if <(Monster zerstört) > [0]> then\n Acheivment id: [4]\n end\n if <(Monster zerstört) > [29]> then\n Acheivment id: [5]\n end\n if <[24] < (Apple counter)> then\n Acheivment id: [6]\n end\n if <not <(item (7) of [completed achievments v]) = [1]>> then\n broadcast (durchzählen v)\n end\n if <(freigeschaltet) = [15]> then\n Acheivment id: [7]\n end\n if <[0] < (item # of [Key3] in [collectend v])> then\n Acheivment id: [8]\n end\n if <(item # of [Key6] in [collectend v]) = [7]> then\n Acheivment id: [9]\n end\n if <(Actions \(love/fave\)) = [2]> then\n Acheivment id: [10]\n end\n if <(won) = [1]> then\n Acheivment id: [11]\n end\n if <(extra Lives) = [1]> then\n Acheivment id: [13]\n end\n if <(Try counter) = [10]> then\n Acheivment id: [14]\n end\n if <(ZZZ die letzten) = ((length of [completed achievments v]) - (1))> then\n Acheivment id: [15]\n end\n if <(won) = [10]> then\n Acheivment id: [16]\n end\nend\n\nset [lives v] to [1000]\n\nif <(Boss) = [1]> then\n Acheivment id: [12]\nend\n\n@irgentwas\n\nwhen I receive [change scene v]\ngo to [back v] layer\nshow\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene#))\ngo to x: (0) y: (0)\nstamp outline\nstamp shadow\nwait (0) seconds\nwait (0) seconds\nwait (0) seconds\ngo to [back v] layer\n\nwhen I receive [stop v]\nstop [other scripts in sprite v]\n\nwhen flag clicked\nhide\n\ndefine stamp outline\nshow\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\ndefine stamp shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (70)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\n@Transition\n\nwhen flag clicked\ngo to [front v] layer\n\nwhen flag clicked\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nswitch costume to (black v)\nset size to (100) %\nshow\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #1 v)\nend\nset size to ((size) * (0.5)) %\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #2 v)\nend\nrepeat (2)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #3 v)\nend\nrepeat (3)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #4 v)\nend\nrepeat (5)\n switch costume to (mini v)\n set size to ((size) * (1.2)) %\n switch costume to (mask #5 v)\nend\nhide\n\n@INTRO\n\ndefine Background effect 1\nset size to (1) %\nhide\nswitch costume to (b1 v)\nclear graphic effects\ngo to x: (-240) y: (180)\nrepeat (11)\n repeat (13)\n set [clonid v] to [B1]\n set [cstat v] to [B1]\n create clone of (_myself_ v)\n change x by (40)\n end\n change y by (-36)\n set x to (-240)\nend\n\nwhen I start as a clone\nif <(cSTAT) = [B1]> then\n wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.0025)) seconds\n show\n set size to (1) %\n Serp to [90] s [5] f [20]\nend\n\nwhen I start as a clone\nif <(cSTAT) = [B1]> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.0015)) seconds\nend\n\ndefine Serp to (xf) s (s) f (t)\nrepeat (t)\n change size by (((xf) - (size)) / (s))\nend\nset size to (xf) %\n\ndefine set Colour (c) (d) (h)\nset [color v] effect to ((c) * (2))\nset [ghost v] effect to (d)\nset [brightness v] effect to (h)\n\ndefine Lines (l) size (s)\nset size to (s) %\ngo to x: (0) y: (0)\nrepeat (l)\n set [cstat v] to [E1]\n create clone of (_myself_ v)\n turn right ((360) / (l)) degrees\nend\n\nwhen I start as a clone\nif <(cSTAT) = [E1]> then\n go to [front v] layer\n set [vel1 v] to [50]\n forever\n set [vel1 v] to ((vel1) * (0.8))\n move (vel1) steps\n end\nend\n\nwhen I start as a clone\nif <(cSTAT) = [E1]> then\n show\n switch costume to (l1 v)\n repeat (9)\n next costume\n wait (0.01) seconds\n end\n delete this clone\nend\n\nwait (0.1) seconds\n\nwhen flag clicked\nbroadcast (Intro - Starting v) and wait\n\ndefine createBR\nset [cstat v] to [BRo]\ncreate clone of (_myself_ v)\nset [cstat v] to [BRu]\ncreate clone of (_myself_ v)\n\nwhen I receive [findbr v]\nif <(cSTAT) = [BRo]> then\n clear graphic effects\n point in direction (90)\n switch costume to (blackrand v)\n show\n set size to (100) %\n go to x: (0) y: (49)\n lerp to (0) (0) at smoothness (4) for (50) frames\nend\nif <(cSTAT) = [BRu]> then\n clear graphic effects\n point in direction (-90)\n switch costume to (blackrand v)\n show\n set size to (100) %\n go to x: (0) y: (-100)\n lerp to (0) (0) at smoothness (4) for (50) frames\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BR]?> then\n hide\n forever\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\ndefine lerp to (xf) (yf) at smoothness (s) for (t) frames\nrepeat (t)\n change x by (((xf) - (x position)) / (s))\n change y by (((yf) - (y position)) / (s))\nend\ngo to x: (xf) y: (yf)\n\nwhen I receive [endbr v]\nif <(cSTAT) = [BRo]> then\n point in direction (90)\n switch costume to (blackrand v)\n show\n set size to (100) %\n go to x: (0) y: (0)\n lerp to (0) (49) at smoothness (4) for (50) frames\n hide\nend\nif <(cSTAT) = [BRu]> then\n point in direction (-90)\n switch costume to (blackrand v)\n show\n set size to (100) %\n go to x: (0) y: (0)\n lerp to (0) (-49) at smoothness (4) for (50) frames\n hide\nend\n\nwhen I receive [endbr v]\nif < (cSTAT) contains [BR]?> then\n set [ghost v] effect to (0)\n wait (0.3) seconds\n repeat (5)\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [findbr v]\nif < (cSTAT) contains [BR]?> then\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BR]?> then\n wait (0.8) seconds\n broadcast (findBR v)\n wait (2) seconds\n broadcast (endBR v)\nend\n\nwhen I receive [intro - starting v]\nstart sound [Jim Yosef - Fall With Me4 v]\nstop all sounds\nclear sound effects\nstart sound [Jim Yosef - Fall With Me4 v]\nbroadcast (Intro? v) and wait\n\nwhen I receive [resetintro v]\nif <(cSTAT) = [B1]> then\n wait (0.3) seconds\n wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.001)) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nelse\n if <(cSTAT) = [Logo]> then\nend\n\nwhen I receive [endname v]\nif < (cSTAT) contains [Background]?> then\n set [v1 v] to [-10]\n wait (0.7) seconds\n set [v1 v] to [10]\n wait (0.5) seconds\n set [v1 v] to [-20]\n repeat (5)\n change size by (-10)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\n\nwhen I receive [endname v]\nif < (cSTAT) contains [Background]?> then\n repeat (50)\n go to [front v] layer\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [skip]?> then\n forever\n go to [front v] layer\n go [forward v] (100) layers\n end\nend\n\nwhen I receive [whiteshock v]\nif <(cSTAT) = [WS]> then\n show\n set [ghost v] effect to (0)\n wait (0.2) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\n\nwhen I start as a clone\nif <(cSTAT) = [WS]> then\n set [ghost v] effect to (100)\n show\n go to x: (0) y: (0)\n point in direction (90)\n set size to (100) %\n go to [front v] layer\n switch costume to (kostüm5 v)\n forever\n go to [front v] layer\n end\nend\n\ndefine Partikel (p) links rechts mitte (lmp)\nset [p-lmp v] to (lmp)\nrepeat (p)\n set [cstat v] to [T1]\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\nend\n\nwhen I start as a clone\nif <(cSTAT) = [T1]> then\n switch costume to (join [P] (pick random (1) to (7)))\n set size to (pick random (20) to (40)) %\n if <(P-lmp) = [m]> then\n go to x: (pick random (-178) to (178)) y: (-180)\n else\n if <(P-lmp) = [l]> then\n go to x: (pick random (-190) to (-20)) y: (-180)\n else\n go to x: (pick random (-179) to (178)) y: (pick random (-179) to (178))\n end\n end\n set [ghost v] effect to (100)\n point in direction (pick random (-90) to (90))\n show\n set [valp1 v] to (pick random (5) to (9))\n if <(P-lmp) = [m]> then\n set [valp3 v] to (pick random (-2) to (2))\n set [valp2 v] to (pick random (1) to (3))\n else\n if <(P-lmp) = [l]> then\n set [valp3 v] to (pick random (2) to (3))\n set [valp2 v] to (pick random (1) to (3))\n else\n set [valp3 v] to (pick random (-2) to (-3))\n set [valp2 v] to (pick random (-3) to (3))\n end\n end\n repeat (pick random (80) to (110))\n turn right (valP1) degrees\n change x by (valP3)\n change y by (valP2)\n end\n repeat (10)\n change [ghost v] effect by (10)\n turn right (valP1) degrees\n change x by (valP3)\n change y by (valP2)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cSTAT) = [T1]> then\n repeat (pick random (7) to (10))\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [shake v]\nif < (cSTAT) contains [Background]?> then\n go to x: (pick random (-50) to (50)) y: (pick random (-20) to (20))\n repeat (30)\n set [shake v] to (((shake) * (0.8)) + (((0) - (round (x position))) / (6)))\n change x by (shake)\n set [shake2 v] to (((shake2) * (0.7)) + (((0) - (round (y position))) / (6)))\n change y by (shake2)\n point in direction ((shake2) + (90))\n end\nend\n\nwhen I receive [endname v]\nif < (cSTAT) contains [Background]?> then\n wait (1.3) seconds\nend\n\nwhen I receive [whiteshock v]\nif <(cSTAT) = [WS]> then\n Partikel [20] links rechts mitte [m]\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [par]?> then\n go [backward v] (1) layers\n show\n set size to (130) %\n go to x: (0) y: (0)\n set [v4 v] to [0]\n set [v5 v] to [0]\n set [v4 v] to [15]\n set [v5 v] to (pick random (-50) to (50))\n repeat (40)\n change y by (v4)\n change [v4 v] by (-1)\n change x by (v5)\n set [v5 v] to ((v5) * (0.8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Background]?> then\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [20]\n repeat (50)\n go to [front v] layer\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [BigBack]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n go to x: (0) y: (0)\n set [v2 v] to [70]\n repeat (15)\n change y by (v2)\n set [v2 v] to ((v2) * (0.8))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Logo]?