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Flame |#2| The Ash Of Dangers |#platformer #games #trending
@Stage\n\nwhen I receive [intro end animation v]\nswitch backdrop to (main v)\nforever\n play sound [Conro - Thrill of It \[Monstercat Lyric Video\] v] until done\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\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\n if <(x position) > [229]> then\n broadcast (levelup v)\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 I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [levelup v]\ngo to x: (-180) y: (-50)\n\nchange [# of levels v] by (1)\n\nwhen flag clicked\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n broadcast (dead v)\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\nwhen flag clicked\nset [# of levels v] to [1]\n\nwhen I receive [golden v]\nswitch costume to (golden v)\n\ndefine CheckTouchingBrokenMachinery\nif <touching (saw v)?> then\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nforever\nend\n\nwhen I receive [levelup v]\nforever\n if <(# of levels) = [17]> then\n wait (3) seconds\n switch backdrop to (captured v)\n broadcast (CAPTURED v)\n end\nend\n\nwhen I receive [captured v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [intro end animation v]\n\nshow\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 CheckTouchingBrokenMachinery\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 (-0.8)\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 (l1 v)\ngo to x: (0) y: (0)\nshow\n\nchange [level v] by (1)\n\nwhen I receive [levelup v]\nnext costume\nchange [# of levels v] by (1)\n\nchange [level v] by (1)\n\nchange [# of levels v] by (1)\n\nwhen I receive [captured v]\nhide\n\nwhen I receive [intro end animation v]\nshow\n\nwhen flag clicked\nhide\n\ngo [forward v] (20) layers\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\nswitch costume to (l3 v)\n\nchange [# of levels v] by (1)\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@Saw\n\nwhen I receive [next level v]\n\nnext costume\n\nhide\n\ndelete this clone\n\nwait until <(Level) = [50]>\n\nshow\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [back v] layer\n\nwhen flag clicked\nforever\nend\n\nturn right (5) degrees\n\nturn right (10) degrees\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@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@Enemy\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (0) y: (0)\n\nwhen I receive [levelup v]\nnext costume\n\n@Key\n\nwhen I receive [captured v]\nforever\n hide\nend\n\nwhen flag clicked\nhide\nforever\n if <(# of levels) = [17]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\n\n\n@Sprite1\n\nwhen I receive [captured v]\nwait (2) seconds\nshow\n\nwhen flag clicked\nhide\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
Welcome to part 2!!!\nPart 1: https://scratch.mit.edu/projects/869173488/\nPart 3: https://scratch.mit.edu/projects/877706646/\n-mobile touch or arrow keys \n @soccerstar117 liked and faved
Winter 1.5.2v|| A platformer Reshared
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nbroadcast (start platformer v)\n\nwhen I receive [alert v]\n\nnext backdrop\n\n@Sprite5\n\nwhen flag clicked\nhide\ngo to x: (0) y: (177)\nset [ghost v] effect to (50)\n\nwhen flag clicked\nforever\n set size to (pick random (25) to (100)) %\n create clone of (_myself_ v)\n wait (pick random (0.01) to (1)) seconds\nend\n\nwhen I start as a clone\nset x to (pick random (-300) to (300))\nshow\nrepeat (100)\n change y by (pick random (-1) to (-5))\nend\ndelete this clone\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (36) y: (60)\nset [ghost v] effect to (25)\n\nwhen flag clicked\nshow\nforever\n wait (pick random (10) to (1)) seconds\n broadcast (moving somewhere v)\n wait (5) seconds\n wait (pick random (10) to (1)) seconds\n broadcast (backup v)\n wait (5) seconds\nend\n\nwhen I receive [moving somewhere v]\nrepeat (35)\n change y by (-1)\nend\n\nwhen I receive [backup v]\nrepeat (35)\n change y by (1)\nend\n\nwhen this sprite clicked\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\ngo to [front v] layer\n\n@Level areas\n\nwhen flag clicked\nset [time v] to [0]\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [back to start v]\nforever\n switch costume to (scene1 v)\nend\n\nwhen I receive [start platformer v]\nshow\n\nwhen flag clicked\nforever\n if <(SCENE #) = [16]> then\n change [time v] by (0)\n else\n change [time v] by (0.1)\n wait (0.1) seconds\n end\nend\n\n@Danger\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen I receive [back to start v]\nforever\n switch costume to (scene1 v)\nend\n\nwhen I receive [start platformer v]\nshow\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n if <(SCENE #) = [3]> then\n broadcast (scene 3 reset v)\n else\n if <(SCENE #) = [4]> then\n broadcast (sd4 v)\n else\n if <(SCENE #) = [5]> then\n broadcast (sd5 v)\n else\n if <(SCENE #) = [6]> then\n broadcast (sd6 v)\n else\n if <(SCENE #) = [7]> then\n broadcast (sd7 v)\n else\n if <(SCENE #) = [8]> then\n broadcast (sd8 v)\n else\n if <(SCENE #) = [9]> then\n broadcast (sd9 v)\n else\n if <(SCENE #) = [10]> then\n broadcast (sd10 v)\n else\n if <(SCENE #) = [11]> then\n broadcast (sd11 v)\n else\n if <(SCENE #) = [12]> then\n broadcast (sd12 v)\n else\n if <(SCENE #) = [13]> then\n broadcast (sd13 v)\n else\n if <(SCENE #) = [14]> then\n broadcast (sd14 v)\n else\n if <(SCENE #) = [15]> then\n broadcast (sd15 v)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (costume1 v)\nforever\n change [speed v] by (1)\n point in direction ((([sin v] of (speed) ) + (90)) * (5))\nend\n\nwhen I receive [alert v]\nnext costume\n\n@Sprite4\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n broadcast (back to start v)\n end\nend\n\nwhen I receive [back to start v]\nchange [time v] by (join [-] (Time))\n\n@song\n\nwhen flag clicked\nforever\n play sound [Spectre v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (join [b] (SCENE #))\nend\n\n@PLAYER\n\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching solid\n if <(Touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching solid\n if <(Touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\ndefine Check Touching solid\nif <touching (level areas v)?> then\n set [touching v] to [1]\nelse\n set [touching v] to [0]\nend\n\nwhen I receive [tick - player v]\nControls - Up and Down\nControls - Left and Right\nMove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine Controls - Up and Down\nif <key (up arrow v) pressed?> then\n if <(falling) < [3]> then\n set [speed y v] to (JUMP FORCE)\n end\nend\nchange [speed y v] by (GRAVITY)\n\ndefine Controls - Left and Right\nif <key (left arrow v) pressed?> then\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <key (right arrow v) pressed?> then\n change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine Reset and Begin Level\nswitch costume to (costume1 v)\nset [scene # v] to [1]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [0]\ngo to x: (-139) y: (33)\nbroadcast (change scene v)\nbroadcast (Game Loop v)\n\nwhen I receive [game loop v]\nforever\n broadcast (Tick - Player v)\n broadcast (Tick - Last v)\nend\n\nwhen I receive [tick - last v]\nif <(x position) > [235]> then\n Begin Score # ((SCENE #) + (1)) go to x: [-235]\nend\nif <(x position) < [-235]> then\n Begin Score # ((SCENE #) + (-1)) go to x: [235]\nend\n\ndefine Begin Score # (scene #) go to x: (x)\nset [scene # v] to (scene #)\nset x to (x)\nbroadcast (change scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nFix Collision in Diection [0]\nbroadcast (Game Loop v)\n\ndefine Fix Collision in Diection (dir)\nset [temp v] to (direction)\nset [distance v] to [1]\npoint in direction (dir)\nrepeat (64)\n Check Touching solid\n if <(Touching) < [1]> then\n point in direction (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 [back to start v]\ngo to x: (-139) y: (33)\n\nwhen I receive [start platformer v]\nshow\npoint in direction (90)\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nReset and Begin Level\n\nwhen flag clicked\nforever\n wait (pick random (30) to (140)) seconds\n next costume\n broadcast (alert v)\nend\n\nwhen I receive [scene 3 reset v]\ngo to x: (-160) y: (0)\n\nwhen I receive [sd4 v]\ngo to x: (-195) y: (25)\n\nwhen I receive [sd5 v]\ngo to x: (-195) y: (60)\n\nwhen I receive [sd6 v]\ngo to x: (-195) y: (30)\n\nwhen I receive [sd7 v]\ngo to x: (-202) y: (50)\n\nwhen I receive [sd8 v]\ngo to x: (-202) y: (50)\n\nwhen I receive [sd9 v]\ngo to x: (-202) y: (30)\n\nwhen I receive [sd10 v]\ngo to x: (-202) y: (37)\n\nwhen I receive [sd11 v]\ngo to x: (-202) y: (70)\n\nwhen I receive [sd12 v]\ngo to x: (-202) y: (119)\n\nwhen I receive [sd13 v]\ngo to x: (-202) y: (-140)\n\nwhen I receive [sd14 v]\ngo to x: (-202) y: (-5)\n\nwhen I receive [sd15 v]\ngo to x: (-202) y: (-5)\n\n@Sprite7\n\nwhen flag clicked\nset [ghost v] effect to (10)\ncreate clone of (_myself_ v)\nhide\nforever\n wait (pick random (10) to (50)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset x to (237)\nswitch costume to (join [costume] (pick random (1) to (5)))\nset y to (pick random (25) to (145))\nshow\nforever\n change x by (pick random (-0.2) to (-0.75))\nend\n\nwhen I start as a clone\ngo to [back v] layer\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(x position) = [-200]> then\n delete this clone\n end\nend\n\n
Well this is kinda my second platformer so please no hate. :(\nWinter || A Platformer\n___________________________________________\n=====================================\nlezzgoo I'm I mean was on trending..., again :o\nAlso let's get 150 loves and faves when I come back online :D for those who don't know I'm gonna be offline due to a vacation/tour for 5 days and it's for school\nSorry it's only laptop or pc at the moment\n !!!@RDash75 commented!!!\nEach version of the game will be in another project and the theme will change\n\n___________INSTRUCTIONS___________\nglitched in the ground or somehow stuck?\npress r to go back to the start.\nAnd also arrows to move\nAND TELL ME WHAT PLATFORMER I SHOULD MAKE NEXT\n\nfollow: @Natashaskyblue3000 , @Try_M3 and @Tinyau.\nfirst comment: @LabelTed\nIf you see any bugs then tell me in the comments cuz I probably update this lol :D\nADVERTISE IF FOLLOWED ME @noicelookatme, LIKE AND FAVE\nBEAT 28 :D record set by me\nSadly some beaten my record but I'll come back XD just you wait >:( XD\n ___Update log___\n1.5.2v - 19/07/23 - fixed trees in one of the scene to the right place where their meant to be\n1.5.1v - 19/07/23 - clouds appear\n1.4.1v - 19/07/23 - sun at back layer\n1.4v 19/07/23 - taken username WR holder and the time out because of a bug where the username will go to 31 always and sometimes the WR time will go to 0.1\n1.5v - 19/07/23 - added WR and the WR holder\n1.4v - 18/07/23 - snow effect\n1.3v - 18/07/23 - when died go to same scene \n1.2v - 18/0723 - change day to night and night to day at random timer\n1.1v - 18/07/23 - timer and reset when r clicked\n1.0v - 17/07/23 - like and fave reminder
Online platformer race/オンラインプラットフォーマーレース
@Stage\n\nswitch backdrop to (desert v)\n\nwhen flag clicked\nset volume to (90) %\nforever\n play sound [Tobu - Life v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nshow variable [お知らせ v]\nset rotation style [left-right v]\nshow variable [eng sub v]\nset [☁ 2pstats v] to [00]\nhide\nset [brightness v] effect to (-5)\nclear graphic effects\nswitch costume to (costume2 v)\npoint in direction (90)\n2.5D [0] [0]\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [0]\n2.5D [2060] [100]\n2.5D [2540] [-50]\n2.5D [3020] [-50]\n2.5D [3500] [0]\n2.5D [3940] [150]\nsea\nwait (2) seconds\nswitch costume to (コスチューム3 v)\n2.5D [2540] [-50]\nswitch costume to (コスチューム7 v)\nswitch costume to (costume3 v)\npoint in direction (-90)\n2.5D [-480] [0]\n2.5D [-1100] [0]\n2.5D [-1580] [0]\n2.5D [-2060] [100]\n2.5D [-2540] [-50]\n2.5D [-3020] [-50]\n2.5D [-3500] [0]\n2.5D [-3940] [150]\n\ndefine 2.5D (x) (y)\ngo to [front v] layer\nset [地形x v] to (x)\nset [地形y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n if <(costume [number v]) = [2]> then\n if <<((1Px) - (200000)) > [150]> and <((2Px) - (200000)) > [150]>> then\n switch costume to (costume4 v)\n if <(savepointx) = [0]> then\n reset timer\n set [savepointx v] to [250]\n set [savepointy v] to [0]\n end\n repeat until <<((1Px) - (200000)) > [400]> and <((2Px) - (200000)) > [400]>>\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n end\n switch costume to (costume2 v)\n end\n end\n if <(costume [number v]) = [11]> then\n if <<(☁ 2P) = []> or <(☁ 2Pstats) = [00]>> then\n switch costume to (costume2 v)\n end\n end\nend\n\nstart sound [制限時間タイマー(倍速) v]\n\nwhen flag clicked\nhide\nforever\n erase all\nend\n\ndefine sea\nset [i v] to [-1440]\nrepeat (12)\n set [ghost v] effect to (20)\n switch costume to (コスチューム1 v)\n 2.5D (i) [-360]\n change [i v] by (480)\nend\n\nwhen I start as a clone\nshow\nforever\n if <(costume [number v]) = [7]> then\n repeat (200)\n change [地形x v] by (2)\n end\n repeat (200)\n change [地形x v] by (-2)\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [yy v] to [0]\nset [savepointx v] to [0]\nset [savepointy v] to [0]\nset [保存x v] to [0]\nset [保存y v] to [0]\nset [time v] to [0]\nclear graphic effects\nset size to (40) %\nforever\n change [time v] by (1)\n if <<(何p?) = [1]> or <(何p?) = [2]>> then\n clear graphic effects\n fix [14]\n change [yy v] by (-1)\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>> then\n set [time v] to [0]\n change [xx v] by (-1.7)\n end\n if <<key (right arrow v) pressed?> or <<[50] < (mouse x)> and <mouse down?>>> then\n set [time v] to [0]\n change [xx v] by (1.7)\n end\n set [xx v] to ((xx) * (0.85))\n change [x v] by (xx)\n change y by (yy)\n if <touching (sprite1 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n end\n if <not <(lim) > (lim)>> then\n if <touching (sprite1 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [time v] to [0]\n change [y v] by (10)\n set [yy v] to [15]\n start sound [ニュッ2 \(1\) v]\n end\n end\n end\n change [y v] by (y position)\n set y to (0)\n if <<[-145] > (y)> or <touching (仕掛け v)?>> then\n set [x v] to (savepointx)\n set [y v] to (savepointy)\n start sound [Chomp v]\n end\n if <touching color (#0026f2)?> then\n change [y v] by (5)\n set [yy v] to [28]\n start sound [ニュッ2 \(1\) v]\n end\n if <(chatt) = [9]> then\n say (username)\n else\n say (item ((chatt) + (1)) of [☁online chat v])\n end\n else\n if <(何p?) = [3]> then\n if <key (left arrow v) pressed?> then\n set [time v] to [0]\n change [x v] by (-8)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (8)\n set [time v] to [0]\n end\n if <key (up arrow v) pressed?> then\n set [time v] to [0]\n change [y v] by (8)\n end\n if <key (down arrow v) pressed?> then\n set [time v] to [0]\n change [y v] by (-8)\n end\n set [ghost v] effect to (50)\n say [ユーザー数が3人以上のため、観戦モードとなっています\(チャットは使えません\)。]\n end\n end\nend\n\ndefine fix (lim)\nset [lim v] to [-1]\nrepeat until <<(lim) > (lim)> or <not <touching (sprite1 v)?>>>\n change [lim v] by (1)\n change y by (1)\nend\nset y to (0)\nchange [y v] by (lim)\nif <(lim) > (lim)> then\n change [y v] by ((lim) * (-1))\n change [x v] by ((xx) * (-1))\n set [xx v] to [0]\nend\n\n\n\nset [brightness v] effect to (-20)\n\nwhen flag clicked\nforever\n if <(何p?) = [1]> then\n if <(☁ 2Pstats) = [01]> then\n set [勝ち負け v] to [2]\n set [お知らせ v] to [2Pがゴールしました!]\n set [eng sub v] to [2P won!]\n end\n end\n if <(何p?) = [2]> then\n if <(☁ stats) = [01]> then\n set [勝ち負け v] to [2]\n set [お知らせ v] to [1Pがゴールしました!]\n set [eng sub v] to [1P won!]\n end\n end\nend\n\nask [あなたの名前は何ですか?] and wait\n\nwhen flag clicked\nforever\n if <(time) > [3000]> then\n set [お知らせ v] to [しばらくの間放置していたため、もう一度旗を押してください。]\n set [eng sub v] to [You didn't controll for a while, please push the flag again.]\n stop [all v]\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite4\n\nwhen flag clicked\nhide\nif <(username) = [sax723]> then\n show variable [☁ 2p v]\n show variable [☁ 1p v]\nend\nif <not <(username) = [sax723]>> then\n hide variable [☁ 1p v]\n hide variable [☁ 2p v]\nend\n\n@仕掛け\n\nwhen flag clicked\nhide\nset [brightness v] effect to (-5)\nswitch costume to (costume2 v)\n2.5D [0] [0]\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [0]\n2.5D [2060] [100]\n2.5D [2540] [100]\nswitch costume to (コスチューム1 v)\n2.5D [-480] [0]\nswitch costume to (コスチューム3 v)\n2.5D [-480] [0]\n\ndefine 2.5D (x) (y)\ngo to [front v] layer\nset [地形x v] to (x)\nset [地形y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nforever\n erase all\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n turn right (1) degrees\n end\nend\n\n@Sprite5\n\nwhen I receive [ゴール v]\nwait (0.5) seconds\nif <(☁ wr) > ([ceiling v] of (gtime) )> then\n set [☁ wr v] to ([ceiling v] of (gtime) )\nend\nrecord [1]\nrecord [2]\nset [count v] to [1]\n\nwhen flag clicked\nhide\nset [count v] to [0]\nrecord [0]\n\ndefine record (あ)\nif <(count) = [0]> then\n if <(あ) = [0]> then\n set [い v] to [0]\n go to x: (-200) y: (140)\n set size to (50) %\n go to [back v] layer\n set [22 v] to [1]\n repeat (8)\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\n if <(あ) = [0]> then\n set [い v] to [0]\n go to x: (-200) y: (140)\n set size to (50) %\n go to [back v] layer\n set [22 v] to [1]\n repeat (8)\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\n if <(あ) = [1]> then\n set [い v] to [1]\n go to x: (50) y: (100)\n set size to (50) %\n set [22 v] to [1]\n repeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\n if <(あ) = [2]> then\n go to x: (100) y: (0)\n set size to (50) %\n set [22 v] to [1]\n repeat (8)\n set [い v] to [2]\n go to [front v] layer\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n if <(い) = [0]> then\n if <(22) = ((length of ([ceiling v] of ((timer) * (100)) )) + (1))> then\n switch costume to (m v)\n else\n switch costume to (letter (22) of ([ceiling v] of ((timer) * (100)) ))\n end\n else\n if <(い) = [1]> then\n if <(22) = ((length of (gtime)) + (1))> then\n switch costume to (m v)\n else\n switch costume to (letter (22) of ([floor v] of ((gtime) * (10)) ))\n end\n else\n if <(22) = ((length of (☁ wr)) + (1))> then\n switch costume to (m v)\n else\n switch costume to (letter (22) of ([floor v] of ((☁ wr) * (10)) ))\n end\n end\n end\n if <(length of ([ceiling v] of ((timer) * (100)) )) > ((22) - (2))> then\n show\n else\n hide\n end\nend\n\n@スプライト1\n\nset [i v] to [10]\nrepeat (70)\n add (join [0] (i)) to [code v]\n change [i v] by (1)\nend\n\nwhen I start as a clone\nset size to (40) %\nforever\n switch costume to (oo)\n if <(何p?) = (oo)> then\n hide\n else\n if <<(oo) = [1]> and <(☁ 1P) = []>> then\n hide\n else\n show\n end\n if <<(oo) = [2]> and <(☁ 2P) = []>> then\n hide\n else\n show\n end\n end\n if <(oo) = [1]> then\n go to x: (((1Px) - (200000)) - (x)) y: (((1Py) - (200000)) - (y))\n if <(letter (length of (☁ 1P)) of (☁ 1P)) = [9]> then\n say (1Puser)\n else\n say (item (letter (length of (☁ 1P)) of (☁ 1P)) of [☁online chat v])\n end\n else\n go to x: (((2Px) - (200000)) - (x)) y: (((2Py) - (200000)) - (y))\n if <(letter (length of (☁ 2P)) of (☁ 2P)) = [9]> then\n say (2Puser)\n else\n say (item (letter (length of (☁ 2P)) of (☁ 2P)) of [☁online chat v])\n end\n end\nend\n\nset [hits v] to [500]\n\ndefine 文字 (用途)\n\nwhen flag clicked\nshow list [player v]\nshow list [chat v]\nhide\n\nadd [9] to [mozi v]\n\nwhen flag clicked\nwait (3) seconds\nset [chatt v] to [9]\nset [oo v] to [1]\nrepeat (2)\n create clone of (_myself_ v)\n change [oo v] by (1)\nend\n\nforever\n\nwhen flag clicked\n\nwhen I receive [online v]\nshow\ngo to [front v] layer\n\n@スプライト2\n\nwhen I receive [online v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [usercheck v]\n文字 [2]\n文字 [1]\nif <<(☁ 1P) = []> and <(何p?) = [2]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [savepointx v] to [0]\n set [savepointy v] to [0]\n set [お知らせ v] to [1Pの人が抜けたため、自動的にゲームが終了しました。]\n set [eng sub v] to [The game ended automatically because the 1P person left.]\n set [何p? v] to [1]\n set [☁ 1p v] to (☁ 2P)\n set [☁ 2p v] to []\nend\n\nwhen flag clicked\nwait (3) seconds\nif <<not <(☁ 1P) = []>> and <not <(☁ 2P) = []>>> then\n set [何p? v] to [3]\nelse\n if <not <(☁ 1P) = []>> then\n set [何p? v] to [2]\n else\n set [何p? v] to [1]\n end\n broadcast (usercheck v) and wait\n if <(1Puser) = (username)> then\n set [何p? v] to [1]\n end\n if <(2Puser) = (username)> then\n set [何p? v] to [2]\n end\n forever\n if <(何p?) = [1]> then\n set [☁ 1p v] to (join (join (join (join (join (pick random (100) to (998)) [999]) (coooo)) (([ceiling v] of (x) ) + (200000))) (join [999] (([ceiling v] of (y) ) + (200000)))) (join [999] (chatt)))\n end\n if <(何p?) = [2]> then\n set [☁ 2p v] to (join (join (join (join (join (pick random (100) to (998)) [999]) (coooo)) (([ceiling v] of (x) ) + (200000))) (join [999] (([ceiling v] of (y) ) + (200000)))) (join [999] (chatt)))\n end\n broadcast (usercheck v)\n wait (0.2) seconds\n end\nend\n\nif <[] > [0]> then\n if <[] > [0]> then\n set [何p? v] to [4]\n else\n set [何p? v] to [3]\n end\nend\n\nwhen flag clicked\n\nask [あなたの名前は何ですか?] and wait\n\nwhen flag clicked\nforever\n set [ry v] to [1]\n repeat (5)\n replace item (ry) of [生存確認 v] with (join (letter (1) of (☁ 1P)) (join (letter (2) of (☁ 1P)) (letter (3) of (☁ 1P))))\n replace item ((ry) + (5)) of [生存確認 v] with (join (letter (1) of (☁ 2P)) (join (letter (2) of (☁ 2P)) (letter (3) of (☁ 2P))))\n replace item ((ry) + (10)) of [生存確認 v] with (join (letter (1) of [りんご]) (join (letter (2) of [りんご]) (letter (3) of [りんご])))\n replace item ((ry) + (15)) of [生存確認 v] with (join (letter (1) of [りんご]) (join (letter (2) of [りんご]) (letter (3) of [りんご])))\n wait (0.6) seconds\n change [ry v] by (1)\n end\n if <(item (1) of [生存確認 v]) = (item (2) of [生存確認 v])> then\n if <(item (2) of [生存確認 v]) = (item (3) of [生存確認 v])> then\n if <(item (3) of [生存確認 v]) = (item (4) of [生存確認 v])> then\n if <(item (4) of [生存確認 v]) = (item (5) of [生存確認 v])> then\n set [☁ 1p v] to []\n end\n end\n end\n end\n if <(item (6) of [生存確認 v]) = (item (7) of [生存確認 v])> then\n if <(item (7) of [生存確認 v]) = (item (8) of [生存確認 v])> then\n if <(item (8) of [生存確認 v]) = (item (9) of [生存確認 v])> then\n if <(item (9) of [生存確認 v]) = (item (10) of [生存確認 v])> then\n if <not <[] = (☁ 2P)>> then\n if <(何p?) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n set [savepointx v] to [0]\n set [savepointy v] to [0]\n set [お知らせ v] to [2Pの人が抜けたため、自動的にゲームが終了しました。]\n set [eng sub v] to [The game ended automatically because the 2P person left.]\n end\n end\n set [☁ 2p v] to []\n end\n end\n end\n end\nend\n\nbroadcast (usercheck v)\nwait (0.2) seconds\n\nadd [なにか] to [☁online chat v]\n\nreplace item (2) of [☁online chat v] with [The course is hard.../コースが難しい...]\n\ndefine 文字 (用途)\nif <(用途) = [1]> then\n set [読み取り番目 v] to [1]\n set [1puser v] to []\n set [1px v] to []\n set [1py v] to []\n set [2puser v] to []\n set [2px v] to []\n set [2py v] to []\n set [読み取り(部屋名) v] to [4]\n repeat until <(読み取り(部屋名)) > (length of (☁ 1P))>\n if <(join (join (letter (読み取り(部屋名)) of (☁ 1P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 1P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 1P))) = [999]> then\n change [読み取り番目 v] by (1)\n else\n if <(読み取り番目) = [2]> then\n set [1puser v] to (join (1Puser) (item (item # of (join (join (letter (読み取り(部屋名)) of (☁ 1P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 1P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 1P))) in [code v]) of [mozi v]))\n end\n if <(読み取り番目) = [3]> then\n set [1px v] to (join (1Px) (join (join (letter (読み取り(部屋名)) of (☁ 1P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 1P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 1P))))\n end\n if <(読み取り番目) = [4]> then\n set [1py v] to (join (1Py) (join (join (letter (読み取り(部屋名)) of (☁ 1P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 1P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 1P))))\n end\n end\n change [読み取り(部屋名) v] by (3)\n end\n set [読み取り番目 v] to [1]\n set [2puser v] to []\n set [読み取り(部屋名) v] to [4]\n repeat until <(読み取り(部屋名)) > (length of (☁ 2P))>\n if <(join (join (letter (読み取り(部屋名)) of (☁ 2P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 2P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 2P))) = [999]> then\n change [読み取り番目 v] by (1)\n else\n if <(読み取り番目) = [2]> then\n set [2puser v] to (join (2Puser) (item (item # of (join (join (letter (読み取り(部屋名)) of (☁ 2P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 2P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 2P))) in [code v]) of [mozi v]))\n end\n if <(読み取り番目) = [3]> then\n set [2px v] to (join (2Px) (join (join (letter (読み取り(部屋名)) of (☁ 2P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 2P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 2P))))\n end\n if <(読み取り番目) = [4]> then\n set [2py v] to (join (2Py) (join (join (letter (読み取り(部屋名)) of (☁ 2P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 2P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 2P))))\n end\n end\n change [読み取り(部屋名) v] by (3)\n end\nend\nif <(用途) = [2]> then\n set [coooo v] to []\n set [s v] to [1]\n change [読み取り番目 v] by (1)\n set [answer v] to (username)\n repeat until <(s) > (length of (answer))>\n set [coooo v] to (join (coooo) (item (item # of (letter (s) of (answer)) in [mozi v]) of [code v]))\n change [s v] by (1)\n end\n set [coooo v] to (join (coooo) [999])\nend\n\nwhen flag clicked\nshow list [player v]\nshow list [chat v]\nhide\n\nadd [9] to [mozi v]\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nset [お知らせ v] to [They can both be started by stepping on a button.]\nset [eng sub v] to [2人とも、ボタンを踏むことでスタートできます。]\n\nwhen I receive [online v]\nshow\ngo to [front v] layer\n\n@仕掛け2\n\nwhen flag clicked\nhide\nset [brightness v] effect to (-5)\nswitch costume to (costume2 v)\n2.5D [0] [0]\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [0]\n2.5D [2060] [100]\n2.5D [2540] [100]\n2.5D [3020] [200]\n2.5D [3500] [200]\nswitch costume to (goal v)\n2.5D [3980] [200]\n\ndefine 2.5D (x) (y)\ngo to [front v] layer\nset [地形x v] to (x)\nset [地形y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n if <<(costume [number v]) = [4]> and <touching (sprite2 v)?>> then\n set [savepointx v] to [1800]\n set [savepointy v] to [0]\n switch costume to (コスチューム8 v)\n start sound [決定ボタンを押す4 v]\n repeat until <not <touching (sprite2 v)?>>\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n end\n end\n if <<(costume [number v]) = [11]> and <touching (sprite2 v)?>> then\n set [勝ち負け v] to [1]\n broadcast (ゴール v)\n set [gtime v] to ([ceiling v] of ((timer) * (100)) )\n set [savepointx v] to [4000]\n set [savepointy v] to [100]\n switch costume to (goal2 v)\n start sound [決定ボタンを押す4 v]\n repeat until <[1] = [2]>\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n go to [back v] layer\n end\n end\n if <<(costume [number v]) = [5]> and <touching (sprite2 v)?>> then\n set [savepointx v] to [2350]\n set [savepointy v] to [100]\n switch costume to (コスチューム9 v)\n start sound [決定ボタンを押す4 v]\n repeat until <not <touching (sprite2 v)?>>\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\nforever\n erase all\nend\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n turn right (1) degrees\n end\nend\n\nplay sound [cheer v] until done\n\n@スプライト4\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nwhen I receive [online game start v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nset [☁ chat v] to []\n\nask [あなたの名前は何ですか?] and wait\n\nwhen I receive [online game start v]\n\ndefine chat\n\nreplace item (4) of [chat v] with [add bot]\n\nwhen flag clicked\nset [bot制作命令 v] to [0]\n\n\n set [chatt v] to (join (何p?) [4])\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n hide\n if <key (c v) pressed?> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <key (c v) pressed?>>\n if <key (0 v) pressed?> then\n set [chatt v] to [0]\n wait until <not <key (0 v) pressed?>>\n end\n if <key (1 v) pressed?> then\n set [chatt v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n set [chatt v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n set [chatt v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n set [☁ chat v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n set [chatt v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n set [chatt v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n set [chatt v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n set [chatt v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n set [chatt v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\n set [chatt v] to [9]\n end\nend\n\nadd [Thank you!/ありがとう ございました!] to [☁online chat v]\n\nwait (1) seconds\n\n@スプライト5\n\nwhen I receive [ゴール v]\nswitch costume to (勝ち負け)\nshow\nset [ghost v] effect to (100)\nif <(何p?) = [1]> then\n set [☁ stats v] to [01]\nelse\n if <(何p?) = [2]> then\n set [☁ 2pstats v] to [01]\n end\nend\nwait (1) seconds\nhide variable [お知らせ v]\nhide variable [eng sub v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nstop [all v]\n\nif then\nend\n\nwhen flag clicked\nset [☁ stats v] to [00]\nhide\nset [ghost v] effect to (100)\nforever\n\n
(日本語は下です)\n<English>\nIt motivates the author, if you enjoyed this game, please ★&♥&follow!\n*New Scratcher can't play it on online.\nArrow key=Move\nC key= chat\nYou should reach the goal ASAP(before your opponent reach there).\nThere may be some bugs, if you noticed them, please tell me about it on comment.\nIf both 1P and 2P play, you will be a spectator.\n<日本語>\n作者のモチベーションが上がるので楽しんでいただければ★・♥・フォローお願いします!\n*New Scratcherはオンラインでプレイできません。\n矢印キー=動く\nCキー=チャット\nプラットフォーマーをクリアし、ゴールに相手よりも早くたどり着いてください。\nバグ等あればコメントで教えてください。\n1Pと2Pが両方プレイしている場合、観戦者となります。\n宣伝:https://scratch.mit.edu/projects/867412170/\nhttps://scratch.mit.edu/projects/876372010/(@YaseiRisu様から許可を得ています。)
脱出プラットフォーマー(escape platformer)
@Stage\n\nwhen flag clicked\nswitch backdrop to (レンガ v)\nset [動くな v] to [0]\nset [動き v] to [0]\nforever\n if <(ステージ) = [21]> then\n play sound [Movie 2 v] until done\n else\n play sound [Video Game 2 v] until done\n end\n if <(ステージ) = [25]> then\n switch backdrop to (背景1 v)\n stop [all v]\n end\n if <(ステージ) = [26]> then\n switch backdrop to (背景2 v)\n stop [all v]\n end\nend\n\nwhen I receive [動くな v]\nchange [動くな v] by (-1)\nif <(動くな) = [0]> then\n set [動き v] to [0]\nend\n\nwhen I receive [動いた v]\nset [動くな v] to [4]\n\n@地面\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\n\nwhen I receive [→ v]\nswitch costume to ((costume [name v]) + (1))\nchange [ステージ v] by (1)\n\nwhen I receive [← v]\nswitch costume to ((costume [name v]) + (-1))\nchange [ステージ v] by (-1)\n\nwhen I receive [↑ v]\nswitch costume to ((costume [name v]) + (6))\nchange [ステージ v] by (6)\n\nwhen I receive [↓ v]\nswitch costume to ((costume [name v]) + (-6))\nchange [ステージ v] by (-6)\n\nwhen I receive [1 v]\nswitch costume to (1 v)\n\n@針\n\nwhen I receive [↓ v]\nswitch costume to ((costume [number v]) + (-6))\n\nwhen I receive [↑ v]\nswitch costume to ((costume [number v]) + (6))\n\nwhen I receive [→ v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [← v]\nswitch costume to ((costume [number v]) + (-1))\n\nwhen flag clicked\nswitch costume to (1 v)\n\nshow\n\n@キャラ\n\nwhen flag clicked\nshow\nclear graphic effects\nset size to (100) %\ngo to [front v] layer\nset [x v] to [0]\nset [y v] to [0]\nset [ステージ v] to [1]\npoint in direction (90)\nset rotation style [left-right v]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\ngo to x: (-210) y: (-90)\nwait (0.01) seconds\nforever\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(動き) = [2]> or <(動き) = [6]>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(動き) = [1]> or <(動き) = [5]>>> then\n change [x v] by (1)\n point in direction (90)\n end\n set [x v] to ((X) * (0.92))\n change x by (X)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change y by (1)\n if <<touching (地面 v)?> or <<<touching (鍵11 v)?> or <touching (鍵22 v)?>> or <<touching (鍵33 v)?> or <touching (鍵44 v)?>>>> then\n change x by ((0) - (X))\n change y by (-5)\n if <<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <<(動き) = [5]> or <(動き) = [5]>>> then\n start sound [Teleport2 v]\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <(動き) = [3]>> and <touching (地面 v)?>> then\n start sound [Teleport2 v]\n set [y v] to [15]\n end\n change y by (1)\nend\n\nwhen I receive [→ v]\nhide\nset [リスポーン地点 v] to [5]\nwait (1) seconds\ngo to (扉左 v)\nshow\nrepeat until <not <(リスポーン地点) = [5]>>\n if <touching (針 v)?> then\n go to (扉左 v)\n end\nend\n\nwhen I receive [← v]\nhide\nset [リスポーン地点 v] to [3]\nwait (1) seconds\ngo to (扉右 v)\nshow\nrepeat until <not <(リスポーン地点) = [3]>>\n if <touching (針 v)?> then\n go to (扉右 v)\n end\nend\n\nwhen I receive [↑ v]\nhide\nwait (1) seconds\nset [リスポーン地点 v] to [2]\ngo to (扉下 v)\nshow\nrepeat until <not <(リスポーン地点) = [2]>>\n if <touching (針 v)?> then\n go to (扉下 v)\n end\nend\n\nwhen I receive [↓ v]\nhide\nset [リスポーン地点 v] to [7]\nwait (1) seconds\ngo to (扉上 v)\nshow\nrepeat until <not <(リスポーン地点) = [7]>>\n if <touching (針 v)?> then\n go to (扉上 v)\n end\nend\n\nwhen I receive [→ v]\nrepeat (10)\n if <(ステージ) = [21]> then\n go to x: (-200) y: (150)\n forever\n end\n wait (0.1) seconds\nend\n\nplay sound [Teleport2 v] until done\n\nwhen flag clicked\nshow\nset [hp v] to [3]\nhide variable [hp v]\nforever\n if <(ステージ) = [21]> then\n show variable [hp v]\n if <touching (弾 v)?> then\n change [hp v] by (-1)\n wait (1) seconds\n if <(HP) < [0]> then\n set [ステージ v] to [1]\n hide variable [hp v]\n broadcast (1 v)\n wait (1) seconds\n end\n end\n end\n set [hp v] to [3]\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [25]> then\n hide\n end\n if <(ステージ) = [26]> then\n hide\n end\nend\n\n@現在地\n\nwhen I receive [隠す v]\nhide\n\nwhen I receive [見せる v]\nshow\n\nwhen flag clicked\ngo to x: (120) y: (-160)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen I receive [→ v]\nchange x by (20)\n\nwhen I receive [← v]\nchange x by (-20)\n\nwhen I receive [↑ v]\nchange y by (20)\n\nwhen I receive [↓ v]\nchange y by (-20)\n\nwhen flag clicked\nforever\n if <(ステージ) = [25]> then\n hide\n end\n if <(ステージ) = [26]> then\n hide\n end\nend\n\n@地図\n\nwhen flag clicked\ngo to x: (170) y: (-130)\nset size to (500) %\nshow\nset [地図 v] to [0]\nwait (0.05) seconds\ngo to [front v] layer\nforever\n if <(地図) = [0]> then\n if <<key (q v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n hide\n broadcast (隠す v)\n wait (1) seconds\n set [地図 v] to [1]\n end\n end\n if <(地図) = [1]> then\n if <<key (q v) pressed?> or <<mouse down?> and <touching (mouse-pointer v)?>>> then\n show\n broadcast (見せる v)\n wait (1) seconds\n set [地図 v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [25]> then\n hide\n end\n if <(ステージ) = [26]> then\n hide\n end\nend\n\n@扉右\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n if <<(動き) = [4]> or <key (space v) pressed?>> then\n broadcast (→ v)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[右 v] contains (ステージ)?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [右 v]\nadd [1] to [右 v]\nadd [2] to [右 v]\nadd [3] to [右 v]\nadd [5] to [右 v]\nadd [7] to [右 v]\nadd [8] to [右 v]\nadd [15] to [右 v]\nadd [16] to [右 v]\nadd [19] to [右 v]\nadd [20] to [右 v]\nadd [22] to [右 v]\nadd [23] to [右 v]\nadd [24] to [右 v]\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n go to x: (200) y: (0)\n end\n if <(ステージ) = [2]> then\n go to x: (204) y: (-130)\n end\n if <(ステージ) = [3]> then\n go to x: (207) y: (41)\n end\n if <(ステージ) = [5]> then\n go to x: (204) y: (-52)\n end\n if <(ステージ) = [7]> then\n go to x: (204) y: (-130)\n end\n if <(ステージ) = [8]> then\n go to x: (204) y: (-130)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [15]> then\n go to x: (210) y: (-35)\n end\n if <(ステージ) = [16]> then\n go to x: (210) y: (75)\n end\n if <(ステージ) = [19]> then\n go to x: (204) y: (-130)\n end\n if <(ステージ) = [20]> then\n go to x: (185) y: (94)\n end\n if <(ステージ) = [22]> then\n go to x: (220) y: (58)\n end\n if <(ステージ) = [23]> then\n go to x: (200) y: (137)\n end\n if <(ステージ) = [24]> then\n go to x: (200) y: (20)\n end\nend\n\n@扉左\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n if <<(動き) = [4]> or <key (space v) pressed?>> then\n broadcast (← v)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[左 v] contains (ステージ)?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [左 v]\nadd [2] to [左 v]\nadd [3] to [左 v]\nadd [4] to [左 v]\nadd [6] to [左 v]\nadd [8] to [左 v]\nadd [9] to [左 v]\nadd [16] to [左 v]\nadd [17] to [左 v]\nadd [20] to [左 v]\nadd [23] to [左 v]\nadd [24] to [左 v]\n\nwhen flag clicked\nforever\n if <(ステージ) = [23]> then\n go to x: (-216) y: (86)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [2]> then\n go to x: (-200) y: (-130)\n end\n if <(ステージ) = [3]> then\n go to x: (-200) y: (-130)\n end\n if <(ステージ) = [4]> then\n go to x: (-212) y: (-97)\n end\n if <(ステージ) = [6]> then\n go to x: (-200) y: (-130)\n end\n if <(ステージ) = [8]> then\n go to x: (-220) y: (87)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [9]> then\n go to x: (-209) y: (-101)\n end\n if <(ステージ) = [16]> then\n go to x: (-210) y: (-135)\n end\n if <(ステージ) = [17]> then\n go to x: (-215) y: (134)\n end\n if <(ステージ) = [20]> then\n go to x: (-200) y: (110)\n end\n if <(ステージ) = [23]> then\n go to x: (-212) y: (87)\n end\n if <(ステージ) = [24]> then\n go to x: (-200) y: (-130)\n end\nend\n\n@扉上\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n if <<(動き) = [4]> or <key (space v) pressed?>> then\n broadcast (↑ v)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[上 v] contains (ステージ)?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [上 v]\nadd [1] to [上 v]\nadd [4] to [上 v]\nadd [6] to [上 v]\nadd [7] to [上 v]\nadd [9] to [上 v]\nadd [11] to [上 v]\nadd [12] to [上 v]\nadd [13] to [上 v]\nadd [14] to [上 v]\nadd [16] to [上 v]\nadd [18] to [上 v]\n\nwhen flag clicked\nforever\n if <(ステージ) = [1]> then\n go to x: (-175) y: (49)\n end\n if <(ステージ) = [4]> then\n go to x: (40) y: (123)\n end\n if <(ステージ) = [6]> then\n go to x: (-200) y: (35)\n end\n if <(ステージ) = [7]> then\n go to x: (-215) y: (123)\n end\n if <(ステージ) = [9]> then\n go to x: (212) y: (137)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [11]> then\n go to x: (-210) y: (-65)\n end\n if <(ステージ) = [12]> then\n go to x: (210) y: (105)\n end\n if <(ステージ) = [13]> then\n go to x: (0) y: (112)\n end\n if <(ステージ) = [14]> then\n go to x: (-20) y: (132)\n end\n if <(ステージ) = [16]> then\n go to x: (-50) y: (132)\n end\n if <(ステージ) = [18]> then\n go to x: (212) y: (137)\n end\nend\n\n@扉下\n\nwhen flag clicked\nforever\n if <touching (キャラ v)?> then\n if <<(動き) = [4]> or <key (space v) pressed?>> then\n broadcast (↓ v)\n wait (1) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <[下 v] contains (ステージ)?> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ndelete all of [下 v]\nadd [7] to [下 v]\nadd [10] to [下 v]\nadd [12] to [下 v]\nadd [13] to [下 v]\nadd [15] to [下 v]\nadd [17] to [下 v]\nadd [18] to [下 v]\nadd [19] to [下 v]\nadd [20] to [下 v]\nadd [22] to [下 v]\nadd [24] to [下 v]\n\nwhen flag clicked\nswitch costume to (扉下 v)\nforever\n if <(ステージ) = [24]> then\n repeat until <not <(ステージ) = [24]>>\n switch costume to (偽針 v)\n end\n end\n switch costume to (扉下 v)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [7]> then\n go to x: (-188) y: (-132)\n end\n if <(ステージ) = [10]> then\n go to x: (-200) y: (-130)\n end\n if <(ステージ) = [12]> then\n go to x: (-200) y: (-130)\n end\n if <(ステージ) = [13]> then\n go to x: (202) y: (-56)\n end\n if <(ステージ) = [15]> then\n go to x: (-202) y: (-116)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [17]> then\n go to x: (210) y: (-130)\n end\n if <(ステージ) = [18]> then\n go to x: (-200) y: (-145)\n end\n if <(ステージ) = [19]> then\n go to x: (-212) y: (110)\n end\n if <(ステージ) = [20]> then\n go to x: (150) y: (-130)\n end\n if <(ステージ) = [22]> then\n go to x: (-215) y: (52)\n end\n if <(ステージ) = [24]> then\n go to x: (-61) y: (-132)\n end\nend\n\n@弾\n\nwhen I receive [撃て! v]\nforever\n wait (1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (3))\nforever\n if <(costume [number v]) = [1]> then\n turn right (pick random (1) to (10)) degrees\n turn left (pick random (1) to (10)) degrees\n move (15) steps\n end\n if <(costume [number v]) = [2]> then\n broadcast (分身 v)\n move (15) steps\n end\n if <(costume [number v]) = [3]> then\n point towards (キャラ v)\n move (15) steps\n end\n if <(ステージ) = [26]> then\n hide\n end\n if <(HP) < [0]> then\n hide\n delete this clone\n end\nend\n\nwhen I start as a clone\nwait (10) seconds\ndelete this clone\n\nwhen I receive [分身 v]\nforever\n move (10) steps\nend\n\nwhen flag clicked\nforever\n if <(HP) < [0]> then\n hide\n end\nend\n\n@ボス\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [21]> then\n show\n broadcast (撃て! v)\n wait (30) seconds\n set [ステージ v] to [26]\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(HP) < [0]> then\n hide\n end\nend\n\n@右\n\nwhen flag clicked\ngo to x: (-140) y: (-100)\nswitch costume to (固定 v)\nshow\n\nwhen flag clicked\nforever\n go to (中心 v)\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n hide\n end\n if <key (x v) pressed?> then\n show\n end\nend\n\nwhen I receive [隠れる v]\nhide\n\nwhen I receive [見つかる v]\nshow\n\nwhen this sprite clicked\nbroadcast (動いた v)\n\nwhen I receive [動いた v]\nif <touching (mouse-pointer v)?> then\n if <(動き) = [3]> then\n set [動き v] to [5]\n else\n set [動き v] to [1]\n end\nelse\n broadcast (動くな v)\n stop [this script v]\nend\n\n@左\n\nwhen flag clicked\ngo to x: (-140) y: (-100)\nswitch costume to (固定 v)\n\nwhen flag clicked\nforever\n go to (中心 v)\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n hide\n end\n if <key (x v) pressed?> then\n show\n end\nend\n\nwhen I receive [見つかる v]\nshow\n\nwhen I receive [隠れる v]\nhide\n\nwhen this sprite clicked\nbroadcast (動いた v)\n\nwhen I receive [動いた v]\nif <touching (mouse-pointer v)?> then\n if <(動き) = [3]> then\n set [動き v] to [6]\n else\n set [動き v] to [2]\n end\nelse\n broadcast (動くな v)\n stop [this script v]\nend\n\n@上\n\nwhen flag clicked\ngo to x: (-140) y: (-100)\nswitch costume to (固定 v)\n\nwhen flag clicked\nforever\n go to (中心 v)\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n hide\n end\n if <key (x v) pressed?> then\n show\n end\nend\n\nwhen I receive [見つかる v]\nshow\n\nwhen I receive [隠れる v]\nhide\n\nwhen this sprite clicked\nbroadcast (動いた v)\n\nwhen I receive [動いた v]\nif <touching (mouse-pointer v)?> then\n set [動き v] to [3]\n wait (0.7) seconds\n set [動き v] to [0]\nelse\n broadcast (動くな v)\n stop [this script v]\nend\n\n@下\n\nwhen flag clicked\ngo to x: (-140) y: (-100)\nswitch costume to (固定 v)\n\nwhen flag clicked\nforever\n go to (中心 v)\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n hide\n end\n if <key (x v) pressed?> then\n show\n end\nend\n\nwhen I receive [見つかる v]\nshow\n\nwhen I receive [隠れる v]\nhide\n\nwhen this sprite clicked\nbroadcast (動いた v)\n\nwhen I receive [動いた v]\nif <touching (mouse-pointer v)?> then\n set [動き v] to [4]\nelse\n broadcast (動くな v)\n stop [this script v]\nend\n\n@中心\n\nwhen flag clicked\ngo to x: (-140) y: (-100)\nswitch costume to (固定 v)\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (隠れる v)\n go to (mouse-pointer v)\n broadcast (見つかる v)\n else\n end\nend\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n broadcast (隠れる v)\n hide\n end\n if <key (x v) pressed?> then\n broadcast (見つかる v)\n show\n end\nend\n\n@鍵1\n\nwhen flag clicked\nforever\n switch costume to (鍵1 v)\n if <(ステージ) = [10]> then\n show\n else\n hide\n end\n if <touching (キャラ v)?> then\n hide\n set [鍵1 v] to [1]\n stop [this script v]\n end\nend\n\n@鍵11\n\nwhen flag clicked\nset [鍵1 v] to [0]\nhide\nforever\n switch costume to (鍵扉1 v)\n if <(ステージ) = [1]> then\n show\n else\n hide\n end\n if <(鍵1) = [1]> then\n stop [this script v]\n end\nend\n\n@鍵2\n\nwait (0.5) seconds\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n switch costume to (鍵2 v)\n if <(ステージ) = [14]> then\n show\n else\n hide\n end\n if <touching (キャラ v)?> then\n hide\n set [鍵2 v] to [1]\n stop [this script v]\n end\nend\n\n@鍵22\n\nwhen flag clicked\nset [鍵2 v] to [0]\nhide\nforever\n switch costume to (鍵扉2 v)\n if <(ステージ) = [7]> then\n show\n else\n hide\n end\n if <(鍵2) = [1]> then\n stop [this script v]\n end\nend\n\nwait (0.5) seconds\n\n@鍵3\n\nwhen flag clicked\nforever\n switch costume to (鍵3 v)\n if <(ステージ) = [11]> then\n show\n else\n hide\n end\n if <touching (キャラ v)?> then\n hide\n set [鍵3 v] to [1]\n stop [this script v]\n end\nend\n\n@鍵33\n\nwhen flag clicked\nset [鍵3 v] to [0]\nhide\nforever\n switch costume to (鍵扉3 v)\n if <(ステージ) = [16]> then\n show\n else\n hide\n end\n if <(鍵3) = [1]> then\n stop [this script v]\n end\nend\n\n@鍵4\n\nwhen flag clicked\nforever\n switch costume to (鍵4 v)\n if <(ステージ) = [5]> then\n show\n else\n hide\n end\n if <touching (キャラ v)?> then\n hide\n set [鍵4 v] to [1]\n stop [this script v]\n end\nend\n\n@鍵44\n\nwhen flag clicked\nset [鍵4 v] to [0]\nhide\nforever\n switch costume to (鍵扉4 v)\n if <(ステージ) = [20]> then\n show\n else\n hide\n end\n if <(鍵4) = [1]> then\n stop [this script v]\n end\nend\n\n