> then\n go to [front v] layer\n reset timer\n point in direction (90)\n clear graphic effects\n show\n set [v3 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v3 v] to [18]\n repeat (50)\n change size by (v3)\n set [v3 v] to ((v3) * (0.8))\n set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n end\n clear graphic effects\n go to [front v] layer\n show\n go to x: (0) y: (0)\n point in direction (90)\n forever\n go to [front v] layer\n set y to ((([sin v] of ((timer) * (100)) ) * (29)) + (0))\n end\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Whisher]?> then\n go to [front v] layer\n show\n set [v2 v] to [0]\n set size to (100) %\n set [v2 v] to [70]\n set [cstat v] to [---]\n repeat (15)\n set [v2 v] to ((v2) * (0.8))\n move (v2) steps\n create clone of (_myself_ v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Point]?> then\n switch costume to (kostüm3 v)\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [450]\n repeat (50)\n switch costume to (point v)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n switch costume to (kostüm2 v)\n end\nend\n\nwhen I receive [resetintro v]\nif <(cSTAT) = [B1]> then\n wait (0.2) seconds\n wait ((([abs v] of (x position) ) + ([abs v] of (y position) )) * (0.001)) seconds\n set size to (90) %\n Serp to [1] s [5] f [20]\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [whide]?> then\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (cSTAT)\n show\n set [v1 v] to [0]\n set size to (1) %\n go to x: (0) y: (0)\n set [v1 v] to [240]\n repeat (20)\n go [backward v] (1) layers\n switch costume to (point v)\n change size by (v1)\n set [v1 v] to ((v1) * (0.8))\n switch costume to (cSTAT)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < (cSTAT) contains [Raster]?> then\n clear graphic effects\n set [v2 v] to [0]\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n set size to (200) %\n show\n set [ghost v] effect to (50)\n forever\n set y to ((([sin v] of ((timer) * (-100)) ) * (29)) + (0))\n set [ghost v] effect to ((([sin v] of ((timer) * (-100)) ) * (29)) + (56))\n end\nend\n\nwhen I receive [resetintro v]\nif < (cSTAT) contains [Logo]?> then\n point in direction (90)\n set [v3 v] to [10]\n repeat (5)\n change size by (v3)\n set [v3 v] to ((v3) * (0.8))\n end\n set [v3 v] to [-30]\n repeat (25)\n turn left (15) degrees\n change [ghost v] effect by (2)\n change size by (v3)\n end\n delete this clone\nend\n\nwhen I receive [intro? v]\nset [levelselect v] to [0]\nhide variable [vol v]\nreset timer\npoint in direction (90)\nhide\nset [v1 v] to [0]\nset volume to (100) %\nBackground effect 1\nwait (0.3) seconds\nset [cstat v] to [Whisher]\nset [stat v] to (cSTAT)\nclear graphic effects\nhide\nwait (0.8) seconds\nset [v1 v] to [0]\nswitch costume to (kostüm1 v)\ngo to x: (0) y: (0)\nmove (-500) steps\npoint in direction (90)\ncreate clone of (_myself_ v)\npoint in direction (-90)\ngo to x: (0) y: (0)\nmove (-500) steps\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\npoint in direction (90)\nset [cstat v] to [Background]\nset [stat v] to [Background]\nswitch costume to (7 v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nbroadcast (shake v)\nset [cstat v] to [Point]\nset [stat v] to [Point]\nset [brightness v] effect to (-50)\nhide\nset [v1 v] to [0]\nswitch costume to (kostüm2 v)\nrepeat (5)\n set [v1 v] to [0]\n go to [front v] layer\n create clone of (_myself_ v)\n change [brightness v] effect by (10)\n wait (0.05) seconds\nend\nbroadcast (Endname v)\nbroadcast (shake v)\nset Colour [60] [] [-40]\nLines [20] size [30]\nwait (0.6) seconds\nbroadcast (shake v)\nset Colour [60] [] [-40]\nLines [10] size [30]\nwait (0.5) seconds\nbroadcast (shake v)\nset Colour [] [] [100]\nLines [4] size [80]\nclear graphic effects\nset [cstat v] to [skip]\nset [stat v] to (cSTAT)\ncreate clone of (_myself_ v)\nset [cstat v] to [Raster]\nset [stat v] to [Raster]\nhide\ngo to [front v] layer\nwait (0.09) seconds\nset [v1 v] to [0]\nswitch costume to (raster v)\nset [v1 v] to [0]\ncreate clone of (_myself_ v)\nset [cstat v] to [Logo]\nset [stat v] to [Logo]\nhide\nset [v1 v] to [0]\nswitch costume to (logo3 v)\nset [v1 v] to [0]\nhide\ncreate clone of (_myself_ v)\npoint in direction (90)\ncreateBR\nset [cstat v] to [WS]\ncreate clone of (_myself_ v)\nbroadcast (whiteSHOCK v)\nrepeat (3)\n repeat (2)\n set Colour [70] [0] [100]\n Lines [4] size [60]\n turn right (20) degrees\n wait (0.1) seconds\n set Colour [58] [0] [-10]\n Lines [4] size [60]\n turn right (20) degrees\n wait (0.1) seconds\n end\n set [cstat v] to [part]\n set [stat v] to [particle]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n repeat (10)\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n end\n repeat (2)\n set Colour [70] [0] [100]\n Lines [4] size [60]\n turn right (20) degrees\n wait (0.1) seconds\n set Colour [58] [0] [-10]\n Lines [4] size [60]\n end\n clear graphic effects\n set [cstat v] to [whide]\n set [stat v] to [whide]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n wait (0.35) seconds\n create clone of (_myself_ v)\n wait (0.4) seconds\n set [v1 v] to [0]\n create clone of (_myself_ v)\n wait (0.3) seconds\n create clone of (_myself_ v)\n turn right (20) degrees\n change [brightness v] effect by (15)\n switch costume to (kostüm4 v)\n set [cstat v] to [bow]\n set [stat v] to [bow]\n hide\n set [v1 v] to [0]\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\n change [brightness v] effect by (15)\n clear graphic effects\n set [cstat v] to [whide2]\n set [stat v] to [whide2]\n hide\n set [v1 v] to [0]\n switch costume to (kostüm4 v)\n clear graphic effects\n go to [front v] layer\n set [v1 v] to [0]\n create clone of (_myself_ v)\nend\nwait (0.5) seconds\nwait (0.5) seconds\nbroadcast (resetIntro v)\nstop [other scripts in sprite v]\nwait (0.8) seconds\nset [cstat v] to [010]\nbroadcast (endOfIntro v)\nstop [this script v]\n\nwhen I start as a clone\nif < (cSTAT) contains [skip]?> then\n switch costume to (skip v)\n go to x: (213) y: (-153)\n change [ghost v] effect by (100)\n show\n set size to (50) %\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <(LevelSelect) = [home]>\n clear graphic effects\n point in direction (90)\n go to [front v] layer\n go [forward v] (100) layers\n if <touching (mouse-pointer v)?> then\n change size by (((60) - (size)) / (5))\n else\n change size by (((50) - (size)) / (5))\n end\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n stop [other scripts in sprite v]\n stop [other scripts in sprite v]\n set [cstat v] to [010]\n broadcast (endOfIntro v)\n stop [this script v]\n end\n end\n delete this clone\nend\n\nwhen I receive [endofintro v]\nif <(cSTAT) = [010]> then\n broadcast (resetIntro v)\n broadcast (MenuMusic v)\n broadcast (Menu v)\n set [levelselect v] to [home]\n stop [all v]\nend\n\ndelete this clone\n\nbroadcast (tutorial v)\n\nwhen I receive [endofintro v]\nbroadcast (tutorial v)\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\n\nwhen I receive [intro - starting v]\ngo to [back v] layer\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [tutorial v]\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\n\n@t1\n\ndefine animate out\nrepeat (2)\n change y by (3)\n change [ghost v] effect by (25)\nend\nrepeat (2)\n change y by (12)\n change [ghost v] effect by (25)\nend\n\ndefine animate in\ngo to x: (0) y: (32)\nrepeat (2)\n change y by (-3)\n change [ghost v] effect by (-25)\nend\nrepeat (2)\n change y by (-12)\n change [ghost v] effect by (-25)\nend\n\nwhen I receive [tutorial v]\nif <(Tutorial) = [none]> then\n broadcast (main menu v)\nelse\n wait (0) seconds\n go to [front v] layer\n show\n set [ghost v] effect to (100)\n switch costume to (t5 v)\n go to x: (0) y: (0)\n switch backdrop to (tutorial v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n switch costume to (t6 v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n switch costume to (t7 v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n switch costume to (t8 v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n switch costume to (t9 v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n switch costume to (t10 v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n switch costume to (t11 v)\n animate in\n wait (0.7) seconds\n wait until <<mouse down?> and <(mouse y) < [-100]>>\n animate out\n broadcast (main menu v)\n hide\n set [tutorial v] to [none]\nend\n\nset [tutorial v] to [yes]\n\nwhen flag clicked\nhide\n\nwhen I receive [endofintro v]\nbroadcast (tutorial v)\n\nwhen [timer v] > (timer)\nhide\n\n@Chat\n\nwhen flag clicked\nhide\nswitch costume to (chat2 v)\nset [chat item v] to [16]\ndelete all of [chat v]\nadd [Hello!] to [chat v]\nadd [This way!] to [chat v]\nadd [Bye!] to [chat v]\nadd [Username] to [chat v]\nadd [Lol] to [chat v]\nadd [It's lagging :\(] to [chat v]\nadd [Which way?] to [chat v]\nadd [Okay!] to [chat v]\nadd [Got to go :\)] to [chat v]\nadd [Kopfstand is cool!!] to [chat v]\nadd [I like this game!!] to [chat v]\nadd [What's your name?] to [chat v]\nadd [Tomorrow again?] to [chat v]\nadd [Yes] to [chat v]\nadd [No] to [chat v]\n\nwhen [e v] key pressed\nif <(hgh) = [1]> then\n if <(chat) = [0]> then\n go to x: (-150) y: (40)\n go to [front v] layer\n set [ghost v] effect to (100)\n show\n hide variable [lives v]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [chat v] to [1]\n else\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n show variable [lives v]\n set [chat v] to [0]\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(chat) = [1]> then\n if <key (1 v) pressed?> then\n set [chat item v] to [1]\n broadcast (Player say : v)\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n set [chat item v] to [2]\n broadcast (Player say : v)\n wait until <not <key (2 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n set [chat item v] to [3]\n broadcast (Player say : v)\n wait until <not <key (3 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n set [chat item v] to [4]\n broadcast (Player say : v)\n wait until <not <key (4 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n set [chat item v] to [5]\n broadcast (Player say : v)\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n set [chat item v] to [6]\n broadcast (Player say : v)\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n set [chat item v] to [7]\n broadcast (Player say : v)\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n set [chat item v] to [8]\n broadcast (Player say : v)\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n set [chat item v] to [9]\n broadcast (Player say : v)\n wait until <not <key (9 v) pressed?>>\n end\n if <key (0 v) pressed?> then\n set [chat item v] to [10]\n broadcast (Player say : v)\n wait until <not <key (0 v) pressed?>>\n end\n if <key (i v) pressed?> then\n set [chat item v] to [11]\n broadcast (Player say : v)\n wait until <not <key (i v) pressed?>>\n end\n if <key (w v) pressed?> then\n set [chat item v] to [12]\n broadcast (Player say : v)\n wait until <not <key (w v) pressed?>>\n end\n if <key (t v) pressed?> then\n set [chat item v] to [13]\n broadcast (Player say : v)\n wait until <not <key (t v) pressed?>>\n end\n if <key (y v) pressed?> then\n set [chat item v] to [14]\n broadcast (Player say : v)\n wait until <not <key (y v) pressed?>>\n end\n if <key (n v) pressed?> then\n set [chat item v] to [15]\n broadcast (Player say : v)\n wait until <not <key (n v) pressed?>>\n end\n end\nend\n\n@Bouncing icon\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n wait (0.15) seconds\n show\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (203) y: (-144)\n change y by (-100)\n forever\n go to [front v] layer\n change [ghost v] effect by (-10)\n set [vel v] to (((vel) * (0.6)) + (((y position) - (-144)) * (-0.2)))\n change y by (vel)\n end\nend\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n forever\n wait until <touching (mouse-pointer v)?>\n repeat (10)\n change [brightness v] effect by (5)\n end\n wait until <not <touching (mouse-pointer v)?>>\n repeat (10)\n change [brightness v] effect by (-5)\n end\n clear graphic effects\n end\nend\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n forever\n repeat until <touching (mouse-pointer v)?>\n change size by (((size) - (100)) / (-4))\n end\n wait until <not <touching (mouse-pointer v)?>>\n start sound [Boing v]\n set size to (100) %\n set [__stop_effect_size_vel v] to [20]\n repeat (17)\n change [__stop_effect_size_vel v] by (-2.5)\n change size by (__stop_effect_size_vel)\n end\n end\nend\n\nwhen I receive [tutorial v]\nreset timer\nforever\n set [timer v] to ((timer) + (0.1))\n set [ghost v] effect to (100)\nend\n\n@Sprite5\n\nwhen [timer v] > (timer)\nif <(zeichen) = [true]> then\n hide variable [lives v]\n hide variable [active players v]\n wait (0.1) seconds\n show\n set size to (150) %\n set [ghost v] effect to (100)\n repeat (100)\n go to [front v] layer\n go [backward v] (1) layers\n change size by (((size) - (100)) / (-3))\n change [ghost v] effect by (-10)\n change size by (((size) - (100)) / (-8))\n end\nend\n\nwhen flag clicked\nset [zeichen v] to [false]\nhide\n\nwhen I receive [tutorial v]\nset [zeichen v] to [true]\nhide\n\nwhen I receive [start game v]\nset [zeichen v] to [true]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset [mobile v] to [0]\nswitch costume to (off v)\nhide\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [main menu v]\nwait (0) seconds\ngo to [front v] layer\nshow\nset size to (100) %\ngo to x: (180) y: (-120)\n\nwhen this sprite clicked\nif <(MOBILE) = [0]> then\n switch costume to (on v)\n set [mobile v] to [1]\nelse\n switch costume to (off v)\n set [mobile v] to [0]\nend\n\n@Stick\n\nwhen flag clicked\nhide\n\ndefine Keyboard Controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nswitch costume to (jump v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate Stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (175) y: (-120)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\nwhen I receive [start game v]\nif <(MOBILE) = [1]> then\n go to [front v] layer\n show\n set size to (80) %\n set [ghost v] effect to (80)\n set [range v] to ((size) / (2.5))\n forever\n switch costume to (base v)\n go to x: (-175) y: (-120)\n repeat until <not <mouse down?>>\n Keyboard Controls\n end\n repeat until <mouse down?>\n Keyboard Controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\n end\nend\n\n
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When playing mobile, the game is much harder. I hope you can still play it well.\n\nnew cool game:https://scratch.mit.edu/projects/878405360/\ninstructions\n====================================\n● CONTROL [arrow keys],\n● SHOP - [mouse] is used to buy new skins.\n● PLAYER - [mouse] to select skins.\n● WHEEL OF FORTUNE- [mouse],[space]\nto spin the wheel of fortune.\n● KILL - [arrow keys] jump on the head of the enemy.\n● WALL JUMP - [arrow keys] jump against the wall and then press the arrow pointing up.\n●CHAT - press "e"\n\n\n\nCredit =======================================\nThanks to @griffpatch for the\nTutorial “How to program a platformer\ngames".\nThanks to @griffpatch for the\nTutorial “Great number\nSwitch"\nThanks to @griffpatch for the\nTutorial "\nCreate Your Own Cloud Platformer! Learn with Scratch"\nThanks to @hern1 for the portal costume and the key costumes and the\nWhite screen, credits sprites\nThanks to @kevin_eleven_1234 for the "Fire for special skin" sprite.\nThanks to @Coltroc for the player select sprite and the achievements sprite.\nThanks to j@onutlatderzwei for everything Wheel of Fortune related.\nThanks to @alphabetica for the tutorial.\nThanks to @AsterixDavid for the nice Intro.\nThanks to @TimMcCool for the Bouncing icon.\n\nHave fun playing!------- @kopfstand\n\n\n\nTags :#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending\n#animation#all#Game#Platformer#griffpatch#Trending
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Farmer Worlds 2 | The Diamonds World | Platformer | #Games #All
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@Stage\n\nwhen flag clicked\nforever\n if <<(LV) = [1]> or <(LV) = [21]>> then\n switch backdrop to (main v)\n else\n switch backdrop to (other v)\n end\nend\n\nwhen flag clicked\nforever\n play sound [Popsicle v] until done\nend\n\n@player\n\nwhen I receive [game v]\nforever\n if <<[240] < (x position)> and <(dead?) = [0]>> then\n broadcast (NAXT LEVEL v)\n change [lv v] by (1)\n Reset || Madrid2030\n end\nend\n\nwhen flag clicked\nhide variable [xv v]\nhide variable [dead? v]\nhide variable [lv v]\nhide variable [yv v]\nhide\n\nwhen I receive [game v]\nset [dead? v] to [0]\nset [lv v] to [1]\nset size to (20) %\nReset || Madrid2030\nforever\n go to [front v] layer\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <(dead?) = [0]>> then\n switch costume to (1 v)\n change [xv v] by (1)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <(dead?) = [0]>> then\n switch costume to (2 v)\n change [xv v] by (-1)\n end\n set [xv v] to ((Xv) * (.9))\n change x by (Xv)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n end\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change y by (2)\n if <touching (ground v)?> then\n change x by ((Xv) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [yv v] to [13]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n change [yv v] by (-0.8)\n change y by (Yv)\n if <touching (ground v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<touching (spike v)?> or <touching (acid v)?>> then\n Dead || Madrid2030\n end\n if <(y position) < [-180]> then\n Dead || Madrid2030\n end\n if <touching (bouncy v)?> then\n start sound [Jump v]\n set [yv v] to [20]\n end\nend\n\nwhen I receive [game v]\nset [lv v] to [1]\nforever\n create clone of (_myself_ v)\nend\n\ndefine Reset || Madrid2030\nclear graphic effects\npoint in direction (90)\ngo to x: (-201) y: (30)\nswitch costume to (1 v)\nset [dead? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset size to (20) %\nshow\n\ndefine Dead || Madrid2030\nset [dead? v] to [1]\nrepeat (25)\n change [ghost v] effect by (4)\n change y by (4)\n turn right (4) degrees\nend\nReset || Madrid2030\n\nwhen I start as a clone\nswitch costume to (3 v)\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-1.5)\nend\ndelete this clone\n\n@ground\n\nwhen I receive [game v]\ngo to [front v] layer\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [game v]\nshow variable [time v]\nset [time v] to [0]\nrepeat until <(LV) = [21]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nhide variable [time v]\n\n@Story\n\nwhen flag clicked\nhide variable [time v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\nwhen this sprite clicked\nif <not <(costume [number v]) = [4]>> then\n repeat (10)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (10)\n end\n next costume\n repeat (10)\n change [pixelate v] effect by (-10)\n change [brightness v] effect by (-10)\n end\nelse\n repeat (10)\n change [pixelate v] effect by (10)\n change [brightness v] effect by (10)\n end\n broadcast (game v)\n hide\nend\n\n@acid\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\ngo to [back v] layer\nshow\nforever\n switch costume to (LV)\nend\n\nwhen I receive [game v]\nforever\n set y to (([cos v] of ((timer) * (150)) ) * (7))\nend\n\n@bouncy\n\nwhen I receive [game v]\nshow\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@spike\n\nwhen I receive [game v]\nshow\ngo to [front v] layer\nforever\n switch costume to (LV)\nend\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\nforever\n go to [front v] layer\n switch costume to (LV)\nend\n\n@TB\n\nwhen flag clicked\nset [lv v] to [1]\nforever\n set [ghost v] effect to (100)\n show\n go to [front v] layer\nend\n\n