これ1600人も見てるんだーすげー\n\n右上を目指そう\n矢印で動きます。\n右下の地図が邪魔な時、タップかQキーで消したり、表示したりできます。\nZキーで矢印が消えます\nXキーで再び表示します\n中心が赤いとき、矢印の位置を自由に\n動かせます\nスペースキーで扉に入れます\n裏クリアがあります。\nがんばれー\n\nあるコメントをすると次の作品拡散手伝うよ\n(裏クリア)\n\n難易度★☆☆☆☆
☁ 3D Online Platformer V1.2 ☁ [Mobile Friendly]
@Stage\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n play sound [Nebula v] until done\nend\n\nwhen I receive [end v]\nset [pitch v] effect to (50)\n\nchange [player y vel. v] by (10)\n\n@engine\n\ndefine Usernames\nGet Point (Player x) ((Player y) + (25)) (Player z)\nset pen color to (#000000)\nPhrase (username) starting at ((x1) - (((length of (username)) / (2)) * (10))) (y1) size: [0.7]\nset [__loop v] to [1]\nrepeat ((length of [#cloudlist v]) / (7))\n Get Point (item ((__loop) + (2)) of [#cloudlist v]) ((item ((__loop) + (3)) of [#cloudlist v]) + (25)) (item ((__loop) + (5)) of [#cloudlist v])\n set pen color to (#000000)\n Phrase (item ((__loop) + (1)) of [#cloudlist v]) starting at ((x1) - (((length of (item ((__loop) + (1)) of [#cloudlist v])) / (2)) * (10))) (y1) size: [0.7]\n change [__loop v] by (7)\nend\nDetect\n\ndefine Draw letter (letter) at x (x) y (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((3) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[:] = (letter)> then\n change x by ((5) * (s))\n change y by ((5) * (s))\n pen down\n pen up\n change y by ((10) * (s))\n pen down\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[/] = (letter)> then\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[?] = (letter)> then\n pen down\n pen up\n change y by ((5) * (s))\n pen down\n change y by ((7) * (s))\n change x by ((5) * (s))\n change y by ((8) * (s))\n change x by ((-5) * (s))\n pen up\nend\n\ndefine Phrase (p) starting at (x) (y) size: (s)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [letter v] to [0]\nrepeat (length of (p))\n change [letter v] by (1)\n Draw letter (letter (Letter) of (p)) at x (X3) y (Y3) Size (s)\n change [x3 v] by ((15) * (s))\nend\n\ndefine Words\nGet Point [200] [3000] [5000]\ngo to x: (x1) y: (y1)\npoint in direction (((Rotation X) * (-0.5)) + (70))\nset pen color to (#ffffff)\nset pen size to (70)\npen down\npen up\nmove (20) steps\nset pen color to (#000000)\nset pen size to (60)\npen down\npen up\nGet Point [100] ((100) + ((10) * ([cos v] of ((300) * (timer)) ))) [100]\nif <(_) = [0]> then\n set pen color to (#ff9400)\n Phrase [Shop] starting at ((x1) - (20)) ((y1) - (10)) size: [1]\nend\nset [__loop v] to [1]\nrepeat ((length of [_other players v]) / (6))\n Get Point (item ((__loop) + (1)) of [_other players v]) ((item ((__loop) + (2)) of [_other players v]) + (35)) (item ((__loop) + (3)) of [_other players v])\n if <(_) = [0]> then\n set pen color to (#ffffff)\n Phrase (item (__loop) of [_other players v]) starting at ((x1) - ((10) * ((length of (item (__loop) of [_other players v])) / (2)))) ((y1) - (10)) size: [1]\n go to x: ((x1) - (25)) y: ((y1) + (40))\n set pen color to (#cacaca)\n set pen size to (20)\n pen down\n change x by (50)\n change x by (-50)\n pen up\n set pen color to (#00ff08)\n set pen (color v) to (((item ((__loop) + (5)) of [_other players v]) / (50)) * (30))\n set pen size to (13)\n pen down\n change x by (item ((__loop) + (5)) of [_other players v])\n pen up\n end\n change [__loop v] by (6)\nend\nAdd CubeType2 [] [] [] length [] [] []\n\nchange [__loop v] by (6)\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\nAdd Tri (() + (([cos v] of (_ _rotate) ) * (10))) (() + (-30)) (() + (([sin v] of (_ _rotate) ) * (10))) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (10))) - (_ _px) ((_ _py) + (20)) (_ _pz) -- [Player] []\nAdd Tri ((_ _px) + (([cos v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([sin v] of (_ _rotate) ) * (-10))) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (10))) - (_ _px) ((_ _py) + (20)) (_ _pz) -- [Player] []\nAdd Tri (_ _px) ((_ _py) + (-15)) (_ _pz) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-20))) ((_ _py) + (-15)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (20))) - (_ _px) ((_ _py) + (-5)) (_ _pz) -- [Player] []\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine Sort\nset [dummy variable v] to [0]\nrepeat (length of [distance info v])\n change [dummy variable v] by (1)\n if <(Dummy Variable) < [10]> then\n set [dummy variable v] to (join [0] (Dummy Variable))\n end\n replace item (Dummy Variable) of [distance info v] with (((item (Dummy Variable) of [distance info v]) * (100)) + (Dummy Variable))\nend\nrepeat (length of [distance info v])\n set [dummy variable v] to [0]\n set [dummy 2 v] to [0]\n repeat ((length of [distance info v]) - (1))\n change [dummy variable v] by (1)\n if <(item (Dummy Variable) of [distance info v]) < (item ((Dummy Variable) + (1)) of [distance info v])> then\n set [dummy 2 v] to (item ((Dummy Variable) + (1)) of [distance info v])\n replace item ((Dummy Variable) + (1)) of [distance info v] with (item (Dummy Variable) of [distance info v])\n replace item (Dummy Variable) of [distance info v] with (Dummy 2)\n end\n end\nend\n\ndefine Draw Cube at (x) (y) (z) length of each side (xl) (yl) (zl) t (t)\nset pen size to (5)\nset [distance v] to (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) ))\nif <[green] = (t)> then\n set pen color to (#00ff21)\nend\nif <[dirt] = (t)> then\n set pen color to (#d07800)\nend\nif <[player] = (t)> then\n if <[touching? v] contains [water]?> then\n set pen color to (#00dcba)\n else\n set pen color to (#00ffd8)\n end\nend\nif <[end] = (t)> then\n set pen color to (#ffffff)\nend\nif <[bounce] = (t)> then\n set pen color to (#dd00a9)\nend\nif <[lava] = (t)> then\n set pen color to (#ff0000)\nend\nif <[front] = (t)> then\n set pen color to (#dac700)\nend\nif <[gravity] = (t)> then\n set pen color to (#ff9400)\nend\nif <[others] = (t)> then\n set pen color to (#0024d0)\nend\nif <[checkpoint1] = (t)> then\n set pen color to (#d27900)\nend\nif <[checkpoint2] = (t)> then\n set pen color to (#ff2222)\nend\nif <[checkpoint3] = (t)> then\n set pen color to (#56f700)\nend\nif <[water] = (t)> then\n set pen color to (#3d60ff)\nend\nif <[checkpoint21] = (t)> then\n set pen color to (#d27900)\nend\nif <[checkpoint22] = (t)> then\n set pen color to (#ff2222)\nend\nif <[checkpoint23] = (t)> then\n set pen color to (#56f700)\nend\nif <[superbounce] = (t)> then\n set pen color to (#980074)\nend\nif <((z) + ((zl) / (2))) < (cam z)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam z) < ((z) - ((zl) / (2)))> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((x) + ((xl) / (2))) < (cam x)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <(cam x) < ((x) - ((xl) / (2)))> then\n Draw square ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((y) + ((yl) / (2))) < (cam y)> then\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam y) < ((y) - ((yl) / (2)))> then\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\n\nset pen (color v) to (50)\n\nwhen flag clicked\nset [checkpoint?_ v] to [checkpoint2]\n\nbroadcast (Intro v)\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Draw cubes\nset pen size to (5)\nCalculate Trig Values\nset [loop v] to [0]\nrepeat (length of [distance info v])\n change [loop v] by (1)\n set [dummy 2 v] to (join (letter ((length of (item (Loop) of [distance info v])) - (1)) of (item (Loop) of [distance info v])) (letter (length of (item (Loop) of [distance info v])) of (item (Loop) of [distance info v])))\n Draw Cube at (item (Dummy 2) of [x v]) (item (Dummy 2) of [y v]) (item (Dummy 2) of [z v]) length of each side (item (Dummy 2) of [xl v]) (item (Dummy 2) of [yl v]) (item (Dummy 2) of [zl v]) t (item (Dummy 2) of [types v])\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (Rotation Y) )\nset [cos x v] to ([cos v] of (Rotation Y) )\nset [sin y v] to ([sin v] of (Rotation X) )\nset [cos y v] to ([cos v] of (Rotation X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Add Cube (x) (y) (z) lengths (xl) (yl) (zl) type: (t)\nif <(round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) < [700]> then\n add (x) to [x v]\n add (y) to [y v]\n add (z) to [z v]\n add (xl) to [xl v]\n add (yl) to [yl v]\n add (zl) to [zl v]\n add (t) to [types v]\n add (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) to [distance info v]\nend\n\ndefine Reset\nset [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\nset [cam y v] to ((Player y) + ((100) * ((-1) * ([sin v] of (Rotation Y) ))))\nset [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nset [cam speed v] to [1]\nset [rotation y v] to [-45]\nif <(checkpoint2_) = [checkpoint22]> then\n set [rotation x v] to [0]\n if <(checkpoint?_) = [checkpoint3]> then\n set [player x v] to [-250]\n set [player y v] to [240]\n set [player z v] to [1665]\n else\n set [player x v] to [0]\n set [player y v] to [100]\n set [player z v] to [0]\n end\nelse\n if <(checkpoint2_) = [checkpoint23]> then\n set [fallen? v] to [1]\n set [rotation x v] to [-90]\n set [player x v] to [290]\n set [player y v] to [240]\n set [player z v] to [3510]\n else\n set [rotation x v] to [0]\n set [player x v] to [0]\n set [player y v] to [100]\n set [player z v] to [0]\n end\nend\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\nset [rotation x v] to [0]\n\ndefine Sense (x) (y) (z) w (xl) (yl) (zl) Type (t)\nif <<<((Player z) + (15)) > ((z) - ((zl) / (2)))> and <((Player z) + (-15)) < ((z) + ((zl) / (2)))>> and <<<((Player y) + (15)) > ((y) - ((yl) / (2)))> and <((Player y) + (-15)) < ((y) + ((yl) / (2)))>> and <<((Player x) + (15)) > ((x) - ((xl) / (2)))> and <((Player x) + (-15)) < ((x) + ((xl) / (2)))>>>> then\n add (t) to [touching? v]\nend\n\ndefine Detect\ndelete all of [touching? v]\nset [loop v] to [1]\nrepeat (length of [types v])\n Sense (item (Loop) of [x v]) (item (Loop) of [y v]) (item (Loop) of [z v]) w (item (Loop) of [xl v]) (item (Loop) of [yl v]) (item (Loop) of [zl v]) Type (item (Loop) of [types v])\n change [loop v] by (1)\nend\n\ndefine Settings\nif <key (right arrow v) pressed?> then\n change [rot y vel. v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [rot y vel. v] by (1)\nend\nif <key (up arrow v) pressed?> then\n change [rot x vel. v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [rot x vel. v] by (-1)\nend\nif <key (w v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nif <key (s v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (a v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (d v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nset [player z vel. v] to ((Player z vel.) * (0.8))\nset [rot x vel. v] to ((Rot x vel.) * (0.9))\nset [rot y vel. v] to ((Rot y vel.) * (0.9))\nchange [player z v] by (Player z vel.)\nchange [rotation y v] by (round (Rot x vel.))\nchange [rotation x v] by (round (Rot y vel.))\nif <(Rotation Y) < [-90]> then\n set [rotation y v] to [-90]\nend\nif <[90] < (Rotation Y)> then\n set [rotation y v] to [90]\nend\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (-10)\n change [player z v] by ((Player z vel.) * (-1))\n set [player z vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (w v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (s v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nif <key (a v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (d v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nset [player x vel. v] to ((Player x vel.) * (0.8))\nchange [player x v] by (Player x vel.)\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (-10)\n change [player x v] by ((Player x vel.) * (-1))\n set [player x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nDetect\nif <[touching? v] contains [gravity]?> then\n set [_gravity v] to ((-1) * (_Gravity))\n change [player y v] by ((-10) * (_Gravity))\n set [player y vel. v] to [0]\nend\nchange [player y vel. v] by ((-1) * (_Gravity))\nchange [player y v] by (Player y vel.)\nchange [_air? v] by (1)\nDetect\nif <[touching? v] contains [lava]?> then\n start sound [Disconnect v]\n Reset\nend\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by ((-1) * (Player y vel.))\n set [player y vel. v] to [0]\n set [_air? v] to [0]\nend\nif <<key (space v) pressed?> or <(jump?) = [1]>> then\n if <(_air?) < [8]> then\n set [player y vel. v] to [10]\n end\nelse\n change [_air? v] by (8)\nend\nDetect\nif <[touching? v] contains [end]?> then\n change [player y v] by (1000)\n broadcast (End v)\nend\nif <[touching? v] contains [bounce]?> then\n set [player y vel. v] to [20]\n set [_air? v] to [0]\nend\nif <[touching? v] contains [front]?> then\n set [player y vel. v] to [15]\n set [player z vel. v] to [50]\n set [_air? v] to [0]\nend\nif <<[touching? v] contains [checkpoint1]?> or <[touching? v] contains [checkpoint2]?>> then\n if <not <(checkpoint?_) = [checkpoint3]>> then\n start sound [Collect v]\n end\n set [checkpoint?_ v] to [checkpoint3]\nend\nif <[touching? v] contains [water]?> then\n if <<key (space v) pressed?> or <(jump?) = [1]>> then\n set [player y vel. v] to [3]\n set [_air? v] to [0]\n else\n set [player y vel. v] to [0.2]\n end\nend\nif <<[touching? v] contains [checkpoint21]?> or <[touching? v] contains [checkpoint22]?>> then\n if <not <(checkpoint2_) = [checkpoint23]>> then\n start sound [Collect v]\n end\n set [checkpoint2_ v] to [checkpoint23]\nend\nif <[touching? v] contains [superbounce]?> then\n set [player y vel. v] to [30]\n set [_air? v] to [0]\nend\n\nstart sound [Jump v]\n\nReset\n\ndefine Get Point (x) (y) (z)\nSet Point 1: ((x) - (cam x)) ((y) - (cam y)) ((z) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nZ Clipping\nSet Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n\ndefine Draw square (x) (y) (z) - (x2) (y2) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x2) (y) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x) (y2) (z)\n\ndefine 3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\ndelete all of [tri x v]\ndelete all of [tri y v]\ndelete all of [tri z v]\nGet Point (x1) (y1) (z1)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x2) (y2) (z2)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x3) (y3) (z3)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nif <not <<(item (1) of [tri z v]) < (near plane)> and <<(item (2) of [tri z v]) < (near plane)> and <(item (3) of [tri z v]) < (near plane)>>>> then\n if <not <[0] = (item (1) of [tri z v])>> then\n if <not <[0] = (item (2) of [tri z v])>> then\n if <not <[0] = (item (3) of [tri z v])>> then\n fill (item (1) of [tri x v]) (item (1) of [tri y v]) (item (2) of [tri x v]) (item (2) of [tri y v]) (item (3) of [tri x v]) (item (3) of [tri y v]) resolution: (1)\n end\n end\n end\nend\nset pen size to (5)\nchange pen (brightness v) by (-10)\nDraw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nDraw Line (x1) (y1) (z1) to (x3) (y3) (z3)\nDraw Line (x2) (y2) (z2) to (x3) (y3) (z3)\nchange pen (brightness v) by (10)\n\nwhen I receive [realstart v]\nset [fallen? v] to [0]\nerase all\nset pen size to (2)\nset pen color to (#30cebd)\nReset\nReset\nset [_level v] to [1]\nforever\n erase all\n go to x: (0) y: (0)\n set pen size to (600)\n set pen color to (#a2f0ff)\n pen down\n pen up\n Detect\n Get Level\n Sort\n Draw cubes\n Settings\n if <(Player y) < [-200]> then\n start sound [Disconnect v]\n Reset\n end\n set [cam x v] to ((Player x) + ((125) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\n set [cam y v] to ((Player y) + ((125) * (([sin v] of (Rotation Y) ) * (-1))))\n set [cam z v] to ((Player z) + ((((125) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nend\n\nUsernames\n\nif <[500] < (Player y)> then\n Reset\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nbroadcast (Start v)\n\ndefine Add CubeType2 (x1) (y1) (z1) length (x2) (y2) (z3)\nAdd Cube (x1) (y1) (z1) lengths (x2) (y2) (z3) type: [green]\nAdd Cube (x1) ((y1) - (50)) (z1) lengths (x2) (y2) (z3) type: [dirt]\n\nset pen (color v) to (50)\n\nset [_level v] to [5]\n\nwhen I receive [end v]\nerase all\n\nwhen flag clicked\nforever\n broadcast (Loop v)\nend\n\nAdd CubeType2 [450] [100] [1200] length [100] [50] [100]\n\nAdd Cube [-250] [100] [1400] lengths [100] [50] [400] type: [lava]\n\nchange [player z v] by (300)\n\nwhen flag clicked\nset [checkpoint?_ v] to [checkpoint2]\nset [checkpoint2_ v] to [checkpoint22]\n\nset [player x v] to [-250]\nset [player y v] to [240]\nset [player z v] to [1665]\n\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\nrepeat (10)\n\nchange [_ v] by (1)\n\nAdd Cube [600] [100] [3510] lengths [100] [100] [100] type: [superbounce]\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nplay sound [Boing v] until done\n\nstart sound [Disconnect v]\n\ndefine Get Level\ndelete all of [types v]\ndelete all of [x v]\ndelete all of [xl v]\ndelete all of [y v]\ndelete all of [yl v]\ndelete all of [z v]\ndelete all of [zl v]\ndelete all of [distance info v]\nAdd Cube (Player x) (Player y) (Player z) lengths [30] [30] [30] type: [player]\nif <[1] = (_Level)> then\n Add CubeType2 [0] [0] [0] length [100] [50] [100]\n Add CubeType2 [0] [50] [200] length [100] [50] [100]\n Add Cube [0] [50] [400] lengths [100] [50] [100] type: [bounce]\n Add CubeType2 [0] [200] [500] length [100] [50] [100]\n Add Cube [0] [200] [650] lengths [100] [50] [100] type: [bounce]\n Add CubeType2 [150] [350] [650] length [100] [50] [100]\n Add CubeType2 [300] [350] [800] length [100] [50] [100]\n Add Cube [250] [350] [700] lengths [50] [150] [50] type: [lava]\n Add CubeType2 [150] [350] [650] length [100] [50] [100]\n Add CubeType2 [450] [350] [950] length [100] [50] [100]\n Add Cube [400] [350] [850] lengths [50] [150] [50] type: [lava]\n Add CubeType2 [450] [100] [1200] length [100] [50] [100]\n Add CubeType2 [290] [100] [1200] length [100] [50] [100]\n Add Cube [370] [100] [1200] lengths [20] [150] [100] type: [lava]\n Add CubeType2 [100] [150] [1250] length [100] [50] [100]\n Add CubeType2 [100] [210] [1100] length [100] [50] [100]\n Add CubeType2 [-50] [300] [1250] length [100] [50] [100]\n Add CubeType2 [-250] [300] [1250] length [100] [50] [100]\n Add Cube [-250] [300] [1400] lengths [100] [50] [50] type: [front]\n Add Cube [-250] [75] [1350] lengths [100] [100] [300] type: [lava]\n Add CubeType2 [-250] [100] [1700] length [100] [50] [100]\n Add Cube [-250] [160] [1700] lengths [10] [70] [10] type: [checkpoint1]\n Add Cube [-260] [200] [1700] lengths [30] [20] [10] type: (checkpoint?_)\n Add Cube [-250] [0] [1900] lengths [100] [100] [100] type: [lava]\n Add Cube [-250] [0] [2050] lengths [100] [100] [100] type: [lava]\n Add Cube [-250] [0] [2200] lengths [100] [100] [100] type: [lava]\n Add Cube [-250] [50] [1900] lengths [50] [50] [50] type: [bounce]\n Add Cube [-250] [50] [2050] lengths [50] [50] [50] type: [bounce]\n Add Cube [-250] [50] [2200] lengths [50] [50] [50] type: [bounce]\n Add CubeType2 [-250] [100] [2400] length [100] [50] [100]\n Add Cube [-250] [100] [2500] lengths [100] [50] [50] type: [bounce]\n Add Cube [-250] [200] [2600] lengths [100] [50] [50] type: [front]\n Add Cube [-250] [250] [2720] lengths [100] [50] [50] type: [lava]\n Add CubeType2 [-250] [100] [2700] length [100] [50] [100]\n Add Cube [-250] [100] [2800] lengths [100] [50] [50] type: [front]\n Add CubeType2 [-250] [50] [3000] length [100] [50] [100]\n Add Cube [-250] [50] [3110] lengths [100] [150] [100] type: [water]\n Add Cube [-250] [50] [3210] lengths [100] [150] [10] type: [lava]\n Add Cube [-250] [50] [3310] lengths [100] [150] [100] type: [water]\n Add Cube [-250] [50] [3410] lengths [100] [150] [10] type: [lava]\n Add Cube [-250] [50] [3510] lengths [100] [150] [100] type: [water]\n Add Cube [-150] [50] [3510] lengths [10] [150] [100] type: [lava]\n Add Cube [-50] [50] [3510] lengths [100] [150] [100] type: [water]\n Add Cube [50] [50] [3510] lengths [10] [150] [100] type: [lava]\n Add Cube [150] [50] [3510] lengths [100] [150] [100] type: [water]\n Add CubeType2 [350] [100] [3510] length [150] [50] [150]\n Add Cube [350] [150] [3510] lengths [10] [70] [10] type: [checkpoint21]\n Add Cube [350] [190] [3520] lengths [10] [20] [30] type: (checkpoint2_)\n Add Cube [600] [100] [3510] lengths [100] [100] [100] type: [superbounce]\n Add Cube [600] [500] [3510] lengths [100] [100] [100] type: [superbounce]\n Add Cube [600] [450] [3510] lengths [100] [10] [100] type: [lava]\n Add Cube [600] [1000] [3510] lengths [100] [100] [100] type: [superbounce]\n Add Cube [600] [950] [3510] lengths [100] [10] [100] type: [lava]\n Add CubeType2 [600] [1300] [3800] length [100] [50] [100]\n Add CubeType2 [600] [1300] [4000] length [50] [50] [50]\n Add CubeType2 [600] [1300] [4150] length [50] [50] [50]\n Add CubeType2 [600] [1300] [4300] length [50] [50] [50]\n Add Cube [600] [1250] [4500] lengths [100] [100] [100] type: [superbounce]\n Add Cube [600] [1600] [4900] lengths [100] [100] [100] type: [lava]\n Add CubeType2 [600] [1600] [4700] length [100] [50] [100]\n Add CubeType2 [600] [1400] [4895] length [100] [50] [100]\n Add Cube [600] [1375] [4955] lengths [100] [100] [10] type: [lava]\n Add Cube [600] [1300] [5250] lengths [200] [100] [200] type: [lava]\n Add CubeType2 [600] [1100] [5200] length [100] [50] [100]\n Add CubeType2 [600] [1000] [5400] length [100] [50] [100]\n Add CubeType2 [600] [900] [5600] length [100] [50] [100]\n Add CubeType2 [600] [800] [5800] length [100] [50] [100]\n Add CubeType2 [600] [1400] [5015] length [100] [50] [100]\n Add Cube [600] [850] [6000] lengths [200] [200] [100] type: [end]\n set [__loop v] to [1]\n repeat ((length of [_other players v]) / (6))\n set [_ _px v] to (item ((1) + (__loop)) of [_other players v])\n set [_ _py v] to (item ((2) + (__loop)) of [_other players v])\n set [_ _pz v] to (item ((3) + (__loop)) of [_other players v])\n set [_ _rotate v] to (item ((4) + (__loop)) of [_other players v])\n Add Cube (_ _px) (_ _py) (_ _pz) lengths [30] [30] [30] type: [others]\n change [__loop v] by (6)\n end\nend\n\nwhen flag clicked\nforever\n set [☁ p1 v] to [0]\n set [☁ p2 v] to [0]\n set [☁ p3 v] to [0]\n set [☁ p4 v] to [0]\n set [☁ p5 v] to [0]\n set [☁ p6 v] to [0]\n set [☁ p7 v] to [0]\n set [☁ p8 v] to [0]\n set [☁ p9 v] to [0]\n set [☁ p10 v] to [0]\n wait (15) seconds\nend\n\nwhen [p v] key pressed\nif <(username) = [PopuIar]> then\n show variable [_ _player # v]\nend\n\nwhen flag clicked\nhide variable [_ _player # v]\n\n@Sprite1\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [varidk v] to [0]\nset [ghost v] effect to (100)\nhide\n\nset size to (([abs v] of (([sin v] of (varidk) ) * (100)) ) + (50)) %\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (non v)\nshow list [less laggy servers \(copy and paste\): v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n start sound [pop v]\n switch costume to (non2 v)\n hide list [less laggy servers \(copy and paste\): v]\n wait (0.1) seconds\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [pop v]\n show list [less laggy servers \(copy and paste\): v]\n switch costume to (non v)\n wait (0.1) seconds\n else\n set size to (100) %\n end\nend\n\nswitch costume to (non v)\n\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nhide\n\nshow list [less laggy servers \(copy and paste\): v]\n\n@Cloud\n\ndefine Encode (e)\nset [_ _letter # v] to [1]\nrepeat (length of (e))\n switch costume to (letter (_ _Letter #) of (e))\n set [_ _encoded v] to (join (_ _Encoded) (costume [number v]))\n change [_ _letter # v] by (1)\nend\nset [_ _encoded v] to (join (_ _Encoded) [00])\n\ndefine Begin decoding ()\nset [_ _letter # v] to [1]\nset [_ _encoded v] to ()\n\ndefine #New value\nset [_ _decoded v] to []\nforever\n switch costume to (join (letter (_ _Letter #) of (_ _Encoded)) (letter ((1) + (_ _Letter #)) of (_ _Encoded)))\n if <(join (letter (_ _Letter #) of (_ _Encoded)) (letter ((1) + (_ _Letter #)) of (_ _Encoded))) < [1]> then\n change [_ _letter # v] by (2)\n stop [this script v]\n end\n set [_ _decoded v] to (join (_ _Decoded) (costume [name v]))\n change [_ _letter # v] by (2)\nend\n\nBegin decoding (_ _Encoded)\n#New value\n\nwhen I receive [connect to cloud v]\nset [_ _ v] to [0]\nClone\nset [_ _player # v] to [0]\nbroadcast (Grab connection v)\nwait (3.2) seconds\nbroadcast (Remove clones v)\nset [_ _ v] to [1]\nbroadcast (Realstart v)\n\ndefine Clone\nset [_ _clone id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [_ _clone id v] by (1)\nend\n\nwhen I receive [grab connection v]\nGet value from cloud? (_ _Clone id)\nset [_ _#last val v] to (join [a] (_ _var))\nwait (3) seconds\nGet value from cloud? (_ _Clone id)\nif <(join [a] (_ _var)) = (_ _#last val)> then\n set [_ _player # v] to (_ _Clone id)\nend\n\ndefine Get value from cloud? (#)\nif <(_ _) = [1]> then\n if <(#) = [1]> then\n set [_ _#value v] to (☁ P1)\n else\n if <(#) = [2]> then\n set [_ _#value v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [_ _#value v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [_ _#value v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [_ _#value v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [_ _#value v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [_ _#value v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [_ _#value v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [_ _#value v] to (☁ P9)\n else\n set [_ _#value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(#) = [1]> then\n set [_ _var v] to (☁ P1)\n else\n if <(#) = [2]> then\n set [_ _var v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [_ _var v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [_ _var v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [_ _var v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [_ _var v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [_ _var v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [_ _var v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [_ _var v] to (☁ P9)\n else\n set [_ _var v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Set cloud : () to this: (value)\nif <() = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <() = [2]> then\n set [☁ p2 v] to (value)\n else\n if <() = [3]> then\n set [☁ p3 v] to (value)\n else\n if <() = [4]> then\n set [☁ p4 v] to (value)\n else\n if <() = [5]> then\n set [☁ p5 v] to (value)\n else\n if <() = [6]> then\n set [☁ p6 v] to (value)\n else\n if <() = [7]> then\n set [☁ p7 v] to (value)\n else\n if <() = [8]> then\n set [☁ p8 v] to (value)\n else\n if <() = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [remove clones v]\ndelete this clone\n\nwhen I receive [loop v]\nReceive cloud\n\ndefine Receive cloud\nCheck activeness\nSend to cloud\nDownload cloud data\n\ndefine Check activeness\nset [_ v] to [1]\nrepeat (10)\n if <not <(_ _Player #) = (_)>> then\n Get value from cloud? (_)\n if <(join [XX] (_ _#Value)) = (item (_) of [_last value v])> then\n replace item (_) of [_activness v] with ((item (_) of [_activness v]) + (1))\n if <(item (_) of [_activness v]) = [100]> then\n Set cloud : (_) to this: [111]\n end\n else\n replace item (_) of [_last value v] with (join [XX] (_ _#Value))\n replace item (_) of [_activness v] with [0]\n end\n end\n change [_ v] by (1)\nend\nGet value from cloud? (_ _Player #)\nif <(_ _#Value) = [111]> then\n stop [other scripts in sprite v]\n broadcast (Boot v)\n stop [this script v]\nend\n\ndefine Send to cloud\nset [_ _encoded v] to []\nEncode (timer)\nEncode (username)\nEncode (round (Player x))\nEncode (round (Player y))\nEncode (round (Player z))\nEncode (Rotation X)\nEncode (_ _hp)\nSet cloud : (_ _Player #) to this: (_ _Encoded)\n\ndefine Download cloud data\ndelete all of [_other players v]\nset [_ v] to [1]\nrepeat (6)\n if <not <(_) = (_ _Player #)>> then\n Get value from cloud? (_)\n if <not <[111] = (_ _#Value)>> then\n Begin decoding (_ _#Value)\n #New value\n set [_ _ v] to (_ _Decoded)\n #New value\n add (_ _Decoded) to [_other players v]\n set [__loop v] to (length of [_other players v])\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n end\n end\n change [_ v] by (1)\nend\n\nwhen flag clicked\ndelete all of [_other p's bullets v]\ndelete all of [_bullet v]\ndelete all of [_bullets2 v]\n\nbroadcast (Loop v)\n\n@Loading\n\nwhen I receive [connect to cloud v]\ngo to [front v] layer\ngo to x: (0) y: (-20)\nshow\nforever\n if <(costume [number v]) < [17]> then\n next costume\n wait (0.16) seconds\n else\n switch costume to (rz64za8eogl21 v)\n end\nend\n\nwhen I receive [remove clones v]\nstop [other scripts in sprite v]\npoint in direction (90)\nif <[0] = (_ _Player #)> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (server full v)\nelse\n go to x: (0) y: (0)\n switch costume to (connected! v)\n start sound [Connect v]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\npoint in direction (90)\n\nset [ghost v] effect to (70)\nstamp\nswitch costume to (costume1 v)\npoint in direction ((timer) * (200))\nset [ghost v] effect to (0)\nstamp\n\nstamp\n\nstamp\n\nhide\n\nwait (0.5) seconds\n\nhide\n\nwhen flag clicked\nswitch costume to (rz64za8eogl21 v)\nset size to (140) %\nset [ghost v] effect to (0)\nbroadcast (Connect to cloud v)\n\n@Less\n\n@Lag\n\n@Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-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\ndefine Keyboard controls\nset [stick x v] to [0]\nset [stick y v] to [0]\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (25)\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 set [jump? v] to [1]\n end\nelse\n set [jump? v] to [0]\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\ngo to [back v] layer\n\n@Helper\n\npoint in direction (Stick X)\n\nchange [rot y vel. v] by (-1)\n\nwhen flag clicked\ngo to x: (-170) y: (-110)\nforever\n if <not <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>>> then\n if <(fallen?) = [0]> then\n if <([abs v] of (STICK X) ) > [0.3]> then\n change [player x vel. v] by ((STICK X) * (1))\n end\n if <([abs v] of (STICK Y) ) > [0.3]> then\n change [player z vel. v] by ((STICK Y) * (1))\n end\n else\n if <([abs v] of (STICK X) ) > [0.3]> then\n change [player z vel. v] by (((STICK X) * (-1)) * (1))\n end\n if <([abs v] of (STICK Y) ) > [0.3]> then\n change [player x vel. v] by (((STICK Y) * (1)) * (1))\n end\n end\n end\nend\n\nchange [player z vel. v] by ((1) * ((cam speed) * (10)))\n\nchange [player z vel. v] by ((-1) * (10))\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait until <(Stick Button) = [1]>\n switch costume to (costume2 v)\n repeat (10)\n change y by (10)\n end\n switch costume to (costume1 v)\n repeat (10)\n change y by (-10)\n end\nend\n\n@Sprite4\n\nwhen I receive [connect to cloud v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [remove clones v]\ngo to [back v] layer\nhide\n\n
ᴘʟᴀʏ ɴᴏᴡ ʀᴏᴄᴋʏ ʜɪʟʟꜱ ᴇᴅɪᴛɪᴏɴ:\nhttps://scratch.mit.edu/projects/880681874/\nᴘʟᴀʏ ɴᴏᴡ ᴛʜᴇ ᴡɪɴᴛᴇʀ ᴇᴅɪᴛɪᴏɴ:\nhttps://scratch.mit.edu/projects/877867252/\nᴘʟᴀʏ ɴᴏᴡ ᴛʜᴇ ᴅᴇꜱᴇʀᴛ ᴇᴅɪᴛɪᴏɴ:\nhttps://scratch.mit.edu/projects/878378331/\n\n ★3ᴅ ᴏɴʟɪɴᴇ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ★\n\n***ɪꜰ ʏᴏᴜ ᴀʀᴇ ᴏɴ ᴍᴏʙɪʟᴇ, ᴘʟᴇᴀꜱᴇ ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ʜᴏʟᴅ ᴊᴜᴍᴘ ɪɴ ᴏʀᴅᴇʀ ᴛᴏ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ :)\n\n★ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:\nᴜꜱᴇ ᴡ,ᴀ,ꜱ,ᴅ (ᴏʀ ᴊᴏʏꜱᴛɪᴄᴋ) ᴛᴏ ᴍᴏᴠᴇ, ᴀɴᴅ ᴀʀʀᴏᴡꜱ ᴋᴇʏ ᴛᴏ ʟᴏᴏᴋ ᴀʀᴏᴜɴᴅ (ɴᴏᴛ ᴀᴠᴀɪʟᴀʙʟᴇ ɪɴ ᴍᴏʙɪʟᴇ)\nᴜꜱᴇ ꜱᴘᴀᴄᴇ (ᴏʀ ᴛʜᴇ ᴊᴜᴍᴘ ʙᴜᴛᴛᴏɴ) ᴛᴏ ᴊᴜᴍᴘ \nᴘʀᴇꜱꜱ "ᴇ" ᴛᴏ ʜɪᴅᴇ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ, ᴀɴᴅ "Q" ᴛᴏ ꜱʜᴏᴡ ᴛʜᴇᴍ ᴀɢᴀɪɴ.\n\n★ᴄᴜʙᴇꜱ:\n-ᴅᴀʀᴋ ʙʟᴜᴇ ᴀʀᴇ ᴛʜᴇ ᴏᴛʜᴇʀ ᴘʟᴀʏᴇʀꜱ. \n-ɢʀᴇᴇɴ ᴀɴᴅ ᴅɪʀᴛ ᴀʀᴇ ɢʀᴏᴜɴᴅ\n-ʀᴇᴅ (ʟᴀᴠᴀ) ᴋɪʟʟꜱ ʏᴏᴜ\n-ᴘɪɴᴋ ᴍᴀᴋᴇ ʏᴏᴜ ᴊᴜᴍᴘ\n-ʏᴇʟʟᴏᴡ ɪꜱ ᴅᴀꜱʜ, ɪᴛ ᴍᴀᴋᴇꜱ ʏᴏᴜ ᴍᴏᴠᴇ ꜰᴏʀᴡᴀʀᴅ\n-ꜰʟᴀɢ ɪꜱ ᴛʜᴇ ᴄʜᴇᴄᴋᴘᴏɪɴᴛ, ᴏɴᴄᴇ ɪᴛ ɪꜱ ɢʀᴇᴇɴ ᴛʜᴇɴ ɪᴛ ᴍᴇᴀɴꜱ ʏᴏᴜ ᴡɪʟʟ ʀᴇꜱᴛᴀʀᴛ ᴛʜᴇʀᴇ ᴏɴᴄᴇ ʏᴏᴜ ᴅɪᴇ.\n-ᴅᴀʀᴋ ᴘɪɴᴋ ᴍᴀᴋᴇꜱ ʏᴏᴜ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ ᴛʜᴀɴ ᴛʜᴇ ɴᴏʀᴍᴀʟ ᴘɪɴᴋ\n-ᴡʜɪᴛᴇ ɪꜱ ᴛʜᴇ ᴇɴᴅ ᴘᴏʀᴛᴀʟ ᴏꜰ ᴛʜᴇ ɢᴀᴍᴇ
Neon Platformer
@Stage\n\nwhen flag clicked\nbroadcast (music v)\nset [mute v] to [0]\nforever\n if <(mute) = [1]> then\n set volume to (100) %\n repeat (10)\n change volume by (-10)\n end\n wait until <(mute) = [0]>\n else\n set volume to (0) %\n repeat (10)\n change volume by (10)\n end\n wait until <(mute) = [1]>\n end\nend\n\nwhen I receive [music v]\nforever\n set volume to (100) %\nend\n\nplay sound [\[Undertale Remix\] SharaX - Megalovania.mp3 v] until done\n\nwhen [m v] key pressed\nif <(mute) = [0]> then\n set [mute v] to [1]\nelse\n set [mute v] to [0]\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [levels v]) = [31]> then\n stop [other scripts in sprite v]\n stop all sounds\n forever\n play sound [Waters of Megalovania v] until done\n end\n end\nend\n\nstop all sounds\n\nset [mute v] to [1]\n\nstop all sounds\n\nwhen flag clicked\nforever\nend\n\n@Sprite1\n\n@Player\n\nwhen flag clicked\ngo to x: (-200) y: (180)\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset [falling v] to [6]\nset [died? v] to [0]\nset [died by lava? v] to [0]\nset [power-up_time v] to [0]\nset size to (100) %\nforever\n change [yv v] by (-1)\n change [falling v] by (1)\n change y by (yv)\n touching ground <(yv) > [0]>\n set [xv v] to ((xv) * (0.85))\n if <(wall jump) > [0]> then\n change [wall jump v] by (-1)\n else\n if <key (right arrow v) pressed?> then\n change [xv v] by (1.5)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-1.5)\n end\n end\n if <(xv) > [0.5]> then\n Walk (xv) (90)\n else\n if <[-0.5] > (xv)> then\n Walk (xv) (-90)\n end\n end\n if <key (up arrow v) pressed?> then\n if <<(jump key?) = [0]> and <(falling) < [3]>> then\n set [yv v] to ((15) + (((((100) - (size)) / (30)) * (3)) - (3)))\n set [falling v] to [6]\n set [jump key? v] to [1]\n end\n else\n set [jump key? v] to [0]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n end\n if <(y position) < [-178]> then\n if <(died?) = [0]> then\n set [died? v] to [1]\n broadcast (fall v)\n end\n broadcast (death v)\n end\n if <(power-up_time) > [0]> then\n change [power-up_time v] by (-1)\n end\n if <(power-up_time) > [0]> then\n set size to (50) %\n else\n set size to (100) %\n end\n if <([costume # v] of [levels v]) = [20]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\n if <touching color (#cc0000)?> then\n if <(died by lava?) = [0]> then\n broadcast (lava v)\n end\n set [died by lava? v] to [1]\n broadcast (death v)\n end\nend\n\ndefine touching ground <up>\nrepeat until <not <touching color (#00ffff)?>>\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 [yv v] to [0]\nend\n\nwhen I receive [next level v]\nset size to (100) %\ngo to x: (-200) y: (180)\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset [falling v] to [6]\nset [power-up_time v] to [0]\n\nwhen I receive [death v]\ngo to x: (-200) y: (180)\nset [xv v] to [0]\nset [yv v] to [0]\nset [slope v] to [0]\nset [falling v] to [6]\nset [power-up_time v] to [0]\n\ndefine Walk (speed) (direction)\npoint in direction (direction)\nchange x by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [8]> or <not <touching color (#00ffff)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [8]> then\n if <touching color (#cc0000)?> then\n broadcast (death v)\n end\n if <not <touching color (#003fff)?>> then\n change x by (() - (speed))\n end\n change y by (() - (slope))\n if <<key (up arrow v) pressed?> and <([abs v] of (speed) ) > [3]>> then\n if <(wall jump) = [0]> then\n set [xv v] to (() - (speed))\n set [yv v] to [9]\n set [falling v] to [0]\n set [wall jump v] to [10]\n else\n set [xv v] to [0]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (what are those v)\n stop [this script v]\n end\nend\n\nwhen I receive [go to x: 150 y: 100 v]\ngo to x: (150) y: (100)\n\n@Levels\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\nset [level v] to [1]\nforever\n set [visual v] to (join [Level ] (level))\n hide variable [visual v]\n show variable [visual v]\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nswitch costume to (level)\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n broadcast (lvl13 v)\n stop [this script v]\n end\nend\n\nwhen [space v] key pressed\nif <key (c v) pressed?> then\n if <<(username) = [yummymuffins9978]> or <(username) = [yummymuffins8799]>> then\n go to x: (0) y: (0)\n broadcast (go to x: 150 y: 100 v)\n set [level v] to [30]\n switch costume to (costume30 v)\n end\nend\n\n@Key1\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [7]>\nshow\ngo to x: (-125) y: (55)\nrepeat until <touching (player v)?>\n show\n go to x: (-125) y: (55)\nend\nbroadcast (keys v)\nhide\nbroadcast (show door1 v)\n\n@Door1\n\nwhen flag clicked\nhide\n\nwhen I receive [show door1 v]\ngo to x: (100) y: (42)\nshow\n\nwhen I receive [next level v]\nhide\n\n@Key2\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [8]>\nshow\ngo to x: (100) y: (-160)\nrepeat until <touching (player v)?>\n show\n go to x: (100) y: (-160)\nend\nhide\nbroadcast (show door2 v)\n\n@Door2\n\nwhen flag clicked\nhide\n\nwhen I receive [show door2 v]\ngo to x: (100) y: (42)\nshow\n\nwhen I receive [next level v]\nhide\n\n@Level/load\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [18]>\nwait (20) seconds\nshow\ngo to x: (0) y: (0)\nwait until <not <([costume # v] of [levels v]) = [18]>>\nhide\n\n@Power-up\n\nwhen flag clicked\nhide\nset [power-upped? v] to [0]\nwait (1) seconds\nwait until <([costume # v] of [levels v]) = [19]>\nrepeat until <touching (player v)?>\n show\n go to x: (-150) y: (25)\nend\nif <(power-upped?) = [0]> then\n broadcast (shrink v)\nend\nset [power-upped? v] to [1]\nset [power-up_time v] to [450]\nhide\nwait until <([costume # v] of [levels v]) = [20]>\n\nwhen I receive [death v]\nif <([costume # v] of [levels v]) = [19]> then\n repeat until <touching (player v)?>\n show\n go to x: (-150) y: (25)\n end\n set [power-up_time v] to [450]\n hide\n wait until <([costume # v] of [levels v]) = [20]>\nend\n\n@Achievement1\n\nwhen flag clicked\ngo to x: (0) y: (-190)\nhide\n\nwhen I receive [lava v]\nswitch costume to (costume2 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [fall v]\nswitch costume to (costume1 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [shrink v]\nswitch costume to (costume5 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [lvl13 v]\nswitch costume to (costume4 v)\n\nwhen I receive [keys v]\nswitch costume to (costume6 v)\ncreate clone of (_myself_ v)\n\nwhen I receive [what are those v]\nswitch costume to (costume3 v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: (0) y: (190)\nshow\nrepeat (10)\n change y by (-4)\nend\nwait (5) seconds\nrepeat (10)\n change y by (4)\nend\nhide\ngo to x: (0) y: (-190)\nhide\ndelete this clone\n\n
My 130th project!\n\nA game for all your sliding, jumping, wall jumping, UNDERTALE and rage quitting needs!\n\nIt is possible, its tested by me and I'm bad at platformers.\n\n30 levels + win level.\n\nFeel free to remix, but only if:\n1 - You actually change something.\n2 - You credit me\n3 - You don't steal views\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nblank spaces?