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You can move two! Platformer | 2つ動かせる!? プラットフォーマー
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@Stage\n\n@軽量化\n\n@player1\n\nwhen flag clicked\nset [ステージ v] to [1]\ngo to [front v] layer\nset size to (80) %\ngo to x: (-200) y: (100)\npoint in direction (90)\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [x v] by (0.9)\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 (-0.9)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (地面&壁 v)?> then\n change y by (1)\n if <touching (地面&壁 v)?> then\n change y by (1)\n if <touching (地面&壁 v)?> then\n change y by (1)\n if <touching (地面&壁 v)?> then\n change y by (1)\n if <touching (地面&壁 v)?> then\n change y by (1)\n if <touching (地面&壁 v)?> then\n change y by (1)\n if <touching (地面&壁 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 <[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 [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&壁 v)?> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> and <touching (地面&壁 v)?>> then\n change [y v] by (15)\n end\n change y by (1)\n if <touching (死ぬやつ v)?> then\n go to x: (-200) y: (100)\n end\n if <touching (next v)?> then\n broadcast (next v) and wait\n go to x: (-200) y: (100)\n end\nend\n\ngo to x: (-200) y: (100)\n\nwhen flag clicked\nforever\n play sound [ピコピコディスコ v] until done\nend\n\n@player2\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\npoint in direction (90)\nshow\nforever\n go to x: ([x position v] of [player1 v]) y: (([y position v] of [player1 v]) * (-1))\nend\n\n@地面&壁\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nchange [ステージ v] by (-1)\n\n@死ぬやつ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@文字、\n\nwhen flag clicked\nwait (0.01) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [next v]\nhide\n\n@next\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@NEXTだお @goriraf0612\n\nwhen I start as a clone\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [next]>>>> then\n set [brightness v] effect to (0)\n go to [front v] layer\n set x to (-465)\n set y to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\n wait (0.9) seconds\n delete this clone\nend\nif <<(costume [name v]) = [4]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [6]>>> then\n go to [front v] layer\n change [color v] effect by (10)\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <<(costume [name v]) = [☆]> or <<(costume [name v]) = [♡]> or <(costume [name v]) = [👤]>>> then\n set [color v] effect to (0)\n go to [front v] layer\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [name v]) = [4]> then\n wait (0.3) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n wait (0.2) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [6]> then\n wait (0.1) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [♡]> then\n wait (0.2) seconds\n repeat until <[319] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [👤]> then\n wait (0.125) seconds\n repeat until <[360] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [☆]> then\n wait (0.2) seconds\n repeat until <[185] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nif <(ステージ) = [1]> then\n hide\n クローン [1]\n wait (0.15) seconds\n クローン [2]\n wait (0.15) seconds\n クローン [3]\n wait (0.15) seconds\n クローン [next]\n change [ステージ v] by (1)\n wait (0.75) seconds\n クローン [5]\n wait (0.15) seconds\n クローン [6]\n wait (0.15) seconds\n クローン [7]\n クローン [☆]\n クローン [♡]\n クローン [👤]\n change [color v] effect by (15)\nelse\n change [ステージ v] by (1)\nend\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\nwhen flag clicked\nforever\n if <mouse down?> then\n end\nend\n\n@増〇メガネ、増税するな\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@🏆プラットフォーマー世界記録\n\nwhen flag clicked\nwait (0.5) seconds\nwait until <(ステージ) = [11]>\nif <(記録) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (記録)\nend\n\ndefine ブロック名\ngo to x: (70) y: (150)\nset [番号 v] to [0]\nrepeat (length of (記録))\n change [番号 v] by (1)\n if <(letter (番号) of (記録)) = [.]> then\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n else\n switch costume to ((letter (番号) of (記録)) + (1))\n create clone of (_myself_ v)\n end\n change x by (20)\nend\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\ngo to x: (60) y: (120)\nswitch costume to (コスチューム13 v)\ncreate clone of (_myself_ v)\nchange x by (20)\nset [番号 v] to [0]\nrepeat (length of (☁ 世界記録))\n change [番号 v] by (1)\n if <(letter (番号) of (☁ 世界記録)) = [.]> then\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n else\n switch costume to ((letter (番号) of (☁ 世界記録)) + (1))\n create clone of (_myself_ v)\n end\n change x by (20)\nend\nswitch costume to (コスチューム11 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to [front v] layer\nshow\nwait (0) seconds\ndelete this clone\n\nwhen I receive [ゲームオーバー v]\nforever\n delete this clone\nend\n\nwhen flag clicked\nreset timer\n\nwhen flag clicked\nforever\n ブロック名\nend\n\nwhen flag clicked\nforever\n if <not <(ステージ) = [11]>> then\n set [記録 v] to (timer)\n end\nend\n\nset [☁ 世界記録 v] to [28]\n\nwhen flag clicked\n\n
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【日本語は下にあります】\n\ntrophy is a world record.\n\nWASD or arrow key or tap\n\nWhen the upper character dies, the lower character dies, and when the lower character dies, the upper character dies.\n\n\nトロフィーは世界記録です\n\nWASD または アローキー または タップ\n\n上のキャラクターが死ねば下のキャラクターも死んで、下のキャラクターが死ねば上のキャラクターも死にます。
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⚡LONG⚡Platformer!
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@Stage\n\nwhen I receive [ゴル v]\nstop [other scripts in sprite v]\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [18]> then\n switch backdrop to (2 v)\n else\n if <(ステージ) = [27]> then\n switch backdrop to (3 v)\n broadcast (aaaaa v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [スタート v]\nif <(cos) = [6]> then\n switch backdrop to (裏ステージ v)\nelse\n switch backdrop to (1 v)\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [29]> then\n switch backdrop to (裏ステージ2 v)\n else\n if <(ステージ) = [30]> then\n switch backdrop to (裏ステージ3 v)\n show variable [time v]\n stop [other scripts in sprite v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [スタート v]\nset [time v] to [0]\nforever\n wait (1) seconds\n change [time v] by (1)\nend\n\n@プレイヤー\n\ndefine スタートプログラム\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) %\n\nwhen I receive [スタート v]\nshow\nset volume to (100) %\nshow\nswitch costume to (cos)\nスタートプログラム\nforever\n if <<key (right arrow v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (d v) pressed?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.89))\n change x by (x)\n if <<touching (ステージ v)?> or <touching (ホワッツ? v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (ホワッツ? v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (ホワッツ? v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (ホワッツ? v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (ホワッツ? v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (ホワッツ? 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)?> or <touching (ホワッツ? 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)?> or <touching (ホワッツ? v)?>> then\n start sound [ジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <<touching (oooo v)?> or <<<touching (マグマ v)?> or <<<touching (dosin v)?> or <<touching (トゲ v)?> or <(y position) < [-180]>>> or <touching (dosin2 v)?>>> or <touching (beam v)?>>> then\n start sound [Crunch v]\n change [hp v] by (-2)\n スタートプログラム\n end\n if <[242] < (x position)> then\n broadcast (次 v)\n スタートプログラム\n end\n if <touching (バネ v)?> then\n set [y v] to [18]\n broadcast (バネ v)\n end\n if <key (r v) pressed?> then\n スタートプログラム\n change [hp v] by (-2)\n end\nend\n\nwhen I receive [0% v]\nset volume to (0) %\n\nwhen I receive [100% v]\nset volume to (100) %\n\nwhen flag clicked\nhide variable [hp v]\nset [hp v] to [100]\nhide\n\nwhen I receive [スタート v]\nshow variable [hp v]\nforever\n if <<(HP) < [0]> or <(HP) = [0]>> then\n stop [all v]\n end\nend\n\nwhen I receive [? v]\nスタートプログラム\n\n@ステージ\n\nwhen I receive [次 v]\nchange [ステージ v] by (1)\nswitch costume to (ステージ)\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [ステージ v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [振動 v]\nrepeat (15)\n go to x: (0) y: (pick random (0) to (15))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [スタート v]\nshow\nforever\n if <(ステージ) = [29]> then\n set [hp v] to [200]\n broadcast (oh v)\n stop [this script v]\n end\nend\n\nwhen I receive [震度5 v]\nrepeat (20)\n go to x: (0) y: (pick random (-20) to (25))\nend\ngo to x: (0) y: (0)\n\nwhen I receive [? v]\nbroadcast (次 v)\n\n@ターボモード検知\n\nwhen I receive [メッセージ1 v]\nset [ターボモード検知 v] to [0]\nforever\n if <(ターボモード検知) = [完了]> then\n set [ターボモード検知 v] to [OK]\n stop [this script v]\n else\n change [ターボモード検知 v] by (1)\n end\n wait (0) seconds\nend\n\nwhen flag clicked\nhide\nforever\n broadcast (メッセージ1 v)\n wait (0.001) seconds\n if <(ターボモード検知) > [10]> then\n show\n stop [all v]\n end\n set [ターボモード検知 v] to [完了]\n wait until <(ターボモード検知) = [OK]>\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@コスチューム\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [スタート v]\nhide\n\n@cos\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\nset size to (150) %\nswitch costume to (無 v)\ngo to [front v] layer\nrepeat (7)\n show\n create clone of (_myself_ v)\n next costume\n change x by (70)\nend\nforever\n go to [front v] layer\n play sound [8bit 29 v] until done\nend\n\nwhen I start as a clone\nforever\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [2]>> then\n cos [1]\n else\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [3]>> then\n cos [2]\n else\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [4]>> then\n cos [3]\n else\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [5]>> then\n cos [4]\n else\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [6]>> then\n cos [5]\n else\n if <<<mouse down?> and <touching (mouse-pointer v)?>> and <(costume [number v]) = [7]>> then\n cos [6]\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nstop [other scripts in sprite v]\ndelete this clone\n\ndefine cos (番号)\nset [cos v] to (番号)\nbroadcast (スタート v)\nstop [this script v]\n\n@マグマ\n\nwhen I receive [スタート v]\ngo to [back v] layer\nforever\n if <(ステージ) = [10]> then\n show\n set y to (([sin v] of ((timer) * (200)) ) * (30))\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@バネ\n\nwhen I receive [バネ v]\nstart sound [バネ v]\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (3 v)\nwait (0.05) seconds\nswitch costume to (2 v)\nwait (0.05) seconds\nswitch costume to (1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [0% v]\nset volume to (0) %\n\nwhen I receive [100% v]\nset volume to (100) %\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [11]> then\n go to x: (-140) y: (-80)\n show\n else\n hide\n end\nend\n\n@dosin\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to [back v] layer\ngo to x: (0) y: (120)\nforever\n if <(ステージ) = [8]> then\n switch costume to (コスチューム1 v)\n show\n glide (0.5) secs to x: (0) y: (-40)\n broadcast (振動 v)\n start sound [se_maoudamashii_explosion06.mp3 v]\n wait (0.7) seconds\n glide (0.5) secs to x: (0) y: (120)\n wait (1) seconds\n else\n if <(ステージ) = [21]> then\n switch costume to (コスチューム2 v)\n show\n glide (0.4) secs to x: (-50) y: (-200)\n wait (1) seconds\n glide (0.5) secs to x: (-50) y: (200)\n broadcast (震度5 v)\n start sound [se_maoudamashii_explosion06.mp3 v]\n wait (0.3) seconds\n else\n if <(ステージ) = [25]> then\n switch costume to (コスチューム3 v)\n show\n glide (0.5) secs to x: (pick random (220) to (-100)) y: (-50)\n broadcast (震度5 v)\n start sound [se_maoudamashii_explosion06.mp3 v]\n glide (0.6) secs to x: (pick random (250) to (-100)) y: (200)\n broadcast (震度5 v)\n start sound [se_maoudamashii_explosion06.mp3 v]\n wait (0.8) seconds\n else\n hide\n end\n end\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <not <<(ステージ) = [25]> or <<(ステージ) = [8]> or <(ステージ) = [21]>>>> then\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [25]> then\n turn right (10) degrees\n else\n point in direction (90)\n end\nend\n\n@bgm\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\ngo to x: (-210) y: (89)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n broadcast (100% v)\n else\n set volume to (0) %\n broadcast (0% v)\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(cos) = [6]> then\n play sound (pick random (4) to (5)) until done\n else\n play sound (pick random (1) to (3)) until done\n end\nend\n\nwhen I receive [oh v]\nwait (0.2) seconds\ngo to x: (-210) y: (89)\ngo to [front v] layer\nswitch costume to (1 v)\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n end\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n broadcast (100% v)\n else\n set volume to (0) %\n broadcast (0% v)\n end\nend\n\nwhen I receive [oh v]\nstop [other scripts in sprite v]\nforever\n play sound [MDK - Press Start \[Free Download\] v] until done\nend\n\n@透明\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [11]> then\n go to x: (0) y: (0)\n show\n if <touching (プレイヤー v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\n@ス暗闇\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <<(ステージ) = [17]> or <(ステージ) = [27]>> then\n go to [back v] layer\n set [ghost v] effect to (80)\n show\n else\n hide\n end\nend\n\n@スプライト1\n\nwhen I receive [スタート v]\nwait (1) seconds\nforever\n if <(backdrop [number v]) = [2]> then\n show\n forever\n go to (プレイヤー v)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [aaaaa v]\nstop [other scripts in sprite v]\nhide\nstop [this script v]\n\n@dosin2\n\nwhen flag clicked\ngo to x: (-250) y: (200)\nhide\n\nwhen I receive [スタート v]\nforever\n if <not <(ステージ) = [21]>> then\n hide\n end\nend\n\nwhen I receive [wow v]\ngo to [back v] layer\nforever\n if <(ステージ) = [21]> then\n show\n glide (0.5) secs to x: (-250) y: (-200)\n wait (0.8) seconds\n glide (0.5) secs to x: (-250) y: (200)\n broadcast (震度5 v)\n start sound [se_maoudamashii_explosion06.mp3 v]\n wait (0.5) seconds\n else\n hide\n end\nend\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [21]> then\n broadcast (wow v)\n stop [this script v]\n end\nend\n\n@ホワッツ?\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nforever\n if <(ステージ) = [22]> then\n switch costume to (1 v)\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n else\n if <(ステージ) = [23]> then\n switch costume to (2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n else\n hide\n end\n end\nend\n\n@トゲ\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nforever\n switch costume to (ステージ)\n show\n if <<(costume [number v]) = [3]> or <(costume [number v]) = [23]>> then\n set y to (([sin v] of ((timer) * (180)) ) * (30))\n else\n if <(costume [number v]) = [5]> then\n turn right (-3) degrees\n else\n point in direction (90)\n go to x: (0) y: (0)\n end\n end\nend\n\ngo to [back v] layer\n\n@oooo\n\nwhen flag clicked\nhide\n\nwhen I receive [oh v]\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\nset rotation style [left-right v]\ngo to x: (50) y: (-30)\npoint in direction (-90)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nrepeat (20)\n wait (1) seconds\n glide (0.2) secs to x: (pick random (50) to (60)) y: (pick random (100) to (-100))\n start sound [beam-gun-charge1 v]\n repeat (pick random (2) to (5))\n switch costume to (コスチューム3 v)\n wait (0.05) seconds\n next costume\n wait (0.05) seconds\n end\n switch costume to (コスチューム2 v)\n broadcast (dooooooooooooooooooooo v) and wait\n switch costume to (コスチューム1 v)\nend\nswitch costume to (コスチューム5 v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\nbroadcast (? v)\n\n@beam\n\nwhen flag clicked\nhide\n\nwhen I receive [dooooooooooooooooooooo v]\ngo to x: ([x position v] of [oooo v]) y: ([y position v] of [oooo v])\nshow\nstart sound [qigong1 v]\nrepeat (10)\n change y by (10)\n wait (0.01) seconds\n change y by (-10)\n wait (0.01) seconds\nend\nhide\n\n@サムネ\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (サムネ v)\n set [ghost v] effect to (100)\n show\nend\n\n
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Woods - Platformer
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@Stage\n\n@Player\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (-211) y: (-106)\nset rotation style [left-right v]\nset [y vel v] to [0]\nforever\n change [y vel v] by (-2)\n change y by (Y Vel)\n change [in air? v] by (1)\n handle ground <[0] < (Y Vel)>\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#663b00)?>>\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\ngo to x: (-211) y: (-106)\nforever\n if <key (left arrow v) pressed?> then\n Walk [-5]\n end\n if <key (right arrow v) pressed?> then\n Walk [5]\n end\n if <<key (up arrow v) pressed?> and <(In air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <touching (next v)?> then\n go to x: (-211) y: (-106)\n next backdrop\n end\n if <touching color (#ff0000)?> then\n go to x: (-211) y: (-106)\n end\n if <touching (enemy v)?> then\n go to x: (-211) y: (-106)\n end\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <not <<touching color (#663b00)?> or <(Ground Lift) = [8]>>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen backdrop switches to [backdrop11 v]\ngo to x: (-211) y: (-106)\n\n@Enemy\n\nwhen flag clicked\nforever\n if <<(backdrop [number v]) = [2]> or <(backdrop [number v]) = [6]>> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop2 v]\ngo to x: (239) y: (-78)\nforever\n glide (3) secs to x: (-210) y: (-78)\n glide (3) secs to x: (239) y: (-78)\nend\n\nwhen backdrop switches to [backdrop6 v]\ngo to x: (239) y: (-78)\nforever\n glide (3) secs to x: (-210) y: (-78)\n glide (3) secs to x: (239) y: (-78)\nend\n\n@Sprite1\n\nwhen flag clicked\nforever\n if <(backdrop [number v]) = [9]> then\n show\n else\n hide\n end\nend\n\nwhen backdrop switches to [backdrop9 v]\ngo to x: (44) y: (-29)\nshow\nforever\n glide (2) secs to x: (163) y: (-29)\n glide (2) secs to x: (44) y: (-29)\nend\n\n@Woods - Platformer Thumbnail\n\nwhen flag clicked\nhide\n\n@Next\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop11 v]\nstop [all v]\n\n
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Press the green flag to play the platformer. Use the arrow keys on your keyboard to move the player. There are 10 levels. Try to pass through all of them. Stay away from the spikes and the green enemy! I hope you enjoy!
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Fruit Platformer !!UPDATED 23/10/23!!