The Impossible Platformer
@Stage\n\nwhen I receive [next level v]\nnext backdrop\nwait (1) seconds\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nswitch backdrop to (backdrop6 v)\n\n@PLAYER\n\ndefine walk (direction) (speed)\npoint in direction (direction)\nchange [xv v] by (speed)\nset [slope v] to [0]\nrepeat until <<(slope) = [7.5 ]> or <not <touching color (#009999)?>>>\n change y by (1)\n change [slope v] by (1)\nend\nif <(slope) = [7.5]> then\n change x by ((0) - (speed))\n change y by ((0) - (slope))\nend\n\ndefine touch ground <up?>\nchange [falling v] by (1)\nrepeat until <not <touching color (#009999)?>>\n set [yv v] to [0]\n if <up?> then\n change y by (-1)\n else\n change y by (1)\n set [falling v] to [0]\n end\nend\n\nwhen I receive [start v]\nshow\nset size to (40) %\nswitch backdrop to (backdrop2 v)\ngo to x: (0) y: (0)\ngo to x: (-225) y: (-95)\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n set [xv v] to ((xv) * (0.92))\n change x by (xv)\n Controls\nend\n\nwhen flag clicked\nhide\n\ndefine Controls\nchange [yv v] by (-0.5)\nchange y by (yv)\ntouch ground <(yv) > [0]>\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n walk (90) (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n walk (-90) (-1)\nend\nif <<<key (space v) pressed?> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(falling) < [3]>> then\n set [yv v] to [10]\nend\nif <touching color (#ffff00)?> then\n broadcast (next level v)\n go to x: (-225) y: (10)\n set [xv v] to [0]\n set [yv v] to [0]\nend\nif <touching color (#ff0000)?> then\n if <(hardness) = [Normal]> then\n go to x: (-225) y: (-95)\n set [xv v] to [0]\n set [yv v] to [0]\n else\n switch backdrop to (backdrop1 v)\n go to x: (-225) y: (-95)\n set [xv v] to [0]\n set [yv v] to [0]\n end\nend\n\n\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (0)\nshow\nwait (1.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (-130) y: (30)\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [hardness v] to [Normal]\n broadcast (START v)\n else\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n@Sprite3\n\nwhen flag clicked\nhide\nwait (1.5) seconds\ngo to x: (130) y: (30)\nset [ghost v] effect to (0)\nshow\nswitch costume to (costume1 v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n set [hardness v] to [Hard]\n broadcast (START v)\n else\n end\nend\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\n\n
Very Hard but just about Possible\ncontrols :\nWASD \nArrow Keys And/Or Space Bar\n\nFIND THE GREY DOT FOR EXTRA LVL\n
Flame 3 | Captured! #games #all #platformer #trending #stories
@Stage\n\nwhen flag clicked\n\nwhen I receive [startofgame v]\nforever\n play sound [Culture Code - Feel Again \(feat v] until done\nend\n\n@Flame\n\nif <(# of levels) = [17]> then\n wait (3) seconds\n switch backdrop to (captured v)\n broadcast (CAPTURED v)\nend\n\nwhen I receive [startofgame 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 CheckTouchingBrokenMachinery\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 (-0.8)\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\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.01) seconds\n if <(x position) > [229]> then\n broadcast (levelup v)\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 I receive [dead v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [levelup v]\ngo to x: (-180) y: (-50)\nchange [# of levels v] by (1)\n\nwhen flag clicked\n\nwhen flag clicked\nhide\nset [level v] to [1]\nforever\n if <touching (spikes v)?> then\n broadcast (dead v)\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 (liquid v)?> then\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nset [# of levels v] to [1]\n\nwhen I receive [golden v]\nswitch costume to (golden v)\n\ndefine CheckTouchingBrokenMachinery\nif <touching (saw v)?> then\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [levelup v]\nforever\n\nwhen flag clicked\nset [actual levels v] to [1]\n\n@Animation\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [reply 1 v]\nset voice to (tenor v)::tts\nset language to (en v)::tts\nspeak [There were guards there. And they know me]::tts\nspeak [I am wanted by the Stone Warriors.]::tts\nbroadcast (Reply 2 v)\n\nwhen I receive [startofgame v]\nhide\n\n@Water-king\n\nwhen I receive [animation v]\nshow\ngo to x: (0) y: (-31)\nwait (1) seconds\nset voice to (giant v)::tts\nspeak [hello]::tts\nspeak [Why did you try and steal the Stone key? There are other ways to get in you know]::tts\nspeak [You could have used the gates]::tts\nbroadcast (Reply 1 v)\n\nwhen flag clicked\nhide\n\nwhen I receive [animation v]\nshow\n\nrepeat (10)\n repeat (10)\n move (10) steps\n end\nend\n\nbroadcast (Reply 1 v)\n\nwhen I receive [reply 2 v]\nset voice to (giant v)::tts\nset language to (en v)::tts\nspeak [Well then. I am a friend of the Stone people. You will not escape the water palace]::tts\nspeak [Goodbye ]::tts\nhide\nbroadcast (STARTOFGAME v)\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@Presenter\n\nwhen I start as a clone\n\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nset [ghost v] effect to (100)\n\nwhen I receive [intro end animation v]\nshow\nswitch costume to (costume1 v)\nwait (2.5) seconds\nswitch costume to (costume2 v)\nwait (2.5) seconds\nnext costume\nwait (2.5) seconds\nbroadcast (Animation v)\nhide\n\n@Level\n\nwhen I receive [levelup v]\nnext costume\nchange [actual levels v] by (1)\n\nwhen I receive [startofgame v]\nshow\nswitch costume to (costume1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nhide\n\nwhen I receive [startofgame v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\n@Enemy\n\nwhen I receive [startofgame v]\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nhide\n\n@Liquid\n\nwhen I receive [startofgame v]\nshow\nswitch costume to (costume1 v)\n\nshow\n\nwhen I receive [levelup v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\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@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@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n set [ghost v] effect to (100)\n go to [front v] layer\n go [forward v] (100) layers\nend\n\n@X-wing\n\nwhen flag clicked\nhide\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <(Actual levels) = [19]> then\n show\n else\n hide\n end\nend\n\n
Wazzup! I released this right before Vacation!\nPart 1: https://scratch.mit.edu/projects/869173488/\nPart 2: https://scratch.mit.edu/projects/875113353/\nPart 4: https://scratch.mit.edu/projects/901172160/ like and fav for new skin\nMobile-touch or arrow keys.\nFor all the Star Wars lovers out there\nIntro by @-Tix-
{Winter Edition} ☁ 3D Online Platformer ☁ [Mobile Friendly]
@Stage\n\nwhen I receive [end v]\nset [pitch v] effect to (100)\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n play sound [Music v] until done\nend\n\n@engine\n\ndefine Usernames\nGet Point (Player x) ((Player y) + (25)) (Player z)\nset pen color to (#000000)\nPhrase (username) starting at ((x1) - (((length of (username)) / (2)) * (10))) (y1) size: [0.7]\nset [__loop v] to [1]\nrepeat ((length of [#cloudlist v]) / (7))\n Get Point (item ((__loop) + (2)) of [#cloudlist v]) ((item ((__loop) + (3)) of [#cloudlist v]) + (25)) (item ((__loop) + (5)) of [#cloudlist v])\n set pen color to (#000000)\n Phrase (item ((__loop) + (1)) of [#cloudlist v]) starting at ((x1) - (((length of (item ((__loop) + (1)) of [#cloudlist v])) / (2)) * (10))) (y1) size: [0.7]\n change [__loop v] by (7)\nend\nDetect\n\ndefine Draw letter (letter) at x (x) y (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((3) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[:] = (letter)> then\n change x by ((5) * (s))\n change y by ((5) * (s))\n pen down\n pen up\n change y by ((10) * (s))\n pen down\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[/] = (letter)> then\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[?] = (letter)> then\n pen down\n pen up\n change y by ((5) * (s))\n pen down\n change y by ((7) * (s))\n change x by ((5) * (s))\n change y by ((8) * (s))\n change x by ((-5) * (s))\n pen up\nend\n\ndefine Phrase (p) starting at (x) (y) size: (s)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [letter v] to [0]\nrepeat (length of (p))\n change [letter v] by (1)\n Draw letter (letter (Letter) of (p)) at x (X3) y (Y3) Size (s)\n change [x3 v] by ((15) * (s))\nend\n\ndefine Words\nGet Point [200] [3000] [5000]\ngo to x: (x1) y: (y1)\npoint in direction (((Rotation X) * (-0.5)) + (70))\nset pen color to (#ffffff)\nset pen size to (70)\npen down\npen up\nmove (20) steps\nset pen color to (#000000)\nset pen size to (60)\npen down\npen up\nGet Point [100] ((100) + ((10) * ([cos v] of ((300) * (timer)) ))) [100]\nif <(_) = [0]> then\n set pen color to (#ff9400)\n Phrase [Shop] starting at ((x1) - (20)) ((y1) - (10)) size: [1]\nend\nset [__loop v] to [1]\nrepeat ((length of [_other players v]) / (6))\n Get Point (item ((__loop) + (1)) of [_other players v]) ((item ((__loop) + (2)) of [_other players v]) + (35)) (item ((__loop) + (3)) of [_other players v])\n if <(_) = [0]> then\n set pen color to (#ffffff)\n Phrase (item (__loop) of [_other players v]) starting at ((x1) - ((10) * ((length of (item (__loop) of [_other players v])) / (2)))) ((y1) - (10)) size: [1]\n go to x: ((x1) - (25)) y: ((y1) + (40))\n set pen color to (#cacaca)\n set pen size to (20)\n pen down\n change x by (50)\n change x by (-50)\n pen up\n set pen color to (#00ff08)\n set pen (color v) to (((item ((__loop) + (5)) of [_other players v]) / (50)) * (30))\n set pen size to (13)\n pen down\n change x by (item ((__loop) + (5)) of [_other players v])\n pen up\n end\n change [__loop v] by (6)\nend\nAdd CubeType2 [] [] [] length [] [] []\n\nchange [__loop v] by (6)\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\nAdd Tri (() + (([cos v] of (_ _rotate) ) * (10))) (() + (-30)) (() + (([sin v] of (_ _rotate) ) * (10))) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (10))) - (_ _px) ((_ _py) + (20)) (_ _pz) -- [Player] []\nAdd Tri ((_ _px) + (([cos v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([sin v] of (_ _rotate) ) * (-10))) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (10))) - (_ _px) ((_ _py) + (20)) (_ _pz) -- [Player] []\nAdd Tri (_ _px) ((_ _py) + (-15)) (_ _pz) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-20))) ((_ _py) + (-15)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (20))) - (_ _px) ((_ _py) + (-5)) (_ _pz) -- [Player] []\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine Sort\nset [dummy variable v] to [0]\nrepeat (length of [distance info v])\n change [dummy variable v] by (1)\n if <(Dummy Variable) < [10]> then\n set [dummy variable v] to (join [0] (Dummy Variable))\n end\n replace item (Dummy Variable) of [distance info v] with (((item (Dummy Variable) of [distance info v]) * (100)) + (Dummy Variable))\nend\nrepeat (length of [distance info v])\n set [dummy variable v] to [0]\n set [dummy 2 v] to [0]\n repeat ((length of [distance info v]) - (1))\n change [dummy variable v] by (1)\n if <(item (Dummy Variable) of [distance info v]) < (item ((Dummy Variable) + (1)) of [distance info v])> then\n set [dummy 2 v] to (item ((Dummy Variable) + (1)) of [distance info v])\n replace item ((Dummy Variable) + (1)) of [distance info v] with (item (Dummy Variable) of [distance info v])\n replace item (Dummy Variable) of [distance info v] with (Dummy 2)\n end\n end\nend\n\ndefine Draw Cube at (x) (y) (z) length of each side (xl) (yl) (zl) t (t)\nset pen size to (5)\nset [distance v] to (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) ))\nif <[green] = (t)> then\n set pen color to (#ffffff)\nend\nif <[dirt] = (t)> then\n set pen color to (#d07800)\nend\nif <[player] = (t)> then\n if <[touching? v] contains [water]?> then\n set pen color to (#00dcba)\n else\n set pen color to (#00ffd8)\n end\nend\nif <[end] = (t)> then\n set pen color to (#ffc1c1)\nend\nif <[bounce] = (t)> then\n set pen color to (#dd00a9)\nend\nif <[lava] = (t)> then\n set pen color to (#ff0000)\nend\nif <[front] = (t)> then\n set pen color to (#dac700)\nend\nif <[gravity] = (t)> then\n set pen color to (#ff9400)\nend\nif <[others] = (t)> then\n set pen color to (#0024d0)\nend\nif <[checkpoint1] = (t)> then\n set pen color to (#d27900)\nend\nif <[checkpoint2] = (t)> then\n set pen color to (#ff2222)\nend\nif <[checkpoint3] = (t)> then\n set pen color to (#56f700)\nend\nif <[water] = (t)> then\n set pen color to (#3d60ff)\nend\nif <[checkpoint21] = (t)> then\n set pen color to (#d27900)\nend\nif <[checkpoint22] = (t)> then\n set pen color to (#ff2222)\nend\nif <[checkpoint23] = (t)> then\n set pen color to (#56f700)\nend\nif <[superbounce] = (t)> then\n set pen color to (#980074)\nend\nif <((z) + ((zl) / (2))) < (cam z)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam z) < ((z) - ((zl) / (2)))> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((x) + ((xl) / (2))) < (cam x)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <(cam x) < ((x) - ((xl) / (2)))> then\n Draw square ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((y) + ((yl) / (2))) < (cam y)> then\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam y) < ((y) - ((yl) / (2)))> then\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\n\nset pen (color v) to (50)\n\nwhen flag clicked\nset [checkpoint?_ v] to [checkpoint2]\n\nbroadcast (Intro v)\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Draw cubes\nset pen size to (5)\nCalculate Trig Values\nset [loop v] to [0]\nrepeat (length of [distance info v])\n change [loop v] by (1)\n set [dummy 2 v] to (join (letter ((length of (item (Loop) of [distance info v])) - (1)) of (item (Loop) of [distance info v])) (letter (length of (item (Loop) of [distance info v])) of (item (Loop) of [distance info v])))\n Draw Cube at (item (Dummy 2) of [x v]) (item (Dummy 2) of [y v]) (item (Dummy 2) of [z v]) length of each side (item (Dummy 2) of [xl v]) (item (Dummy 2) of [yl v]) (item (Dummy 2) of [zl v]) t (item (Dummy 2) of [types v])\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (Rotation Y) )\nset [cos x v] to ([cos v] of (Rotation Y) )\nset [sin y v] to ([sin v] of (Rotation X) )\nset [cos y v] to ([cos v] of (Rotation X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Add Cube (x) (y) (z) lengths (xl) (yl) (zl) type: (t)\nif <(round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) < [700]> then\n add (x) to [x v]\n add (y) to [y v]\n add (z) to [z v]\n add (xl) to [xl v]\n add (yl) to [yl v]\n add (zl) to [zl v]\n add (t) to [types v]\n add (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) to [distance info v]\nend\n\ndefine Reset\nset [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\nset [cam y v] to ((Player y) + ((100) * ((-1) * ([sin v] of (Rotation Y) ))))\nset [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nset [cam speed v] to [1]\nset [rotation y v] to [-45]\nif <(checkpoint2_) = [checkpoint22]> then\n set [rotation x v] to [0]\n if <(checkpoint?_) = [checkpoint3]> then\n set [player x v] to [200]\n set [player y v] to [600]\n set [player z v] to [2415]\n else\n set [player x v] to [0]\n set [player y v] to [100]\n set [player z v] to [0]\n end\nelse\n if <(checkpoint2_) = [checkpoint23]> then\n set [rotation x v] to [0]\n set [player x v] to [750]\n set [player y v] to [1510]\n set [player z v] to [3667]\n else\n set [rotation x v] to [0]\n set [player x v] to [0]\n set [player y v] to [100]\n set [player z v] to [0]\n end\nend\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\nset [rotation x v] to [0]\n\ndefine Sense (x) (y) (z) w (xl) (yl) (zl) Type (t)\nif <<<((Player z) + (15)) > ((z) - ((zl) / (2)))> and <((Player z) + (-15)) < ((z) + ((zl) / (2)))>> and <<<((Player y) + (15)) > ((y) - ((yl) / (2)))> and <((Player y) + (-15)) < ((y) + ((yl) / (2)))>> and <<((Player x) + (15)) > ((x) - ((xl) / (2)))> and <((Player x) + (-15)) < ((x) + ((xl) / (2)))>>>> then\n add (t) to [touching? v]\nend\n\ndefine Detect\ndelete all of [touching? v]\nset [loop v] to [1]\nrepeat (length of [types v])\n Sense (item (Loop) of [x v]) (item (Loop) of [y v]) (item (Loop) of [z v]) w (item (Loop) of [xl v]) (item (Loop) of [yl v]) (item (Loop) of [zl v]) Type (item (Loop) of [types v])\n change [loop v] by (1)\nend\n\ndefine Settings\nif <key (right arrow v) pressed?> then\n change [rot y vel. v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [rot y vel. v] by (1)\nend\nif <key (up arrow v) pressed?> then\n change [rot x vel. v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [rot x vel. v] by (-1)\nend\nif <key (w v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nif <key (s v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (a v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (d v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nset [player z vel. v] to ((Player z vel.) * (0.8))\nset [rot x vel. v] to ((Rot x vel.) * (0.9))\nset [rot y vel. v] to ((Rot y vel.) * (0.9))\nchange [player z v] by (Player z vel.)\nchange [rotation y v] by (round (Rot x vel.))\nchange [rotation x v] by (round (Rot y vel.))\nif <(Rotation Y) < [-90]> then\n set [rotation y v] to [-90]\nend\nif <[90] < (Rotation Y)> then\n set [rotation y v] to [90]\nend\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (-10)\n change [player z v] by ((Player z vel.) * (-1))\n set [player z vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (w v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (s v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nif <key (a v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (d v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nset [player x vel. v] to ((Player x vel.) * (0.8))\nchange [player x v] by (Player x vel.)\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (-10)\n change [player x v] by ((Player x vel.) * (-1))\n set [player x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nDetect\nif <[touching? v] contains [gravity]?> then\n set [_gravity v] to ((-1) * (_Gravity))\n change [player y v] by ((-10) * (_Gravity))\n set [player y vel. v] to [0]\nend\nchange [player y vel. v] by ((-1) * (_Gravity))\nchange [player y v] by (Player y vel.)\nchange [_air? v] by (1)\nDetect\nif <[touching? v] contains [lava]?> then\n start sound [Disconnect v]\n Reset\nend\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by ((-1) * (Player y vel.))\n set [player y vel. v] to [0]\n set [_air? v] to [0]\nend\nif <<key (space v) pressed?> or <(jump?) = [1]>> then\n if <(_air?) < [8]> then\n set [player y vel. v] to [10]\n end\nelse\n change [_air? v] by (8)\nend\nDetect\nif <[touching? v] contains [end]?> then\n change [player y v] by (1000)\n broadcast (End v)\nend\nif <[touching? v] contains [bounce]?> then\n set [player y vel. v] to [24.5]\n set [_air? v] to [0]\nend\nif <[touching? v] contains [front]?> then\n set [player y vel. v] to [15]\n set [player z vel. v] to [50]\n set [_air? v] to [0]\nend\nif <<[touching? v] contains [checkpoint1]?> or <[touching? v] contains [checkpoint2]?>> then\n if <not <(checkpoint?_) = [checkpoint3]>> then\n start sound [Collect v]\n end\n set [checkpoint?_ v] to [checkpoint3]\nend\nif <[touching? v] contains [water]?> then\n if <<key (space v) pressed?> or <(jump?) = [1]>> then\n set [player y vel. v] to [3]\n set [_air? v] to [0]\n else\n set [player y vel. v] to [0.2]\n end\nend\nif <<[touching? v] contains [checkpoint21]?> or <[touching? v] contains [checkpoint22]?>> then\n if <not <(checkpoint2_) = [checkpoint23]>> then\n start sound [Collect v]\n end\n set [checkpoint2_ v] to [checkpoint23]\nend\nif <[touching? v] contains [superbounce]?> then\n set [player y vel. v] to [30]\n set [_air? v] to [0]\nend\n\nstart sound [Jump v]\n\nReset\n\ndefine Get Point (x) (y) (z)\nSet Point 1: ((x) - (cam x)) ((y) - (cam y)) ((z) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nZ Clipping\nSet Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n\ndefine Draw square (x) (y) (z) - (x2) (y2) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x2) (y) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x) (y2) (z)\n\ndefine 3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\ndelete all of [tri x v]\ndelete all of [tri y v]\ndelete all of [tri z v]\nGet Point (x1) (y1) (z1)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x2) (y2) (z2)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x3) (y3) (z3)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nif <not <<(item (1) of [tri z v]) < (near plane)> and <<(item (2) of [tri z v]) < (near plane)> and <(item (3) of [tri z v]) < (near plane)>>>> then\n if <not <[0] = (item (1) of [tri z v])>> then\n if <not <[0] = (item (2) of [tri z v])>> then\n if <not <[0] = (item (3) of [tri z v])>> then\n fill (item (1) of [tri x v]) (item (1) of [tri y v]) (item (2) of [tri x v]) (item (2) of [tri y v]) (item (3) of [tri x v]) (item (3) of [tri y v]) resolution: (1)\n end\n end\n end\nend\nset pen size to (5)\nchange pen (brightness v) by (-10)\nDraw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nDraw Line (x1) (y1) (z1) to (x3) (y3) (z3)\nDraw Line (x2) (y2) (z2) to (x3) (y3) (z3)\nchange pen (brightness v) by (10)\n\nwhen I receive [realstart v]\nset [fallen? v] to [0]\nerase all\nset pen size to (2)\nset pen color to (#30cebd)\nReset\nReset\nset [_level v] to [1]\nforever\n erase all\n go to x: (0) y: (0)\n set pen size to (600)\n if <(Modes) = [0]> then\n set pen color to (#b5f0ff)\n end\n if <(Modes) = [1]> then\n set pen color to (#3b4e54)\n end\n pen down\n pen up\n Detect\n Get Level\n Sort\n Draw cubes\n Settings\n if <(Player y) < [-200]> then\n start sound [Disconnect v]\n Reset\n end\n set [cam x v] to ((Player x) + ((125) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\n set [cam y v] to ((Player y) + ((125) * (([sin v] of (Rotation Y) ) * (-1))))\n set [cam z v] to ((Player z) + ((((125) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nend\n\nUsernames\n\nif <[500] < (Player y)> then\n Reset\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\nbroadcast (Start v)\n\ndefine Add CubeType2 (x1) (y1) (z1) length (x2) (y2) (z3)\nAdd Cube (x1) (y1) (z1) lengths (x2) (y2) (z3) type: [green]\nAdd Cube (x1) ((y1) - (50)) (z1) lengths (x2) (y2) (z3) type: [dirt]\n\nset pen (color v) to (50)\n\nset [_level v] to [5]\n\nwhen I receive [end v]\nerase all\n\nwhen flag clicked\nforever\n broadcast (Loop v)\nend\n\nchange [player z v] by (300)\n\nwhen flag clicked\nset [checkpoint?_ v] to [checkpoint2]\nset [checkpoint2_ v] to [checkpoint22]\n\nset [player x v] to [-250]\nset [player y v] to [240]\nset [player z v] to [1665]\n\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\nrepeat (10)\n\nchange [_ v] by (1)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nplay sound [Boing v] until done\n\nstart sound [Disconnect v]\n\ndefine Get Level\ndelete all of [types v]\ndelete all of [x v]\ndelete all of [xl v]\ndelete all of [y v]\ndelete all of [yl v]\ndelete all of [z v]\ndelete all of [zl v]\ndelete all of [distance info v]\nAdd Cube (Player x) (Player y) (Player z) lengths [30] [30] [30] type: [player]\nif <[1] = (_Level)> then\n Add CubeType2 [0] [0] [0] length [100] [50] [100]\n Add Cube [0] [0] [150] lengths [100] [50] [100] type: [bounce]\n Add CubeType2 [200] [200] [150] length [100] [50] [100]\n Add Cube [200] [200] [300] lengths [100] [50] [100] type: [bounce]\n Add CubeType2 [200] [400] [500] length [100] [50] [100]\n Add Cube [200] [400] [600] lengths [100] [50] [100] type: [bounce]\n Add Cube [200] [400] [700] lengths [100] [150] [80] type: [lava]\n Add CubeType2 [200] [400] [820] length [100] [50] [100]\n Add CubeType2 [200] [120] [950] length [100] [50] [100]\n Add Cube [200] [100] [1350] lengths [100] [100] [300] type: [lava]\n Add Cube [200] [100] [1140] lengths [100] [100] [100] type: [bounce]\n Add CubeType2 [200] [220] [1350] length [100] [50] [100]\n Add CubeType2 [200] [280] [1500] length [50] [50] [50]\n Add Cube [200] [280] [1700] lengths [100] [100] [100] type: [water]\n Add Cube [200] [280] [1900] lengths [100] [100] [100] type: [water]\n Add Cube [200] [280] [2100] lengths [100] [100] [100] type: [water]\n Add Cube [200] [300] [2250] lengths [100] [50] [100] type: [superbounce]\n Add Cube [200] [500] [2350] lengths [100] [100] [50] type: [lava]\n Add CubeType2 [200] [530] [2450] length [100] [50] [100]\n Add Cube [200] [590] [2450] lengths [10] [70] [10] type: [checkpoint1]\n Add Cube [210] [630] [2450] lengths [30] [20] [10] type: (checkpoint?_)\n Add Cube [200] [500] [2600] lengths [100] [100] [50] type: [superbounce]\n Add CubeType2 [200] [900] [2700] length [100] [50] [100]\n Add Cube [200] [1150] [2900] lengths [100] [10] [100] type: [lava]\n Add Cube [0] [1150] [2700] lengths [100] [10] [100] type: [lava]\n Add CubeType2 [600] [1150] [2700] length [100] [50] [100]\n Add Cube [600] [1200] [2900] lengths [100] [100] [50] type: [front]\n Add Cube [600] [1200] [3100] lengths [100] [100] [100] type: [water]\n Add Cube [600] [1200] [3200] lengths [100] [100] [50] type: [lava]\n Add Cube [600] [1200] [3300] lengths [100] [100] [100] type: [water]\n Add CubeType2 [600] [1250] [3500] length [100] [50] [100]\n Add Cube [750] [1225] [3500] lengths [100] [100] [100] type: [bounce]\n Add CubeType2 [750] [1400] [3700] length [100] [50] [100]\n Add Cube [750] [1460] [3700] lengths [10] [70] [10] type: [checkpoint21]\n Add Cube [760] [1500] [3700] lengths [30] [20] [10] type: (checkpoint2_)\n Add Cube [750] [1450] [3850] lengths [100] [100] [100] type: [water]\n Add Cube [750] [1510] [3850] lengths [100] [10] [100] type: [lava]\n Add CubeType2 [750] [1400] [4000] length [100] [50] [100]\n Add Cube [750] [1450] [4200] lengths [100] [100] [100] type: [front]\n Add Cube [600] [1450] [4400] lengths [100] [100] [100] type: [front]\n Add Cube [600] [1450] [4600] lengths [100] [200] [100] type: [lava]\n Add Cube [900] [1450] [4400] lengths [100] [100] [100] type: [front]\n Add CubeType2 [900] [1500] [4600] length [100] [50] [100]\n Add Cube [900] [1550] [4750] lengths [100] [100] [10] type: [front]\n Add Cube [900] [1700] [5200] lengths [100] [100] [100] type: [superbounce]\n Add CubeType2 [1000] [2100] [5200] length [100] [50] [100]\n Add CubeType2 [800] [2100] [5200] length [100] [50] [100]\n Add Cube [1000] [2100] [5350] lengths [100] [100] [100] type: [bounce]\n Add Cube [800] [2100] [5350] lengths [100] [100] [100] type: [bounce]\n Add CubeType2 [900] [2300] [5500] length [100] [50] [100]\n Add Cube [900] [2350] [5700] lengths [200] [200] [100] type: [end]\n Add Cube [200] [900] [2900] lengths [100] [50] [100] type: [superbounce]\n Add Cube [0] [900] [2700] lengths [100] [50] [100] type: [superbounce]\n Add Cube [400] [900] [2700] lengths [100] [50] [100] type: [superbounce]\n Add Cube [900] [1500] [5000] lengths [100] [50] [100] type: [bounce]\n set [__loop v] to [1]\n repeat ((length of [_other players v]) / (6))\n set [_ _px v] to (item ((1) + (__loop)) of [_other players v])\n set [_ _py v] to (item ((2) + (__loop)) of [_other players v])\n set [_ _pz v] to (item ((3) + (__loop)) of [_other players v])\n set [_ _rotate v] to (item ((4) + (__loop)) of [_other players v])\n Add Cube (_ _px) (_ _py) (_ _pz) lengths [30] [30] [30] type: [others]\n change [__loop v] by (6)\n end\nend\n\nwhen flag clicked\nforever\n set [☁ p1 v] to [0]\n set [☁ p2 v] to [0]\n set [☁ p3 v] to [0]\n set [☁ p4 v] to [0]\n set [☁ p5 v] to [0]\n set [☁ p6 v] to [0]\n set [☁ p7 v] to [0]\n set [☁ p8 v] to [0]\n set [☁ p9 v] to [0]\n set [☁ p10 v] to [0]\n wait (15) seconds\nend\n\nset [fallen? v] to [0]\n\nwhen [p v] key pressed\nif <(username) = [PopuIar]> then\n show variable [_ _player # v]\nend\n\nwhen flag clicked\nhide variable [_ _player # v]\n\nwhen flag clicked\nset [testvar v] to [0]\nforever\n change [testvar v] by (-1)\nend\n\nAdd CubeType2 [200] ((([cos v] of (testvar) ) * (100)) + (1000)) [2900] length [100] [50] [100]\nAdd CubeType2 [400] ((([cos v] of (testvar) ) * (100)) + (1000)) [2700] length [100] [50] [100]\nAdd CubeType2 [0] ((([cos v] of (testvar) ) * (100)) + (1000)) [2700] length [100] [50] [100]\n\n@Sprite1\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [varidk v] to [0]\nset [ghost v] effect to (100)\nhide\n\nset size to (([abs v] of (([sin v] of (varidk) ) * (100)) ) + (50)) %\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Sprite3\n\nwhen flag clicked\nshow\nswitch costume to (non v)\nshow list [less laggy servers \(copy and paste\): v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [pop v]\n switch costume to (non2 v)\n hide list [less laggy servers \(copy and paste\): v]\n wait (0.1) seconds\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [pop v]\n show list [less laggy servers \(copy and paste\): v]\n switch costume to (non v)\n wait (0.1) seconds\n else\n set size to (100) %\n end\nend\n\nswitch costume to (non v)\n\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nhide\n\nshow list [less laggy servers \(copy and paste\): v]\n\n@Cloud\n\ndefine Encode (e)\nset [_ _letter # v] to [1]\nrepeat (length of (e))\n switch costume to (letter (_ _Letter #) of (e))\n set [_ _encoded v] to (join (_ _Encoded) (costume [number v]))\n change [_ _letter # v] by (1)\nend\nset [_ _encoded v] to (join (_ _Encoded) [00])\n\ndefine Begin decoding ()\nset [_ _letter # v] to [1]\nset [_ _encoded v] to ()\n\ndefine #New value\nset [_ _decoded v] to []\nforever\n switch costume to (join (letter (_ _Letter #) of (_ _Encoded)) (letter ((1) + (_ _Letter #)) of (_ _Encoded)))\n if <(join (letter (_ _Letter #) of (_ _Encoded)) (letter ((1) + (_ _Letter #)) of (_ _Encoded))) < [1]> then\n change [_ _letter # v] by (2)\n stop [this script v]\n end\n set [_ _decoded v] to (join (_ _Decoded) (costume [name v]))\n change [_ _letter # v] by (2)\nend\n\nBegin decoding (_ _Encoded)\n#New value\n\nwhen I receive [connect to cloud v]\nset [_ _ v] to [0]\nClone\nset [_ _player # v] to [0]\nbroadcast (Grab connection v)\nwait (3.2) seconds\nbroadcast (Remove clones v)\nset [_ _ v] to [1]\nbroadcast (Realstart v)\n\ndefine Clone\nset [_ _clone id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [_ _clone id v] by (1)\nend\n\nwhen I receive [grab connection v]\nGet value from cloud? (_ _Clone id)\nset [_ _#last val v] to (join [a] (_ _var))\nwait (3) seconds\nGet value from cloud? (_ _Clone id)\nif <(join [a] (_ _var)) = (_ _#last val)> then\n set [_ _player # v] to (_ _Clone id)\nend\n\ndefine Get value from cloud? (#)\nif <(_ _) = [1]> then\n if <(#) = [1]> then\n set [_ _#value v] to (☁ P1)\n else\n if <(#) = [2]> then\n set [_ _#value v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [_ _#value v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [_ _#value v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [_ _#value v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [_ _#value v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [_ _#value v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [_ _#value v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [_ _#value v] to (☁ P9)\n else\n set [_ _#value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(#) = [1]> then\n set [_ _var v] to (☁ P1)\n else\n if <(#) = [2]> then\n set [_ _var v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [_ _var v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [_ _var v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [_ _var v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [_ _var v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [_ _var v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [_ _var v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [_ _var v] to (☁ P9)\n else\n set [_ _var v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Set cloud : () to this: (value)\nif <() = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <() = [2]> then\n set [☁ p2 v] to (value)\n else\n if <() = [3]> then\n set [☁ p3 v] to (value)\n else\n if <() = [4]> then\n set [☁ p4 v] to (value)\n else\n if <() = [5]> then\n set [☁ p5 v] to (value)\n else\n if <() = [6]> then\n set [☁ p6 v] to (value)\n else\n if <() = [7]> then\n set [☁ p7 v] to (value)\n else\n if <() = [8]> then\n set [☁ p8 v] to (value)\n else\n if <() = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [remove clones v]\ndelete this clone\n\nwhen I receive [loop v]\nReceive cloud\n\ndefine Receive cloud\nCheck activeness\nSend to cloud\nDownload cloud data\n\ndefine Check activeness\nset [_ v] to [1]\nrepeat (10)\n if <not <(_ _Player #) = (_)>> then\n Get value from cloud? (_)\n if <(join [XX] (_ _#Value)) = (item (_) of [_last value v])> then\n replace item (_) of [_activness v] with ((item (_) of [_activness v]) + (1))\n if <(item (_) of [_activness v]) = [100]> then\n Set cloud : (_) to this: [111]\n end\n else\n replace item (_) of [_last value v] with (join [XX] (_ _#Value))\n replace item (_) of [_activness v] with [0]\n end\n end\n change [_ v] by (1)\nend\nGet value from cloud? (_ _Player #)\nif <(_ _#Value) = [111]> then\n stop [other scripts in sprite v]\n broadcast (Boot v)\n stop [this script v]\nend\n\ndefine Send to cloud\nset [_ _encoded v] to []\nEncode (timer)\nEncode (username)\nEncode (round (Player x))\nEncode (round (Player y))\nEncode (round (Player z))\nEncode (Rotation X)\nEncode (_ _hp)\nSet cloud : (_ _Player #) to this: (_ _Encoded)\n\ndefine Download cloud data\ndelete all of [_other players v]\nset [_ v] to [1]\nrepeat (6)\n if <not <(_) = (_ _Player #)>> then\n Get value from cloud? (_)\n if <not <[111] = (_ _#Value)>> then\n Begin decoding (_ _#Value)\n #New value\n set [_ _ v] to (_ _Decoded)\n #New value\n add (_ _Decoded) to [_other players v]\n set [__loop v] to (length of [_other players v])\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n end\n end\n change [_ v] by (1)\nend\n\nwhen flag clicked\ndelete all of [_other p's bullets v]\ndelete all of [_bullet v]\ndelete all of [_bullets2 v]\n\nbroadcast (Loop v)\n\n@Loading\n\nwhen I receive [connect to cloud v]\ngo to [front v] layer\ngo to x: (0) y: (-20)\nshow\nforever\n if <(costume [number v]) < [17]> then\n next costume\n wait (0.16) seconds\n else\n switch costume to (rz64za8eogl21 v)\n end\nend\n\nwhen I receive [remove clones v]\nstop [other scripts in sprite v]\npoint in direction (90)\nif <[0] = (_ _Player #)> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (server full v)\nelse\n go to x: (0) y: (0)\n switch costume to (connected! v)\n start sound [Connect v]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\npoint in direction (90)\n\nset [ghost v] effect to (70)\nstamp\nswitch costume to (costume1 v)\npoint in direction ((timer) * (200))\nset [ghost v] effect to (0)\nstamp\n\nstamp\n\nstamp\n\nhide\n\nwait (0.5) seconds\n\nhide\n\nwhen flag clicked\nswitch costume to (rz64za8eogl21 v)\nset size to (140) %\nset [ghost v] effect to (0)\nbroadcast (Connect to cloud v)\n\n@Less\n\n@Lag\n\n@Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-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\ndefine Keyboard controls\nset [stick x v] to [0]\nset [stick y v] to [0]\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (25)\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 set [jump? v] to [1]\n end\nelse\n set [jump? v] to [0]\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\ngo to [back v] layer\n\nwhen [5 v] key pressed\nchange [player z v] by (100)\n\n@Helper\n\npoint in direction (Stick X)\n\nchange [rot y vel. v] by (-1)\n\nwhen flag clicked\ngo to x: (-170) y: (-110)\nforever\n if <not <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>>> then\n if <(fallen?) = [0]> then\n if <([abs v] of (STICK X) ) > [0.3]> then\n change [player x vel. v] by ((STICK X) * (1))\n end\n if <([abs v] of (STICK Y) ) > [0.3]> then\n change [player z vel. v] by ((STICK Y) * (1))\n end\n else\n if <([abs v] of (STICK X) ) > [0.3]> then\n change [player z vel. v] by (((STICK X) * (-1)) * (1))\n end\n if <([abs v] of (STICK Y) ) > [0.3]> then\n change [player x vel. v] by (((STICK Y) * (1)) * (1))\n end\n end\n end\nend\n\nchange [player z vel. v] by ((1) * ((cam speed) * (10)))\n\nchange [player z vel. v] by ((-1) * (10))\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait until <(Stick Button) = [1]>\n switch costume to (costume2 v)\n repeat (10)\n change y by (10)\n end\n switch costume to (costume1 v)\n repeat (10)\n change y by (-10)\n end\nend\n\n@Modes\n\nwhen flag clicked\nshow\nset [modes v] to [0]\nswitch costume to (non v)\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [pop v]\n switch costume to (non2 v)\n wait (0.1) seconds\n set [modes v] to [1]\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [modes v] to [0]\n start sound [pop v]\n switch costume to (non v)\n wait (0.1) seconds\n else\n set size to (100) %\n end\nend\n\nswitch costume to (non v)\n\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nshow list [less laggy servers \(copy and paste\): v]\n\n@Sprite4\n\nwhen I receive [connect to cloud v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [remove clones v]\ngo to [back v] layer\nhide\n\n
★ [ᴡɪɴᴛᴇʀ ᴇᴅɪᴛɪᴏɴ] 3ᴅ ᴏɴʟɪɴᴇ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ★\n\n***ɪꜰ ʏᴏᴜ ᴀʀᴇ ᴏɴ ᴍᴏʙɪʟᴇ, ᴘʟᴇᴀꜱᴇ ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ʜᴏʟᴅ ᴊᴜᴍᴘ ɪɴ ᴏʀᴅᴇʀ ᴛᴏ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ :)\n\n★ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:\nᴜꜱᴇ ᴡ,ᴀ,ꜱ,ᴅ (ᴏʀ ᴊᴏʏꜱᴛɪᴄᴋ) ᴛᴏ ᴍᴏᴠᴇ, ᴀɴᴅ ᴀʀʀᴏᴡꜱ ᴋᴇʏ ᴛᴏ ʟᴏᴏᴋ ᴀʀᴏᴜɴᴅ (ɴᴏᴛ ᴀᴠᴀɪʟᴀʙʟᴇ ɪɴ ᴍᴏʙɪʟᴇ)\nᴜꜱᴇ ꜱᴘᴀᴄᴇ (ᴏʀ ᴛʜᴇ ᴊᴜᴍᴘ ʙᴜᴛᴛᴏɴ) ᴛᴏ ᴊᴜᴍᴘ \nᴘʀᴇꜱꜱ "ᴇ" ᴛᴏ ʜɪᴅᴇ ᴍᴏʙɪʟᴇ ᴄᴏɴᴛʀᴏʟꜱ, ᴀɴᴅ "Q" ᴛᴏ ꜱʜᴏᴡ ᴛʜᴇᴍ ᴀɢᴀɪɴ.\n\n★ᴄᴜʙᴇꜱ:\n-ᴅᴀʀᴋ ʙʟᴜᴇ ᴀʀᴇ ᴛʜᴇ ᴏᴛʜᴇʀ ᴘʟᴀʏᴇʀꜱ. \n-ᴡʜɪᴛᴇ ᴀɴᴅ ᴅɪʀᴛ ᴀʀᴇ ɢʀᴏᴜɴᴅ\n-ʀᴇᴅ (ʟᴀᴠᴀ) ᴋɪʟʟꜱ ʏᴏᴜ\n-ᴘɪɴᴋ ᴍᴀᴋᴇ ʏᴏᴜ ᴊᴜᴍᴘ\n-ʏᴇʟʟᴏᴡ ɪꜱ ᴅᴀꜱʜ, ɪᴛ ᴍᴀᴋᴇꜱ ʏᴏᴜ ᴍᴏᴠᴇ ꜰᴏʀᴡᴀʀᴅ\n-ꜰʟᴀɢ ɪꜱ ᴛʜᴇ ᴄʜᴇᴄᴋᴘᴏɪɴᴛ, ᴏɴᴄᴇ ɪᴛ ɪꜱ ɢʀᴇᴇɴ ᴛʜᴇɴ ɪᴛ ᴍᴇᴀɴꜱ ʏᴏᴜ ᴡɪʟʟ ʀᴇꜱᴛᴀʀᴛ ᴛʜᴇʀᴇ ᴏɴᴄᴇ ʏᴏᴜ ᴅɪᴇ.\n-ᴅᴀʀᴋ ᴘɪɴᴋ ᴍᴀᴋᴇꜱ ʏᴏᴜ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ ᴛʜᴀɴ ᴛʜᴇ ɴᴏʀᴍᴀʟ ᴘɪɴᴋ\n-ʟɪɢʜᴛ ᴘɪɴᴋ ɪꜱ ᴛʜᴇ ᴇɴᴅ ᴘᴏʀᴛᴀʟ ᴏꜰ ᴛʜᴇ ɢᴀᴍᴇ
Lava / A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Radiant v] until done\nend\n\n@p\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (s2 v)?>> then\n broadcast (die v)\n end\n if <(x position) > [242]> then\n if <not <[] = [14]>> then\n if <not <[] = [15]>> then\n broadcast (lvl v)\n end\n end\n end\n if <(y position) < [-171]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (r v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [lvl 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 (l 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 (r 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 (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g 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 (g 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 (g 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 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 [die v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [lvl v]\nchange [lvl v] by (1)\ngo to x: (-180) y: (-50)\n\n@g\n\nwhen I receive [ed v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@s2\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@tn\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@sb\n\nwhen flag clicked\nshow\nswitch costume to (s v)\nset [d v] to [0]\ngo to x: (-50) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(d) = [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 if <not <(d) = [1]>> then\n if <not <(lvl) = [15]>> then\n broadcast (lvl v)\n broadcast (die v)\n set [d v] to [1]\n switch costume to (s2 v)\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 [d v] to [0]\n switch costume to (s v)\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\n@s\n\nwhen I receive [lvl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n wait (0.5) seconds\n next costume\n end\n if <(costume [number v]) = [15]> then\n wait (0.5) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n
- Lava / A Platformer -\nyou have to find your brother because he knows sceret about this the unknown treasure so when you and your brother find the treasure you party around but there is evil people try to steal the treasure and they are trying to k!II your brother\n\n\nControls - \nUse a d to move and to jump space or w\n\npart 2?