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@Stage\n\nwhen flag clicked\nforever\n set volume to (30) %\n play sound [Fluffing-a-Duck v] until done\n wait (3) seconds\nend\n\nwhen flag clicked\nreset timer\nforever\n if <not <(Stage) = [15]>> then\n set [your time v] to (timer)\n else\n set [your time v] to (Your time)\n if <(Your time) < (☁ World record)> then\n set [☁ world record v] to (Your time)\n end\n end\nend\n\nwhen [a v] key pressed\nswitch backdrop to (appleback v)\n\nwhen [k v] key pressed\nswitch backdrop to (kiwiback2 v)\n\nwhen [o v] key pressed\nswitch backdrop to (orangeback v)\n\nwhen [l v] key pressed\nswitch backdrop to (limeback3 v)\n\nwhen [w v] key pressed\nswitch backdrop to (watermelonback v)\n\nwhen [a v] key pressed\nset [color v] effect to (90)\n\nwhen [w v] key pressed\nset [color v] effect to (80)\n\nwhen [o v] key pressed\nset [color v] effect to (110)\n\nwhen [l v] key pressed\nset [color v] effect to (130)\n\nwhen [k v] key pressed\nset [color v] effect to (160)\n\n@player\n\nwhen flag clicked\nset [stage v] to [1]\nStart\nforever\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (90)\n change [forward:x v] by (1)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n point in direction (-90)\n change [forward:x v] by (-1)\n end\n set [forward:x v] to ((Forward:x) * (0.88))\n change x by (Forward:x)\n if <<touching (apple v)?> and <not <touching (hindrance v)?>>> then\n change y by (1)\n if <<touching (apple v)?> and <not <touching (hindrance v)?>>> then\n change y by (1)\n if <<touching (apple v)?> and <not <touching (hindrance v)?>>> then\n change y by (1)\n if <<touching (apple v)?> and <not <touching (hindrance v)?>>> then\n change y by (1)\n if <<touching (apple v)?> and <not <touching (hindrance v)?>>> then\n change y by (1)\n if <<touching (apple v)?> and <not <touching (hindrance v)?>>> then\n change y by (-5)\n change x by ((Forward:x) * (-1))\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <<mouse down?> and <(mouse y) > (x position)>>> then\n if <[0] > (Forward:x)> then\n set [forward:x v] to [8]\n else\n set [forward:x v] to [-8]\n end\n set [forward:y v] to [14]\n else\n set [forward:x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [forward:y v] by (-1)\n change y by (Forward:y)\n if <touching (apple v)?> then\n if <not <touching (hindrance v)?>> then\n change y by ((Forward:y) * (-1))\n set [forward:y v] to [0]\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?>> or <<mouse down?> and <(mouse y) > (x position)>>> then\n if <touching (apple v)?> then\n if <not <touching (hindrance v)?>> then\n set [forward:y v] to [14]\n start sound [pop v]\n end\n end\n end\n change y by (1)\n if <(x position) > [220]> then\n if <(Stage) = [12]> then\n broadcast (メッセージ1 v)\n Start\n change [stage v] by (1)\n else\n Start\n change [stage v] by (1)\n end\n end\n if <<touching (hindrance v)?> or <[-170] > (y position)>> then\n Start\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (1) layers\n\ndefine Start\npoint in direction (90)\nset rotation style [left-right v]\nset [forward:x v] to [0]\ngo to x: (-200) y: (0)\n\nwhen [a v] key pressed\nswitch costume to (apple v)\n\nwhen [k v] key pressed\nswitch costume to (kiwi v)\n\nwhen [w v] key pressed\nswitch costume to (watermelon v)\n\nwhen [l v] key pressed\nswitch costume to (lemon/lime v)\n\nwhen [o v] key pressed\nswitch costume to (orange v)\n\n@hindrance\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (31) y: (-56)\nforever\n go to [back v] layer\n go [forward v] (1) layers\n switch costume to (Stage)\nend\n\nwhen flag clicked\nforever\n if <(Stage) = [12]> then\n go to x: (0) y: (40)\n turn right (-3) degrees\n end\nend\n\nwhen I receive [メッセージ1 v]\npoint in direction (90)\ngo to x: (31) y: (-56)\n\nwhen [l v] key pressed\nset [color v] effect to (130)\n\nwhen [k v] key pressed\nset [color v] effect to (160)\n\nwhen [w v] key pressed\nset [color v] effect to (80)\n\nwhen [o v] key pressed\nset [color v] effect to (110)\n\nwhen [a v] key pressed\nset [color v] effect to (90)\n\n@Hallucination\n\nwhen flag clicked\nforever\n set [ghost v] effect to (50)\n go to x: (pick random (-220) to (220)) y: (pick random (180) to (0))\n wait (0.03) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\npoint in direction (-130)\nrepeat until <<[-230] > (x position)> or <[-170] > (y position)>>\n move (10) steps\n move (5) steps\n turn right (15) degrees\n turn left (15) degrees\nend\nif <<[-230] > (x position)> or <[-170] > (y position)>> then\n delete this clone\nend\n\nwhen [a v] key pressed\nswitch costume to (applefly v)\n\nwhen [o v] key pressed\nswitch costume to (orangefly v)\n\nwhen [k v] key pressed\nswitch costume to (kiwifly v)\n\nwhen [w v] key pressed\nswitch costume to (watermelonfly v)\n\nwhen [l v] key pressed\nswitch costume to (lime/lemonfly v)\n\n@Sprite1\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@apple\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (2) layers\nforever\n switch costume to (Stage)\nend\n\nwhen [a v] key pressed\nset [color v] effect to (90)\n\nwhen [k v] key pressed\nset [color v] effect to (160)\n\nwhen [l v] key pressed\nset [color v] effect to (130)\n\nwhen [o v] key pressed\nset [color v] effect to (110)\n\nwhen [w v] key pressed\nset [color v] effect to (80)\n\n
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♡ ғʀᴜɪᴛ ᴘʟᴀᴛғᴏʀᴍᴇʀ ♡\n\nɪɴsᴛʀᴜᴄᴛɪᴏɴs:\nᴡ,ᴀ,s,ᴅ ᴛᴏ ᴍᴏᴠᴇ ᴏʀ ʟᴇғᴛ, ʀɪɢʜᴛ, ᴜᴘ ᴀɴᴅ ᴅᴏᴡɴ ᴀʀʀᴏᴡ ᴋᴇʏs ᴛᴏ ᴍᴏᴠᴇ\n\nᴄʜᴀɴɢɪɴɢ ᴘʟᴀʏᴇʀ:\nᴀ→ ᴀᴘᴘʟᴇ\nᴋ→ ᴋɪᴡɪ\nʟ→ ʟɪᴍᴇ/ʟᴇᴍᴏɴ\nᴏ→ ᴏʀᴀɴɢᴇ\nᴡ→ ᴡᴀᴛᴇʀᴍᴇʟᴏɴ\n\nNEW UPDATE 23/10/2023: WHEN YOU CHANGE THE FRUIT THE BACKGROUND, FLOOR AND SPIKES CHANGE COLOUR TO CCOLOUR OORDINATE WITH THE FRUIT!! When you first click flag, the colours won't be coordinating, but after you change the fruit, it will colour coordinate!!\n\nᴅᴏᴅɢᴇ ᴛʜᴇ sᴘɪᴋᴇs ᴀɴᴅ ᴏʙsᴛᴀᴄʟᴇs, ᴀɴᴅ ᴛʀʏ ᴛᴏ ʙᴇᴀᴛ ᴛʜᴇ ᴡᴏʀʟᴅ ʜɪɢʜsᴄᴏʀᴇ!\n\n13/07/2023- ᴡᴏᴀʜ, ʜᴏᴡ ᴅɪᴅ ᴛʜɪs ɢᴇᴛ 90 ᴠɪᴇᴡs ɪɴ 2 ᴅᴀʏs!? ɪ ᴅɪᴅɴᴛ ᴇᴠᴇɴ ᴀᴅᴠᴇʀᴛɪsᴇ ɪᴛ ᴏɴ sᴛᴜᴅɪᴏs ᴏʀ ᴀɴʏᴛʜɪɴɢ ᴏʀ ʀᴇᴍɪx ɪғ ғʀᴏᴍ ᴀ ʀᴇᴀʟʟʏ ᴘᴏᴘᴜʟᴀʀ ɢᴀᴍᴇ..\n\nᴄʀᴇᴅɪᴛs:\nᴄᴏᴅᴇ: 70% ᴄʀᴇᴅɪᴛ ᴛᴏ @bicycle602\n 30% ᴄʀᴇᴅɪᴛ ᴛᴏ @-SnowyNight- (ᴍʏsᴇʟғ)\n\nᴛʜᴜᴍʙᴀɪʟ ᴛᴇxᴛ: ғʟᴀᴍɪɴɢᴛᴇxᴛ\nGᴏᴀʟ ᴛᴇxᴛ: ғʟᴀᴍɪɴɢᴛᴇxᴛ\nᴇᴠᴇʀʏᴛʜɪɴɢ ᴇʟsᴇ ʙʏ ᴍᴇ\n\nMusic:\nFluffing a Duck Kevin MacLeod (incompetech.com)\nLicensed under Creative Commons: By Attribution 3.0 License\nhttp://creativecommons.org/licenses/by/3.0/\nMusic promoted by https://www.chosic.com/free-music/all/ \n\n#games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer #games #fruit #fruitgames #fruitrelatedgames #trending #platformer
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☁Autumn l A Platformer☁ Ft.@GreenTacos112-Alt #Trending #Games #All #Platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [TheFatRat_-_Xenogenesis_ v] until done\n play sound [TheFatRat_-_Xenogenesis_3 v] until done\nend\n\n@Ground\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (LEVEL)\nend\n\n@Cloud player\n\ndefine Write Number (val) to encoded string\nset [val v] to (round (val))\nif <(val) < [0]> then\n set [val v] to (join [0] ([abs v] of (val) ))\nend\nset [encoded string v] to (join (encoded string) (join (length of (val)) (val)))\n\ndefine val = READ NUMBER from "encoded string"\nset [val v] to []\nrepeat (letter (encoded idx) of (encoded string))\n change [encoded idx v] by (1)\n set [val v] to (join (val) (letter (encoded idx) of (encoded string)))\nend\nchange [encoded idx v] by (1)\nif <(letter (1) of (val)) = [0]> then\n set [val v] to ((0) - (val))\nend\n\nwhen I receive [cloud - setup v]\nhide\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud values v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ CLOUD 1)) to [cloud values v]\nadd (join [c] (☁ CLOUD 2)) to [cloud values v]\nadd (join [c] (☁ CLOUD 3)) to [cloud values v]\nadd (join [c] (☁ CLOUD 4)) to [cloud values v]\nadd (join [c] (☁ CLOUD 5)) to [cloud values v]\nadd (join [c] (☁ CLOUD 6)) to [cloud values v]\nadd (join [c] (☁ CLOUD 7)) to [cloud values v]\nadd (join [c] (☁ CLOUD 8)) to [cloud values v]\nset [my player uid v] to (pick random (1) to (9999999))\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nif <(player #) > []> then\n Player Clone Tick\n stop [this script v]\nend\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] value (join [c] (☁ CLOUD 1))\nProcess Cloud Item [2] value (join [c] (☁ CLOUD 2))\nProcess Cloud Item [3] value (join [c] (☁ CLOUD 3))\nProcess Cloud Item [4] value (join [c] (☁ CLOUD 4))\nProcess Cloud Item [5] value (join [c] (☁ CLOUD 5))\nProcess Cloud Item [6] value (join [c] (☁ CLOUD 6))\nProcess Cloud Item [7] value (join [c] (☁ CLOUD 7))\nProcess Cloud Item [8] value (join [c] (☁ CLOUD 8))\nSend my Cloud Data after [4] ticks\n\ndefine Send my Cloud Data after (count) ticks\nif <((CLOUD TICK) mod (count)) > [0]> then\n stop [this script v]\nend\nset [encoded string v] to []\nWrite Number (MY PLAYER UID) to encoded string\nrepeat (length of [my values to send v])\n Write Number (item (1) of [my values to send v]) to encoded string\n delete (1) of [my values to send v]\nend\nset [my channel v] to (pick random (1) to (length of [cloud values v]))\nif <(MY CHANNEL) < [5]> then\n if <(MY CHANNEL) < [3]> then\n if <(MY CHANNEL) < [2]> then\n set [☁ cloud 1 v] to (encoded string)\n else\n set [☁ cloud 2 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [4]> then\n set [☁ cloud 3 v] to (encoded string)\n else\n set [☁ cloud 4 v] to (encoded string)\n end\n end\nelse\n if <(MY CHANNEL) < [7]> then\n if <(MY CHANNEL) < [6]> then\n set [☁ cloud 5 v] to (encoded string)\n else\n set [☁ cloud 6 v] to (encoded string)\n end\n else\n if <(MY CHANNEL) < [8]> then\n set [☁ cloud 7 v] to (encoded string)\n else\n set [☁ cloud 8 v] to (encoded string)\n end\n end\nend\n\ndefine Process Cloud Item (which?) value (new value)\nif <(new value) = (item (which?) of [cloud values v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud values v] with (new value)\nset [encoded string v] to (new value)\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\nif <<(val) < [1]> or <(val) = (MY PLAYER UID)>> then\n stop [this script v]\nend\nset [player # v] to (item # of (val) in [player uids v])\nif <(player #) = [0]> then\n set [player # v] to (item # of [] in [player uids v])\n if <(player #) = [0]> then\n add (val) to [player uids v]\n add [] to [player data v]\n set [player # v] to (length of [player data v])\n create clone of (_myself_ v)\n else\n replace item (player #) of [player uids v] with (val)\n end\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\ndefine Player Clone Tick\nif <(encoded idx) > (length of (encoded string))> then\n Get Next Data Packet\n if <(encoded string) = []> then\n change [inactive v] by (1)\n if <(inactive) > [150]> then\n replace item (player #) of [player uids v] with []\n hide\n end\n stop [this script v]\n end\n show\nend\nset [inactive v] to [0]\nval = READ NUMBER from "encoded string"\nset x to (val)\nval = READ NUMBER from "encoded string"\nset y to (val)\nval = READ NUMBER from "encoded string"\nif <(val) = (LEVEL)> then\n show\nelse\n hide\nend\n\ndefine Get Next Data Packet\nset [encoded string v] to (item (player #) of [player data v])\nreplace item (player #) of [player data v] with []\nset [encoded idx v] to [2]\nval = READ NUMBER from "encoded string"\n\nbroadcast (Cloud - Setup v) and wait\nforever\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n broadcast (Cloud - Tick v)\nend\n\nwhen flag clicked\nthink (username)\n\n@Player\n\ndefine X velocity\nset rotation style [left-right v]\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x velocity v] by (1)\n point in direction (90)\nend\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x velocity v] by (-1)\n point in direction (-90)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-0.75)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<<key (space v) pressed?> or <<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 change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Death\nif <<touching (spikes v)?> or <<touching (lava v)?> or <<touching (enemies2 v)?> or <touching (enemies3 v)?>>>> then\n start sound [Crunch v]\n broadcast (dead v)\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [15]> then\n go to x: (-190) y: (55)\n switch backdrop to (yor mum v)\n start sound [Connect v]\n broadcast (message1 v)\n change [level v] by (1)\n end\nend\n\nset [flag v] to [0]\n\nwhen flag clicked\nswitch costume to (green v)\n\nwhen I receive [end intro v]\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nshow\ngo to x: (-190) y: (135)\nset [level v] to [1]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n X velocity\n Y velocity\n add (x position) to [my values to send v]\n add (y position) to [my values to send v]\n add (LEVEL) to [my values to send v]\n broadcast (Cloud - Tick v)\n Collision and Wall Jump\n Death\n Trampoline Jump\n Level Change\nend\n\nwhen [r v] key pressed\ngo to x: (-190) y: (135)\n\nwhen flag clicked\nthink (username)\n\nwhen flag clicked\nif <<<(username) = [ GreenTacos112-Alt]> or <(username) = [THDINESPAR000]>> or <(username) = [DragonMasterD71]>> then\n forever\n change [color v] effect by (1)\n end\nend\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (LEVEL)\nend\n\n@Lava\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n glide (1) secs to x: (65) y: (75)\n glide (1) secs to x: (65) y: (53)\nend\n\n@Pen text & number engine\n\nwhen flag clicked\nhide\nforever\n spell: (join [Level:] (LEVEL)) at x [-245] y [165] Delete other texts: [y] with a size of: [50] Space between text: [15]\nend\n\ndefine spell: (text) at x (x) y (y) Delete other texts: (y/n) with a size of: (size) Space between text: (sbt)\nset size to (size) %\ndelete all of [letters v]\nset [letter v] to [1]\nrepeat (length of (text))\n add (letter (letter) of (text)) to [letters v]\n change [letter v] by (1)\nend\nshow\nif <(y/n) = [y]> then\n erase all\nend\ngo to x: ((x) - (30)) y: (y)\nset [letter v] to [1]\nrepeat (length of [letters v])\n change x by (sbt)\n switch costume to (item (letter) of [letters v])\n stamp\n change [letter v] by (1)\nend\nhide\n\n@Skip level (testing)\n\nwhen this sprite clicked\nif <not <(LEVEL) = [15]>> then\n change [level v] by (1)\n broadcast (dead v)\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Text\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [front v] layer\nend\n\n@Clouds\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (0) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (45) to (60)) seconds\nend\n\nwhen I start as a clone\nswitch costume to (pick random (1) to (4))\ngo to x: (350) y: (pick random (100) to (130))\nshow\nrepeat until <(x position) < [-270]>\n change x by (-0.25)\n go to [back v] layer\nend\ndelete this clone\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Thumbnail\n\ndefine glide to (x) (y) (smooth)\nrepeat until <<(round (x position)) = (x)> and <(round (y position)) = (y)>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\nend\ngo to x: (x) y: (y)\n\nwhen [timer v] > (timer)\nset [color v] effect to (0)\n\nwhen [timer v] > (timer)\ngo to [front v] layer\nclear graphic effects\nshow\ngo to x: (0) y: (-150)\nset size to (100) %\nglide to [0] [0] [10]\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n set [timer v] to (timer)\nend\n\n
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Go check out @GreenTacos112-Alt version of the collab:\nhttps://scratch.mit.edu/projects/873788365\n---------------------Autumn A Platformer--------------------\n==========================================\nCollab: @GreenTacos112-Alt and @THDINESPAR000\nLove + Fave + Follow + Comment "Done" = Shoutout\nAdd this project to 20+ studios and comment "Follow" for a FREE FOLLOW\n14 Levels\n----------------------INSTRUCTIONS------------------------\nR to reset\nHow to play use wasd or arrow keys to move \nMobile just tap or hold the screen\nAvoid Spikes and holes!\nNOTE: TO ADVERTISE FIRST FOLLOW ME! OTHERWISE I'LL REPORT.\nTags:\n#Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular #Games #All #Art #Music #Stories #Trending #Popular
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傾向2p感謝!!!SCRATCH PLATFORMER!!