Online Platformer Race 2/オンラインプラットフォーマーレース2
@Stage\n\nadd [なにか] to [生存確認 v]\n\nwhen flag clicked\nforever\n play sound [Tobu - Roots v] until done\nend\n\n@Sprite1\n\nwhen flag clicked\nset [online? v] to [0]\n\ndefine 2.5D (x) (y)\ngo to [front v] layer\nset [地形x v] to (x)\nset [地形y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n if <(costume [number v]) = [2]> then\n if <<((1Px) - (200000)) > [150]> and <((2Px) - (200000)) > [150]>> then\n switch costume to (costume4 v)\n if <(savepointx) = [0]> then\n reset timer\n set [savepointx v] to [250]\n set [savepointy v] to [0]\n end\n repeat until <<((1Px) - (200000)) > [400]> and <((2Px) - (200000)) > [400]>>\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n end\n switch costume to (costume2 v)\n end\n end\n if <(costume [number v]) = [11]> then\n if <<<(☁ 22P) = []> or <(☁ 2Pstats) = [00]>> and <(online?) = [1]>> then\n switch costume to (costume2 v)\n end\n end\n if <(refresh) = [1]> then\n delete this clone\n end\nend\n\nstart sound [制限時間タイマー(倍速) v]\n\ndefine sea\nset [i v] to [-1440]\nrepeat (12)\n set [ghost v] effect to (0)\n switch costume to (コスチューム1 v)\n 2.5D (i) [-360]\n change [i v] by (480)\nend\n\nwhen I start as a clone\nshow\nforever\n set rotation style [all around v]\n if <(costume [number v]) = [7]> then\n turn right (0.7) degrees\n end\nend\n\nchange x by (-1)\n\nwhen I receive [game v]\nshow variable [お知らせ v]\nset rotation style [left-right v]\nshow variable [eng sub v]\nset [☁ 2pstats v] to [00]\nhide\nset [brightness v] effect to (-5)\nclear graphic effects\npoint in direction (90)\nif <(online?) = [0]> then\n switch costume to (costume4 v)\nelse\n switch costume to (costume2 v)\nend\n2.5D [0] [0]\nswitch costume to (costume3 v)\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [0]\nswitch costume to (コスチューム5 v)\n2.5D [1580] [480]\nswitch costume to (コスチューム5 v)\n2.5D [1580] [960]\n2.5D [2060] [1200]\n2.5D [2600] [1200]\n2.5D [2600] [1200]\nswitch costume to (コスチューム6 v)\n2.5D [2600] [1560]\nsea\n\nwhen I receive [refresh v]\nset [refresh v] to [1]\nwait (1) seconds\nset [refresh v] to [0]\nshow variable [お知らせ v]\nset rotation style [left-right v]\nshow variable [eng sub v]\nset [☁ 2pstats v] to [00]\nhide\nset [brightness v] effect to (-5)\nclear graphic effects\nswitch costume to (costume2 v)\npoint in direction (90)\n2.5D [0] [0]\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [0]\nswitch costume to (コスチューム5 v)\n2.5D [1580] [480]\nswitch costume to (コスチューム5 v)\n2.5D [1580] [960]\n2.5D [2060] [1200]\n2.5D [2600] [1200]\n2.5D [2600] [1200]\nswitch costume to (コスチューム6 v)\n2.5D [2600] [1560]\nsea\n\nwhen I receive [game v]\n\n\n switch costume to (costume2 v)\nend\n\nwait (1) seconds\n\n@Sprite2\n\nwhen flag clicked\n\ndefine fix (lim)\nset [lim v] to [-1]\nrepeat until <<(lim) > (lim)> or <not <touching (sprite1 v)?>>>\n change [lim v] by (1)\n change y by (1)\nend\nset y to (0)\nchange [y v] by (lim)\nif <(lim) > (lim)> then\n change [y v] by ((lim) * (-1))\n change [x v] by ((xx) * (-1))\n set [xx v] to [0]\nend\n\n\n\nset [brightness v] effect to (-20)\n\nwhen flag clicked\n\nask [あなたの名前は何ですか?] and wait\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nshow\ngo to x: (0) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [yy v] to [0]\nset [savepointx v] to [0]\nset [savepointy v] to [0]\nset [保存x v] to [0]\nset [保存y v] to [0]\nset [time v] to [0]\nclear graphic effects\nset size to (40) %\nforever\n change [time v] by (1)\n if <<<(何p?) = [1]> or <(何p?) = [2]>> or <(何p?) = [4]>> then\n clear graphic effects\n fix [14]\n change [yy v] by (-1)\n if <<key (left arrow v) pressed?> or <<(mouse x) < [-50]> and <mouse down?>>> then\n set [time v] to [0]\n if <touching color (#bdffff)?> then\n change [xx v] by (-0.9)\n else\n change [xx v] by (-1.7)\n end\n end\n if <<key (right arrow v) pressed?> or <<[50] < (mouse x)> and <mouse down?>>> then\n set [time v] to [0]\n if <touching color (#bdffff)?> then\n change [xx v] by (0.9)\n else\n change [xx v] by (1.7)\n end\n end\n if <touching color (#c8feff)?> then\n set [xx v] to ((xx) * (0.95))\n else\n set [xx v] to ((xx) * (0.85))\n end\n change [x v] by (xx)\n change y by (yy)\n if <touching (sprite1 v)?> then\n change y by ((yy) * (-1))\n set [yy v] to [0]\n end\n if <not <(lim) > (lim)>> then\n if <touching (sprite1 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n set [time v] to [0]\n change [y v] by (10)\n set [yy v] to [15]\n start sound [ニュッ2 \(1\) v]\n end\n end\n end\n change [y v] by (y position)\n set y to (0)\n if <<[-145] > (y)> or <touching (仕掛け v)?>> then\n set [x v] to (savepointx)\n set [y v] to (savepointy)\n start sound [Chomp v]\n end\n if <touching color (#0026f2)?> then\n change [y v] by (5)\n set [yy v] to [28]\n start sound [ニュッ2 \(1\) v]\n end\n if <(chatt) = [9]> then\n say (username)\n else\n say (item ((chatt) + (1)) of [☁online chat v])\n end\n else\n if <(何p?) = [3]> then\n if <key (left arrow v) pressed?> then\n set [time v] to [0]\n change [x v] by (-8)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (8)\n set [time v] to [0]\n end\n if <key (up arrow v) pressed?> then\n set [time v] to [0]\n change [y v] by (8)\n end\n if <key (down arrow v) pressed?> then\n set [time v] to [0]\n change [y v] by (-8)\n end\n set [ghost v] effect to (50)\n say [ユーザー数が3人以上のため、観戦モードとなっています\(チャットは使えません\)。]\n end\n end\nend\n\nwhen I receive [online v]\nforever\n if <<(time) > [3000]> and <not <(username) = [sax723]>>> then\n set [お知らせ v] to [しばらくの間放置していたため、もう一度旗を押してください。]\n set [eng sub v] to [You didn't controll for a while, please push the flag again.]\n stop [all v]\n end\nend\n\nwhen I receive [online game start v]\nforever\n if <(何p?) = [1]> then\n if <(☁ 2Pstats) = [01]> then\n set [勝ち負け v] to [2]\n set [お知らせ v] to [2Pがゴールしました!]\n set [eng sub v] to [2P won!]\n end\n end\n if <(何p?) = [2]> then\n if <(☁ stats) = [01]> then\n set [勝ち負け v] to [2]\n set [お知らせ v] to [1Pがゴールしました!]\n set [eng sub v] to [1P won!]\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [game v]\nforever\n go to [front v] layer\nend\n\n@仕掛け\n\nwhen flag clicked\n\ndefine 2.5D (x) (y)\ngo to [front v] layer\nset [地形x v] to (x)\nset [地形y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n turn right (1) degrees\n end\n if <(costume [number v]) = [5]> then\n turn left (1) degrees\n end\nend\n\nwhen I receive [game v]\nhide\nforever\n erase all\nend\n\nwhen I receive [game v]\nhide\nset [brightness v] effect to (-5)\nswitch costume to (costume2 v)\n2.5D [0] [0]\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [0]\nrepeat (2)\n switch costume to (コスチューム2 v)\n 2.5D (pick random (1860) to (2060)) (pick random (1200) to (1500))\nend\n2.5D [2540] [100]\nswitch costume to (コスチューム1 v)\n2.5D [-480] [0]\nswitch costume to (コスチューム3 v)\n2.5D [-480] [0]\n\n@Sprite5\n\nif then\nend\n\nwhen I receive [ゴール v]\nwait (0.5) seconds\nif <([floor v] of ((gtime) * (10)) ) > (☁ wr)> then\n set [☁ wr v] to ([floor v] of (gtime) )\nend\nrecord [1]\nrecord [2]\nset [count v] to [1]\n\nwhen flag clicked\n\ndefine record (あ)\nif <(count) = [0]> then\n if <(あ) = [0]> then\n set [い v] to [0]\n go to x: (-200) y: (140)\n set size to (50) %\n go to [back v] layer\n set [22 v] to [1]\n repeat (8)\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\n if <(あ) = [0]> then\n set [い v] to [0]\n go to x: (-200) y: (140)\n set size to (50) %\n go to [back v] layer\n set [22 v] to [1]\n repeat (8)\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\n if <(あ) = [1]> then\n set [い v] to [1]\n go to x: (50) y: (100)\n set size to (50) %\n set [22 v] to [1]\n repeat (8)\n go to [front v] layer\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\n if <(あ) = [2]> then\n go to x: (100) y: (0)\n set size to (50) %\n set [22 v] to [1]\n repeat (8)\n set [い v] to [2]\n go to [front v] layer\n create clone of (_myself_ v)\n change x by (22)\n change [22 v] by (1)\n end\n end\nend\n\nwhen I start as a clone\nshow\nswitch costume to (0 v)\nforever\n if <(い) = [0]> then\n show\n if <(online?) = [1]> then\n if <<((1Px) - (200000)) > [150]> and <((2Px) - (200000)) > [150]>> then\n show\n else\n hide\n end\n end\n if <(22) = ((length of ([ceiling v] of ((timer) * (100)) )) + (1))> then\n switch costume to (m v)\n else\n switch costume to (letter (22) of ([ceiling v] of ((timer) * (100)) ))\n end\n else\n if <(い) = [1]> then\n if <(22) = ((length of (gtime)) + (1))> then\n switch costume to (m v)\n else\n switch costume to (letter (22) of ([floor v] of ((gtime) * (10)) ))\n end\n else\n if <(22) = ((length of (☁ wr)) + (1))> then\n switch costume to (m v)\n else\n switch costume to (letter (22) of ([floor v] of ((☁ wr) * (10)) ))\n end\n end\n end\n if <(length of ([ceiling v] of ((timer) * (100)) )) > ((22) - (2))> then\n show\n else\n hide\n end\nend\n\nwhen I receive [game v]\nhide\nset [count v] to [0]\nrecord [0]\n\n@スプライト1\n\nset [i v] to [10]\nrepeat (70)\n add (join [0] (i)) to [code v]\n change [i v] by (1)\nend\n\nwhen I start as a clone\nset size to (40) %\nforever\n switch costume to (oo)\n if <<(何p?) = (oo)> or <<(online?) = [0]> and <(oo) = [1]>>> then\n hide\n else\n if <<(oo) = [1]> and <(☁ 11P) = []>> then\n hide\n else\n show\n end\n if <<(oo) = [2]> and <(☁ 22P) = []>> then\n hide\n else\n show\n end\n end\n if <(online?) = [1]> then\n if <(oo) = [1]> then\n go to x: (((1Px) - (200000)) - (x)) y: (((1Py) - (200000)) - (y))\n if <(letter (length of (☁ 11P)) of (☁ 11P)) = [9]> then\n say (1Puser)\n else\n say (item (letter (length of (☁ 11P)) of (☁ 11P)) of [☁online chat v])\n end\n else\n go to x: (((2Px) - (200000)) - (x)) y: (((2Py) - (200000)) - (y))\n if <(letter (length of (☁ 22P)) of (☁ 22P)) = [9]> then\n say (2Puser)\n else\n say (item (letter (length of (☁ 22P)) of (☁ 22P)) of [☁online chat v])\n end\n end\n else\n show\n if <(oo) = [1]> then\n go to x: (((1Px) - (200000)) - (x)) y: (((1Py) - (200000)) - (y))\n else\n if <(autoval) = [3]> then\n go to x: ((item (((timer) * ((45) + (((answer) * (9)) - (33.75)))) + (2448)) of [autox v]) - (x)) y: ((item (((timer) * ((30) + (((answer) * (9)) - (33.75)))) + (2448)) of [autoy v]) - (y))\n say [CPU]\n if <(((timer) * ((30) + (((answer) * (9)) - (33.75)))) + (2448)) > [5565]> then\n go to x: ((item (5565) of [autox v]) - (x)) y: ((item (5565) of [autoy v]) - (y))\n say [CPUがゴール!]\n end\n end\n if <(autoval) = [1]> then\n go to x: ((item ([ceiling v] of ((timer) * ((5) + (((answer) * (1.5)) - (3.75)))) ) of [autox v]) - (x)) y: ((item ([ceiling v] of ((timer) * ((5) + (((answer) * (1.5)) - (3.75)))) ) of [autoy v]) - (y))\n say [CPU]\n if <((timer) * (5)) > [379]> then\n go to x: ((item (379) of [autox v]) - (x)) y: ((item (379) of [autoy v]) - (y))\n say [CPUがゴール!]\n end\n end\n if <(autoval) = [2]> then\n go to x: ((item (((timer) * ((30) + (((answer) * (9)) - (33.75)))) + (380)) of [autox v]) - (x)) y: ((item (((timer) * ((30) + (((answer) * (9)) - (33.75)))) + (380)) of [autoy v]) - (y))\n say [CPU]\n if <(((timer) * ((30) + (((answer) * (9)) - (33.75)))) + (380)) > [2448]> then\n go to x: ((item (2447) of [autox v]) - (x)) y: ((item (2447) of [autoy v]) - (y))\n say [CPUがゴール!]\n end\n end\n end\n end\nend\n\nset [hits v] to [500]\n\nwhen I receive [game v]\nreset timer\nshow list [player v]\nshow list [chat v]\nhide\n\nwhen I receive [game v]\nset [autoval v] to (pick random (1) to (2))\nwait ((1) + ((online?) * (8))) seconds\nif <(online?) = [1]> then\n set [chatt v] to [9]\n set [oo v] to [1]\n repeat (2)\n create clone of (_myself_ v)\n change [oo v] by (1)\n end\nelse\n set [chatt v] to [9]\n set [oo v] to [2]\n create clone of (_myself_ v)\nend\n\nshow\ngo to [front v] layer\n\ndefine 文字 (用途)\n\nwhen flag clicked\n\nadd [9] to [mozi v]\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [online v]\n\nadd [Z] to [mozi v]\n\ndelete (29) of [mozi v]\n\n@スプライト2\n\nwhen I receive [online v]\nset [ghost v] effect to (100)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen I receive [usercheck v]\n文字 [2]\n文字 [1]\nif <<(☁ 11P) = []> and <(何p?) = [2]>> then\n set [x v] to [0]\n set [y v] to [0]\n set [savepointx v] to [0]\n set [savepointy v] to [0]\n set [お知らせ v] to [1Pの人が抜けたため、自動的にゲームが終了しました。]\n set [eng sub v] to [The game ended automatically because the 1P person left.]\n set [何p? v] to [1]\n set [☁ 11p v] to (☁ 22P)\n set [☁ 22p v] to []\n broadcast (refresh v)\nend\n\nwhen flag clicked\n\nif <[] > [0]> then\n if <[] > [0]> then\n set [何p? v] to [4]\n else\n set [何p? v] to [3]\n end\nend\n\nwhen flag clicked\n\nask [あなたの名前は何ですか?] and wait\n\nwhen flag clicked\n\nbroadcast (usercheck v)\nwait (0.2) seconds\n\nadd [なにか] to [☁online chat v]\n\nset [☁ 22p v] to (join (join (join (join (join (pick random (100) to (998)) [999]) [003004999]) (([ceiling v] of ((timer) * (5)) ) + (200000))) (join [999] [200050])) (join [999] (chatt)))\n\nreplace item (2) of [☁online chat v] with [The course is hard.../コースが難しい...]\n\nwhen flag clicked\n\nwhen I receive [online v]\nif <(online?) = [1]> then\n wait (7) seconds\n if <<not <(☁ 11P) = []>> and <not <(☁ 22P) = []>>> then\n set [何p? v] to [3]\n else\n if <not <(☁ 11P) = []>> then\n set [何p? v] to [2]\n else\n set [何p? v] to [1]\n end\n broadcast (usercheck v) and wait\n if <(1Puser) = (username)> then\n set [何p? v] to [1]\n end\n if <(2Puser) = (username)> then\n set [何p? v] to [2]\n end\n end\nend\nforever\n if <(何p?) = [1]> then\n set [☁ 11p v] to (join (join (join (join (join (pick random (100) to (998)) [999]) (coooo)) (([ceiling v] of (x) ) + (200000))) (join [999] (([ceiling v] of (y) ) + (200000)))) (join [999] (chatt)))\n end\n if <(何p?) = [2]> then\n set [☁ 22p v] to (join (join (join (join (join (pick random (100) to (998)) [999]) (coooo)) (([ceiling v] of (x) ) + (200000))) (join [999] (([ceiling v] of (y) ) + (200000)))) (join [999] (chatt)))\n end\n broadcast (usercheck v)\n wait (0.2) seconds\nend\n\nwhen I receive [online v]\nforever\n set [ry v] to [1]\n repeat (5)\n replace item (ry) of [生存確認 v] with (join (letter (1) of (☁ 11P)) (join (letter (2) of (☁ 11P)) (letter (3) of (☁ 11P))))\n replace item ((ry) + (5)) of [生存確認 v] with (join (letter (1) of (☁ 22P)) (join (letter (2) of (☁ 22P)) (letter (3) of (☁ 22P))))\n replace item ((ry) + (10)) of [生存確認 v] with (join (letter (1) of (☁ 33P)) (join (letter (2) of (☁ 33P)) (letter (3) of (☁ 33P))))\n replace item ((ry) + (15)) of [生存確認 v] with (join (letter (1) of (☁ 44P)) (join (letter (2) of (☁ 44P)) (letter (3) of (☁ 44P))))\n wait (1.2) seconds\n change [ry v] by (1)\n end\n set [player count v] to [2]\n if <(item (1) of [生存確認 v]) = (item (2) of [生存確認 v])> then\n if <(item (2) of [生存確認 v]) = (item (3) of [生存確認 v])> then\n if <(item (3) of [生存確認 v]) = (item (4) of [生存確認 v])> then\n if <(item (4) of [生存確認 v]) = (item (5) of [生存確認 v])> then\n change [player count v] by (-1)\n if <(online?) = [1]> then\n set [☁ 11p v] to []\n end\n end\n end\n end\n end\n if <(item (6) of [生存確認 v]) = (item (7) of [生存確認 v])> then\n if <(item (7) of [生存確認 v]) = (item (8) of [生存確認 v])> then\n if <(item (8) of [生存確認 v]) = (item (9) of [生存確認 v])> then\n if <(item (9) of [生存確認 v]) = (item (10) of [生存確認 v])> then\n change [player count v] by (-1)\n if <(online?) = [1]> then\n set [☁ 22p v] to []\n end\n if <not <[] = (☁ 22P)>> then\n if <(何p?) = [1]> then\n set [x v] to [0]\n set [y v] to [0]\n set [savepointx v] to [0]\n set [savepointy v] to [0]\n set [お知らせ v] to [2Pの人が抜けたため、自動的にゲームが終了しました。]\n set [eng sub v] to [The game ended automatically because the 2P person left.]\n end\n end\n end\n end\n end\n end\nend\n\nbroadcast (game v)\n\ndefine 文字 (用途)\nif <(用途) = [1]> then\n set [読み取り番目 v] to [1]\n set [1puser v] to []\n set [1px v] to []\n set [1py v] to []\n set [2puser v] to []\n set [2px v] to []\n set [2py v] to []\n set [読み取り(部屋名) v] to [4]\n repeat until <(読み取り(部屋名)) > (length of (☁ 11P))>\n if <(join (join (letter (読み取り(部屋名)) of (☁ 11P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 11P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 11P))) = [999]> then\n change [読み取り番目 v] by (1)\n else\n if <(読み取り番目) = [2]> then\n set [1puser v] to (join (1Puser) (item (item # of (join (join (letter (読み取り(部屋名)) of (☁ 11P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 11P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 11P))) in [code v]) of [mozi v]))\n end\n if <(読み取り番目) = [3]> then\n set [1px v] to (join (1Px) (join (join (letter (読み取り(部屋名)) of (☁ 11P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 11P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 11P))))\n end\n if <(読み取り番目) = [4]> then\n set [1py v] to (join (1Py) (join (join (letter (読み取り(部屋名)) of (☁ 11P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 11P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 11P))))\n end\n end\n change [読み取り(部屋名) v] by (3)\n end\n set [読み取り番目 v] to [1]\n set [2puser v] to []\n set [読み取り(部屋名) v] to [4]\n repeat until <(読み取り(部屋名)) > (length of (☁ 22P))>\n if <(join (join (letter (読み取り(部屋名)) of (☁ 22P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 22P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 22P))) = [999]> then\n change [読み取り番目 v] by (1)\n else\n if <(読み取り番目) = [2]> then\n set [2puser v] to (join (2Puser) (item (item # of (join (join (letter (読み取り(部屋名)) of (☁ 22P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 22P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 22P))) in [code v]) of [mozi v]))\n end\n if <(読み取り番目) = [3]> then\n set [2px v] to (join (2Px) (join (join (letter (読み取り(部屋名)) of (☁ 22P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 22P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 22P))))\n end\n if <(読み取り番目) = [4]> then\n set [2py v] to (join (2Py) (join (join (letter (読み取り(部屋名)) of (☁ 22P)) (letter ((読み取り(部屋名)) + (1)) of (☁ 22P))) (letter ((読み取り(部屋名)) + (2)) of (☁ 22P))))\n end\n end\n change [読み取り(部屋名) v] by (3)\n end\nend\nif <(用途) = [2]> then\n set [coooo v] to []\n set [s v] to [1]\n change [読み取り番目 v] by (1)\n set [answer v] to (username)\n repeat until <(s) > (length of (answer))>\n set [coooo v] to (join (coooo) (item (item # of (letter (s) of (answer)) in [mozi v]) of [code v]))\n change [s v] by (1)\n end\n set [coooo v] to (join (coooo) [999])\nend\n\nwhen flag clicked\nshow list [player v]\nshow list [chat v]\nhide\n\nadd [9] to [mozi v]\n\nwhen flag clicked\n\nforever\n\nwhen flag clicked\nset [お知らせ v] to [They can both be started by stepping on a button.]\nset [eng sub v] to [2人とも、ボタンを踏むことでスタートできます。]\n\nwhen I receive [online v]\nshow\ngo to [front v] layer\n\nwhen I receive [game v]\nset [何p? v] to [4]\n\n@仕掛け2\n\nwhen flag clicked\n\ndefine 2.5D (x) (y)\ngo to [back v] layer\nset [地形x v] to (x)\nset [地形y v] to (y)\ncreate clone of (_myself_ v)\nnext costume\n\nwhen I start as a clone\nshow\nforever\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n if <<(costume [number v]) = [4]> and <touching (sprite2 v)?>> then\n set [savepointx v] to [1770]\n set [savepointy v] to [250]\n switch costume to (コスチューム8 v)\n start sound [決定ボタンを押す4 v]\n repeat until <not <touching (sprite2 v)?>>\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n end\n end\n if <<(costume [number v]) = [11]> and <touching (sprite2 v)?>> then\n set [勝ち負け v] to [1]\n broadcast (ゴール v)\n set [gtime v] to ([ceiling v] of ((timer) * (100)) )\n set [savepointx v] to [4000]\n set [savepointy v] to [100]\n switch costume to (goal2 v)\n start sound [決定ボタンを押す4 v]\n repeat until <[1] = [2]>\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n go to [back v] layer\n end\n end\n if <<(costume [number v]) = [5]> and <touching (sprite2 v)?>> then\n set [savepointx v] to [2200]\n set [savepointy v] to [1200]\n switch costume to (コスチューム9 v)\n start sound [決定ボタンを押す4 v]\n repeat until <not <touching (sprite2 v)?>>\n go to [back v] layer\n go to x: ((地形x) - (x)) y: ((地形y) - (y))\n if <<[480] > ([abs v] of ((地形x) - (x)) )> and <[360] > ([abs v] of ((地形y) - (y)) )>> then\n show\n else\n hide\n end\n end\n end\nend\n\nwhen flag clicked\n\nwhen I start as a clone\nforever\n if <(costume [number v]) = [6]> then\n turn right (1) degrees\n end\nend\n\nplay sound [cheer v] until done\n\nwhen I receive [game v]\nhide\nset [brightness v] effect to (-5)\nswitch costume to (costume2 v)\n2.5D [0] [0]\n2.5D [480] [0]\n2.5D [1100] [0]\n2.5D [1580] [200]\n2.5D [2200] [1200]\n2.5D [2540] [100]\nset [r v] to [1840]\nset [i v] to [3020]\nrepeat (4)\n switch costume to (コスチューム6 v)\n 2.5D (i) (r)\n change [r v] by (400)\n change [i v] by (30)\nend\n2.5D [3500] [200]\nswitch costume to (goal v)\n2.5D (i) [3440]\n\nwhen I receive [game v]\nhide\nforever\n erase all\nend\n\nforever\n add (x) to [autox v]\n add (y) to [autoy v]\nend\n\nwhen I receive [game v]\n\nforever\n delete (379) of [autox v]\n delete (379) of [autoy v]\nend\n\n@スプライト4\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nset [☁ chat v] to (join (☁ chat) (chatt))\n\nwhen I receive [online game start v]\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nset [☁ chat v] to []\n\nask [あなたの名前は何ですか?] and wait\n\nwhen I receive [online game start v]\n\ndefine chat\n\nreplace item (4) of [chat v] with [add bot]\n\nwhen flag clicked\nset [bot制作命令 v] to [0]\n\n\n set [chatt v] to (join (何p?) [4])\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\nwhen I receive [online v]\nset [ghost v] effect to (100)\nshow\nforever\n hide\n if <key (c v) pressed?> then\n show\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat until <not <key (c v) pressed?>>\n if <key (0 v) pressed?> then\n set [chatt v] to [0]\n wait until <not <key (0 v) pressed?>>\n end\n if <key (1 v) pressed?> then\n set [chatt v] to [1]\n wait until <not <key (1 v) pressed?>>\n end\n if <key (2 v) pressed?> then\n set [chatt v] to [2]\n wait until <not <key (2 v) pressed?>>\n end\n if <key (4 v) pressed?> then\n set [chatt v] to [4]\n wait until <not <key (4 v) pressed?>>\n end\n if <key (3 v) pressed?> then\n set [chatt v] to [3]\n wait until <not <key (3 v) pressed?>>\n end\n if <key (5 v) pressed?> then\n set [chatt v] to [5]\n wait until <not <key (5 v) pressed?>>\n end\n if <key (6 v) pressed?> then\n set [chatt v] to [6]\n wait until <not <key (6 v) pressed?>>\n end\n if <key (7 v) pressed?> then\n set [chatt v] to [7]\n wait until <not <key (7 v) pressed?>>\n end\n if <key (8 v) pressed?> then\n set [chatt v] to [8]\n wait until <not <key (8 v) pressed?>>\n end\n if <key (9 v) pressed?> then\n set [chatt v] to [9]\n wait until <not <key (9 v) pressed?>>\n end\n end\n set [chatt v] to [9]\n end\nend\n\nadd [Thank you!/ありがとうございました!] to [☁online chat v]\n\n@Sprite4\n\nwhen flag clicked\nhide\nif <(username) = [sax723]> then\n show variable [☁ 22p v]\n show variable [☁ 11p v]\nend\nif <not <(username) = [sax723]>> then\n hide variable [☁ 11p v]\n hide variable [☁ 22p v]\nend\ngo to [front v] layer\nshow\ngo [backward v] (8) layers\n\nrepeat (10)\n\nwhen I receive [game v]\nhide\n\n@スプライト3\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n glide (1) secs to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\nend\n\nwait (1) seconds\n\nwhen I receive [game v]\nhide\n\n@スプライト5\n\nwhen flag clicked\ngo to [front v] layer\nshow\ngo to x: (100) y: (-140)\nclear graphic effects\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nset [online? v] to [1]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (online v)\nbroadcast (game v)\n\nglide (1) secs to x: (pick random (2) to (-2)) y: (pick random (2) to (-2))\n\nwait (1) seconds\n\nwhen I receive [game v]\nhide\n\nwhen flag clicked\nset [☁ 11p v] to []\nset [☁ 22p v] to []\nforever\n wait (1) seconds\n if <<(☁ 11P) = []> and <(☁ 22P) = []>> then\n say [誰もプレイヤーがいません...]\n else\n say [誰かが待っています。]\n end\nend\n\n@スプラ イト6\n\nwhen flag clicked\nclear graphic effects\nshow\ngo to x: (-20) y: (-140)\ngo to [front v] layer\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nrepeat until <<<[6] > (answer)> and <(answer) > [0]>> and <((answer) mod (1)) = [0]>>\n ask [How good is CPU? CPUの強さは?\(1~5\)] and wait\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nbroadcast (game v)\n\nwait (1) seconds\n\nwhen I receive [game v]\nhide\n\n\n\n@スプライト6\n\nwhen I receive [ゴール v]\nswitch costume to (勝ち負け)\nshow\nset [ghost v] effect to (100)\nif <(何p?) = [1]> then\n set [☁ stats v] to [01]\nelse\n if <(何p?) = [2]> then\n set [☁ 2pstats v] to [01]\n end\nend\nwait (1) seconds\nhide variable [お知らせ v]\nhide variable [eng sub v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (5) seconds\nstop [all v]\n\nif then\nend\n\nwhen flag clicked\nset [☁ 2pstats v] to [00]\nset [☁ stats v] to [00]\nhide\nset [ghost v] effect to (100)\n\n
(日本語は下)\n<English>\nIt's the second version of https://scratch.mit.edu/projects/875466091/.\n<add things>\n・VS CPU\n・Fixed most of bugs\n__________________________________________\nIf you enjoyed this game, please ★ or ♥ or follow!\n*New Scratcher can't play it on online.\nArrow key=Move\nC key= chat\nYou should reach the goal ASAP(before your opponent reach there).\nThere may be some bugs, if you noticed them, please tell me about it on comment.\nIf both 1P and 2P play, you will be a spectator.\n<日本語>\nOnline Platfomer Raceの第二弾です。\n<追加仕様>\n・大部分のバグを修正\n・CPU対戦\n____________________________________________\n楽しんでいただければ★・♥・フォローお願いします!\n*New Scratcherはオンラインでプレイできません。\n矢印キー=動く\nCキー=チャット\nプラットフォーマーをクリアし、ゴールに相手よりも早くたどり着いてください。\nバグ等あればコメントで教えてください。\n1Pと2Pが両方プレイしている場合、観戦者となります。\nまた、この作品で@ahopanmanさんのコンテストに応募します。
拡散希望! 冬の360°platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\nwait (3) seconds\nchange [☁ play people v] by (1)\n\nwhen I receive [n v]\nif <(Stage) = [5]> then\n switch backdrop to (背景2 v)\n wait (2) seconds\n broadcast (all clear v)\n stop [this script v]\nend\n\nwhen I receive [all clear v]\nbroadcast (time v)\n\nwhen I receive [sutage clear v]\nchange [stage v] by (1)\n\nwhen flag clicked\nforever\n play sound [bgm_maoudamashii_8bit22 v] until done\nend\n\nwhen I receive [for samune v]\nswitch backdrop to (背景1 v)\nhide variable [☁ clear late v]\nhide variable [☁ number of people cleared v]\nhide variable [☁ play people v]\nhide variable [☁ worldrecord v]\nhide variable [stage v]\nhide variable [time v]\nhide variable [x v]\nhide variable [y v]\n\n@軽量化\n\n@キャラ\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nforever\n repeat (20)\n change size by (-0.75)\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen flag clicked\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (0) y: (0)\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (90))\n else\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n point in direction ((<key (d v) pressed?> - <key (a v) pressed?>) * (90))\n else\n if <<<[50] < (mouse x)> and <mouse down?>> or <<(mouse x) < [-50]> and <mouse down?>>> then\n point in direction ((<[50] < (mouse x)> - <(mouse x) < [-50]>) * (90))\n end\n end\n end\n if <touching color (#ff3939)?> then\n broadcast (Judgment v)\n start sound [Crunch v]\n wait until <not <touching color (#ff3939)?>>\n end\n if <touching color (#2f60ff)?> then\n broadcast (sutage clear v)\n wait until <not <touching color (#2f60ff)?>>\n end\nend\n\nwhen I receive [n v]\nif <(Stage) = [5]> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [for samune v]\nhide\n\n@地面\n\nwhen flag clicked\nset [stage v] to [2]\nwait (0) seconds\ngo to [front v] layer\nshow\nset size to (124) %\npoint in direction (75)\ngo to x: (0) y: (-200)\nset [x v] to [0]\nset [y v] to [0]\nforever\n switch costume to (Stage)\n set [x v] to ((x) * (0.75))\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (-0.35))\n else\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((<key (d v) pressed?> - <key (a v) pressed?>) * (-0.35))\n else\n if <<<[50] < (mouse x)> and <mouse down?>> or <<(mouse x) < [-50]> and <mouse down?>>> then\n change [x v] by ((<[50] < (mouse x)> - <(mouse x) < [-50]>) * (-0.35))\n end\n end\n end\n turn right (x) degrees\n if <touching (キャラ v)?> then\n change y by (-1)\n end\n if <touching (キャラ v)?> then\n change y by (-1)\n end\n if <touching (キャラ v)?> then\n change y by (-1)\n end\n if <touching (キャラ v)?> then\n change y by (-1)\n end\n if <touching (キャラ v)?> then\n change y by (-1)\n end\n if <touching (キャラ v)?> then\n change y by (-1)\n end\n if <touching (キャラ v)?> then\n turn right ((x) * (-1)) degrees\n change y by (6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse x) > [50]>>> then\n if <[0] > (x)> then\n set [x v] to [3]\n else\n set [x v] to [-3]\n end\n set [y v] to [-10]\n start sound [Rip v]\n else\n set [y v] to [0]\n end\n end\n change y by (1)\n if <touching (キャラ v)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [-12]\n start sound [Rip v]\n end\n if <key (w v) pressed?> then\n set [y v] to [-12]\n start sound [Rip v]\n end\n if <<mouse down?> and <(mouse y) > [0]>> then\n set [y v] to [-12]\n start sound [Rip v]\n end\n end\n change y by (-1)\n change [y v] by (1)\n change y by (y)\n if <touching (キャラ v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen I receive [judgment v]\nInitialization\n\nwhen I receive [all clear v]\nhide\n\ndefine Initialization\ngo to [front v] layer\nshow\nset size to (124) %\npoint in direction (75)\ngo to x: (0) y: (-200)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen I receive [sutage clear v]\nInitialization\n\nwhen I receive [for samune v]\nhide\n\nwhen I receive [sutage clear v]\n\n@障害物\n\nwhen I receive [judgment v]\nInitialization\n\nwhen flag clicked\ngo to x: (0) y: (-200)\nbroadcast (Bug protection v)\ngo to [back v] layer\nshow\nset size to (124) %\npoint in direction (75)\nforever\n set size to ([size v] of [地面 v]) %\n switch costume to (Stage)\n set [x v] to ((x) * (0.75))\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\n change [x v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (-0.35))\n else\n if <<key (d v) pressed?> or <key (a v) pressed?>> then\n change [x v] by ((<key (d v) pressed?> - <key (a v) pressed?>) * (-0.35))\n else\n if <<<[50] < (mouse x)> and <mouse down?>> or <<(mouse x) < [-50]> and <mouse down?>>> then\n change [x v] by ((<[50] < (mouse x)> - <(mouse x) < [-50]>) * (-0.35))\n end\n end\n end\n turn right (x) degrees\n point in direction ([direction v] of [地面 v])\n change y by (y)\nend\n\nwhen I receive [all clear v]\nhide\n\ndefine Initialization\nhide\ngo to (地面 v)\ngo to [back v] layer\nshow\nset size to (200) %\npoint in direction (75)\nset [x v] to [0]\nset [y v] to [0]\npoint in direction ([direction v] of [地面 v])\n\nwhen I receive [sutage clear v]\nInitialization\n\nwhen I receive [bug protection v]\ngo to (地面 v)\nbroadcast (bug v)\n\nwhen I receive [for samune v]\nhide\n\nwhen I receive [bug v]\nbroadcast (Bug protection v)\n\ncreate clone of (_myself_ v)\n\n@スプライト1\n\nwhen I receive [time v]\nshow\nshow variable [time v]\nwait (1) seconds\nbroadcast (worldrecord v)\n\nwhen flag clicked\nhide variable [time v]\nreset timer\nhide\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [all clear v]\nstop [other scripts in sprite v]\nset [time v] to (timer)\nbroadcast (time v)\nstop [this script v]\n\nwhen I receive [for samune v]\nhide\n\n@スプライト2\n\nwhen I receive [worldrecord v]\nshow\nif <(time) < (☁ worldrecord)> then\n set [☁ worldrecord v] to (time)\nend\nwait (1) seconds\nshow variable [☁ worldrecord v]\nwait (1) seconds\nbroadcast (number of people cleared v)\n\nwhen flag clicked\nhide variable [☁ worldrecord v]\nhide\n\nwhen I receive [for samune v]\nhide\n\n@スプライト3\n\nwhen I receive [number of people cleared v]\nchange [☁ number of people cleared v] by (1)\nshow\nwait (1) seconds\nshow variable [☁ number of people cleared v]\nwait (1) seconds\nbroadcast (clear rate v)\n\nwhen flag clicked\nhide variable [☁ number of people cleared v]\nhide\n\nwhen I receive [for samune v]\nhide\n\n@スプライト4\n\nwhen I receive [clear rate v]\nset [☁ clear late v] to (join ([floor v] of (((☁ number of people cleared) / (☁ play people)) * (100)) ) [%])\nshow\nwait (1) seconds\nshow variable [☁ clear late v]\n\nwhen flag clicked\nhide variable [☁ clear late v]\nhide\n\nwhen I receive [for samune v]\nhide\n\n@pen\n\nwhen flag clicked\nset size to (Infinity) %\ndelete all of [x v]\ndelete all of [y v]\ndelete all of [横移動速度 v]\ndelete all of [降る速度 v]\nrepeat (30)\n add (pick random (-230) to (230)) to [x v]\n add (pick random (-200) to (200)) to [y v]\n add (pick random (-1.0) to (1.0)) to [横移動速度 v]\n add (pick random (-1.0) to (-3.0)) to [降る速度 v]\n add (pick random (15.0) to (25.0)) to [大きさ v]\nend\n\ndefine x (x) y (y) に (大きさ) の大きさでゆきびょーが\ngo to x: (x) y: (y)\nset pen size to (1)\nset pen (transparency v) to (70)\nrepeat (大きさ)\n change pen size by (1.2)\n change pen (transparency v) by (1)\n pen down\nend\npen up\n\ndefine びょーが\nset [変数 v] to [0]\nerase all\ngo to x: (0) y: (0)\npen down\nset pen size to (70)\npen up\nset pen color to (#ffffff)\nrepeat (30)\n change [変数 v] by (1)\n x (item (変数) of [x v]) y (item (変数) of [y v]) に (item (変数) of [大きさ v]) の大きさでゆきびょーが\n replace item (変数) of [x v] with ((item (変数) of [x v]) + (item (変数) of [横移動速度 v]))\n replace item (変数) of [y v] with ((item (変数) of [y v]) + (item (変数) of [降る速度 v]))\n if <(item (変数) of [y v]) < [-200]> then\n replace item (変数) of [x v] with (pick random (-230) to (230))\n replace item (変数) of [y v] with [200]\n replace item (変数) of [横移動速度 v] with (pick random (-1.0) to (1.0))\n replace item (変数) of [降る速度 v] with (pick random (-1) to (-3))\n replace item (変数) of [大きさ v] with (pick random (15.0) to (25.0))\n end\nend\n\nwhen flag clicked\nforever\n びょーが\n wait (0) seconds\nend\n\n@next\n\nwhen flag clicked\n\nwhen I start as a clone\ngo to [front v] layer\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\nbroadcast (n v)\ndelete this clone\n\nwhen I receive [sutage clear 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\n\n@宣伝\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (184)\nforever\n wait (5) seconds\n show\n glide (0.75) secs to x: (-150) y: (140)\n wait (2) seconds\n glide (0.75) secs to x: (-150) y: (184)\n hide\nend\n\n@サムネ\n\ngo to [front v] layer\nclear graphic effects\nshow\n\nwhen flag clicked\nhide\n\n
----------------------------------memo-------------------------------\n新作→ https://scratch.mit.edu/projects/957398533/\n拡散すると作者がとっても喜ぶ!(^^)!\nSpread the word!\n傾向1p!!\nコミュ好きのったぁぁぁぁぁぁ!\n世界記録 12.902秒\n☆と♡、フォローしてくれると作者が喜ぶ(/・ω・)/\nクリア率8%(難しくしすぎちゃった(*'▽'))\nプラットフォーマーと同じ操作。\nモバイル対応。\n世界記録を目指せ!!\nステージ3まである(2が一番難しい)\n宣伝しないでください\nPlease don't advertise.\n-----------------------------------credit-------------------------------\n@syoinsya様 - 雪\n@neko_hood様 - 氷山\n@Taiki0504様 - 曲\n bgm_魔王魂様\n@yumikorin_Anime様 - 結晶\n@-doremiFX-様 - next素材\n-------------------------拡散してくれた方------------------------\n@kuri-pa-555様\n@kyuuma17様\n@garira-0724様\n@-Area_Back-様\n@koko0716様\n@noob5046様\n@pikupikuGame0406様\n@mataosuke様\n@kawachan9sai様\n@radao1様\n@tibitoka様\n@minnadeasobo-ne様\n@RAU_scratch様\n@kojake_072様\n@_ONETARO様\n@pon-chan777\n-----------------------------------font---------------------------------\nコーポレート・ロゴ\nk-font\n------------------------------------tag---------------------------------\n#冬\n#プラットフォーマー\n#360°platformer\n#platformer\n#games\n#game\n#winter\n#music
Summer Platformer / 夏のプラットフォーマー 【拡散希望】
@Stage\n\nwhen flag clicked\nset [ゴール v] to [0]\nswitch backdrop to (背景1 v)\n\nwhen I receive [設定 v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [はじまり v]\nforever\n play sound [You_and_Me v] until done\n if <(ゴール) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [ゴール v]\nset [ゴール v] to [1]\nstop all sounds\nplay sound [ゲームクリアー! v] until done\n\n@■\n\ndefine 動作\nif <not <touching (水 v)?>> then\n change [yの力 v] by (-1)\nelse\n change [yの力 v] by (-0.1)\nend\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <not <touching (水 v)?>> then\n point in direction (90)\n change [xの力 v] by (1)\n else\n point in direction (90)\n change [xの力 v] by (0.5)\n end\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n if <not <touching (水 v)?>> then\n point in direction (-90)\n change [xの力 v] by (-1)\n else\n point in direction (-90)\n change [xの力 v] by (-0.5)\n end\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (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 <not <touching (水 v)?>> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\n end\nend\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 <not <touching (水 v)?>> then\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\n end\nelse\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [3]\n end\nend\nchange y by (1.1)\nif <<(Y) < [-400]> or <touching (障害物 v)?>> then\n 初期位置\nend\n処理\nbroadcast (プログラム2 v)\n\nwhen I receive [プログラム v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (ステージ v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (ステージ v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to (復活x)\nset [camera _y v] to (復活y)\nset [x v] to (復活x)\nset [y v] to (復活y)\n\nwhen I receive [はじまり v]\nset size to (100) %\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\nset [復活x v] to [-200]\nset [復活y v] to [-20]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [2 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [3 v]\nswitch costume to (コスチューム3 v)\n\nwhen I receive [4 v]\nswitch costume to (コスチューム4 v)\n\nwhen I receive [5 v]\nswitch costume to (コスチューム5 v)\n\nwhen I receive [6 v]\nswitch costume to (コスチューム6 v)\n\nwhen I receive [7 v]\nswitch costume to (コスチューム7 v)\n\nwhen I receive [8 v]\nswitch costume to (コスチューム8 v)\n\nwhen I receive [はじまり v]\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [はじまり v]\nforever\n if <touching (旗 v)?> then\n broadcast (ゴール v)\n stop [this script v]\n end\nend\n\nwhen I receive [猫 v]\nswitch costume to (コスチューム9 v)\n\n@ステージ\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [はじまり v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nステージ配置 [4320] [0] [10]\nステージ配置 [4800] [0] [11]\nステージ配置 [5280] [0] [12]\nステージ配置 [5760] [0] [13]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@ステージ(背面)日本語\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n if <(言語日本語) = [1]> then\n show\n else\n hide\n end\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\nif <(言語日本語) = [1]> then\n show\nend\n\nwhen I receive [はじまり v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [100] [5]\nステージ配置 [2400] [0] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@障害物\n\nwhen flag clicked\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 [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [はじまり v]\nhide\nステージ配置 [480] [0] [1]\nステージ配置 [960] [0] [2]\nステージ配置 [1440] [0] [3]\nステージ配置 [1920] [0] [4]\nステージ配置 [2400] [0] [5]\nステージ配置 [2880] [0] [6]\nステージ配置 [3360] [0] [7]\nステージ配置 [3840] [0] [8]\nステージ配置 [4800] [0] [9]\nステージ配置 [5280] [0] [10]\nステージ配置 [5760] [0] [11]\nswitch costume to (none v)\n\n@チェックポイント\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((1135) - (Camera_x)) ((85) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (■ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [1135]\n set [復活y v] to [150]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@サムネ\n\nwhen flag clicked\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\ngo to [front v] layer\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\nshow\n\n@水\n\nwhen flag clicked\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 [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <not <(costume [number v]) = [1]>> then\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [はじまり v]\nhide\ngo to [front v] layer\nset [ghost v] effect to (60)\nswitch costume to (none v)\nステージ配置 [960] [0] [1]\nステージ配置 [1920] [0] [2]\nステージ配置 [3840] [0] [3]\nステージ配置 [4800] [0] [4]\nステージ配置 [5280] [0] [5]\n\n@スプライト1\n\nwhen I receive [パン v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\n\n@スプライト2\n\nwhen flag clicked\nset [回転 v] to [0]\npoint in direction (90)\nrepeat (28)\n turn right (回転) degrees\n change [回転 v] by (0.5)\nend\nrepeat (28)\n turn right (回転) degrees\n change [回転 v] by (-0.5)\nend\nrepeat (12)\n turn left (回転) degrees\n change [回転 v] by (0.5)\nend\npoint in direction (90)\nwait (1.5) seconds\nbroadcast (パン v)\n\nwhen flag clicked\nwait (0.7) seconds\nstart sound [キラッ2 v]\n\nwhen flag clicked\nrepeat (70)\n change [color v] effect by (1)\nend\n\nwhen I receive [パン v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (設定 v)\n\n@選択\n\nwhen I receive [設定 v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [次の色 v]\nset size to (110) %\nwait (0.02) seconds\nnext costume\nwait (0.02) seconds\nset size to (100) %\n\nwhen I receive [前の色 v]\nset size to (110) %\nwait (0.02) seconds\nswitch costume to ((costume [number v]) - (1))\nwait (0.02) seconds\nset size to (100) %\n\nwhen I receive [遊び方 v]\nhide\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\n\nwhen I receive [設定 v]\nset [タイマー v] to [0]\npoint in direction (90)\nforever\n point in direction ((90) + (([cos v] of ((タイマー) * (150)) ) * (5)))\nend\n\nwhen I receive [設定 v]\nforever\n wait (0.01) seconds\n change [タイマー v] by (0.08)\nend\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\nwhen I receive [始まり手前 v]\nif <(costume [number v]) = [1]> then\n broadcast (1 v)\nelse\n if <(costume [number v]) = [2]> then\n broadcast (2 v)\n else\n if <(costume [number v]) = [3]> then\n broadcast (3 v)\n else\n if <(costume [number v]) = [4]> then\n broadcast (4 v)\n else\n if <(costume [number v]) = [5]> then\n broadcast (5 v)\n else\n if <(costume [number v]) = [6]> then\n broadcast (6 v)\n else\n if <(costume [number v]) = [7]> then\n broadcast (7 v)\n else\n if <(costume [number v]) = [8]> then\n broadcast (8 v)\n else\n if <(costume [number v]) = [9]> then\n broadcast (猫 v)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@選択2\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [設定 v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n set [ghost v] effect to (-2)\nend\n\nwhen this sprite clicked\nstart sound [ポップ v]\nbroadcast (次の色 v)\n\nwhen I receive [遊び方 v]\nhide\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@選択3\n\nwhen flag clicked\nset size to (100) %\nhide\n\nwhen I receive [設定 v]\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen this sprite clicked\nstart sound [ポップ v]\nbroadcast (前の色 v)\n\nwhen I receive [遊び方 v]\nhide\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@スプライト3\n\nwhen flag clicked\ngo to [back v] layer\nhide\n\nwhen I receive [設定 v]\nhide\nforever\n wait (pick random (2) to (7)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to x: (180) y: (pick random (150) to (10))\nshow\nforever\n change x by (-2)\n if <(x position) < [-220]> then\n delete this clone\n end\nend\n\n@スプライト4\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [設定 v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n change [ghost v] effect by (-2)\nend\n\nwhen I receive [設定 v]\nset volume to (100) %\nplay sound [MusMus-BGM-139 v] until done\n\nwhen I receive [始まり手前 v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\n\nwhen I receive [設定 v]\nset [タイマー v] to [0]\npoint in direction (90)\nforever\n point in direction ((90) + (([cos v] of ((タイマー) * (100)) ) * (3)))\nend\n\nwhen I receive [設定 v]\ngo to x: (0) y: (0)\nforever\n repeat (10)\n change y by (0.5)\n end\n repeat (10)\n change y by (-0.5)\n end\nend\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@START\n\nwhen flag clicked\nset [2回も押すな! v] to [0]\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [設定 v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n set [ghost v] effect to (-2)\nend\n\nwhen I receive [遊び方 v]\nhide\n\nwhen this sprite clicked\nif <(2回も押すな!) = [0]> then\n broadcast (始まり手前 v)\nend\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nbroadcast (はじまり v)\nhide\n\nwhen this sprite clicked\nwait (0.1) seconds\nset [2回も押すな! v] to [1]\n\n@遊び方\n\nwhen flag clicked\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [設定 v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n set [ghost v] effect to (-2)\nend\n\nwhen this sprite clicked\nbroadcast (遊び方 v)\nhide\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@言語チェンジ\n\nwhen flag clicked\nset [言語 1日本語 2english v] to [1]\nset [言語english v] to [0]\nset [言語日本語 v] to [1]\nswitch costume to (コスチューム1 v)\nset size to (100) %\nhide\ngo to [front v] layer\n\nwhen I receive [設定 v]\nset [ghost v] effect to (100)\nshow\nrepeat (50)\n set [ghost v] effect to (-2)\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n set [言語english v] to [1]\nelse\n set [言語english v] to [0]\nend\nif <(costume [number v]) = [2]> then\n set [言語日本語 v] to [1]\nelse\n set [言語日本語 v] to [0]\nend\n\nwhen this sprite clicked\nstart sound [カーソル移動12 v]\nnext costume\nwait (0.1) seconds\nset size to (105) %\nwait (0.1) seconds\nset size to (100) %\n\nwhen I receive [遊び方 v]\nhide\n\nwhen I receive [始まり手前 v]\nset [ghost v] effect to (0)\nrepeat (50)\n change [ghost v] effect by (2)\nend\nhide\n\n@遊び方の説明\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [遊び方 v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [説明進む v]\nset [ghost v] effect to (100)\nnext costume\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [説明戻る v]\nset [ghost v] effect to (100)\nswitch costume to ((costume [number v]) - (1))\nrepeat (20)\n change [ghost v] effect by (-5)\nend\n\nwhen I receive [設定 v]\nswitch costume to (コスチューム1 v)\nhide\n\n@スプライト6\n\nwhen flag clicked\nhide\n\nwhen I receive [遊び方 v]\nshow\n\nwhen this sprite clicked\nbroadcast (説明進む v)\n\nwhen I receive [設定 v]\nhide\n\n@スプライト7\n\nwhen flag clicked\nhide\n\nwhen I receive [遊び方 v]\nshow\n\nwhen this sprite clicked\nbroadcast (説明戻る v)\n\nwhen I receive [設定 v]\nhide\n\n@スプライト8\n\nwhen flag clicked\nhide\nforever\n if <([costume # v] of [遊び方の説明 v]) = [10]> then\n show\n else\n hide\n end\nend\n\nwhen this sprite clicked\nbroadcast (設定 v)\nhide\n\n@ステージ(背面)英語\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n if <(言語English) = [1]> then\n show\n else\n hide\n end\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I receive [はじまり v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [100] [5]\nステージ配置 [2400] [0] [6]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\n\n@チェックポイント2\n\nwhen flag clicked\nset [チェックポイント到達 v] to [0]\nswitch costume to (a v)\nhide\n\nwhen I receive [プログラム2 v]\n移動 ((3115) - (Camera_x)) ((-55) - (Camera _y))\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nswitch costume to ((チェックポイント到達) + (2))\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\n if <<touching (■ v)?> and <(チェックポイント到達) = [0]>> then\n set [チェックポイント到達 v] to [1]\n set [復活x v] to [3115]\n set [復活y v] to [0]\n end\nend\nswitch costume to ((チェックポイント到達) + (2))\n\n@旗\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [プログラム2 v]\nif <(costume [number v]) = [1]> then\n broadcast (プログラム v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [はじまり v]\nhide\nステージ配置 [5840] [-59] [1]\nswitch costume to (none v)\nbroadcast (プログラム v)\n\nwhen flag clicked\nhide\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\nswitch costume to (コスチューム1 v)\nrepeat (4)\n wait (0.5) seconds\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I start as a clone\ngo to [front v] layer\nset [上から v] to [0]\ngo to x: (0) y: (341)\nshow\nrepeat (19)\n change y by (上から)\n change [上から v] by (-1.85)\n if <<(costume [number v]) = [4]> and <(y position) < [0]>> then\n go to x: (0) y: (0)\n broadcast (スコア v)\n stop [this script v]\n end\nend\n\nwhen I receive [はじまり v]\nset [タイム v] to [0]\nforever\n wait (1) seconds\n change [タイム v] by (1)\n if <(ゴールした) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [ゴール v]\nset [ゴールした v] to [1]\n\nwhen flag clicked\nset [ゴールした v] to [0]\n\nwhen I receive [スコア v]\nshow variable [タイム v]\nshow variable [☁ 世界記録 v]\nif <(タイム) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (タイム)\nend\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [タイム v]\n\nset [☁ 世界記録 v] to [200]\n\n
            ✿ 絶対みて↓ ✿\n\n         ✿ 旗は2回押してください ✿        \n       ❀ The flag must be pressed twice. ❀\n\n         ✿ 英語にも対応しています ✿\n         ❀ English is also supported. ❀\n\n     ✿ 遊び方はプロジェクト内に書いてあります ✿\n      ❀ How to play is written in the project. ❀\n\n        ✿ 星には特に意味はありません ✿\n     ❀ The stars are not particularly meaningful. ❀\n\n        ✿ ♡と☆、拡散お願いします ✿\n       ❀ ♡ and ☆, please spread the word! ❀\n\n     ✿ 今、期間限定のコスチュームがあります ✿\n    ❀ There are limited time costumes available now! ❀\n\n      ✿ リミックスでの拡散、無変更リミックス、\n   無断リミックスはやめてください。言ってくれれば良いです ✿\n \n          ✿ 作者最高記録49秒 ✿\n\n           ✿ クレジット/credit ✿\n       @-Hinomaru- @newHNT @yuki384\n\n             ✿ 音楽 ✿\n         ゲームクリアー / You_and_Me\n\n        ✿ @kage-919をフォローして! ✿\n\n     ✿ ↓のスタジオに入ってくれると嬉しいです ✿\nhttps://scratch.mit.edu/studios/33585449 ←なんでもスタジオ\n\n________________________________\n\n#Summer #summer #Platformer #game #games #1 #simple #cat\n#block #star #watermelon #melon #flower #hoshimon19 #yellow #orange\n#green #pink #short #time #fun #scroll #Japan #English #モバイル対応\n#すいか #夏 #星 #涼しい #赤 #楽しい #雲 #all #game #game #game\n#game #games #game #暇 #free #Fun #6 #1 #costume #you summer\n#flower #まっさー #hoshimon19 #platformer\n________________________________\n❏メモ\n\n08/01 共有開始  午後9時現在 390 ♡176☆171\n    変更点…STARTボタン数回押し防止をした。\n        ステージを少し増やした。\n08/02 午後9時現在 2300 ♡306☆291\n08/03 午後9時現在 5200 ♡405☆377\n08/04 8000 ♡466☆427\n08/05 変更点…麦わら帽子を消しました→地面に入ることがなくなる\n   10000 ♡520☆490\n08/06 12000\n08/07 14900 ♡649☆588\n08/08 16300 ♡685☆626\n________________________________\n✰メモ\n\n08/02 13:00 参照数1000超え確認\n 16:00 1500超え確認\n 19:00 2000超え確認\n08/03 09:00 3000超え確認\nいつのまにか 4000超え確認\n 20:00 5000超え確認\n   1日で参照数+3000\n08/04 13:51 7000超え\n   19:00 7777\n08/05 17:14 10000超えた!\n08/07 21:50 15000超えた!\n________________________________\n\n無変更リミックスや、へんな気持ちの悪いコスチュームにするのは\nやめてください。
{Desert Edition} ☁ 3D Online Platformer ☁ [Mobile Friendly]
@Stage\n\nwhen I receive [end v]\nset [pitch v] effect to (50)\n\nwhen flag clicked\nset [pitch v] effect to (0)\nforever\n play sound [Music v] until done\nend\n\n@engine\n\nif <not <[touching? v] contains [green]?>> then\nend\n\nAdd Tri (((10) * (-last Cos y)) + (Player x)) (__loop) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) (__loop) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) (__loop) (((-10) * (-last sine y)) + (Player z)) -- [shadow] []\n\nstop [this script v]\n\nif <[touching? v] contains [bounce]?> then\n Add Tri [] [] [] - [] (__loop) [] - (() + (Player x)) (__loop) (((-10) * (-last sine y)) + (Player z)) -- [Shadow] []\n stop [this script v]\nend\nif <[touching? v] contains [end]?> then\n Add Tri [] (__loop) [] - (((-10) * (-last sine y)) + (Player x)) (__loop) (((10) * (-last Cos y)) + (Player z)) - (((-10) * (-last Cos y)) + (Player x)) (__loop) (((-10) * (-last sine y)) + (Player z)) -- [Shadow] []\n stop [this script v]\nend\n\nAdd Cube [0] [150] [900] lengths [200] [200] [50] type: [end]\n\nAdd Cube [200] [150] [1950] lengths [200] [200] [50] type: [end]\n\ndefine Usernames\nGet Point (Player x) ((Player y) + (25)) (Player z)\nset pen color to (#000000)\nPhrase (username) starting at ((x1) - (((length of (username)) / (2)) * (10))) (y1) size: [0.7]\nset [__loop v] to [1]\nrepeat ((length of [#cloudlist v]) / (7))\n Get Point (item ((__loop) + (2)) of [#cloudlist v]) ((item ((__loop) + (3)) of [#cloudlist v]) + (25)) (item ((__loop) + (5)) of [#cloudlist v])\n set pen color to (#000000)\n Phrase (item ((__loop) + (1)) of [#cloudlist v]) starting at ((x1) - (((length of (item ((__loop) + (1)) of [#cloudlist v])) / (2)) * (10))) (y1) size: [0.7]\n change [__loop v] by (7)\nend\nDetect\n\ndefine Draw letter (letter) at x (x) y (y) Size (s)\ngo to x: (x) y: (y)\nset pen size to ((3) * (s))\nif <[a] = (letter)> then\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: ((y position) - ((20) * (s)))\n go to x: (((-2) * (s)) + (x position)) y: (((7) * (s)) + (y position))\n change x by ((-5) * (s))\n pen up\nend\nif <[b] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change y by ((9) * (s))\n change x by ((-10) * (s))\n change y by ((2) * (s))\n change x by ((7) * (s))\n change y by ((9) * (s))\n change x by ((-7) * (s))\n pen up\nend\nif <[c] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[d] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((8) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-8) * (s))\n pen up\nend\nif <[e] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[f] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[g] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((7) * (s))\n change y by ((5) * (s))\n change x by ((-2) * (s))\n change x by ((4) * (s))\n change x by ((-2) * (s))\n change y by ((-5) * (s))\n change x by ((-7) * (s))\n change y by ((20) * (s))\n change x by ((7) * (s))\n pen up\nend\nif <[h] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[i] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((-20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n change x by ((5) * (s))\n pen up\nend\nif <[j] = (letter)> then\n pen down\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((5) * (s))\n change y by ((20) * (s))\n change x by ((-5) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[k] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-10) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((10) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[l] = (letter)> then\n pen down\n change y by ((20) * (s))\n change y by ((-20) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[m] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n change y by ((-20) * (s))\n pen up\nend\nif <[n] = (letter)> then\n pen down\n change y by ((20) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n change y by ((20) * (s))\n pen up\nend\nif <[o] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[p] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\nend\nif <[q] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: ((2) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: ((2) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-10) * (s))\n go to x: ((-2) + (x position)) y: ((-5) + (y position))\n change x by ((-6) * (s))\n go to x: ((-2) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((6) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[r] = (letter)> then\n pen down\n change y by ((15) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change x by ((6) * (s))\n go to x: (((2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change y by ((-1) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n change y by ((-3) * (s))\n go to x: (((10) * (s)) + (x position)) y: (((-11) * (s)) + (y position))\n pen up\nend\nif <[s] = (letter)> then\n pen down\n change y by ((2) * (s))\n change y by ((-2) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((-2) * (s))\n change y by ((2) * (s))\n pen up\nend\nif <[t] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((5) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[u] = (letter)> then\n change y by ((5) * (s))\n pen down\n change y by ((15) * (s))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-15) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n change x by ((-6) * (s))\n go to x: (((-2) * (s)) + (x position)) y: (((5) * (s)) + (y position))\n pen up\n change x by ((10) * (s))\n pen down\n change y by ((-5) * (s))\n pen up\nend\nif <[v] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[w] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n go to x: (((2.5) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[x] = (letter)> then\n change y by ((20) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((-20) * (s)) + (y position))\n pen up\n change x by ((-10) * (s))\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[y] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((10) * (s))\n go to x: (((5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((-10) * (s)) + (y position))\n go to x: (((-5) * (s)) + (x position)) y: (((10) * (s)) + (y position))\n pen up\nend\nif <[z] = (letter)> then\n pen down\n change x by ((10) * (s))\n go to x: (((-10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n change x by ((10) * (s))\n pen up\nend\nif <[:] = (letter)> then\n change x by ((5) * (s))\n change y by ((5) * (s))\n pen down\n pen up\n change y by ((10) * (s))\n pen down\n pen up\nend\nif <[1] = (letter)> then\n change x by ((5) * (s))\n pen down\n change y by ((20) * (s))\n go to x: (((-5) * (s)) + (x position)) y: (((-5) * (s)) + (y position))\n pen up\nend\nif <[2] = (letter)> then\n pen down\n change x by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[3] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[4] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n change y by ((10) * (s))\n pen up\nend\nif <[5] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[6] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n pen up\nend\nif <[7] = (letter)> then\n change y by ((20) * (s))\n pen down\n change x by ((10) * (s))\n change y by ((-20) * (s))\n pen up\nend\nif <[8] = (letter)> then\n pen down\n change x by ((10) * (s))\n change y by ((10) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-10) * (s))\n pen up\nend\nif <[9] = (letter)> then\n change x by ((10) * (s))\n pen down\n change y by ((20) * (s))\n change x by ((-10) * (s))\n change y by ((-10) * (s))\n change x by ((10) * (s))\n pen up\nend\nif <[0] = (letter)> then\n pen down\n change y by ((20) * (s))\n change x by ((10) * (s))\n change y by ((-20) * (s))\n change x by ((-10) * (s))\n pen up\nend\nif <[/] = (letter)> then\n pen down\n go to x: (((10) * (s)) + (x position)) y: (((20) * (s)) + (y position))\n pen up\nend\nif <[?] = (letter)> then\n pen down\n pen up\n change y by ((5) * (s))\n pen down\n change y by ((7) * (s))\n change x by ((5) * (s))\n change y by ((8) * (s))\n change x by ((-5) * (s))\n pen up\nend\n\ndefine Phrase (p) starting at (x) (y) size: (s)\nset [x3 v] to (x)\nset [y3 v] to (y)\nset [letter v] to [0]\nrepeat (length of (p))\n change [letter v] by (1)\n Draw letter (letter (Letter) of (p)) at x (X3) y (Y3) Size (s)\n change [x3 v] by ((15) * (s))\nend\n\ndefine Words\nGet Point [200] [3000] [5000]\ngo to x: (x1) y: (y1)\npoint in direction (((Rotation X) * (-0.5)) + (70))\nset pen color to (#ffffff)\nset pen size to (70)\npen down\npen up\nmove (20) steps\nset pen color to (#000000)\nset pen size to (60)\npen down\npen up\nGet Point [100] ((100) + ((10) * ([cos v] of ((300) * (timer)) ))) [100]\nif <(_) = [0]> then\n set pen color to (#ff9400)\n Phrase [Shop] starting at ((x1) - (20)) ((y1) - (10)) size: [1]\nend\nset [__loop v] to [1]\nrepeat ((length of [_other players v]) / (6))\n Get Point (item ((__loop) + (1)) of [_other players v]) ((item ((__loop) + (2)) of [_other players v]) + (35)) (item ((__loop) + (3)) of [_other players v])\n if <(_) = [0]> then\n set pen color to (#ffffff)\n Phrase (item (__loop) of [_other players v]) starting at ((x1) - ((10) * ((length of (item (__loop) of [_other players v])) / (2)))) ((y1) - (10)) size: [1]\n go to x: ((x1) - (25)) y: ((y1) + (40))\n set pen color to (#cacaca)\n set pen size to (20)\n pen down\n change x by (50)\n change x by (-50)\n pen up\n set pen color to (#00ff08)\n set pen (color v) to (((item ((__loop) + (5)) of [_other players v]) / (50)) * (30))\n set pen size to (13)\n pen down\n change x by (item ((__loop) + (5)) of [_other players v])\n pen up\n end\n change [__loop v] by (6)\nend\nAdd CubeType2 [] [] [] length [] [] []\n\nchange [__loop v] by (6)\n\ndefine XY Clipping\nset [m v] to (((y2) - (y1)) / ((x2) - (x1)))\nif <(x1) > [240]> then\n if <(x2) > [240]> then\n stop [this script v]\n else\n Set Screen Point 1: (240) ((y1) + (((240) - (x1)) * (m)))\n end\nend\nif <(y1) > [180]> then\n if <(y2) > [180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((180) - (y1)) / (m))) (180)\n end\nend\nif <(x1) < [-240]> then\n if <(x2) < [-240]> then\n stop [this script v]\n else\n Set Screen Point 1: (-240) ((y1) + (((-240) - (x1)) * (m)))\n end\nend\nif <(y1) < [-180]> then\n if <(y2) < [-180]> then\n stop [this script v]\n else\n Set Screen Point 1: ((x1) + (((-180) - (y1)) / (m))) (-180)\n end\nend\nif <(x2) > [240]> then\n Set Screen Point 2: (240) ((y1) + (((240) - (x1)) * (m)))\nend\nif <(y2) > [180]> then\n Set Screen Point 2: ((x1) + (((180) - (y1)) / (m))) (180)\nend\nif <(x2) < [-240]> then\n Set Screen Point 2: (-240) ((y1) + (((-240) - (x1)) * (m)))\nend\nif <(y2) < [-180]> then\n Set Screen Point 2: ((x1) + (((-180) - (y1)) / (m))) (-180)\nend\nAdd Tri (() + (([cos v] of (_ _rotate) ) * (10))) (() + (-30)) (() + (([sin v] of (_ _rotate) ) * (10))) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (10))) - (_ _px) ((_ _py) + (20)) (_ _pz) -- [Player] []\nAdd Tri ((_ _px) + (([cos v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([sin v] of (_ _rotate) ) * (-10))) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-10))) ((_ _py) + (-30)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (10))) - (_ _px) ((_ _py) + (20)) (_ _pz) -- [Player] []\nAdd Tri (_ _px) ((_ _py) + (-15)) (_ _pz) - ((_ _px) + (([sin v] of (_ _rotate) ) * (-20))) ((_ _py) + (-15)) ((_ _pz) + (([cos v] of (_ _rotate) ) * (20))) - (_ _px) ((_ _py) + (-5)) (_ _pz) -- [Player] []\n\ndefine fill (ax) (ay) (bx) (by) (cx) (cy) resolution: (res)\nset [lena v] to ([sqrt v] of ((((bx) - (cx)) * ((bx) - (cx))) + (((by) - (cy)) * ((by) - (cy)))) )\nset [lenb v] to ([sqrt v] of ((((ax) - (cx)) * ((ax) - (cx))) + (((ay) - (cy)) * ((ay) - (cy)))) )\nset [lenc v] to ([sqrt v] of ((((ax) - (bx)) * ((ax) - (bx))) + (((ay) - (by)) * ((ay) - (by)))) )\nset [peri v] to ((1) / (((lena) + (lenb)) + (lenc)))\nset [incx v] to (((((lena) * (ax)) + ((lenb) * (bx))) + ((lenc) * (cx))) * (peri))\nset [incy v] to (((((lena) * (ay)) + ((lenb) * (by))) + ((lenc) * (cy))) * (peri))\nset [ind v] to ([sqrt v] of ((((((lenb) + (lenc)) - (lena)) * (((lenc) + (lena)) - (lenb))) * (((lena) + (lenb)) - (lenc))) * (peri)) )\nset [aox v] to ((incx) - (ax))\nset [aoy v] to ((incy) - (ay))\nset [box v] to ((incx) - (bx))\nset [boy v] to ((incy) - (by))\nset [cox v] to ((incx) - (cx))\nset [coy v] to ((incy) - (cy))\nif <<(lena) < (lenb)> and <(lena) < (lenc)>> then\n set [td v] to ([sqrt v] of (((Aox) * (Aox)) + ((Aoy) * (Aoy))) )\nelse\n if <<(lenb) > (lena)> or <(lenb) > (lenc)>> then\n set [td v] to ([sqrt v] of (((Cox) * (Cox)) + ((Coy) * (Coy))) )\n else\n set [td v] to ([sqrt v] of (((Box) * (Box)) + ((Boy) * (Boy))) )\n end\nend\nset [rate v] to ((((td) * (2)) - (ind)) / ((td) * (4)))\nset [td v] to ((1) + (0))\ngo to x: (round (incx)) y: (round (incy))\nset pen size to (ind)\npen down\nrepeat ([ceiling v] of (([log v] of ((res) / (ind)) ) / ([log v] of (rate) )) )\n set [td v] to ((td) * (rate))\n set pen size to ((ind) * (td))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\n go to x: (((Box) * (td)) + (bx)) y: (((Boy) * (td)) + (by))\n go to x: (((Cox) * (td)) + (cx)) y: (((Coy) * (td)) + (cy))\n go to x: (((Aox) * (td)) + (ax)) y: (((Aoy) * (td)) + (ay))\nend\nset pen size to (res)\ngo to x: (ax) y: (ay)\ngo to x: (bx) y: (by)\ngo to x: (cx) y: (cy)\ngo to x: (ax) y: (ay)\npen up\n\ndefine Sort\nset [dummy variable v] to [0]\nrepeat (length of [distance info v])\n change [dummy variable v] by (1)\n if <(Dummy Variable) < [10]> then\n set [dummy variable v] to (join [0] (Dummy Variable))\n end\n replace item (Dummy Variable) of [distance info v] with (((item (Dummy Variable) of [distance info v]) * (100)) + (Dummy Variable))\nend\nrepeat (length of [distance info v])\n set [dummy variable v] to [0]\n set [dummy 2 v] to [0]\n repeat ((length of [distance info v]) - (1))\n change [dummy variable v] by (1)\n if <(item (Dummy Variable) of [distance info v]) < (item ((Dummy Variable) + (1)) of [distance info v])> then\n set [dummy 2 v] to (item ((Dummy Variable) + (1)) of [distance info v])\n replace item ((Dummy Variable) + (1)) of [distance info v] with (item (Dummy Variable) of [distance info v])\n replace item (Dummy Variable) of [distance info v] with (Dummy 2)\n end\n end\nend\n\ndefine Draw Cube at (x) (y) (z) length of each side (xl) (yl) (zl) t (t)\nset pen size to (5)\nset [distance v] to (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) ))\nif <[green] = (t)> then\n set pen color to (#f3ed63)\nend\nif <[dirt] = (t)> then\n set pen color to (#d07800)\nend\nif <[player] = (t)> then\n if <[touching? v] contains [water]?> then\n set pen color to (#00dcba)\n else\n set pen color to (#00ffd8)\n end\nend\nif <[end] = (t)> then\n set pen color to (#ffc1c1)\nend\nif <[bounce] = (t)> then\n set pen color to (#dd00a9)\nend\nif <[lava] = (t)> then\n set pen color to (#ff0000)\nend\nif <[front] = (t)> then\n set pen color to (#dac700)\nend\nif <[gravity] = (t)> then\n set pen color to (#ff9400)\nend\nif <[others] = (t)> then\n set pen color to (#0024d0)\nend\nif <[checkpoint1] = (t)> then\n set pen color to (#d27900)\nend\nif <[checkpoint2] = (t)> then\n set pen color to (#ff2222)\nend\nif <[checkpoint3] = (t)> then\n set pen color to (#56f700)\nend\nif <[water] = (t)> then\n set pen color to (#3d60ff)\nend\nif <[checkpoint21] = (t)> then\n set pen color to (#d27900)\nend\nif <[checkpoint22] = (t)> then\n set pen color to (#ff2222)\nend\nif <[checkpoint23] = (t)> then\n set pen color to (#56f700)\nend\nif <[superbounce] = (t)> then\n set pen color to (#980074)\nend\nif <[teleport] = (t)> then\n set pen color to (#90a3a1)\nend\nif <[shadow] = (t)> then\n set pen color to (#000000)\nend\nif <((z) + ((zl) / (2))) < (cam z)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam z) < ((z) - ((zl) / (2)))> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((x) + ((xl) / (2))) < (cam x)> then\n Draw square ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <(cam x) < ((x) - ((xl) / (2)))> then\n Draw square ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) - ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\nend\nif <((y) + ((yl) / (2))) < (cam y)> then\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) + ((yl) / (2))) ((z) + ((zl) / (2)))\nend\nif <(cam y) < ((y) - ((yl) / (2)))> then\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2)))\n 3d Tri ((x) - ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) - ((zl) / (2))) ((x) + ((xl) / (2))) ((y) - ((yl) / (2))) ((z) + ((zl) / (2)))\nend\n\nset pen (color v) to (50)\n\nwhen flag clicked\nset [checkpoint?_ v] to [checkpoint2]\n\nbroadcast (Intro v)\n\ndefine Set Point 1: (x1) (y1) (z1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\nset [z1 v] to (z1)\n\ndefine Set Point 2: (x2) (y2) (z2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\nset [z2 v] to (z2)\n\ndefine Draw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nSet Point 1: ((x1) - (cam x)) ((y1) - (cam y)) ((z1) - (cam z))\nSet Point 2: ((x2) - (cam x)) ((y2) - (cam y)) ((z2) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 2: (((z2) * (sin Y)) + ((x2) * (cos Y))) (y2) (((z2) * (cos Y)) - ((x2) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nSet Point 2: (x2) (((y2) * (cos X)) - ((z2) * (sin X))) (((y2) * (sin X)) + ((z2) * (cos X)))\nif <not <<(z1) < (near plane)> and <(z2) < (near plane)>>> then\n Z Clipping\n Set Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n Set Screen Point 2: ((view factor) * ((x2) / (z2))) ((view factor) * ((y2) / (z2)))\n go to x: (x1) y: (y1)\n pen down\n go to x: (x2) y: (y2)\n pen up\nend\n\ndefine Set Screen Point 1: (x1) (y1)\nset [x1 v] to (x1)\nset [y1 v] to (y1)\n\ndefine Set Screen Point 2: (x2) (y2)\nset [x2 v] to (x2)\nset [y2 v] to (y2)\n\ndefine Draw cubes\nset pen size to (5)\nCalculate Trig Values\nset [loop v] to [0]\nrepeat (length of [distance info v])\n change [loop v] by (1)\n set [dummy 2 v] to (join (letter ((length of (item (Loop) of [distance info v])) - (1)) of (item (Loop) of [distance info v])) (letter (length of (item (Loop) of [distance info v])) of (item (Loop) of [distance info v])))\n Draw Cube at (item (Dummy 2) of [x v]) (item (Dummy 2) of [y v]) (item (Dummy 2) of [z v]) length of each side (item (Dummy 2) of [xl v]) (item (Dummy 2) of [yl v]) (item (Dummy 2) of [zl v]) t (item (Dummy 2) of [types v])\nend\n\ndefine Calculate Trig Values\nset [sin x v] to ([sin v] of (Rotation Y) )\nset [cos x v] to ([cos v] of (Rotation Y) )\nset [sin y v] to ([sin v] of (Rotation X) )\nset [cos y v] to ([cos v] of (Rotation X) )\n\ndefine Z Clipping\nif <<(z1) < (near plane)> or <(z2) < (near plane)>> then\n set [percent v] to (((near plane) - (z1)) / ((z2) - (z1)))\n if <(z1) < (near plane)> then\n Set Point 1: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n else\n if <(z2) < (near plane)> then\n Set Point 2: ((x1) + (((x2) - (x1)) * (percent))) ((y1) + (((y2) - (y1)) * (percent))) (near plane)\n end\n end\nend\n\ndefine Add Cube (x) (y) (z) lengths (xl) (yl) (zl) type: (t)\nif <(round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) < [700]> then\n add (x) to [x v]\n add (y) to [y v]\n add (z) to [z v]\n add (xl) to [xl v]\n add (yl) to [yl v]\n add (zl) to [zl v]\n add (t) to [types v]\n add (round ([sqrt v] of ((((x) - (cam x)) * ((x) - (cam x))) + ((((y) - (cam y)) * ((y) - (cam y))) + (((z) - (cam z)) * ((z) - (cam z))))) )) to [distance info v]\nend\n\ndefine Reset\nset [teleport? v] to [0]\nset [cam x v] to ((Player x) + ((100) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\nset [cam y v] to ((Player y) + ((100) * ((-1) * ([sin v] of (Rotation Y) ))))\nset [cam z v] to ((Player z) + ((((100) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nset [cam speed v] to [1]\nset [rotation y v] to [-45]\nif <(checkpoint2_) = [checkpoint22]> then\n set [rotation x v] to [0]\n if <(checkpoint?_) = [checkpoint3]> then\n set [player x v] to [200]\n set [player y v] to [200]\n set [player z v] to [1500]\n else\n set [player x v] to [0]\n set [player y v] to [100]\n set [player z v] to [0]\n end\nelse\n if <(checkpoint2_) = [checkpoint23]> then\n set [rotation x v] to [0]\n set [player x v] to [200]\n set [player y v] to [100]\n set [player z v] to [3850]\n else\n set [rotation x v] to [0]\n set [player x v] to [0]\n set [player y v] to [100]\n set [player z v] to [0]\n end\nend\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\ndefine Sense (x) (y) (z) w (xl) (yl) (zl) Type (t)\nif <<<((Player z) + (15)) > ((z) - ((zl) / (2)))> and <((Player z) + (-15)) < ((z) + ((zl) / (2)))>> and <<<((Player y) + (15)) > ((y) - ((yl) / (2)))> and <((Player y) + (-15)) < ((y) + ((yl) / (2)))>> and <<((Player x) + (15)) > ((x) - ((xl) / (2)))> and <((Player x) + (-15)) < ((x) + ((xl) / (2)))>>>> then\n add (t) to [touching? v]\nend\n\ndefine Detect\ndelete all of [touching? v]\nset [loop v] to [1]\nrepeat (length of [types v])\n Sense (item (Loop) of [x v]) (item (Loop) of [y v]) (item (Loop) of [z v]) w (item (Loop) of [xl v]) (item (Loop) of [yl v]) (item (Loop) of [zl v]) Type (item (Loop) of [types v])\n change [loop v] by (1)\nend\n\ndefine Settings\nif <key (right arrow v) pressed?> then\n change [rot y vel. v] by (-1)\nend\nif <key (left arrow v) pressed?> then\n change [rot y vel. v] by (1)\nend\nif <key (up arrow v) pressed?> then\n change [rot x vel. v] by (1)\nend\nif <key (down arrow v) pressed?> then\n change [rot x vel. v] by (-1)\nend\nif <key (w v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nif <key (s v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (a v) pressed?> then\n change [player z vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (d v) pressed?> then\n change [player z vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nif <<<mouse down?> and <(DeviceOp) = [1]>> and <(round ((mousecontrol) / (2))) = ((mousecontrol) / (2))>> then\n change [rot y vel. v] by ((((mouse x) - (_old_mouse_x)) / (-2)) * (0.1))\n change [rot x vel. v] by ((((mouse y) - (_old_mouse_y)) / (1)) * (0.1))\nend\nset [_old_mouse_x v] to (mouse x)\nset [_old_mouse_y v] to (mouse y)\nset [player z vel. v] to ((Player z vel.) * (0.8))\nset [rot x vel. v] to ((Rot x vel.) * (0.9))\nset [rot y vel. v] to ((Rot y vel.) * (0.9))\nchange [player z v] by (Player z vel.)\nchange [rotation y v] by (round (Rot x vel.))\nchange [rotation x v] by (round (Rot y vel.))\nif <(Rotation Y) < [-90]> then\n set [rotation y v] to [-90]\nend\nif <[90] < (Rotation Y)> then\n set [rotation y v] to [90]\nend\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (-10)\n change [player z v] by ((Player z vel.) * (-1))\n set [player z vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nif <key (w v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (sin Y)))\nend\nif <key (s v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (sin Y)))\nend\nif <key (a v) pressed?> then\n change [player x vel. v] by ((-1) * ((cam speed) * (cos Y)))\nend\nif <key (d v) pressed?> then\n change [player x vel. v] by ((1) * ((cam speed) * (cos Y)))\nend\nset [player x vel. v] to ((Player x vel.) * (0.8))\nchange [player x v] by (Player x vel.)\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (1)\n Detect\n if <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by (-10)\n change [player x v] by ((Player x vel.) * (-1))\n set [player x vel. v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nDetect\nif <[touching? v] contains [gravity]?> then\n set [_gravity v] to ((-1) * (_Gravity))\n change [player y v] by ((-10) * (_Gravity))\n set [player y vel. v] to [0]\nend\nchange [player y vel. v] by ((-1) * (_Gravity))\nchange [player y v] by (Player y vel.)\nchange [_air? v] by (1)\nDetect\nif <[touching? v] contains [lava]?> then\n start sound [Disconnect v]\n Reset\nend\nDetect\nif <<[touching? v] contains [green]?> or <[touching? v] contains [dirt]?>> then\n change [player y v] by ((-1) * (Player y vel.))\n set [player y vel. v] to [0]\n set [_air? v] to [0]\nend\nif <<key (space v) pressed?> or <(jump?) = [1]>> then\n if <(_air?) < [8]> then\n set [player y vel. v] to [10]\n end\nelse\n change [_air? v] by (8)\nend\nDetect\nif <[touching? v] contains [end]?> then\n change [player y v] by (1000)\n broadcast (End v)\nend\nif <[touching? v] contains [bounce]?> then\n set [player y vel. v] to [24.5]\n set [_air? v] to [0]\nend\nif <[touching? v] contains [front]?> then\n set [player y vel. v] to [15]\n set [player z vel. v] to [50]\n set [_air? v] to [0]\nend\nif <<[touching? v] contains [checkpoint1]?> or <[touching? v] contains [checkpoint2]?>> then\n if <not <(checkpoint?_) = [checkpoint3]>> then\n start sound [Collect v]\n end\n set [checkpoint?_ v] to [checkpoint3]\nend\nif <[touching? v] contains [water]?> then\n if <<key (space v) pressed?> or <(jump?) = [1]>> then\n set [player y vel. v] to [3]\n set [_air? v] to [0]\n else\n set [player y vel. v] to [0.2]\n end\nend\nif <<[touching? v] contains [checkpoint21]?