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@Stage\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\nforever\n play sound [OMFG Hello v] until done\nend\n\n@地面\n\nwhen flag clicked\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\n\n@platformer\n\nwhen flag clicked\nset [stge v] to [1]\n初期\nforever\n if <touching (見ず v)?> then\n platfomer code [0.7] [1] [-0.01] [7]\n else\n platfomer code [1] [14] [-1] [7]\n end\n if <<(♥) = [1]> and <(★) = [1]>> then\n change [color v] effect by (2)\n else\n clear graphic effects\n if <<touching (障害物 v)?> or <<<(JUMP) = [0]> and <touching (敵 v)?>> or <<touching (toge v)?> or <<(y position) < [-170]> and <not >>>>> then\n start sound [Crunch v]\n 初期\n broadcast (ぷらいやーしぼう v)\n end\n end\n if <not <<< or <(stge) = [28]>> or <(stge) = [24]>> or <<(stge) = [23]> or <(stge) = [22]>>>> then\n if <[235] < (x position)> then\n broadcast (NEXT v)\n start sound [Rip v]\n change [stge v] by (1)\n set [死んだか? v] to [0]\n 初期\n end\n else\n if <<< or <(stge) = [35]>> or <(stge) = [28]>> or <<(stge) = [23]> or <(stge) = [22]>>> then\n if <[180] < (y position)> then\n broadcast (NEXT v)\n start sound [Rip v]\n change [stge v] by (1)\n set [死んだか? v] to [0]\n wait (1) seconds\n 初期\n end\n else\n if < or <(stge) = [24]>> then\n if <(y position) < [-170]> then\n broadcast (NEXT v)\n start sound [Rip v]\n change [stge v] by (1)\n set [死んだか? v] to [0]\n 初期\n end\n end\n end\n end\nend\n\ndefine platfomer code (x) (y) (y) (x)\nif <<key (right arrow v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> then\n change [x v] by (x)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by ((x) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (0.9))\nchange x by (X)\nchange [y v] by (y)\nchange y by (Y)\nif <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n set [jump v] to [0]\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\n地面調整 [-1]\nif <touching (見ず v)?> then\n地面調整 [1]\nif <touching (見ず v)?> then\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n set [y v] to (y)\n end\nend\nif <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n 地面調整 [1]\n if <<<touching (動く地面2 v)?> or <touching (動く地面 v)?>> or <touching (地面 v)?>> then\n change x by ((X) * (-1))\n 地面調整 [-4]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>> then\n start sound [ジャンプの着地 v]\n set [y v] to (y)\n set [x v] to ((x) - (<[0] < (X)> * (14)))\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\nend\nif <touching (ばね v)?> then\n start sound [jump-anime1 v]\n set [y v] to ((y) + (10))\nend\n\ndefine 初期\nif < or <<(stge) = [39]> or <(stge) = [41]>>> then\n go to x: (-201) y: (150)\nelse\n go to x: (-201) y: (66)\nend\nset [x v] to [0]\nset [y v] to [0]\n\ndefine 地面調整 (¥な)\nchange y by (¥な)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム2 v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen flag clicked\nset [jump v] to [0]\nset [した確認 v] to [0]\nforever\n if <<(♥) = [1]> and <(★) = [1]>> then\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [した確認 v] to [1]\n switch costume to (コスチューム7 v)\n else\n set [した確認 v] to [0]\n switch costume to (コスチューム1 v)\n end\n else\n if <<key (down arrow v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>> then\n set [した確認 v] to [1]\n switch costume to (コスチューム4 v)\n else\n set [した確認 v] to [0]\n switch costume to (コスチューム3 v)\n end\n end\nend\n\nwhen flag clicked\nset [死んだか? v] to [0]\nforever\n if <<(死んだか?) = [0]> and <<(JUMP) = [1]> and <touching (敵 v)?>>> then\n broadcast (死んだんじゃないの~ v)\n set [y v] to [10]\n set [死んだか? v] to [1]\n else\n \n end\nend\n\nwhen flag clicked\nwait until <(stge) = [29]>\nrepeat (50)\n change x by (((-100) - (x position)) / (5))\n change y by (((30) - (y position)) / (5))\nend\n\nwhen I receive [♥と★ v]\n\nwhen flag clicked\n\nwait until <<(stge) = [31]> and <touching (見ず v)?>>\nstart sound [水1 v]\nwait until <<(stge) = [44]> and <touching (見ず v)?>>\nstart sound [水1 v]\n\nwhen flag clicked\nshow\n\n@障害物\n\nwhen flag clicked\nshow\nforever\n switch costume to (ステージ)\nend\n\n
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!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!新作!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!\nhttps://scratch.mit.edu/projects/1012288054/\nみましょう!!!!!!!!!!!!!!!!!!!!\nプラフォです!!!!!!!!!!!!!!!!!!!\n↓今見たら傾向2pに上がってました!!!もっと上に上がれ!!!下に下がるなぁああああ!!!!!拡散よろしくお願いします!!!!!!\nなんか傾向3pに上がってました()\n今回はスクラッチプラットフォーマーを作りました!!\n本気で傾向狙っているので星とハートと@-_warabi_-のフォローよろしくお願いいたします!!\n\n《操作方法》\n矢印キーで操作します!!\n赤いものに触れると死にます。\nクリア目指して頑張ろう!!\n///////////////////////////クレジット/////////////////////////////\nブロック素材@kotadondon様\nプレイヤー@-_kashiwa_-様\n\n制作時間 1時間\n//////////////////////////タグ////////////////////////////////////////\n#game#games#GAMES#GAME#platformer#scratch#PLATFORMER#SCRATCH#scratchplatformer\n#game#games#GAMES#GAME#platformer#scratch#PLATFORMER#SCRATCH#scratchplatformer\n#game#games#GAMES#GAME#platformer#scratch#PLATFORMER#SCRATCH#scratchplatformer\n#game#games#GAMES#GAME#platformer#scratch#PLATFORMER#SCRATCH#scratchplatformer
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黒猫のプラットフォーマー/black cat platformer
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@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@スプライト1\n\ndefine 初期\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-215) y: (155)\npoint in direction (90)\nset rotation style [left-right v]\nswitch costume to (止まる v)\ngo to [front v] layer\nset size to (60) %\nclear graphic effects\nshow\n\nwhen flag clicked\n初期\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n change [x v] by (1)\n point in direction (90)\n switch costume to (右 v)\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n change [x v] by (-1)\n point in direction (90)\n switch costume to (左 v)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> 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 [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n if <touching (ステージ v)?> then\n switch costume to (上 v)\n set [y v] to [15]\n end\n end\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <touching (ステージ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <not <<mouse down?> or <<key (up arrow v) pressed?> or <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>>> then\n switch costume to (止まる v)\n end\n if <<touching (とげ v)?> or <(y position) < [-170]>> then\n 初期\n end\n if <[230] < (x position)> then\n hide\n broadcast (NEXT v) and wait\n end\nend\n\nwhen I receive [再開 v]\n初期\n\n@ステージ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nshow variable [タイマー v]\nset [タイマー v] to [0]\nforever\n repeat until <(costume [number v]) = [10]>\n wait (1) seconds\n set [タイマー v] to ((タイマー) + (1))\n end\nend\n\n@とげ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\n\nwhen I receive [next v]\nnext costume\n\n@next by HAYAAKI\n\nwhen I receive [next v]\nhide\nstart sound [Rip v]\nclone [] []\nwait (0.1) seconds\nclone [] [100]\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [] [100]\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [] []\nwait (0.1) seconds\nclone [1] []\nwait (0.1) seconds\nclone [2] []\nwait (0.1) seconds\nclone [3] []\nwait (0.1) seconds\nclone [4] []\nwait (3.5) seconds\nbroadcast (再開 v)\n\nwhen I start as a clone\nif <(costume [name v]) = []> then\n show\n go to [front v] layer\n go to x: (480) y: (0)\n repeat until <(x position) < [-19]>\n change x by (((-20) - (x position)) / (7))\n end\n wait (1.2) seconds\n repeat until <[490] < (x position)>\n change x by (((550) - (x position)) / (7))\n end\n delete this clone\nend\n\ndefine clone (costume) (color)\nclear graphic effects\nset [brightness v] effect to (color)\nswitch costume to (costume)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [-150] [] [100]\nend\n\ndefine 移動 (x) (y) (s)\nrepeat until <[99] < (size)>\n change x by (((x) - (x position)) / (7))\n change y by (((y) - (y position)) / (7))\n change size by (((s) - (size)) / (7))\nend\nwait (1) seconds\nrepeat until <[240] < (x position)>\n change x by (((250) - (x position)) / (4))\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [2]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [-50] [] [100]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [3]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [50] [] [100]\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [4]> then\n show\n go to [front v] layer\n set size to (10) %\n go to x: (240) y: (-180)\n 移動 [150] [] [100]\nend\n\n@スプライト2\n\nwhen flag clicked\nset size to (100) %\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nshow\n\n
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日本語は⇩ 旗は2回押して~ ♡と☆忘れてない?\n 最近なんか伸びてる!ありがとう~\n【English】\n・Thank you for watching this work!\n・Tap or arrow keys to operate.\n・I tried to make the main character (?) of the platformer a cat!\n・When you reach the goal, it is your goal.\n・Be careful not to touch the red thorns, or if you fall down, you will be crushed!\n・Please tell us your time in the comments!\n・♡, ☆, follow, comment, spread, thank you.\n・Please take a look at other works!\n\n【日本語】\n・この作品を見てくれてありがとうございます!\n・タップまたは矢印キーで操作できます。\n・プラットフォーマーの主人公(?)をにゃんこにしてみました!\n・Goalというところにたどり着いたらゴールです。\n・赤色のとげに触れたり、落ちてしまったらタヒんでしまうので気を付けてください!\n・コメントでぜひタイムを言ってください!\n・♡、☆、フォロー、コメント、拡散、宜しくお願いします。\n・このほかの作品もぜひ見てみてください!\n\n@maccha_daihuku様♡&☆⁉\n\n背景 background …@tanukimann1203様\nNEXT…@HAYAAKI様\n音 sound …@-Xaf-様\nモバイルマーク mobile mark …@alphabetica様\n\n#platformer #black cat #blackcat #black cat platformer\n#fun #japan #Japan #cat #cat platformer #黒猫 #猫\n#黒猫 プラットフォーマー #プラットフォーマー\n#猫 プラットフォーマー #猫のプラットフォーマー\n#黒猫のプラットフォーマー #プラフォ #ぷらふぉ\n#ねこ #ネコ #クロネコ #ぷらっとふぉーまー\n#にほん #日本 #にっぽん\n\nプラットフォーマー検索(傾向)1位ありがとう!\n(2023.8.25調べ)\n傾向8pに乗りました!初傾向!!ありがとう~\n(2023.8.25調べ)\n4000視聴ありがとう!\n(2023.10.15調べ)
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