> or <[touching? v] contains [checkpoint22]?>> then\n if <not <(checkpoint2_) = [checkpoint23]>> then\n start sound [Collect v]\n end\n set [checkpoint2_ v] to [checkpoint23]\nend\nif <[touching? v] contains [superbounce]?> then\n set [player y vel. v] to [30]\n set [_air? v] to [0]\nend\nif <<[touching? v] contains [teleport]?> and <(teleport?) = [0]>> then\n start sound [Teleport2 v]\n set [player z v] to [5000]\n set [teleport? v] to [1]\nend\n\nstart sound [Jump v]\n\nReset\n\ndefine Get Point (x) (y) (z)\nSet Point 1: ((x) - (cam x)) ((y) - (cam y)) ((z) - (cam z))\nSet Point 1: (((z1) * (sin Y)) + ((x1) * (cos Y))) (y1) (((z1) * (cos Y)) - ((x1) * (sin Y)))\nSet Point 1: (x1) (((y1) * (cos X)) - ((z1) * (sin X))) (((y1) * (sin X)) + ((z1) * (cos X)))\nZ Clipping\nSet Screen Point 1: ((view factor) * ((x1) / (z1))) ((view factor) * ((y1) / (z1)))\n\ndefine Draw square (x) (y) (z) - (x2) (y2) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x2) (y) (z2)\n3d Tri (x) (y) (z) (x2) (y2) (z2) (x) (y2) (z)\n\ndefine 3d Tri (x1) (y1) (z1) (x2) (y2) (z2) (x3) (y3) (z3)\ndelete all of [tri x v]\ndelete all of [tri y v]\ndelete all of [tri z v]\nGet Point (x1) (y1) (z1)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x2) (y2) (z2)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nGet Point (x3) (y3) (z3)\nadd (x1) to [tri x v]\nadd (y1) to [tri y v]\nadd (z1) to [tri z v]\nif <not <<(item (1) of [tri z v]) < (near plane)> and <<(item (2) of [tri z v]) < (near plane)> and <(item (3) of [tri z v]) < (near plane)>>>> then\n if <not <[0] = (item (1) of [tri z v])>> then\n if <not <[0] = (item (2) of [tri z v])>> then\n if <not <[0] = (item (3) of [tri z v])>> then\n fill (item (1) of [tri x v]) (item (1) of [tri y v]) (item (2) of [tri x v]) (item (2) of [tri y v]) (item (3) of [tri x v]) (item (3) of [tri y v]) resolution: (1)\n end\n end\n end\nend\nset pen size to (5)\nchange pen (brightness v) by (-10)\nDraw Line (x1) (y1) (z1) to (x2) (y2) (z2)\nDraw Line (x1) (y1) (z1) to (x3) (y3) (z3)\nDraw Line (x2) (y2) (z2) to (x3) (y3) (z3)\nchange pen (brightness v) by (10)\n\nwhen I receive [realstart v]\nset [fallen? v] to [0]\nerase all\nset pen size to (2)\nset pen color to (#30cebd)\nReset\nReset\nset [_level v] to [1]\nforever\n erase all\n go to x: (0) y: (0)\n set pen size to (600)\n if <(Modes) = [0]> then\n set pen color to (#b5f0ff)\n end\n if <(Modes) = [1]> then\n set pen color to (#3b4e54)\n end\n pen down\n pen up\n Detect\n Get Level\n Sort\n Draw cubes\n if <<(optimized?) = [1]> or <(optimized?) = [2]>> then\n if <(optimized?) = [1]> then\n wait (0.5) seconds\n end\n set [optimized? v] to [2]\n Settings\n end\n if <(Player y) < [-300]> then\n start sound [Disconnect v]\n Reset\n end\n set [cam x v] to ((Player x) + ((125) * (([cos v] of (Rotation Y) ) * ([sin v] of (Rotation X) ))))\n set [cam y v] to ((Player y) + ((125) * (([sin v] of (Rotation Y) ) * (-1))))\n set [cam z v] to ((Player z) + ((((125) * ([cos v] of (Rotation X) )) * ([cos v] of (Rotation Y) )) * (-1)))\nend\n\nUsernames\n\nif <[500] < (Player y)> then\n Reset\nend\n\nwhen I receive [end v]\n\nwhen flag clicked\n\nbroadcast (Start v)\n\ndefine Add CubeType2 (x1) (y1) (z1) length (x2) (y2) (z3)\nAdd Cube (x1) (y1) (z1) lengths (x2) (y2) (z3) type: [green]\nAdd Cube (x1) ((y1) - (50)) (z1) lengths (x2) (y2) (z3) type: [dirt]\n\nset pen (color v) to (50)\n\nset [_level v] to [5]\n\nwhen I receive [end v]\nerase all\n\nwhen flag clicked\nset [optimized? v] to [0]\nforever\n broadcast (Loop v)\nend\n\nchange [player z v] by (300)\n\nwhen flag clicked\nset [checkpoint?_ v] to [checkpoint2]\nset [checkpoint2_ v] to [checkpoint22]\n\nset [player x v] to [-250]\nset [player y v] to [240]\nset [player z v] to [1665]\n\nset [player x vel. v] to [0]\nset [player y vel. v] to [0]\nset [player z vel. v] to [0]\nset [_gravity v] to [1]\n\nrepeat (10)\n\nchange [_ v] by (1)\n\nwhen I receive [end v]\nstop [other scripts in sprite v]\n\nplay sound [Boing v] until done\n\nstart sound [Disconnect v]\n\ndefine Get Level\ndelete all of [types v]\ndelete all of [x v]\ndelete all of [xl v]\ndelete all of [y v]\ndelete all of [yl v]\ndelete all of [z v]\ndelete all of [zl v]\ndelete all of [distance info v]\nAdd Cube (Player x) (Player y) (Player z) lengths [30] [30] [30] type: [player]\nif <[1] = (_Level)> then\n Add CubeType2 [0] [0] [0] length [150] [50] [150]\n Add Cube [0] [0] [200] lengths [150] [50] [50] type: [bounce]\n Add CubeType2 [0] [50] [300] length [150] [50] [150]\n Add Cube [0] [100] [400] lengths [150] [30] [30] type: [lava]\n Add CubeType2 [0] [-50] [450] length [150] [50] [150]\n Add CubeType2 [0] [0] [600] length [50] [50] [50]\n Add CubeType2 [0] [50] [700] length [50] [50] [50]\n Add CubeType2 [0] [100] [800] length [50] [50] [50]\n Add CubeType2 [0] [0] [1000 ] length [150] [50] [150]\n Add Cube [0] [0] [1120] lengths [150] [50] [60] type: [lava]\n Add CubeType2 [0] [0] [1250] length [150] [50] [150]\n Add CubeType2 [200] [0] [1250] length [150] [50] [150]\n Add Cube [200] [0] [1400] lengths [150] [50] [60] type: [bounce]\n Add CubeType2 [200] [100] [1550] length [150] [50] [150]\n Add Cube [200] [0] [1750] lengths [150] [50] [150] type: [lava]\n Add Cube [200] [50] [1750] lengths [50] [50] [50] type: [bounce]\n Add Cube [200] [0] [1920] lengths [150] [50] [150] type: [lava]\n Add Cube [200] [50] [1920] lengths [50] [50] [50] type: [bounce]\n Add CubeType2 [0] [0] [2100] length [150] [50] [150]\n Add Cube [0] [0] [2220] lengths [150] [50] [60] type: [front]\n Add CubeType2 [0] [-50] [2450] length [150] [50] [150]\n Add Cube [0] [50] [2500] lengths [150] [50] [60] type: [lava]\n Add Cube [0] [-50] [2600] lengths [150] [50] [60] type: [bounce]\n Add Cube [0] [50] [2750] lengths [150] [50] [60] type: [bounce]\n Add CubeType2 [0] [150] [2950] length [150] [50] [150]\n Add Cube [0] [150] [3050] lengths [150] [50] [60] type: [front]\n Add Cube [0] [0] [3100] lengths [150] [10] [300] type: [lava]\n Add Cube [0] [0] [3400] lengths [150] [10] [300] type: [lava]\n Add CubeType2 [-] [150] [3280] length [150] [50] [100]\n Add CubeType2 [0] [150] [3500] length [100] [50] [100]\n Add CubeType2 [0] [0] [3700] length [150] [50] [150]\n Add CubeType2 [0] [0] [3900] length [150] [50] [150]\n Add CubeType2 [0] [0] [4100] length [150] [50] [150]\n Add CubeType2 [200] [0] [3700] length [150] [50] [150]\n Add CubeType2 [200] [0] [3900] length [150] [50] [150]\n Add CubeType2 [200] [0] [4100] length [150] [50] [150]\n Add CubeType2 [400] [0] [3700] length [150] [50] [150]\n Add CubeType2 [400] [0] [3900] length [150] [50] [150]\n Add CubeType2 [400] [-200] [3900] length [150] [50] [150]\n Add CubeType2 [400] [0] [4100] length [150] [50] [150]\n Add Cube [400] [-150] [3900] lengths [50] [50] [50] type: [teleport]\n Add CubeType2 [400] [-200] [5000] length [150] [50] [150]\n Add Cube [400] [-150] [5000] lengths [50] [50] [50] type: [teleport]\n Add Cube [400] [-150] [5120] lengths [150] [50] [60] type: [bounce]\n Add Cube [400] [-100] [5300] lengths [150] [50] [60] type: [front]\n Add Cube [400] [-150] [5550] lengths [150] [50] [60] type: [bounce]\n Add Cube [400] [80] [5600] lengths [150] [50] [60] type: [lava]\n Add CubeType2 [400] [-150] [5650] length [150] [50] [150]\n Add CubeType2 [400] [-100] [5850] length [150] [50] [150]\n Add Cube [200] [-150] [5850] lengths [150] [50] [150] type: [bounce]\n Add Cube [50] [-50] [5850] lengths [50] [50] [150] type: [lava]\n Add Cube [-50] [0] [5850] lengths [50] [200] [200] type: [end]\n Add Cube [200] [160] [1550] lengths [10] [70] [10] type: [checkpoint1]\n Add Cube [210] [200] [1550] lengths [30] [20] [10] type: (checkpoint?_)\n Add Cube [200] [60] [3900] lengths [10] [70] [10] type: [checkpoint21]\n Add Cube [210] [100] [3900] lengths [30] [20] [10] type: (checkpoint2_)\n set [__loop v] to [1]\n repeat ((length of [_other players v]) / (6))\n set [_ _px v] to (item ((1) + (__loop)) of [_other players v])\n set [_ _py v] to (item ((2) + (__loop)) of [_other players v])\n set [_ _pz v] to (item ((3) + (__loop)) of [_other players v])\n set [_ _rotate v] to (item ((4) + (__loop)) of [_other players v])\n Add Cube (_ _px) (_ _py) (_ _pz) lengths [30] [30] [30] type: [others]\n change [__loop v] by (6)\n end\nend\n\nAdd Cube [37] [150] [3050] lengths [75] [50] [60] type: [front]\n\nwhen flag clicked\nset [mousecontrol v] to [0]\nforever\n set [☁ p1 v] to [0]\n set [☁ p2 v] to [0]\n set [☁ p3 v] to [0]\n set [☁ p4 v] to [0]\n set [☁ p5 v] to [0]\n set [☁ p6 v] to [0]\n set [☁ p7 v] to [0]\n set [☁ p8 v] to [0]\n set [☁ p9 v] to [0]\n set [☁ p10 v] to [0]\n wait (15) seconds\nend\n\nset [fallen? v] to [0]\n\nwhen [p v] key pressed\nif <(username) = [PopuIar]> then\n show variable [_ _player # v]\nend\n\nwhen flag clicked\nhide variable [_ _player # v]\n\nwhen flag clicked\nset [testvar v] to [0]\nforever\n change [testvar v] by (-1)\nend\n\nAdd CubeType2 [200] ((([cos v] of (testvar) ) * (100)) + (1000)) [2900] length [100] [50] [100]\nAdd CubeType2 [400] ((([cos v] of (testvar) ) * (100)) + (1000)) [2700] length [100] [50] [100]\nAdd CubeType2 [0] ((([cos v] of (testvar) ) * (100)) + (1000)) [2700] length [100] [50] [100]\n\nset [_level v] to [1]\n\nset [_air? v] to [0]\n\nwhen flag clicked\nset [teleport? v] to [0]\n\nAdd Cube [200] [180] [1450] lengths [30] [30] [30] type: [others]\nAdd Cube [249] [50] [1250] lengths [30] [30] [30] type: [others]\n\nset [optimized? v] to [0]\n\nDraw square (((10) * (-last Cos y)) + (Player x)) (__loop) (((10) * (-last sine y)) + (Player z)) - (((-10) * (-last sine y)) + (Player x)) (((10) * (-last Cos y)) + (Player z)) ((-10) * (-last Cos y))\n\nAdd Cube (((10) * (-last Cos y)) + (Player x)) (Loop) (((10) * (-last sine y)) + (Player z)) lengths [30] [1] [30] type: [shadow]\n\nwhen [j v] key pressed\nchange [mousecontrol v] by (1)\n\n@Sprite1\n\nwhen I receive [end v]\nshow\ngo to [front v] layer\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [varidk v] to [0]\nset [ghost v] effect to (100)\nhide\n\nset size to (([abs v] of (([sin v] of (varidk) ) * (100)) ) + (50)) %\n\n@Sprite2\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n reset timer\n show\nend\n\nwhen [timer v] > (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Sprite3\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nswitch costume to (non v)\nshow list [less laggy servers \(copy and paste\): v]\nwait until <(optimized?) = [1]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [pop v]\n switch costume to (non2 v)\n hide list [less laggy servers \(copy and paste\): v]\n wait (0.1) seconds\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n start sound [pop v]\n show list [less laggy servers \(copy and paste\): v]\n switch costume to (non v)\n wait (0.1) seconds\n else\n set size to (100) %\n end\nend\n\nswitch costume to (non v)\n\nset [brightness v] effect to (0)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (-10)\n else\n set [brightness v] effect to (0)\n end\nend\n\nhide\n\nshow list [less laggy servers \(copy and paste\): v]\n\n@Cloud\n\ndefine Encode (e)\nset [_ _letter # v] to [1]\nrepeat (length of (e))\n switch costume to (letter (_ _Letter #) of (e))\n set [_ _encoded v] to (join (_ _Encoded) (costume [number v]))\n change [_ _letter # v] by (1)\nend\nset [_ _encoded v] to (join (_ _Encoded) [00])\n\ndefine Begin decoding ()\nset [_ _letter # v] to [1]\nset [_ _encoded v] to ()\n\ndefine #New value\nset [_ _decoded v] to []\nforever\n switch costume to (join (letter (_ _Letter #) of (_ _Encoded)) (letter ((1) + (_ _Letter #)) of (_ _Encoded)))\n if <(join (letter (_ _Letter #) of (_ _Encoded)) (letter ((1) + (_ _Letter #)) of (_ _Encoded))) < [1]> then\n change [_ _letter # v] by (2)\n stop [this script v]\n end\n set [_ _decoded v] to (join (_ _Decoded) (costume [name v]))\n change [_ _letter # v] by (2)\nend\n\nBegin decoding (_ _Encoded)\n#New value\n\nwhen I receive [connect to cloud v]\nset [_ _ v] to [0]\nClone\nset [_ _player # v] to [0]\nbroadcast (Grab connection v)\nwait (3.2) seconds\nbroadcast (Remove clones v)\nset [_ _ v] to [1]\nbroadcast (Realstart v)\n\ndefine Clone\nset [_ _clone id v] to [1]\nrepeat (5)\n create clone of (_myself_ v)\n change [_ _clone id v] by (1)\nend\n\nwhen I receive [grab connection v]\nGet value from cloud? (_ _Clone id)\nset [_ _#last val v] to (join [a] (_ _var))\nwait (3) seconds\nGet value from cloud? (_ _Clone id)\nif <(join [a] (_ _var)) = (_ _#last val)> then\n set [_ _player # v] to (_ _Clone id)\nend\n\ndefine Get value from cloud? (#)\nif <(_ _) = [1]> then\n if <(#) = [1]> then\n set [_ _#value v] to (☁ P1)\n else\n if <(#) = [2]> then\n set [_ _#value v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [_ _#value v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [_ _#value v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [_ _#value v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [_ _#value v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [_ _#value v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [_ _#value v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [_ _#value v] to (☁ P9)\n else\n set [_ _#value v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nelse\n if <(#) = [1]> then\n set [_ _var v] to (☁ P1)\n else\n if <(#) = [2]> then\n set [_ _var v] to (☁ P2)\n else\n if <(#) = [3]> then\n set [_ _var v] to (☁ P3)\n else\n if <(#) = [4]> then\n set [_ _var v] to (☁ P4)\n else\n if <(#) = [5]> then\n set [_ _var v] to (☁ P5)\n else\n if <(#) = [6]> then\n set [_ _var v] to (☁ P6)\n else\n if <(#) = [7]> then\n set [_ _var v] to (☁ P7)\n else\n if <(#) = [8]> then\n set [_ _var v] to (☁ P8)\n else\n if <(#) = [9]> then\n set [_ _var v] to (☁ P9)\n else\n set [_ _var v] to (☁ P10)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Set cloud : () to this: (value)\nif <() = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <() = [2]> then\n set [☁ p2 v] to (value)\n else\n if <() = [3]> then\n set [☁ p3 v] to (value)\n else\n if <() = [4]> then\n set [☁ p4 v] to (value)\n else\n if <() = [5]> then\n set [☁ p5 v] to (value)\n else\n if <() = [6]> then\n set [☁ p6 v] to (value)\n else\n if <() = [7]> then\n set [☁ p7 v] to (value)\n else\n if <() = [8]> then\n set [☁ p8 v] to (value)\n else\n if <() = [9]> then\n set [☁ p9 v] to (value)\n else\n set [☁ p10 v] to (value)\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [remove clones v]\ndelete this clone\n\nwhen I receive [loop v]\nReceive cloud\n\ndefine Receive cloud\nCheck activeness\nSend to cloud\nDownload cloud data\n\ndefine Check activeness\nset [_ v] to [1]\nrepeat (10)\n if <not <(_ _Player #) = (_)>> then\n Get value from cloud? (_)\n if <(join [XX] (_ _#Value)) = (item (_) of [_last value v])> then\n replace item (_) of [_activness v] with ((item (_) of [_activness v]) + (1))\n if <(item (_) of [_activness v]) = [100]> then\n Set cloud : (_) to this: [111]\n end\n else\n replace item (_) of [_last value v] with (join [XX] (_ _#Value))\n replace item (_) of [_activness v] with [0]\n end\n end\n change [_ v] by (1)\nend\nGet value from cloud? (_ _Player #)\nif <(_ _#Value) = [111]> then\n stop [other scripts in sprite v]\n broadcast (Boot v)\n stop [this script v]\nend\n\ndefine Send to cloud\nset [_ _encoded v] to []\nEncode (timer)\nEncode (username)\nEncode (round (Player x))\nEncode (round (Player y))\nEncode (round (Player z))\nEncode (Rotation X)\nEncode (_ _hp)\nSet cloud : (_ _Player #) to this: (_ _Encoded)\n\ndefine Download cloud data\ndelete all of [_other players v]\nset [_ v] to [1]\nrepeat (6)\n if <not <(_) = (_ _Player #)>> then\n Get value from cloud? (_)\n if <not <[111] = (_ _#Value)>> then\n Begin decoding (_ _#Value)\n #New value\n set [_ _ v] to (_ _Decoded)\n #New value\n add (_ _Decoded) to [_other players v]\n set [__loop v] to (length of [_other players v])\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n add (_ _Decoded) to [_other players v]\n #New value\n end\n end\n change [_ v] by (1)\nend\n\nwhen flag clicked\ndelete all of [_other p's bullets v]\ndelete all of [_bullet v]\ndelete all of [_bullets2 v]\n\nbroadcast (Loop v)\n\n@Loading\n\nwhen I receive [connect to cloud v]\ngo to [front v] layer\ngo to x: (0) y: (-20)\nshow\nforever\n if <(costume [number v]) < [17]> then\n next costume\n wait (0.16) seconds\n else\n switch costume to (rz64za8eogl21 v)\n end\nend\n\nwhen I receive [remove clones v]\nstop [other scripts in sprite v]\npoint in direction (90)\nif <[0] = (_ _Player #)> then\n set size to (100) %\n go to x: (0) y: (0)\n switch costume to (server full v)\nelse\n go to x: (0) y: (0)\n switch costume to (connected! v)\n start sound [Connect v]\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\nend\n\npoint in direction (90)\n\nset [ghost v] effect to (70)\nstamp\nswitch costume to (costume1 v)\npoint in direction ((timer) * (200))\nset [ghost v] effect to (0)\nstamp\n\nstamp\n\nstamp\n\nhide\n\nwait (0.5) seconds\n\nhide\n\nwhen flag clicked\nswitch costume to (rz64za8eogl21 v)\nset size to (140) %\nset [ghost v] effect to (0)\nbroadcast (Connect to cloud v)\n\n@Less\n\n@Lag\n\n@Stick\n\nwhen flag clicked\nhide\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n if <(DeviceOp) = [2]> then\n show\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 else\n hide\n end\nend\n\ndefine Keyboard controls\nset [stick x v] to [0]\nset [stick y v] to [0]\n\ndefine Stick Activated\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nset [ghost v] effect to (25)\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 set [jump? v] to [1]\n end\nelse\n set [jump? v] to [0]\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\ngo to [back v] layer\n\nwhen [5 v] key pressed\nchange [player z v] by (100)\n\nrepeat until \n\nchange [player z v] by (100)\n\nwhen flag clicked\nforever\n if <(DeviceOp) = [2]> then\n show\n else\n hide\n end\nend\n\n@Helper\n\npoint in direction (Stick X)\n\nchange [rot y vel. v] by (-1)\n\nwhen flag clicked\ngo to x: (-170) y: (-110)\nforever\n if <not <<<key (w v) pressed?> or <key (a v) pressed?>> or <<key (s v) pressed?> or <key (d v) pressed?>>>> then\n if <(fallen?) = [0]> then\n if <([abs v] of (STICK X) ) > [0.3]> then\n change [player x vel. v] by ((STICK X) * (1))\n end\n if <([abs v] of (STICK Y) ) > [0.3]> then\n change [player z vel. v] by ((STICK Y) * (1))\n end\n else\n if <([abs v] of (STICK X) ) > [0.3]> then\n change [player z vel. v] by (((STICK X) * (-1)) * (1))\n end\n if <([abs v] of (STICK Y) ) > [0.3]> then\n change [player x vel. v] by (((STICK Y) * (1)) * (1))\n end\n end\n end\nend\n\nchange [player z vel. v] by ((1) * ((cam speed) * (10)))\n\nchange [player z vel. v] by ((-1) * (10))\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n wait until <(Stick Button) = [1]>\n switch costume to (costume2 v)\n repeat (10)\n change y by (10)\n end\n switch costume to (costume1 v)\n repeat (10)\n change y by (-10)\n end\nend\n\n@Modes\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nset [modes v] to [0]\nswitch costume to (non v)\nwait until <(optimized?) = [1]>\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n wait until <not <<touching (mouse-pointer v)?> and <mouse down?>>>\n start sound [pop v]\n switch costume to (non2 v)\n wait (0.1) seconds\n set [modes v] to [1]\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n set [modes v] to [0]\n start sound [pop v]\n switch costume to (non v)\n wait (0.1) seconds\n else\n set size to (100) %\n end\nend\n\nswitch costume to (non v)\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (30)\n else\n set [brightness v] effect to (0)\n end\nend\n\nshow list [less laggy servers \(copy and paste\): v]\n\n\n\n@Note\n\nwhen I receive [connect to cloud v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [remove clones v]\ngo to [back v] layer\nhide\n\n@Device\n\nwhen I receive [realstart v]\nwait (.8) seconds\nset [deviceop v] to [0]\nswitch costume to (computer v)\nset [cloneid v] to [1]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (phone v)\nset [cloneid v] to [2]\ncreate clone of (_myself_ v)\nwait (.1) seconds\nswitch costume to (background v)\nset [cloneid v] to [3]\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [ghost v] effect to (100)\nhide\n\nwhen I start as a clone\nif <(cloneid) = [1]> then\n set size to (77) %\n wait (.2) seconds\n set size to (77) %\n switch costume to (computer v)\n show\n go to [front v] layer\n go to x: (60) y: (-15)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n if <(size) < [83]> then\n set size to ((size) + ([sin v] of (size) )) %\n end\n set [ghost v] effect to (15)\n if <mouse down?> then\n set [deviceop v] to [1]\n set [ghost v] effect to (0)\n end\n else\n set [ghost v] effect to (30)\n if <[76] < (size)> then\n change size by (-1)\n end\n end\n if <not <(DeviceOp) = [0]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\ngo to x: (36) y: (0)\n\nwhen I start as a clone\nif <(cloneid) = [2]> then\n wait (.1) seconds\n set size to (100) %\n switch costume to (phone v)\n go to [front v] layer\n show\n go to x: (-75) y: (-15)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n if <(size) < [106]> then\n set size to ((size) + ([sin v] of (size) )) %\n end\n set [ghost v] effect to (15)\n if <mouse down?> then\n set [deviceop v] to [2]\n set [ghost v] effect to (0)\n end\n else\n if <[99] < (size)> then\n change size by (-1)\n end\n set [ghost v] effect to (30)\n end\n if <not <(DeviceOp) = [0]>> then\n start sound [C2 Guitar v]\n set [optimized? v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nwhen I start as a clone\nif <(cloneid) = [3]> then\n set size to (100) %\n switch costume to (background v)\n go to [back v] layer\n show\n go to x: (0) y: (0)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n if <not <(DeviceOp) = [0]>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\n end\n end\nend\n\nforever\n delete this clone\nend\n\n\n\nwhen flag clicked\nset [deviceop v] to [0]\n\nset [deviceop v] to [2]\n\nset size to (100) %\n\nset size to (82) %\n\nset size to (100) %\n\nwait (.2) seconds\n\n
★ [ᴅᴇꜱᴇʀᴛ ᴇᴅɪᴛɪᴏɴ] 3ᴅ ᴏɴʟɪɴᴇ ᴘʟᴀᴛꜰᴏʀᴍᴇʀ ★\n\n***ɪꜰ ʏᴏᴜ ᴀʀᴇ ᴏɴ ᴍᴏʙɪʟᴇ, ᴘʟᴇᴀꜱᴇ ᴍᴀᴋᴇ ꜱᴜʀᴇ ᴛᴏ ʜᴏʟᴅ ᴊᴜᴍᴘ ɪɴ ᴏʀᴅᴇʀ ᴛᴏ ᴊᴜᴍᴘ ʜɪɢʜᴇʀ :)\n\n★ɪɴꜱᴛʀᴜᴄᴛɪᴏɴꜱ:\nᴜꜱᴇ ᴡ,ᴀ,ꜱ,ᴅ (ᴏʀ ᴊᴏʏꜱᴛɪᴄᴋ) ᴛᴏ ᴍᴏᴠᴇ\nᴜꜱᴇ ᴍᴏᴜꜱᴇ ᴏʀ ᴀʀʀᴏᴡ ᴋᴇʏꜱ ᴛᴏ ʟᴏᴏᴋ ᴀʀᴏᴜɴᴅ (ɴᴏᴛ ᴀᴠᴀɪʟᴀʙʟᴇ ɪɴ ᴍᴏʙɪʟᴇ)\nᴜꜱᴇ ꜱᴘᴀᴄᴇ (ᴏʀ ᴛʜᴇ ᴊᴜᴍᴘ ʙᴜᴛᴛᴏɴ) ᴛᴏ ᴊᴜᴍᴘ \n\n★ᴄᴜʙᴇꜱ:\n-ᴅᴀʀᴋ ʙʟᴜᴇ ᴀʀᴇ ᴛʜᴇ ᴏᴛʜᴇʀ ᴘʟᴀʏᴇʀꜱ. \n-ʏᴇʟʟᴏᴡ ᴀɴᴅ ᴅɪʀᴛ ᴀʀᴇ ɢʀᴏᴜɴᴅ\n-ʀᴇᴅ (ʟᴀᴠᴀ) ᴋɪʟʟꜱ ʏᴏᴜ\n-ᴘɪɴᴋ ᴍᴀᴋᴇ ʏᴏᴜ ᴊᴜᴍᴘ\n-ᴅᴀʀᴋ ʏᴇʟʟᴏᴡ ɪꜱ ᴅᴀꜱʜ, ɪᴛ ᴍᴀᴋᴇꜱ ʏᴏᴜ ᴍᴏᴠᴇ ꜰᴏʀᴡᴀʀᴅ\n-ꜰʟᴀɢ ɪꜱ ᴛʜᴇ ᴄʜᴇᴄᴋᴘᴏɪɴᴛ, ᴏɴᴄᴇ ɪᴛ ɪꜱ ɢʀᴇᴇɴ ᴛʜᴇɴ ɪᴛ ᴍᴇᴀɴꜱ ʏᴏᴜ ᴡɪʟʟ ʀᴇꜱᴛᴀʀᴛ ᴛʜᴇʀᴇ ᴏɴᴄᴇ ʏᴏᴜ ᴅɪᴇ.\n-ʟɪɢʜᴛ ᴘɪɴᴋ ɪꜱ ᴛʜᴇ ᴇɴᴅ ᴘᴏʀᴛᴀʟ ᴏꜰ ᴛʜᴇ ɢᴀᴍᴇ\n-ɢʀᴇʏ ᴛᴇʟᴇᴘᴏʀᴛꜱ ʏᴏᴜ
The Mountains - A Generic Platformer (mobile friendly)
@Stage\n\nwhen flag clicked\nswitch backdrop to (sky v)\nforever\n play sound [Mabeha - Mind Travel v] until done\nend\n\nwhen flag clicked\nset volume to (100) %\nset [muted? v] to [0]\nforever\n if <key (m v) pressed?> then\n if <(muted?) = [0]> then\n set [muted? v] to [1]\n set volume to (0) %\n else\n set [muted? v] to [0]\n set volume to (100) %\n end\n wait until <not <key (m v) pressed?>>\n end\nend\n\n@plr\n\ndefine Smooth Glide x position: (x) Y position: (y) Smoothness: (speed) Direction: (direction) Size: (size)\nrepeat until <<(round (x position)) = (round (x))> and <<(round (y position)) = (round (y))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((round (x)) - (round (x position))) / (speed))\n change y by (((round (y)) - (round (y position))) / (speed))\n turn right (((round (direction)) - (round (direction))) / (speed)) degrees\n change size by (((round (size)) - (round (size))) / (speed))\nend\n\nwhen flag clicked\nshow\nswitch costume to (front v)\ngo to x: (-200) y: (0)\nset [x v] to [0]\nset [y v] to [0]\nset [level v] to [1]\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 (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x v] by (-.9)\n end\n set [x v] to ((x) * (.9))\n change x by (x)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (1)\n if <touching (lvl v)?> then\n change y by (-5)\n change x by ((x) * (-1))\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (lvl v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <touching (lvl 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 change [y v] by (15)\n end\n end\n change y by (1)\n if <<(x position) < [-240]> and <(level) = [1]>> then\n set x to (-240)\n end\n if <<touching (spk v)?> or <touching (saw v)?>> then\n Smooth Glide x position: [-220] Y position: [-24] Smoothness: [5] Direction: [0] Size: (size)\n set [x v] to [0]\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>>> or <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>>> then\n switch costume to (front 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 end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n switch costume to (left v)\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n switch costume to (up v)\n end\n if <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up right v)\n end\n if <<<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> and <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n switch costume to (up left v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n go to x: (-240) y: (y position)\n change [level v] by (1)\n end\n if <<(x position) < [-240]> and <not <(level) = [1]>>> then\n go to x: (240) y: (y position)\n change [level v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (wtr v)?> then\n change [y v] by (-0.3)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>> then\n change [y v] by (2)\n end\n set [y v] to ((y) * (.9))\n end\nend\n\n@lvl\n\nwhen flag clicked\ngo to [front v] layer\ngo [backward v] (2) layers\nforever\n switch costume to (level)\nend\n\n@spk\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@txt\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@wtr\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@saw\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (saw vel) degrees\n if <(level) = [4]> then\n show\n go to x: (50) y: (-20)\n else\n hide\n end\nend\n\nwhen flag clicked\nset [saw vel v] to [0]\nforever\n repeat (20)\n change [saw vel v] by (1)\n end\n repeat (40)\n change [saw vel v] by (-1)\n end\nend\n\n@thm\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
arrow keys or tap the screen to move
Bread Platformer 2
@Stage\n\nwhen flag clicked\nwait (5) seconds\nforever\n play sound [Sound v] until done\nend\n\n@Player\n\nwhen flag clicked\nset [bounce v] to [14]\nshow\ngo to x: (-194) y: (10)\nset [yv v] to [0]\nset [xv v] to [0]\nset rotation style [left-right v]\nforever\n Up/Down (Bounce) [-1]\n Right/left movement [10] [0.6]\nend\n\ndefine Up/Down (jump height) (fall speed)\nchange y by (YV)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (YV) ) )\n if <touching (level v)?> then\n change y by (((YV) / ([abs v] of (YV) )) * (-1))\n end\n end\n if <<not <(YV) > [0]>> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [yv v] to (jump height)\n else\n set [yv v] to [0]\n end\nelse\n change [yv v] by (fall speed)\nend\n\ndefine Right/left movement (move speed) (drag)\nchange x by (XV)\nif <touching (level v)?> then\n repeat ([ceiling v] of ([abs v] of (XV) ) )\n if <touching (level v)?> then\n change x by (((XV) / ([abs v] of (XV) )) * (-1))\n end\n end\n set [xv v] to [0]\nend\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n set [xv v] to (move speed)\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n set [xv v] to ((move speed) * (-1))\n end\nend\nset [xv v] to ((XV) * (drag))\n\nwhen flag clicked\nset [next level v] to [0]\npoint in direction (90)\nforever\n if <touching (next level v)?> then\n change [next level v] by (1)\n broadcast (Next level v)\n go to x: (-194) y: (-42)\n end\n if <touching (sptkes/lava v)?> then\n go to x: (-194) y: (-45)\n play sound [oof v] until done\n end\n if <touching (trampoline v)?> then\n change [bounce v] by (15)\n wait (1) seconds\n set [bounce v] to [14]\n end\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (level1-2 v)\nforever\n if <(Next Level) = [2]> then\n switch costume to (costume1 v)\n end\n if <(Next Level) = [3]> then\n switch costume to (level1-2 v)\n end\n if <(Next Level) = [4]> then\n switch costume to (costume2 v)\n end\n if <(Next Level) = [5]> then\n switch costume to (costume3 v)\n end\n if <(Next Level) = [6]> then\n switch costume to (level3 v)\n end\n if <(Next Level) = [7]> then\n switch costume to (costume4 v)\n end\nend\n\n@Thumbnail \n\nwhen flag clicked\nset [ghost v] effect to (100)\n\ngo to x: (0) y: (-8)\nset [ghost v] effect to (0)\ngo to [front v] layer\n\n@Sptkes/Lava\n\nwhen flag clicked\nhide\nforever\n if <(Next Level) = [1]> then\n show\n switch costume to (spikes-1 v)\n else\n if <(Next Level) = [2]> then\n hide\n else\n if <(Next Level) = [3]> then\n switch costume to (lava-1 v)\n show\n else\n if <(Next Level) = [4]> then\n hide\n else\n if <(Next Level) = [5]> then\n show\n switch costume to (costume1 v)\n else\n if <(Next Level) = [6]> then\n switch costume to (spikes-2 v)\n show\n else\n hide\n end\n end\n end\n end\n end\n end\nend\n\n@Intro\n\ndefine Name (name)\nset [cloneid v] to [name]\nset [control v] to [-1]\nset [my y v] to [0]\nset [namelength v] to [0]\nset [num v] to [0]\nrepeat (length of (name))\n change [num v] by (1)\n set [letter v] to (letter (Num) of (name))\n if <<<<(Letter) = [1]> or <(Letter) = [I]>> or <(Letter) = [i]>> or <(Letter) = [-]>> then\n change [namelength v] by (20)\n else\n if < or <<(Letter) = [w]> or <(Letter) = [W]>>> then\n change [namelength v] by (40)\n else\n change [namelength v] by (30)\n end\n end\nend\nset [my x v] to ((NameLength) / (-2))\nset [num v] to [0]\nrepeat (length of (name))\n change [control v] by (1)\n change [num v] by (1)\n set [letter v] to (letter (Num) of (name))\n if <<<<(Letter) = [1]> or <(Letter) = [I]>> or <(Letter) = [i]>> or <(Letter) = [-]>> then\n change [my x v] by (12.5)\n else\n if <<<(Letter) = [m]> or <(Letter) = [M]>> or <<(Letter) = [w]> or <(Letter) = [W]>>> then\n change [my x v] by (20)\n else\n change [my x v] by (15)\n end\n end\n create clone of (_myself_ v)\n if <<<<(Letter) = [1]> or <(Letter) = [I]>> or <(Letter) = [i]>> or <(Letter) = [-]>> then\n change [my x v] by (12.5)\n else\n if <<<(Letter) = [m]> or <(Letter) = [M]>> or <<(Letter) = [w]> or <(Letter) = [W]>>> then\n change [my x v] by (20)\n else\n change [my x v] by (15)\n end\n end\nend\n\nwhen flag clicked\nPlay Intro [BreadrGood]\n\ndefine Shock Wave\nshow\nset size to (0) %\nset [var v] to [10]\nrepeat (50)\n change size by (((100) - (size)) / (8))\n change [fisheye v] effect by (Var)\n change [var v] by ((Var) * (0.2))\nend\nhide\nclear graphic effects\n\ndefine clone (id) (count)\nset [control v] to [-1]\nrepeat (count)\n set [cloneid v] to (id)\n change [control v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [name]> then\n change [my y v] by (-240)\n show\n set [color v] effect to (75)\n switch costume to (Letter)\n point in direction (90)\n forever\n switch costume to (poshack v)\n set [text_size v] to (size)\n set [text_dir v] to ((360) - (((direction) + ((360) * <(direction) < [0]>)) - (90)))\n set x to (((([cos v] of (text_dir) ) * (My x)) - (([sin v] of (text_dir) ) * (My y))) * ((text_size) / (100)))\n set y to (((([sin v] of (text_dir) ) * (My x)) + (([cos v] of (text_dir) ) * (My y))) * ((text_size) / (100)))\n switch costume to (Letter)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [Bar]> then\n wait ((1) + ((control) * (0.1))) seconds\n show\n switch costume to (bar v)\n set [color v] effect to (0)\n go to x: ((-160) + ((control) * (160))) y: (365)\n repeat (50)\n change y by (((0) - (y position)) / (8))\n end\nend\nif <(cloneID) = [Arrow]> then\n wait (1.5) seconds\n show\n switch costume to (arrow v)\n set [brightness v] effect to (100)\n go to x: (0) y: (365)\n repeat (50)\n change y by (((0) - (y position)) / (8))\n end\nend\nif <(cloneID) = [Arrow2]> then\n wait (6) seconds\n show\n set [color v] effect to (0)\n switch costume to (arrow v)\n go to x: (0) y: (365)\n repeat (50)\n change y by (((0) - (y position)) / (8))\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [shockwave]> then\n wait ((2) + ((control) * (0.2))) seconds\n show\n switch costume to (shockwave 1 v)\n set [color v] effect to (0)\n go to x: ((-100) + ((control) * (200))) y: ((-120) + ((control) * (240)))\n Shock Wave\n wait (3) seconds\n show\n switch costume to (shockwave 1 v)\n set [brightness v] effect to (100)\n go to x: ((-100) + ((control) * (200))) y: ((-120) + ((control) * (240)))\n Shock Wave\nend\n\nwhen I start as a clone\nif <(cloneID) = [name]> then\n wait ((2) + ((control) * (0.05))) seconds\n set [var v] to [0]\n repeat until <(timer) > [4]>\n set [var v] to ((((0) - (y position)) / (5)) + ((Var) * (0.7)))\n change [my y v] by (Var)\n end\n if <((control) mod (2)) = [0]> then\n point in direction (91)\n repeat until <(timer) > [6]>\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\n else\n point in direction (89)\n repeat until <(timer) > [6]>\n turn left (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\n end\n wait ((control) * (0.05)) seconds\n set [var v] to [30]\n repeat until <(timer) > [7.7]>\n set [var v] to ((((0) - (y position)) / (5)) + ((Var) * (0.8)))\n change [my y v] by (Var)\n end\n if <((control) mod (2)) = [0]> then\n point in direction (89)\n repeat until <(timer) > [9.7]>\n turn left (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\n else\n point in direction (91)\n repeat until <(timer) > [9.7]>\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\n end\n repeat (20)\n change size by (((50) - (size)) / (6))\n end\n repeat (20)\n change size by (((100) - (size)) / (6))\n turn right (((105) - (direction)) / (6)) degrees\n end\nend\n\nwhen I start as a clone\nif < (cloneID) contains [Bubble]?> then\n wait ((2.5) + (pick random (0.0) to (8.0))) seconds\n if <(timer) > [5.5]> then\n set [brightness v] effect to (100)\n else\n set [color v] effect to (0)\n end\n switch costume to (square v)\n set [ghost v] effect to (50)\n show\n point in direction (pick random (1) to (360))\n repeat until <<([abs v] of (x position) ) > [300]> or <([abs v] of (y position) ) > [240]>>\n set size to (([sqrt v] of (((x position) * (x position)) + ((y position) * (y position))) ) * (0.8)) %\n move (3) steps\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [Rotator]> then\n wait (4) seconds\n show\n switch costume to (sizehack v)\n set size to (100) %\n switch costume to (rotator7 v)\n set [color v] effect to (0)\n set [brightness v] effect to (20)\n point in direction (91)\n repeat (7)\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n switch costume to (join [Rotator] ((letter (8) of (costume [name v])) + (-1)))\n end\n repeat (32)\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\n repeat (7)\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n switch costume to (join [Rotator] ((letter (8) of (costume [name v])) + (1)))\n end\n hide\n wait (2.2) seconds\n show\n switch costume to (rotator7 v)\n set [brightness v] effect to (100)\n point in direction (91)\n repeat (7)\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n switch costume to (join [Rotator] ((letter (8) of (costume [name v])) + (-1)))\n end\n repeat (32)\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n end\n repeat (7)\n turn right (([abs v] of ((90) - (direction)) ) / (5)) degrees\n switch costume to (join [Rotator] ((letter (8) of (costume [name v])) + (1)))\n end\n hide\nend\n\nwhen I start as a clone\nif <(cloneID) = [name]> then\n wait until <(timer) > [6.1]>\n set [brightness v] effect to (100)\nend\n\nwhen I start as a clone\nif <(cloneID) = [End]> then\n wait until <(timer) > [9.7]>\n wait ((control) * (0.4)) seconds\n show\n set [brightness v] effect to (100)\n set [ghost v] effect to (50)\n switch costume to (arrow v)\n if <(control) = [0]> then\n point in direction (90)\n go to x: (0) y: (365)\n else\n point in direction (-90)\n go to x: (0) y: (-365)\n end\n repeat (50)\n change y by (((0) - (y position)) / (8))\n end\nend\n\nwhen I start as a clone\nwait until <(timer) > [10.5]>\nrepeat (10)\n change [brightness v] effect by (10)\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\ndefine Play Intro (name)\nset [var v] to [0]\nset [text_size v] to [100]\nset [text_dir v] to [0]\nhide\nswitch costume to (sizehack v)\nstart sound [Tobu - Pinball v]\nreset timer\nhide\nset size to (100) %\ngo to x: (0) y: (0)\npoint in direction (90)\nclone [Bar] [3]\nclone [Arrow] [1]\nclone [Arrow2] [1]\nclone [Bubble] [50]\nclone [shockwave] [2]\nclone [Rotator] [1]\nif <(username) = []> then\n Name [Template]\nelse\n Name (name)\nend\nclone [End] [2]\n\n@Next Level\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@Trampoline \n\nwhen flag clicked\nhide\nforever\n if <(Next Level) = [3]> then\n switch costume to (costume1 v)\n show\n else\n if <(Next Level) = [4]> then\n switch costume to (costume2 v)\n show\n else\n hide\n end\n end\nend\n\n
ARROW keys to move.\n\nCLICK GREEN FLAG 2X SERIOUSLY IT BREAKS IF YOU DON'T!!!\n\nIt might not be the best but you can remix it. \n\nPLS like and follow for more.
Turtle - A platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\n@platform\n\nwhen flag clicked\nforever\n switch costume to (join [costume] (level))\nend\n\n@Enemy\n\nwhen I receive [next level v]\nhide\nif then\n delete this clone\nend\nspawn emeny at [144] [10] level [2] dir [-90]\nspawn emeny at [92] [10] level [2] dir [90]\nspawn emeny at [97] [122] level [3] dir [90]\nspawn emeny at [-114] [-43] level [5] dir [90]\nspawn emeny at [0] [-101] level [6] dir [90]\nspawn emeny at [69] [-101] level [6] dir [-90]\nspawn emeny at [0] [-48] level [8] dir [-90]\n\ndefine spawn emeny at (x) (y) level (level) dir (dir)\nset rotation style [left-right v]\ngo to x: (x) y: (y)\npoint in direction (dir)\nif <(level) = (level)> then\n create clone of (_myself_ v)\nelse\n go to x: (0) y: (0)\n delete this clone\nend\n\nwhen I start as a clone\nshow\nset rotation style [left-right v]\nset [yvel v] to [0]\nforever\n set size to (75) %\n change [yvel v] by (-1)\n change y by (Yvel)\n change y by (2)\n if <touching (platform v)?> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n if <<touching (platform v)?> or <touching (_edge_ v)?>> then\n turn right (180) degrees\n end\n change y by (-2)\n if <touching (thumbnail v)?> then\n delete this clone\n end\n move (5) steps\nend\n\nwhen flag clicked\nhide\n\n@player\n\nwhen flag clicked\ngo to [back v] layer\nset size to (70) %\nReset player\nset [level v] to [1]\nbroadcast (game loop v)\nforever\n create clone of (_myself_ v)\n change [xvel v] by ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (2))\n if <<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> or <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>> then\n point in direction ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (90))\n end\n set [xvel v] to ((Xvel) * (0.8))\n change x by (Xvel)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n start sound [Zoop v]\n if <(Xvel) > [0]> then\n set [xvel v] to [-13]\n else\n set [xvel v] to [13]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [yvel v] to [13]\n end\n end\n if <(y position) < [-175]> then\n Reset player\n start sound [Crunch v]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n change [level v] by (1)\n change x by (-470)\n end\n if <<touching (spikes v)?> or <<touching (boss v)?> or <touching (enemy v)?>>> then\n Reset player\n start sound [Crunch v]\n end\n if <touching (treasure v)?> then\n repeat (2)\n set [treasure v] to [1]\n end\n stop [all v]\n end\n change y by (1)\nend\n\ndefine Reset player\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (20)\n change size by (-4)\nend\ndelete this clone\n\n@text\n\nwhen flag clicked\nforever\n switch costume to ( v)\n switch costume to (join [Level] (level))\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [e v] to ((timer) + (.1))\n go to [front v] layer\nend\n\nwhen [timer v] > (e)\nshow\n\nwhen flag clicked\nhide\n\n
Arrow keys or mobile to play
Sky Islands Platformer
@Stage\n\nwhen flag clicked\nstart sound [song v]\n\nwhen flag clicked\nswitch backdrop to (costume1 v)\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n next backdrop\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [9]> then\n next backdrop\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n next backdrop\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [5]> then\n next backdrop\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [7]> then\n next backdrop\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n next backdrop\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [3]> then\n next backdrop\n stop [this script v]\n end\nend\n\n@Sprite1\n\n@player\n\ndefine Check Player Touching\nif <touching (next v)?> then\n broadcast (Complete level v) and wait\n Reset Player Position\nend\nif <<touching (no v)?> or <touching (lava/spikes v)?>> then\n set [player speed y v] to [10]\nend\nif <<touching (no v)?> or <touching (lava/spikes v)?>> 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: (-123) y: (-10)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force 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 Check Player Walk\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume3 v)\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 Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <touching (levels v)?> 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 (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 [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <touching (levels v)?>>\n change x by (dx)\n change y by (dy)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n change [ghost v] effect by (5)\n wait (0.001) seconds\nend\ndelete this clone\n\nwhen [n v] key pressed\nbroadcast (Complete level v)\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\n@Levels\n\nwhen I receive [complete level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [12]> then\n broadcast (FIN v)\n end\nend\n\n@coins\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\nforever\n wait (0.009) seconds\n next costume\n if <touching (player v)?> then\n delete this clone\n end\nend\n\nforever\n if <<(Level) = [1]> or <<(Level) = [2]> or <<(Level) = [3]> or <<(Level) = [4]> or <<(Level) = [5]> or <<(Level) = [6]> or <<(Level) = [7]> or <(Level) = [8]>>>>>>>> then\n create clone of (_myself_ v)\n repeat until <touching (player v)?>\n end\nend\n\nwhen I receive [complete level v]\ncreate clone of (_myself_ v)\n\n@Next\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [complete level v]\nnext costume\n\n@NO\n\n@Lava/Spikes\n\nwhen I receive [complete level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Sword\n\nwhen flag clicked\nhide\nforever\n if <(Level) = [11]> then\n broadcast (Sword v)\n show\n end\nend\n\nwhen I receive [sword v]\npoint in direction (180)\ngo to x: (-6) y: (-13)\nforever\n if <touching (player v)?> then\n broadcast (Player Sword v)\n end\nend\n\nwhen I receive [player sword v]\nforever\n go to (player v)\n change x by (-8)\n change y by (-15)\nend\n\n@END?\n\nwhen I receive [fin v]\nshow\nstop [all v]\n\nwhen flag clicked\nhide\n\n@Text\n\nwhen I receive [complete level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level1 v)\n\n@TN\n\nshow\n\nwhen flag clicked\nhide\n\n@Skip\n\nwhen flag clicked\ngo to x: (-185) y: (-136)\n\nwhen this sprite clicked\nbroadcast (Complete level v)\n\n
Have Fun :D\nWASD or Arrows to move \nWorks on Mobile\nGet coins\n\nGo Follow @Jedi-12\n\nWe made it to 4000+ views lets now try to get 10000 views
Sunny / A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Radiant v] until done\nend\n\n@p\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (s2 v)?>> then\n broadcast (die v)\n end\n if <(x position) > [242]> then\n if <not <[] = [14]>> then\n if <not <[] = [15]>> then\n broadcast (lvl v)\n end\n end\n end\n if <(y position) < [-171]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (r v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [lvl 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 (l 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 (r 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 (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g 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 (g 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 (g 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 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 [die v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [lvl v]\nchange [lvl v] by (1)\ngo to x: (-180) y: (-50)\n\n@g\n\nwhen I receive [ed v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\ngo to x: (0) y: (100)\n\n@s2\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@tn\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\n@sb\n\nwhen flag clicked\nshow\nswitch costume to (s v)\nset [d v] to [0]\ngo to x: (-195) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(d) = [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 if <not <(d) = [1]>> then\n if <not <(lvl) = [15]>> then\n broadcast (lvl v)\n broadcast (die v)\n set [d v] to [1]\n switch costume to (s2 v)\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 [d v] to [0]\n switch costume to (s v)\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\n@s\n\nwhen I receive [lvl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n wait (0.5) seconds\n next costume\n end\n if <(costume [number v]) = [15]> then\n wait (0.5) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nbroadcast (lvl v)\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n
- Sunny / A Platformer -\nwhile you was in your house Suddenly The Sun Is 2x Bigger And you was confused and the insane heat fires your house but you remember a thing called the Golden Star this thing fixes any star but... you have to find it\n\n\nControls - \nUse a d to move and to jump space or w\n\npart 2?\n\nAlso if you want to game be more famous then add it to 5-10 studios
Platformer Dot Eat! #game #all
@Stage\n\nwhen I receive [start! v]\nif <(stage) = [8]> then\n switch backdrop to (背景3 v)\nelse\n if <(stage) = [9]> then\n switch backdrop to (背景4 v)\n else\n if <(stage) = [12]> then\n switch backdrop to (背景5 v)\n else\n if <(stage) = [18]> then\n switch backdrop to (背景6 v)\n else\n if <(stage) = [21]> then\n switch backdrop to (背景7 v)\n show variable [☁ クリア者 v]\n change [☁ クリア者 v] by (1)\n else\n if <(stage) = [26]> then\n switch backdrop to (背景8 v)\n else\n if <(stage) = [31]> then\n switch backdrop to (背景9 v)\n show variable [☁ 真・クリア者 v]\n change [☁ 真・クリア者 v] by (1)\n else\n switch backdrop to (背景1 v)\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n play sound [Xylo2 v] until done\nend\n\nwhen I receive [stage clear v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [Win v]\n\nwhen flag clicked\nset [残機 v] to [0]\nif <(台パン) = [1]> then\n change [stage v] by (-2)\n set [台パン v] to [0]\n broadcast (next stage v)\n broadcast (START v)\nelse\n set [stage v] to [0]\n broadcast (flag v)\nend\n\nwhen I receive [next stage v]\nhide variable [☁ クリア者 v]\nhide variable [☁ 真・クリア者 v]\n\nwhen I receive [survival v]\nforever\n play sound [Xylo2 v] until done\nend\n\nwhen I receive [die v]\nstop [other scripts in sprite v]\nstop all sounds\nstart sound [Lose v]\nshow variable [☁ score v]\nshow variable [score v]\nset [score v] to (collect)\nif <(☁ Score) < (Score)> then\n set [☁ score v] to (Score)\nend\n\nwhen flag clicked\nhide variable [☁ クリア者 v]\nhide variable [☁ 真・クリア者 v]\nhide variable [☁ score v]\nhide variable [score v]\n\n@player\n\nwhen I receive [start! v]\ngo to [back v] layer\nset [goal v] to [0]\nset [speed v] to [1.5]\nset [live v] to [1]\nset [ghost v] effect to (0)\nclear graphic effects\ngo to x: (-210) y: (150)\nset [move v] to [1]\nset [無敵 v] to [1]\nshow\nforever\n if <(move) = [1]> then\n switch costume to (コスチューム1 v)\n 動き\n if <<touching (障害物 v)?> and <(無敵) = [1]>> then\n if <[1] < (残機)> then\n change [残機 v] by (-1)\n set [無敵 v] to [0]\n repeat (3)\n repeat (10)\n change [ghost v] effect by (5)\n 動き\n end\n repeat (10)\n change [ghost v] effect by (-5)\n 動き\n end\n end\n set [無敵 v] to [1]\n else\n change [残機 v] by (-1)\n set [live v] to [0]\n hide\n start sound [Oops v]\n clone\n wait (1) seconds\n broadcast (Restart! v)\n set [残機 v] to [1]\n end\n end\n if <touching (壁 v)?> then\n move ((speed) * (-1)) steps\n end\n if <<not <touching (地面 v)?>> and <(無敵) = [1]>> then\n set [live v] to [0]\n set [変数 v] to [0]\n start sound [Slide Whistle v]\n repeat (13)\n change [変数 v] by (-1)\n change [brightness v] effect by (変数)\n change size by (変数)\n end\n wait (0.3) seconds\n broadcast (Restart! v)\n end\n if <<(x position) < [-47]> and <<(y position) < [-90]> and <(stage) = [18]>>> then\n set [goal v] to [1]\n end\n end\nend\n\nwhen I receive [next stage v]\nset size to (100) %\nstop [other scripts in sprite v]\nhide\n\ndefine clone\nset [clone v] to [0]\nswitch costume to (コスチューム4 v)\nrepeat (30)\n change [clone v] by (1)\n create clone of (_myself_ v)\n next costume\nend\nswitch costume to (コスチューム1 v)\n\nwhen I start as a clone\nshow\nset [x v] to (pick random (-2.00000) to (2.00000))\nset [y v] to [0]\nrepeat (50)\n change x by (x)\n turn right ((x) * (5)) degrees\n change [y v] by (-0.5)\n change y by (y)\n if <(y position) < [-169]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [restart! v]\nset [無敵 v] to [1]\nhide\nif <<(costume [number v]) = [1]> or <(costume [number v]) = [2]>> then\n show\n stop [other scripts in sprite v]\n start sound [Rip v]\n go to x: (-210) y: (150)\n set [brightness v] effect to (0)\n set size to (100) %\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [live v] to [1]\n forever\n if <(move) = [1]> then\n switch costume to (コスチューム1 v)\n if <mouse down?> then\n switch costume to (コスチューム2 v)\n point towards (mouse-pointer v)\n move (speed) steps\n end\n if <<touching (障害物 v)?> and <(live) = [1]>> then\n set [live v] to [0]\n hide\n start sound [Oops v]\n clone\n wait (1) seconds\n broadcast (Restart! v)\n end\n if <touching (壁 v)?> then\n move ((speed) * (-1)) steps\n end\n if <<not <touching (地面 v)?>> and <(live) = [1]>> then\n set [live v] to [0]\n set [変数 v] to [0]\n start sound [Slide Whistle v]\n repeat (13)\n change [変数 v] by (-1)\n change [brightness v] effect by (変数)\n change size by (変数)\n end\n wait (0.3) seconds\n broadcast (Restart! v)\n end\n end\n end\nend\n\nwhen I receive [start! v]\nforever\n if <(stage) = [18]> then\n if <<[-100] < (x position)> and <[110] < (y position)>> then\n set [move v] to [0]\n set x to (-100)\n point in direction (0)\n glide (1) secs to x: (-100) y: (165)\n point in direction (90)\n switch costume to (コスチューム1 v)\n broadcast (race v)\n stop [this script v]\n end\n end\nend\n\nwhen I receive [- v]\nmove (-30) steps\n\nwhen I receive [lose v]\nstop [other scripts in sprite v]\npoint in direction (90)\nswitch costume to (コスチューム3 v)\n\ndefine 動き\nif <mouse down?> then\n switch costume to (コスチューム2 v)\n point towards (mouse-pointer v)\n move (speed) steps\nend\n\nwhen I receive [survival v]\ngo to [back v] layer\nset [goal v] to [0]\nif <[survival v] contains [2]?> then\n set [speed v] to [6]\nelse\n set [speed v] to [3]\nend\nset [live v] to [1]\nset [ghost v] effect to (0)\nclear graphic effects\ngo to x: (-210) y: (150)\nset [move v] to [1]\nset [無敵 v] to [1]\nshow\nforever\n if <(move) = [1]> then\n switch costume to (コスチューム1 v)\n 動き\n if <<touching (障害物 v)?> and <(無敵) = [1]>> then\n if <[1] < (残機)> then\n change [残機 v] by (-1)\n set [無敵 v] to [0]\n repeat (3)\n repeat (10)\n change [ghost v] effect by (5)\n 動き\n end\n repeat (10)\n change [ghost v] effect by (-5)\n 動き\n end\n end\n set [無敵 v] to [1]\n else\n change [残機 v] by (-1)\n set [live v] to [0]\n hide\n start sound [Oops v]\n clone\n broadcast (DIE v)\n end\n end\n end\nend\n\nwhen flag clicked\nhide\ndelete all of [survival v]\n\n@スプライト2\n\nwhen I receive [next stage v]\ngo to [front v] layer\nchange [stage v] by (1)\nswitch costume to (stage)\nshow\nstart sound [Magic Spell v]\nwait (2) seconds\nbroadcast (start! v)\nhide\n\nwhen flag clicked\nhide\nswitch costume to (stage)\n\nnext costume\n\n@shadow\n\nwhen flag clicked\nhide\nforever\n go to [back v] layer\n go to (player v)\nend\n\nwhen I receive [start! v]\nshow\n\n@スプライト1\n\ndefine Clone (回数)\nrepeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine 生成 (collect) (回数)\nset [collect v] to (collect)\nClone (回数)\n\nwhen I start as a clone\nshow\nif <(stage) = [0]> then\n forever\n if <touching (player v)?> then\n if <(costume [number v]) = [1]> then\n repeat (1)\n change [collect v] by (1)\n start sound [Coin v]\n delete this clone\n end\n else\n repeat (1)\n change [survival coin v] by (1)\n start sound [Collect v]\n delete this clone\n end\n end\n end\n end\nelse\n go to x: (item (clone) of [x v]) y: (item (clone) of [y v])\n switch costume to (item (clone) of [コスチューム v])\n if <(costume [number v]) = [5]> then\n forever\n go to [back v] layer\n wait until <<(live) = [1]> and <touching (player v)?>>\n broadcast (P v)\n start sound [Chomp v]\n switch costume to (p2 v)\n wait (2) seconds\n switch costume to (p1 v)\n end\n else\n if <(costume [number v]) = [7]> then\n forever\n switch costume to (coin1 v)\n repeat (7)\n next costume\n if <<(live) = [1]> and <touching (player v)?>> then\n change [coin v] by (1)\n start sound [Collect v]\n delete this clone\n end\n end\n end\n else\n wait until <<(live) = [1]> and <touching (player v)?>>\n if <(costume [number v]) = [2]> then\n broadcast (台パン v)\n else\n if <(costume [number v]) = [3]> then\n set [speed v] to ((speed) + (1))\n start sound [Bite v]\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n start sound [Basketball Bounce v]\n set [y v] to [15]\n repeat until <(y position) < [-200]>\n fake\n end\n delete this clone\n else\n change [collect v] by (-1)\n start sound [Coin v]\n if <(collect) = [0]> then\n broadcast (stage clear v)\n end\n delete this clone\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start! v]\nhide\nset [color v] effect to (0)\nif <(stage) = [1]> then\n set [clone v] to [0]\n 生成 [10] [10]\nend\nif <(stage) = [2]> then\n set [clone v] to [10]\n 生成 [20] [20]\nend\nif <(stage) = [3]> then\n set [clone v] to [30]\n 生成 [36] [40]\nend\nif <(stage) = [4]> then\n set [clone v] to [70]\n 生成 [113] [136]\nend\nif <(stage) = [5]> then\n set [clone v] to [206]\n 生成 [14] [14]\nend\nif <(stage) = [6]> then\n set [clone v] to [220]\n 生成 [36] [36]\nend\nif <(stage) = [7]> then\n set [clone v] to [256]\n 生成 [34] [35]\nend\nif <(stage) = [8]> then\n set [clone v] to [290]\n 生成 [30] [30]\nend\nif <(stage) = [9]> then\n set [clone v] to [320]\n 生成 [20] [20]\nend\nif <(stage) = [10]> then\n set [clone v] to [340]\n 生成 [30] [60]\nend\nif <(stage) = [11]> then\n set [clone v] to [400]\n 生成 [36] [40]\nend\nif <(stage) = [12]> then\n set [clone v] to [440]\n 生成 [50] [50]\nend\nif <(stage) = [13]> then\n set [clone v] to [490]\n 生成 [4] [4]\nend\nif <(stage) = [14]> then\n set [clone v] to [494]\n 生成 [50] [56]\nend\nif <(stage) = [15]> then\n set [clone v] to [550]\n 生成 [29] [40]\nend\nif <(stage) = [16]> then\n set [clone v] to [590]\n 生成 [19] [20]\nend\nif <(stage) = [17]> then\n set [clone v] to [610]\n 生成 [69] [130]\nend\nif <(stage) = [18]> then\n set [clone v] to [740]\n 生成 [53] [60]\nend\nif <(stage) = [19]> then\n set [clone v] to [800]\n 生成 [14] [210]\nend\nif <(stage) = [20]> then\n set [clone v] to [1010]\n 生成 [1] [1]\nend\nif <(stage) = [21]> then\n set [clone v] to [1011]\n 生成 [116] [116]\nend\nif <(stage) = [22]> then\n set [clone v] to [1127]\n 生成 [23] [23]\nend\nif <(stage) = [23]> then\n set [clone v] to [1150]\n 生成 [113] [120]\nend\nif <(stage) = [24]> then\n set [clone v] to [1270]\n 生成 [39] [70]\nend\nif <(stage) = [25]> then\n set [clone v] to [1340]\n 生成 [86] [160]\nend\nif <(stage) = [26]> then\n set [clone v] to [1500]\n 生成 [109] [110]\nend\nif <(stage) = [27]> then\n set [clone v] to [1610]\n 生成 [45] [50]\nend\nif <(stage) = [28]> then\n set [clone v] to [1660]\n 生成 [10] [50]\nend\nif <(stage) = [29]> then\n set [clone v] to [1710]\n 生成 [12] [63]\nend\nif <(stage) = [30]> then\n set [clone v] to [1773]\n 生成 [10] [17]\nend\n\nwhen I receive [stage clear v]\ngo to x: (0) y: (130)\nswitch costume to (stage clear v)\nshow\nrepeat (75)\n change [color v] effect by (10)\nend\nbroadcast (next stage v)\n\nwhen I receive [stage clear v]\ndelete this clone\n\ndefine fake\ngo to [front v] layer\nchange size by (5)\nchange [brightness v] effect by (-2)\nswitch costume to (判定 v)\nchange [y v] by (-1)\nturn right (5) degrees\nchange y by (y)\nswitch costume to (fake flag v)\n\nwhen I receive [p v]\nif <(costume [number v]) = [2]> then\n switch costume to (flag v)\nelse\n if <(costume [number v]) < [3]> then\n switch costume to (stop v)\n end\nend\n\nwhen I receive [next stage v]\ndelete this clone\n\nwhen I start as a clone\nif <<[1660] < (clone)> and <(clone) < [1701]>> then\n set [変数 v] to (item ((clone) - (1648)) of [変数 v])\n repeat until <<(live) = [1]> and <touching (player v)?>>\n change [変数 v] by (3)\n change x by (([sin v] of (変数) ) * (7))\n change y by (([cos v] of (変数) ) * (7))\n end\nend\nif <<[1700] < (clone)> and <(clone) < [1707]>> then\n set [変数 v] to (item ((clone) - (1648)) of [変数 v])\n repeat until <<(live) = [1]> and <touching (player v)?>>\n change [変数 v] by (2)\n change x by (([sin v] of (変数) ) * (2))\n change y by (([cos v] of (変数) ) * (2))\n end\nend\n\nwhen I start as a clone\nforever\n if <<(stage) = [29]> and <touching (障害物 v)?>> then\n if <(costume [number v]) = [2]> then\n broadcast (BAN v)\n end\n end\nend\n\nwhen I start as a clone\nif <<[400] < (clone)> and <(clone) < [413]>> then\n set [変数 v] to (item ((clone) - (400)) of [変数 v])\n repeat until <<(live) = [1]> and <touching (player v)?>>\n change [変数 v] by (5)\n change x by (([sin v] of (変数) ) * (3))\n change y by (([cos v] of (変数) ) * (3))\n end\n change [collect v] by (-1)\n start sound [Coin v]\n if <(collect) = [0]> then\n broadcast (stage clear v)\n end\n delete this clone\nend\nif <<[424] < (clone)> and <(clone) < [437]>> then\n set [変数 v] to (item ((clone) - (424)) of [変数 v])\n repeat until <<(live) = [1]> and <touching (player v)?>>\n change [変数 v] by (5)\n change x by (([sin v] of (変数) ) * (3))\n change y by (([cos v] of (変数) ) * (3))\n end\n change [collect v] by (-1)\n start sound [Coin v]\n if <(collect) = [0]> then\n broadcast (stage clear v)\n end\n delete this clone\nend\nif <<[412] < (clone)> and <(clone) < [425]>> then\n set [変数 v] to (item ((clone) - (412)) of [変数 v])\n repeat until <<(live) = [1]> and <touching (player v)?>>\n change [変数 v] by (5)\n change x by (([sin v] of (変数) ) * (3))\n change y by (([cos v] of (変数) ) * (3))\n end\n change [collect v] by (-1)\n start sound [Coin v]\n if <(collect) = [0]> then\n broadcast (stage clear v)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(stage) = [0]> then\n if <(costume [number v]) = [7]> then\n forever\n switch costume to (coin1 v)\n repeat (7)\n next costume\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(stage) = [0]> then\n if <(costume [number v]) = [1]> then\n wait (15) seconds\n else\n wait (10) seconds\n end\n repeat (10)\n set [ghost v] effect to (100)\n wait (0.08) seconds\n set [ghost v] effect to (0)\n wait (0.08) seconds\n end\n delete this clone\nend\n\nwhen I receive [survival v]\nset [clone v] to [0]\nset [collect v] to [0]\nset [clone number v] to [0]\nforever\n if <[survival v] contains [3]?> then\n wait (pick random (2) to (3)) seconds\n if <(clone number) < [31]> then\n repeat (2)\n go to x: (pick random (-220) to (220)) y: (pick random (-160) to (160))\n switch costume to (flag v)\n create clone of (_myself_ v)\n end\n end\n else\n wait (pick random (2) to (3)) seconds\n if <(clone number) < [31]> then\n go to x: (pick random (-220) to (220)) y: (pick random (-160) to (160))\n switch costume to (flag v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [survival v]\nset [clone v] to [0]\nset [clone number v] to [0]\nforever\n wait (pick random (7) to (10)) seconds\n if <(clone number) < [31]> then\n go to x: (pick random (-220) to (220)) y: (pick random (-160) to (160))\n switch costume to (coin1 v)\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nif <<(costume [number v]) = [4]> or <(costume [number v]) = [1]>> then\n set [color v] effect to (pick random (0) to (1000))\nelse\n clear graphic effects\nend\n\n@障害物\n\nwhen flag clicked\nset [clone v] to [0]\nhide\n\nwhen I receive [start! v]\nhide\nif <(stage) = [2]> then\n set [clone v] to [0]\n Clone [2]\nend\nif <(stage) = [5]> then\n set [clone v] to [2]\n Clone [2]\nend\nif <(stage) = [7]> then\n set [clone v] to [4]\n Clone [3]\nend\nif <(stage) = [14]> then\n set [clone v] to [7]\n Clone [1]\nend\nif <(stage) = [22]> then\n set [clone v] to [8]\n Clone [3]\nend\nif <(stage) = [23]> then\n wait until <[-150] < ([x position v] of [player v])>\n set [clone v] to [15]\n Clone [7]\nend\nif <(stage) = [24]> then\n set [clone v] to [22]\n Clone [9]\nend\nif <(stage) = [25]> then\n set [clone v] to [2]\n Clone [1]\n set [clone v] to [31]\n Clone [2]\nend\nif <(stage) = [26]> then\n set [clone v] to [33]\n Clone [3]\nend\nif <(stage) = [29]> then\n repeat (3)\n set [clone v] to [39]\n Clone [1]\n end\nend\nif <(stage) = [30]> then\n set [clone v] to [42]\n Clone [1]\nend\n\ndefine Clone (回数)\nrepeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\ndefine 生成 (x) (y) (コスチューム) (clone)\ngo to [front v] layer\nshow\nif <(clone) = (clone)> then\n go to x: (x) y: (y)\n switch costume to (コスチューム)\n forever\n turn right (3) degrees\n if <(clone) = [3]> then\n repeat until <(x position) < [-210]>\n change x by (-3)\n turn right (10) degrees\n end\n repeat until <[210] < (x position)>\n change x by (3)\n turn right (10) degrees\n end\n end\n if <(clone) = [4]> then\n repeat until <(y position) < [-150]>\n change y by (-3)\n turn right (10) degrees\n end\n repeat until <[150] < (y position)>\n change y by (3)\n turn right (10) degrees\n end\n end\n if <(clone) = (pick random (37) to (39))> then\n set size to (75) %\n if <(clone) = [39]> then\n repeat until <[250] < (x position)>\n change x by (6)\n turn right (10) degrees\n end\n delete this clone\n else\n repeat until <(x position) < [-250]>\n change x by (-6)\n turn right (-10) degrees\n end\n delete this clone\n end\n end\n if <(clone) = (pick random (34) to (36))> then\n forever\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (100)\n go to x: (-41) y: (83)\n wait (pick random (4.00000) to (9.00000)) seconds\n set [ghost v] effect to (0)\n switch costume to (コスチューム7 v)\n if <(clone) = [34]> then\n go to x: (267) y: (172)\n else\n if <(clone) = [35]> then\n go to x: (267) y: (2)\n else\n go to x: (267) y: (-167)\n end\n end\n repeat until <(x position) < [-265]>\n change x by (-2)\n turn right (-10) degrees\n end\n end\n end\n if <(clone) = [33]> then\n repeat until <[150] < (y position)>\n change y by (1.5)\n turn right (10) degrees\n end\n repeat until <[251] < (x position)>\n change x by (1.5)\n turn right (10) degrees\n end\n repeat until <(x position) < [-29]>\n change x by (-1.5)\n turn right (10) degrees\n end\n repeat until <(y position) < [-150]>\n change y by (-1.5)\n turn right (10) degrees\n end\n end\n if <(clone) = [32]> then\n repeat until <[150] < (y position)>\n change y by (2)\n turn right (10) degrees\n end\n repeat until <(y position) < [-150]>\n change y by (-2)\n turn right (10) degrees\n end\n end\n if <(clone) = (pick random (9) to (11))> then\n forever\n wait (pick random (1.5000) to (3.5000)) seconds\n switch costume to (コスチューム1 v)\n repeat (25)\n turn right (80) degrees\n end\n repeat (20)\n switch costume to (コスチューム5 v)\n wait (0.02) seconds\n switch costume to (コスチューム6 v)\n wait (0.02) seconds\n end\n set [clone v] to [11]\n Clone [4]\n repeat (10)\n switch costume to (コスチューム5 v)\n wait (0.02) seconds\n switch costume to (コスチューム6 v)\n wait (0.02) seconds\n end\n switch costume to (コスチューム1 v)\n repeat (25)\n turn right (80) degrees\n end\n end\n end\n if <(clone) = (pick random (5) to (7))> then\n if <(clone) = [5]> then\n set [変数 v] to [0]\n else\n if <(clone) = [6]> then\n set [変数 v] to [100]\n else\n set [変数 v] to [250]\n end\n end\n forever\n change [変数 v] by (3)\n change x by (([sin v] of (変数) ) * (3))\n change y by (([cos v] of (変数) ) * (3))\n turn right (10) degrees\n end\n end\n end\nend\n\nwhen I receive [stage clear v]\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I start as a clone\n生成 [31] [89] [1] [1]\n生成 [-91] [-110] [1] [2]\n生成 [210] [0] [1] [3]\n生成 [-50] [150] [1] [4]\n生成 [-125] [-45] [2] [5]\n生成 [160] [-45] [2] [6]\n生成 [18] [-92] [2] [7]\n生成 [-104] [44] [1] [9]\n生成 [131] [113] [1] [10]\n生成 [65] [-80] [1] [11]\n生成 [-209] [37] [1] [23]\n生成 [-117] [-53] [1] [24]\n生成 [64] [26] [1] [25]\n生成 [38] [-147] [1] [26]\n生成 [203] [-58] [1] [27]\n生成 [22] [-13] [1] [28]\n生成 [152] [-162] [1] [29]\n生成 [-182] [-184] [1] [30]\n生成 [-45] [-190] [1] [31]\n生成 [175] [-150] [1] [32]\n生成 [-30] [-150] [1] [33]\n生成 [-41] [83] [1] [34]\n生成 [-41] [83] [1] [35]\n生成 [-41] [83] [1] [36]\n生成 [257] [100] [1] [37]\n生成 [257] [-100] [1] [38]\n生成 [-257] [0] [1] [39]\n生成 [221] [170] [1] [43]\n\nset [変数 v] to [0]\n\nwhen I receive [restart! v]\nif <[3] = (costume [number v])> then\n go to x: (180) y: (130)\nend\n\nwhen I start as a clone\nif <(clone) = [8]> then\n show\n switch costume to (コスチューム3 v)\n go to x: (180) y: (130)\n forever\n point towards (player v)\n move (2.2) steps\n end\nend\n\nwhen I start as a clone\nif <(clone) = [8]> then\n forever\n play sound [Alien Creak1 v] until done\n end\nend\n\nwhen I start as a clone\nif <(clone) = [12]> then\n go to [back v] layer\n show\n switch costume to (コスチューム4 v)\n point in direction (45)\n repeat until <<[180] < (y position)> or <[240] < (x position)>>\n move (5) steps\n set size to (180) %\n end\n delete this clone\nend\nif <(clone) = [13]> then\n show\n go to [back v] layer\n switch costume to (コスチューム4 v)\n point in direction (135)\n repeat until <<(y position) < [-180]> or <[240] < (x position)>>\n move (5) steps\n set size to (180) %\n end\n delete this clone\nend\nif <(clone) = [14]> then\n show\n switch costume to (コスチューム4 v)\n go to [back v] layer\n point in direction (-135)\n repeat until <<(y position) < [-180]> or <(x position) < [-240]>>\n set size to (180) %\n move (5) steps\n end\n delete this clone\nend\nif <(clone) = [15]> then\n show\n go to [back v] layer\n switch costume to (コスチューム4 v)\n point in direction (-45)\n repeat until <<[180] < (y position)> or <(x position) < [-240]>>\n set size to (180) %\n move (5) steps\n end\n delete this clone\nend\n\nwhen I receive [restart! v]\nif <(stage) = [23]> then\n delete this clone\nend\n\nwhen I start as a clone\n壁 clone [16] y [150]\n壁 clone [17] y [100]\n壁 clone [18] y [50]\n壁 clone [19] y [0]\n壁 clone [20] y [-50]\n壁 clone [21] y [-100]\n壁 clone [22] y [-150]\n\ndefine 壁 clone (clone) y (y)\nif <(clone) = (clone)> then\n go to x: (-265) y: (y)\n forever\n switch costume to (コスチューム1 v)\n change x by ((speed) * (0.15))\n turn right (10) degrees\n end\nend\n\nwhen I receive [restart! v]\nif <(stage) = [23]> then\n wait until <[-150] < ([x position v] of [player v])>\n set [clone v] to [15]\n Clone [7]\nend\n\nwhen I receive [start! v]\nif <(stage) = [27]> then\n forever\n set [clone v] to [36]\n Clone [1]\n wait (1.2) seconds\n end\nend\n\nwhen I receive [start! v]\nif <(stage) = [27]> then\n forever\n wait (1.2) seconds\n set [clone v] to [37]\n Clone [1]\n end\nend\n\nwhen I receive [start! v]\nif <(stage) = [27]> then\n forever\n wait (1.2) seconds\n set [clone v] to [38]\n Clone [1]\n end\nend\n\nwhen I start as a clone\nif <(clone) = [40]> then\n show\n switch costume to (コスチューム8 v)\n go to x: (-60) y: (113)\n forever\n point towards (player v)\n move (1.5) steps\n if <touching (壁 v)?> then\n move (-1.5) steps\n end\n end\nend\n\nwhen I receive [ban v]\nif <(stage) = [29]> then\n start sound [Zoop v]\nend\ndelete this clone\n\nwhen I start as a clone\n弾幕 clone [44] 角度 [-88]\n弾幕 clone [45] 角度 [-92]\n弾幕 clone [46] 角度 [-96]\n弾幕 clone [47] 角度 [-100]\n弾幕 clone [48] 角度 [-104]\n弾幕 clone [49] 角度 [-108]\n弾幕 clone [50] 角度 [-112]\n弾幕 clone [51] 角度 [-116]\n弾幕 clone [52] 角度 [-120]\n弾幕 clone [53] 角度 [-124]\n弾幕 clone [54] 角度 [-128]\n弾幕 clone [55] 角度 [-132]\n弾幕 clone [56] 角度 [-136]\n弾幕 clone [57] 角度 [-140]\n弾幕 clone [58] 角度 [-144]\n弾幕 clone [59] 角度 [-148]\n弾幕 clone [60] 角度 [-152]\n弾幕 clone [61] 角度 [-156]\n弾幕 clone [62] 角度 [-160]\n弾幕 clone [63] 角度 [-164]\n弾幕 clone [64] 角度 [-168]\n弾幕 clone [65] 角度 [-172]\n弾幕 clone [66] 角度 [-176]\n弾幕 clone [67] 角度 [-180]\n\ndefine 弾幕\nswitch costume to (コスチューム10 v)\nmove (10) steps\nswitch costume to (コスチューム4 v)\n\ndefine 弾幕 clone (clone) 角度 (角度)\nif <(clone) = (clone)> then\n show\n go to [back v] layer\n point in direction (角度)\n repeat until <<(x position) < [-240]> or <<[180] < (y position)> or <(y position) < [-180]>>>\n 弾幕\n if <touching (壁 v)?> then\n delete this clone\n end\n end\n delete this clone\nend\n\ndefine 6\nrepeat (6)\n create clone of (_myself_ v)\n change [clone v] by (4)\nend\n\nwhen I start as a clone\nif <(clone) = [43]> then\n forever\n set [clone v] to [44]\n 6\n wait (0.65) seconds\n set [clone v] to [45]\n 6\n wait (0.65) seconds\n set [clone v] to [46]\n 6\n wait (0.65) seconds\n set [clone v] to [47]\n 6\n wait (0.65) seconds\n end\nend\n\nwhen I receive [survival v]\nrepeat (10)\n if <[survival v] contains [1]?> then\n wait (25) seconds\n else\n wait (15) seconds\n end\n set [clone v] to (pick random (68) to (71))\n create clone of (_myself_ v)\nend\nrepeat (10)\n if <[survival v] contains [1]?> then\n wait (pick random (17.500) to (23.000)) seconds\n else\n wait (pick random (10.000) to (15.000)) seconds\n end\n set [clone v] to (pick random (68) to (71))\n create clone of (_myself_ v)\nend\nrepeat (10)\n if <[survival v] contains [1]?> then\n wait (pick random (15.000) to (20.000)) seconds\n else\n wait (pick random (6.5) to (10.000)) seconds\n end\n set [clone v] to (pick random (68) to (71))\n create clone of (_myself_ v)\nend\nforever\n if <[survival v] contains [1]?> then\n wait (8) seconds\n else\n wait (2) seconds\n end\n set [clone v] to (pick random (68) to (71))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone) = [68]> then\n go to x: (pick random (-210) to (210)) y: (198)\n show\n switch costume to (コスチューム1 v)\n repeat until <(y position) < [-195]>\n change y by (-2)\n turn right (10) degrees\n end\n delete this clone\nend\nif <(clone) = [69]> then\n go to x: (pick random (-210) to (210)) y: (-198)\n show\n switch costume to (コスチューム1 v)\n repeat until <[195] < (y position)>\n change y by (2)\n turn right (10) degrees\n end\n delete this clone\nend\nif <(clone) = [70]> then\n go to x: (-264) y: (pick random (-150) to (150))\n show\n switch costume to (コスチューム1 v)\n repeat until <[260] < (x position)>\n change x by (2)\n turn right (10) degrees\n end\n delete this clone\nend\nif <(clone) = [71]> then\n go to x: (264) y: (pick random (-150) to (150))\n show\n switch costume to (コスチューム1 v)\n repeat until <(x position) < [-260]>\n change x by (-2)\n turn right (-10) degrees\n end\n delete this clone\nend\n\n@スプライト3\n\nwhen I receive [台パン v]\nset [台パン v] to [1]\nswitch costume to (screenshot 2022-11-09 22 v)\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nhide\n\n@壁\n\nwhen I start as a clone\nshow\ngo to x: (item (clone) of [rock x v]) y: (item (clone) of [rock y v])\nswitch costume to (item (clone) of [rock コスチューム v])\npoint in direction (item (clone) of [rock 角度 v])\nif <[red] = (costume [name v])> then\n go to [back v] layer\n repeat until <<[key v] contains [red]?> and <touching (shadow v)?>>\n set rotation style [left-right v]\n end\n start sound [Crank v]\n delete this clone\nend\nif <[blue] = (costume [name v])> then\n go to [back v] layer\n repeat until <<[key v] contains [blue]?> and <touching (shadow v)?>>\n end\n start sound [Crank v]\n delete this clone\nend\nif <[green] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [green]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[orange] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [orange]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[yellow] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [yellow]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[light blue] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [light blue]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[purple] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [purple]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[light green] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [light green]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[brown] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [brown]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\nif <[gray] = (costume [name v])> then\n go to [back v] layer\n wait until <<[key v] contains [gray]?> and <touching (shadow v)?>>\n start sound [Crank v]\n delete this clone\nend\n\ndefine Clone (回数)\nrepeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [start! v]\nhide\nset [color v] effect to (0)\nif <(stage) = [6]> then\n set [clone v] to [0]\n Clone [11]\nend\nif <(stage) = [12]> then\n set [clone v] to [11]\n Clone [27]\nend\nif <(stage) = [13]> then\n set [clone v] to [38]\n Clone [6]\nend\nif <(stage) = [17]> then\n set [clone v] to [44]\n Clone [2]\nend\nif <(stage) = [18]> then\n set [clone v] to [46]\n Clone [42]\nend\nif <(stage) = [20]> then\n set [clone v] to [88]\n Clone [11]\nend\nif <(stage) = [23]> then\n set [clone v] to [99]\n Clone [66]\nend\nif <(stage) = [24]> then\n set [clone v] to [165]\n Clone [12]\nend\nif <(stage) = [29]> then\n set [clone v] to [177]\n Clone [2]\nend\nif <(stage) = [30]> then\n set [clone v] to [179]\n Clone [5]\nend\n\nwhen flag clicked\nset [clone v] to [0]\n\nwhen I receive [next stage v]\ndelete this clone\n\ncreate clone of (_myself_ v)\n\ngo to x: (item (41) of [rock x v]) y: (item (41) of [rock y v])\n\nchange x by (30)\n\nwhen I receive [next stage v]\ndelete this clone\n\nadd (x position) to [rock x v]\nadd (y position) to [rock y v]\nadd (costume [number v]) to [rock コスチューム v]\nadd (direction) to [rock 角度 v]\nClone [1]\n\nnext costume\n\nset [clone v] to [99]\n\nClone [1]\n\ndelete (134) of [rock 角度 v]\n\nset [clone v] to [177]\n\nClone [12]\n\nchange x by (25)\n\nchange y by (-50)\n\nreplace item (45) of [rock コスチューム v] with [8]\n\n@地面\n\nwhen I receive [next stage v]\nif <(stage) = [8]> then\n switch costume to (コスチューム2 v)\nelse\n if <(stage) = [9]> then\n switch costume to (コスチューム3 v)\n else\n if <(stage) = [12]> then\n switch costume to (コスチューム4 v)\n else\n if <(stage) = [26]> 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\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\n@スプライト4\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nshow\ngo to x: (item (clone) of [key x v]) y: (item (clone) of [key y v])\nswitch costume to (item (clone) of [key コスチューム v])\nwait until <touching (player v)?>\nstart sound [Connect v]\nif <(costume [number v]) = [1]> then\n add [red] to [key v]\nelse\n if <(costume [number v]) = [2]> then\n add [blue] to [key v]\n else\n if <(costume [number v]) = [3]> then\n add [green] to [key v]\n else\n if <(costume [number v]) = [4]> then\n add [orange] to [key v]\n else\n if <(costume [number v]) = [5]> then\n add [yellow] to [key v]\n else\n if <(costume [number v]) = [6]> then\n add [light blue] to [key v]\n else\n if <(costume [number v]) = [7]> then\n add [purple] to [key v]\n else\n if <(costume [number v]) = [8]> then\n add [light green] to [key v]\n else\n if <(costume [number v]) = [9]> then\n add [brown] to [key v]\n else\n add [gray] to [key v]\n end\n end\n end\n end\n end\n end\n end\n end\nend\ndelete this clone\n\nwhen I receive [next stage v]\ndelete all of [key v]\nhide\nif <(stage) = [13]> then\n set [clone v] to [0]\n Clone [3]\nend\nif <(stage) = [20]> then\n set [clone v] to [3]\n Clone [10]\nend\n\nwhen I receive [next stage v]\n\ndefine Clone (回数)\nrepeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nadd (x position) to [key x v]\nadd (y position) to [key y v]\nadd (costume [number v]) to [key コスチューム v]\nClone [1]\nnext costume\n\n@スプライト5\n\nwhen flag clicked\nhide\n\nwhen I receive [start! v]\nset [coin v] to [0]\nif <(stage) = [17]> then\n set [shop v] to [1]\n set [clone v] to [0]\n clone [1]\nend\nif <(stage) = [18]> then\n set [clone v] to [10]\n clone [1]\nend\nif <(stage) = [29]> then\n set [shop v] to [1]\n set [clone v] to [0]\n clone [1]\nend\n\nwhen I receive [stage clear v]\ndelete this clone\n\ndefine clone (回数)\nrepeat (回数)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (100) %\nif <(clone) = [1]> then\n switch costume to (コスチューム1 v)\n show\n if <(stage) = [29]> then\n go to x: (200) y: (160)\n else\n go to x: (-16) y: (-23)\n end\n forever\n wait until <<touching (player v)?> and <(shop) = [1]>>\n broadcast (- v)\n start sound [Door Creak v]\n set [shop v] to [0]\n set [move v] to [0]\n clone [9]\n delete this clone\n end\nend\nif <(clone) = [2]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n if <(stage) = [29]> then\n switch costume to (コスチューム51 v)\n else\n switch costume to (コスチューム15 v)\n end\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [3]> then\n go to x: (177) y: (131)\n show\n go to [front v] layer\n switch costume to (コスチューム16 v)\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [4]> then\n go to x: (-56) y: (-150)\n show\n go to [front v] layer\n if <(stage) = [29]> then\n switch costume to (コスチューム13 v)\n else\n switch costume to (コスチューム14 v)\n end\n set size to (80) %\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [5]> then\n go to x: (56) y: (-150)\n show\n go to [front v] layer\n set size to (80) %\n if <(stage) = [29]> then\n switch costume to (コスチューム13 v)\n else\n switch costume to (コスチューム14 v)\n end\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [6]> then\n go to x: (167) y: (-150)\n show\n go to [front v] layer\n set size to (80) %\n if <(stage) = [29]> then\n switch costume to (コスチューム13 v)\n else\n switch costume to (コスチューム14 v)\n end\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [7]> then\n go to x: (-167) y: (-150)\n show\n go to [front v] layer\n switch costume to (コスチューム13 v)\n set size to (80) %\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [8]> then\n go to x: (-191) y: (95)\n show\n go to [front v] layer\n switch costume to (コスチューム2 v)\n set size to (120) %\n forever\n if <(move) = [1]> then\n delete this clone\n end\n end\nend\nif <(clone) = [9]> then\n go to x: (-167) y: (127)\n show\n go to [front v] layer\n switch costume to (コスチューム3 v)\n set size to (120) %\n forever\n if <(coin) < [10]> then\n switch costume to ((letter (2) of (coin)) + (3))\n if <(move) = [1]> then\n delete this clone\n end\n else\n switch costume to ((letter (1) of (coin)) + (3))\n if <(move) = [1]> then\n delete this clone\n end\n end\n end\nend\nif <(clone) = [10]> then\n go to x: (-140) y: (127)\n show\n go to [front v] layer\n switch costume to (コスチューム3 v)\n set size to (120) %\n forever\n if <(coin) < [10]> then\n switch costume to ((letter (1) of (coin)) + (3))\n if <(move) = [1]> then\n delete this clone\n end\n else\n switch costume to ((letter (2) of (coin)) + (3))\n if <(move) = [1]> then\n delete this clone\n end\n end\n end\nend\nif <(clone) = [11]> then\n go to x: (-100) y: (133)\n show\n go to [front v] layer\n switch costume to (コスチューム25 v)\nend\nif <(clone) = [12]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (コスチューム17 v)\n set [ghost v] effect to (100)\n repeat (3)\n start sound [Hi Tun Tabla v]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n wait (0.3) seconds\n next costume\n end\n start sound [Drum Boing v]\n broadcast (race start v)\n set [move v] to [1]\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(clone) = [13]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (コスチューム21 v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-2)\n end\nend\nif <(clone) = [14]> then\n go to x: (0) y: (0)\n show\n go to [front v] layer\n switch costume to (コスチューム22 v)\n set size to (11) %\n set [大きさ v] to [25]\n repeat (25)\n change [大きさ v] by (-1)\n change size by (大きさ)\n end\n set [大きさ v] to [-10]\n repeat (10)\n change y by (10)\n change [大きさ v] by (-1)\n change size by (大きさ)\n end\nend\nif <(clone) = [15]> then\n go to x: (0) y: (-40)\n show\n go to [front v] layer\n switch costume to (コスチューム23 v)\n point in direction (75)\n set size to (20) %\n set [大きさ v] to [0]\n repeat (15)\n change size by (13)\n end\n forever\n change [大きさ v] by (15)\n turn right (([sin v] of (大きさ) ) * (4)) degrees\n if <touching (mouse-pointer v)?> then\n set size to (265) %\n else\n set size to (215) %\n end\n end\nend\nif <(clone) = [16]> then\n show\n set [color v] effect to (pick random (0) to (100000))\n switch costume to (コスチューム50 v)\n set [大きさ v] to (pick random (18) to (28))\n set [x v] to (pick random (5.00000000000) to (-5.00000000000))\n repeat until <(大きさ) = [0]>\n change [大きさ v] by (-1)\n change y by (大きさ)\n change x by (x)\n end\n repeat until <<[235] < (x position)> or <<(x position) < [-235]> or <(y position) < [-180]>>>\n change x by (x)\n change y by (-3)\n end\n delete this clone\nend\nif <(clone) = [17]> then\n show\n point in direction (90)\n switch costume to (コスチューム33 v)\n repeat (11)\n next costume\n end\n clone\n repeat (5)\n next costume\n end\n hide\nend\nif <(clone) = [18]> then\n switch costume to (コスチューム52 v)\n show\n go to x: (0) y: (0)\n go to [front v] layer\n wait (2.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nif <(clone) = [19]> then\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\n show\n switch costume to (コスチューム53 v)\n go to [front v] layer\n start sound [Teleport2 v]\n repeat (20)\n change [ghost v] effect by (-5)\n end\n wait (0.3) seconds\n set [clone v] to [19]\n clone [1]\n forever\n show\n end\nend\nif <(clone) = [20]> then\n go to x: (0) y: (240)\n show\n switch costume to (コスチューム54 v)\n repeat (4)\n change y by (-40)\n end\n broadcast (title v)\n repeat (2)\n change y by (-40)\n end\n wait (0.5) seconds\n repeat (10)\n change size by (-2)\n change y by (10)\n end\n set [clone v] to [20]\n clone [1]\n forever\n show\n end\nend\nif <(clone) = [21]> then\n switch costume to (コスチューム55 v)\n set size to (200) %\n go to x: (336) y: (-100)\n set [x v] to [-27]\n repeat (32)\n change [x v] by (1)\n change x by (x)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set size to (250) %\n else\n set size to (200) %\n end\n end\nend\nif <(clone) = [22]> then\n show\n go to x: (0) y: (-190)\n switch costume to (コスチューム56 v)\n repeat (8)\n change y by (20)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\n end\nend\nif <(clone) = [23]> then\n show\n go to x: (0) y: (-190)\n switch costume to (コスチューム57 v)\n repeat (8)\n change y by (10)\n end\n forever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\n end\nend\nif <(clone) = [24]> then\n switch costume to (コスチューム52 v)\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (20)\n change [brightness v] effect by (-5)\n end\n broadcast (next stage v)\n broadcast (START v)\n delete this clone\nend\nif <(clone) = [25]> then\n switch costume to (コスチューム61 v)\n show\n go to x: (0) y: (0)\n go to [front v] layer\nend\nif <(clone) = [26]> then\n set size to (75) %\n show\n go to x: (-167) y: (-47)\n go to [front v] layer\n if <[4] < (Survival Coin)> then\n switch costume to (コスチューム58 v)\n else\n switch costume to (コスチューム59 v)\n end\nend\nif <(clone) = [27]> then\n set size to (75) %\n show\n go to x: (-56) y: (-47)\n go to [front v] layer\n if <[4] < (Survival Coin)> then\n switch costume to (コスチューム58 v)\n else\n switch costume to (コスチューム59 v)\n end\nend\nif <(clone) = [28]> then\n set size to (75) %\n show\n go to x: (56) y: (-47)\n go to [front v] layer\n if <[9] < (Survival Coin)> then\n switch costume to (コスチューム58 v)\n else\n switch costume to (コスチューム59 v)\n end\nend\nif <(clone) = [29]> then\n set size to (75) %\n show\n go to x: (167) y: (-47)\n go to [front v] layer\n if <[4] < (Survival Coin)> then\n switch costume to (コスチューム58 v)\n else\n switch costume to (コスチューム59 v)\n end\nend\nif <(clone) = [30]> then\n show\n go to x: (0) y: (-130)\n switch costume to (コスチューム60 v)\n go to [front v] layer\n forever\n if <touching (mouse-pointer v)?> then\n set size to (125) %\n else\n set size to (100) %\n end\n end\nend\nif <(clone) = [31]> then\n go to x: (-187) y: (-168)\n show\n go to [front v] layer\n switch costume to (コスチューム2 v)\n set size to (120) %\nend\nif <(clone) = [32]> then\n go to x: (-167) y: (-139)\n show\n go to [front v] layer\n switch costume to (コスチューム3 v)\n set size to (120) %\n forever\n if <(Survival Coin) < [10]> then\n switch costume to ((letter (2) of (Survival Coin)) + (3))\n else\n switch costume to ((letter (1) of (Survival Coin)) + (3))\n end\n end\nend\nif <(clone) = [33]> then\n go to x: (-139) y: (-139)\n show\n go to [front v] layer\n switch costume to (コスチューム3 v)\n set size to (120) %\n forever\n if <(Survival Coin) < [10]> then\n switch costume to ((letter (1) of (Survival Coin)) + (3))\n else\n switch costume to ((letter (2) of (Survival Coin)) + (3))\n end\n end\nend\nif <(clone) = [34]> then\n switch costume to (コスチューム52 v)\n show\n go to x: (0) y: (0)\n go to [front v] layer\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (0.5) seconds\n repeat (20)\n change [brightness v] effect by (-5)\n end\n set [stage v] to [0]\n broadcast (Survival v)\n delete this clone\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [16]> then\n start sound [Door Closing v]\n stop [other scripts in sprite v]\n set [clone v] to [0]\n clone [1]\n set [shop v] to [1]\n hide\n set [move v] to [1]\n if <(collect) < [1]> then\n broadcast (stage clear v)\n end\n delete this clone\nend\n\nwhen I receive [race start v]\nif <(costume [number v]) = [25]> then\n switch costume to (コスチューム26 v)\n point in direction (90)\n go to x: (-100) y: (130)\n repeat (65)\n move (5) steps\n goal\n end\n repeat (9)\n turn right (10) degrees\n goal\n end\n repeat (17)\n move (5) steps\n goal\n end\n repeat (9)\n turn right (10) degrees\n goal\n end\n repeat (90)\n move (5) steps\n goal\n end\n repeat (9)\n turn right (-10) degrees\n goal\n end\n repeat (14)\n move (5) steps\n goal\n end\n repeat (9)\n turn right (-10) degrees\n goal\n end\n repeat (90)\n move (5) steps\n goal\n end\n repeat (9)\n turn right (10) degrees\n goal\n end\n repeat (27)\n move (5) steps\n goal\n end\n repeat (9)\n turn right (10) degrees\n goal\n end\n repeat (55)\n move (5) steps\n goal\n end\n switch costume to (コスチューム27 v)\n point in direction (90)\n broadcast (lose v)\n repeat (4)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\n set [clone v] to [12]\n clone [1]\n repeat (3)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\n clone [1]\n repeat (4)\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\n clone [1]\n forever\n repeat (5)\n next costume\n end\n repeat (5)\n switch costume to ((costume [number v]) - (1))\n end\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [13]> then\n if <[-167] = (x position)> then\n if <not <[key v] contains [blue]?>> then\n if <[29] = (stage)> then\n if <[4] < (coin)> then\n start sound [Finger Snap v]\n add [blue] to [key v]\n next costume\n repeat (5)\n change [coin v] by (-1)\n end\n end\n else\n if <[9] < (coin)> then\n start sound [Finger Snap v]\n add [blue] to [key v]\n next costume\n repeat (10)\n change [coin v] by (-1)\n end\n end\n end\n end\n end\n if <[-56] = (x position)> then\n if <[29] = (stage)> then\n if <[4] < (coin)> then\n start sound [Finger Snap v]\n change [speed v] by (1)\n next costume\n repeat (5)\n change [coin v] by (-1)\n end\n if <[4] < (coin)> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\n if <[56] = (x position)> then\n if <[29] = (stage)> then\n if <[9] < (coin)> then\n start sound [Finger Snap v]\n change [collect v] by (-10)\n next costume\n repeat (10)\n change [coin v] by (-1)\n end\n end\n end\n end\n if <[167] = (x position)> then\n if <[29] = (stage)> then\n if <[0] < (coin)> then\n start sound [Finger Snap v]\n next costume\n repeat (1)\n change [残機 v] by (1)\n change [coin v] by (-1)\n end\n if <[0] < (coin)> then\n switch costume to ((costume [number v]) - (1))\n end\n end\n end\n end\nend\n\nset size to (100) %\n\nwhen I receive [race v]\nset [clone v] to [11]\nclone [1]\n\nwhen this sprite clicked\nif <[23] = (costume [number v])> then\n start sound [Finger Snap v]\n broadcast (continue v)\n hide\nend\n\nwhen I receive [continue v]\nif <(costume [number v]) = [21]> then\n go to [front v] layer\n repeat (30)\n change [ghost v] effect by (-2)\n end\n broadcast (next stage v)\n set [stage v] to [17]\n hide\nelse\n hide\nend\n\nwhen I receive [next stage v]\ndelete this clone\n\ndefine clone\nset [clone v] to [16]\nrepeat (100)\n create clone of (_myself_ v)\nend\n\ndefine goal\nif <(goal) = [1]> then\n set [clone v] to [16]\n clone [1]\n hide\n delete this clone\nend\n\nwhen I receive [flag v]\nswitch backdrop to (背景1 v)\nset [clone v] to [17]\nclone [2]\n\nwhen I receive [title v]\nif <(costume [number v]) = [53]> then\n start sound [Basketball Bounce v]\n repeat (6)\n change y by (-40)\n end\n delete this clone\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [55]> then\n if <(x position) = [0]> then\n set [x v] to [0]\n start sound [Finger Snap v]\n repeat (25)\n change [x v] by (1)\n change x by (x)\n set size to (200) %\n end\n set [clone v] to [21]\n clone [2]\n delete this clone\n end\nend\nif <(costume [number v]) = [57]> then\n if <(y position) = [-110]> then\n start sound [Finger Snap v]\n set [clone v] to [23]\n clone [1]\n end\nend\nif <(costume [number v]) = [56]> then\n if <(y position) = [-30]> then\n start sound [Finger Snap v]\n set [clone v] to [24]\n clone [9]\n end\nend\nif <(costume [number v]) = [59]> then\n if <(x position) = [-167]> then\n start sound [Finger Snap v]\n switch costume to (コスチューム59 v)\n repeat (1)\n add [1] to [survival v]\n end\n repeat (5)\n change [survival coin v] by (-1)\n end\n end\n if <(x position) = [-56]> then\n start sound [Finger Snap v]\n switch costume to (コスチューム59 v)\n repeat (1)\n add [2] to [survival v]\n end\n repeat (5)\n change [survival coin v] by (-1)\n end\n end\nend\nif <(x position) = [56]> then\n start sound [Finger Snap v]\n switch costume to (コスチューム59 v)\n repeat (1)\n add [3] to [survival v]\n end\n repeat (10)\n change [survival coin v] by (-1)\n end\nend\nif <(x position) = [167]> then\n start sound [Finger Snap v]\n switch costume to (コスチューム59 v)\n repeat (1)\n add [4] to [survival v]\n end\n repeat (5)\n change [survival coin v] by (-1)\n end\nend\nif <[58] = (costume [number v])> then\n start sound [Finger Snap v]\n set [clone v] to [33]\n clone [1]\nend\n\nwhen I receive [survival v]\ndelete this clone\n\n@スプライト6\n\nwhen I receive [start v]\nset [残機 v] to [1]\nset [clone v] to [0]\nrepeat (4)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone) = [1]> then\n forever\n switch costume to (コスチューム1 v)\n go to x: (-189) y: (152)\n show\n 透明\n end\nend\nif <(clone) = [2]> then\n forever\n go to x: (-190) y: (148)\n show\n 透明\n if <[99] < (collect)> then\n switch costume to (コスチューム3 v)\n else\n switch costume to (コスチューム2 v)\n end\n end\nend\nif <(clone) = [3]> then\n forever\n go to x: (-165) y: (148)\n show\n 透明\n if <[9] < (collect)> then\n switch costume to ((letter (1) of (collect)) + (2))\n else\n switch costume to (コスチューム2 v)\n end\n end\nend\nif <(clone) = [4]> then\n forever\n go to x: (-140) y: (148)\n show\n 透明\n if <[99] < (collect)> then\n switch costume to ((letter (3) of (collect)) + (2))\n else\n if <[9] < (collect)> then\n switch costume to ((letter (2) of (collect)) + (2))\n else\n switch costume to ((letter (1) of (collect)) + (2))\n end\n end\n end\nend\nif <(clone) = [5]> then\n forever\n switch costume to (コスチューム12 v)\n go to x: (-93) y: (156)\n set size to (200) %\n show\n 透明2\n end\nend\nif <(clone) = [6]> then\n forever\n set size to (65) %\n set [brightness v] effect to (-100)\n 透明2\n if <[9] < (残機)> then\n switch costume to ((letter (1) of (残機)) + (2))\n go to x: (-101) y: (153)\n show\n else\n hide\n end\n end\nend\nif <(clone) = [7]> then\n forever\n set size to (65) %\n set [brightness v] effect to (-100)\n show\n 透明2\n if <[9] < (残機)> then\n go to x: (-83) y: (153)\n switch costume to ((letter (2) of (残機)) + (2))\n else\n switch costume to ((letter (1) of (残機)) + (2))\n go to x: (-92) y: (153)\n end\n end\nend\n\ndefine 透明\nif <<[115] < ([y position v] of [player v])> and <([x position v] of [player v]) < [-110]>> then\n set [ghost v] effect to (50)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [start! v]\nif <(stage) = [29]> then\n wait until <[1] < (残機)>\n set [clone v] to [4]\n repeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\n end\n hide\nend\n\ndefine 透明2\nif <<[112] < ([y position v] of [player v])> and <<[-136] < ([x position v] of [player v])> and <([x position v] of [player v]) < [-34]>>> then\n set [ghost v] effect to (90)\nelse\n set [ghost v] effect to (0)\nend\n\nwhen I receive [survival v]\nif <[survival v] contains [4]?> then\n set [残機 v] to [4]\nelse\n set [残機 v] to [3]\nend\nset [clone v] to [4]\nrepeat (3)\n change [clone v] by (1)\n create clone of (_myself_ v)\nend\n\n@スプライト7\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
【English】\nhow to play\n●Mode selection\n・Story mode\nIt is clear if you collect the specified number of flags.\nThere are 20 stages in total.\n· Survival mode\nIn this mode, you continue collecting flags for a longer period of time.\nYou can buy items with the coins you collect in this mode.\nItem List\n○Reduce the appearance rate of needles\n○ Speed ​​increases\n○Double appearance rate of flags\n○ Remaining life +1 added\nAim for the world record!\n●Operation method\n"Tap to move in that direction."\n* Keyboard operation is not possible\n● Item\n・Flag: Collect the specified number of items to clear\n・Needle: If you hit it, it will turn into a tahi\n・Stop button: The game will be forcibly terminated when touched.Press the flag again and...\n・Key: You can open the wall of the corresponding color\n・ False flags: Touching does not count as collecting flags\n・P switch: When pressed, the flag turns into a stop button, The stop button becomes a flag\n・ Speed ​​up: Speed ​​increases when touched\n・Coins: Collected coins can be used at the SHOP.\n\n【日本語】\n遊び方\n●モード選択\n ・ストーリーモード\n  指定された数の旗を集めればクリアです。\n  全20ステージあります。\n ・サバイバルモード\n  より長い時間旗を集め続けるモードです。\n  このモードで集めたコインでアイテムを買えます。\n  アイテム一覧\n   ○針の出現率を減らす\n   ○スピードが上がる\n   ○旗の出現率2倍\n   ○残機+1追加\n  世界記録を目指そう!\n●操作方法\n タップするとその方向に進むことができます。\n ※キーボード操作不可\n●アイテム\n ・旗:このアイテムを指定数集めるとクリアです\n ・針:当たるとタヒにます\n ・停止ボタン:触れるとゲームが強制終了します\n ・鍵:対応した色の壁を開けることができます\n ・偽旗:触れても旗を集めた事にはならない\n ・Pスイッチ:押すと旗が停止ボタンに、\n       停止ボタンが旗になる\n ・スピードアップ:触れるとスピードが上がる\n ・コイン:集めたコインはSHOPで使うことができる。
Anti-Gravity Platformer Part 2 #Games #All 反重力プラットフォーマー __
@Stage\n\nwhen flag clicked\nforever\n play sound [PIKASONIC - Miss You v] until done\nend\n\n@Player\n\nwhen I receive [check if moving v]\nif <<not <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>>> and <not <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>>> then\n switch costume to (costume1 v)\n if <(Speed X) > [0]> then\n set [speed x v] to [0]\n end\n if <(Speed X) < [0]> then\n set [speed x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n\nwhen I receive [move left/right v]\nif <<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> then\n change [speed x v] by (-3.5)\n switch costume to (costume3 v)\n change [speed x v] by ((0.8) * (accel))\nend\nif <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>> then\n change [speed x v] by (3.5)\n switch costume to (costume2 v)\n change [speed x v] by ((-0.8) * (accel))\nend\nchange x by (Speed X)\nif <(Speed X) > [4]> then\n set [speed x v] to [4]\nend\nif <(Speed X) < [-4]> then\n set [speed x v] to [-4]\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\ndefine Move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((Speed X) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((Speed Y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(Speed Y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>> then\nend\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nforever\n if <not <touching (level v)?>> then\n change y by (Gravity)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [235]> then\n change [scene # v] by (1)\n broadcast (Change Scene v)\n set x to (-235)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (danger v)?> then\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nshow\nset [scene # v] to [1]\nRestart\n\ndefine Restart\nswitch costume to (costume1 v)\ngo to x: (-195) y: (75)\npoint in direction (90)\nset [speed x v] to [10]\nset [speed y v] to [15]\nset [gravity v] to [-6]\nset [last value v] to [0.8]\nset [falling v] to [99]\nMove - in steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\n\nwhen I receive [death v]\nRestart\n\nwhen flag clicked\nforever\n if <(y position) = [-189]> then\n broadcast (Death v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (enemy v)?> then\n broadcast (Death v)\n end\nend\n\nif <key (up arrow v) pressed?> then\n change y by (Speed Y)\n switch costume to (costume4 v)\nend\n\nwhen flag clicked\nforever\n broadcast (move left/right v)\n broadcast (move up/down v)\nend\n\nwhen I receive [move up/down v]\nif <key (up arrow v) pressed?> then\n set [speed y v] to [15]\n change y by (Speed Y)\nend\nchange [speed y v] by (Gravity)\n\nwhen I receive [move left/right v]\nbroadcast (Check If Moving v)\n\n@Level\n\nwhen flag clicked\nswitch costume to (scene1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\ngo [forward v] (1) layers\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (SCENE #))\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Scene6]> then\n broadcast (Alien Movement v)\n end\nend\n\n@Danger\n\nwhen flag clicked\nswitch costume to (blank v)\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 #))\n\n@Enemy\n\nwhen flag clicked\nswitch costume to (blank v)\nset size to (100) %\ngo to x: (200) 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 #))\n\nwhen I receive [alien movement v]\nforever\n glide (3) secs to (player v)\n point towards (player v)\nend\n\n@Thumbnail\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\nrepeat (1)\n change [ghost v] effect by (100)\nend\n\n@Text\n\nwhen flag clicked\nswitch costume to (scene1 v)\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 #))\n\n@Shooting Stars\n\nwhen flag clicked\nset [speed v] to [-40]\nforever\n go to [back v] layer\n show\n point in direction (pick random (90) to (120))\n go to x: (480) y: (pick random (-40) to (100))\n repeat (13)\n change x by (Speed)\n end\n hide\n wait (pick random (6) to (15)) seconds\nend\n\n
Pls follow me at @-LJCToons- For more content!\nGame --> https://scratch.mit.edu/projects/888017281/\nif u think i cant code collisions and jumping and stuff look at this https://scratch.mit.edu/projects/888017281/\n@Jogoose for proposing\nIntro Contest https://scratch.mit.edu/projects/883388114/\nExperience anti-gravity!\n#7 on #all #Trending And #1 on #games :))\n\nThis is Anti-Gravity Platformer!\nこれが反重力プラットフォーマーです!\n\narrow keys\n札束コントロールまたは矢印キー\n\nInstructions in the game so start playing!\nゲーム内の説明に従ってプレイを開始してください。\n\nCredits:\nクレジット:\n@GriffPatch (5% Code Or something not a lot)\n(5%コードまたは何か多くない)\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
⚠Grimace Shake Platformer!⚠ #all #games #music #stories #trending #popular #recent
@Stage\n\n\n\nwhen I receive [outro v]\nswitch backdrop to (backdrop22 v)\n\n@Sprite1\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nshow\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n walk [-7]\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n walk [7]\n end\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <<[383] < (x position)> or <(x position) = [383]>> then\n go to x: (-21) y: (27)\n next backdrop\n end\n if <touching (sprite3 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite2 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite5 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <<touching (sprite6 v)?> or <touching (sprite7 v)?>> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite8 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite10 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite11 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite21 v)?> then\n start sound [roblox-death-sound_1 \(2\) v]\n go to x: (-21) y: (27)\n end\n if <touching (sprite15 v)?> then\n broadcast (coin v)\n end\n if <touching (sprite14 v)?> then\n broadcast (coin2 v)\n end\n if <touching (sprite16 v)?> then\n broadcast (coin3 v)\n end\n if <touching (sprite30 v)?> then\n broadcast (coin4 v)\n end\n if <touching (sprite13 v)?> then\n broadcast (coin5 v)\n end\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#be66ff)?>>\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\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\nif <(in air?) > [0]> then\n switch costume to (jumping v)\nend\nif <<(in air?) = [0]> and <(steps) = [0]>> then\n switch costume to (not moving v)\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#be66ff)?>> 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\nif <(steps) > [0]> then\n switch costume to (right v)\nend\nif <(steps) < [0]> then\n switch costume to (left v)\nend\n\nif <(steps) = [0]> then\n switch costume to (not moving v)\nend\n\nwhen flag clicked\nshow\ngo to x: (127) y: (-9)\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\ncreate clone of (_myself_ v)\n\nwhen flag clicked\nset [end v] to [0]\nset [coins v] to [0]\nrepeat until <(end) = [1]>\n play sound [Tobu - Candyland v] until done\nend\n\nwhen [space v] key pressed\nif <(coins) = [5]> then\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\nwhen flag clicked\nswitch costume to (not moving v)\n\nswitch costume to (jumping v)\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop5 v]\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\n\n@Sprite4\n\nwhen flag clicked\nhide\nset [brightness v] effect to (50)\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite6\n\nwhen backdrop switches to [backdrop16 v]\nset [next v] to [1]\nshow\ngo to x: (36) y: (28)\nrepeat until <(next2) = [1]>\n glide (1) secs to x: (36) y: (-200)\n glide (1) secs to x: (36) y: (28)\nend\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop7 v]\nshow\ngo to x: (36) y: (28)\nrepeat until <(next) = [1]>\n glide (2) secs to x: (36) y: (-200)\n glide (2) secs to x: (36) y: (28)\nend\n\nwhen flag clicked\nset [next v] to [0]\nset [next2 v] to [0]\n\nforever\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen backdrop switches to [backdrop9 v]\nhide\n\n@Sprite8\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nset [brightness v] effect to (50)\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\n@Sprite9\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\nwhen flag clicked\nset [ghost v] effect to (50)\nset [brightness v] effect to (50)\nhide\n\nwhen backdrop switches to [backdrop12 v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop13 v]\nshow\n\nwhen backdrop switches to [backdrop14 v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\n@Sprite12\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen backdrop switches to [backdrop10 v]\nshow\n\nwhen flag clicked\nhide\n\n@Sprite30\n\nwhen flag clicked\nshow\n\nwhen I receive [coin4 v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nchange [coins v] by (1)\nhide\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@Sprite13\n\nwhen I receive [coin5 v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nchange [coins v] by (1)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@Sprite14\n\nwhen I receive [coin2 v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nchange [coins v] by (1)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite15\n\nwhen I receive [coin v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nchange [coins v] by (1)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop16 v]\nshow\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\n@Sprite16\n\nwhen I receive [coin3 v]\nstart sound [8d82b5_Super_Mario_Bros_Coin_Sound_Effect v]\nchange [coins v] by (1)\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop12 v]\nshow\n\nwhen backdrop switches to [backdrop13 v]\nhide\n\n@Sprite17\n\nwhen [space v] key pressed\nif <(coins) = [5]> then\n change [ghost v] effect by (-25)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\n wait (1) seconds\n switch backdrop to (backdrop18 v)\n change [ghost v] effect by (25)\n wait (0.1) seconds\n change [ghost v] effect by (25)\n wait (0.1) seconds\n change [ghost v] effect by (25)\n wait (0.1) seconds\n change [ghost v] effect by (25)\n set [end v] to [1]\n stop all sounds\n switch backdrop to (backdrop18 v)\n set voice to (tenor v)::tts\n speak [Finally]::tts\n speak [I got the grimace shake]::tts\n speak [Everyone's been talking about this ]::tts\n speak [Let me try it]::tts\n wait (1) seconds\n switch backdrop to (backdrop19 v)\n play sound [minecraft-drinking-sound-effect \(2\) v] until done\n wait (1) seconds\n switch backdrop to (backdrop21 v)\n speak [I don't feel so good]::tts\n wait (1) seconds\n start sound [roblox-death-sound_1 \(2\) v]\n switch backdrop to (backdrop20 v)\n change [ghost v] effect by (-25)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\n wait (0.1) seconds\n change [ghost v] effect by (-25)\nelse\n broadcast (nope v)\nend\n\nif then\nend\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\n\nwhen I receive [outro v]\nhide\n\n@Sprite18\n\nwhen this sprite clicked\nnext backdrop\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop17 v]\nhide\n\n@Sprite19\n\nwhen flag clicked\nhide\n\nwhen I receive [nope v]\nshow\n\n@Sprite20\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Sprite21\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop17 v]\nset [brightness v] effect to (50)\nshow\n\nwhen backdrop switches to [backdrop18 v]\nhide\n\n
OMG THIS IS ON #trending :D TYSM EVERYONE!\n\nI made this cos my previous platformer sorta blew up lol \n\n Moral of the story: Don't try da grimace shake XD\n\nAdvertise only if u followed :)\n\n~Tags~ Ignore lol don't bother commenting about this you would simply be wasting ur time and idc lol ;)\nll #all #all #all #all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#all #all #all #all#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
scroll platformer
@Stage\n\n@Player\n\ndefine 動作\nchange [yの力 v] by (-1)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (90)\n change [xの力 v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>> then\n switch costume to (player v)\n point in direction (-90)\n change [xの力 v] by (-1)\nend\nif <not <<<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> or <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<[0] > (mouse x)> and <mouse down?>>>>>> then\n switch costume to (player v)\nend\nset [xの力 v] to ((xの力) * (0.88))\nchange x by (xの力)\nrepeat (6)\n if <touching (stage v)?> then\n change y by (1)\n end\nend\nif <touching (stage v)?> then\n change y by (-6)\n 位置補正x (() - ((xの力) / ([abs v] of (xの力) ))) ([ceiling v] of ([abs v] of (xの力) ) )\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>> then\n set [yの力 v] to [12]\n set [xの力 v] to ((7) - (<(xの力) > [0]> * (14)))\n else\n set [xの力 v] to [0]\n end\nend\nchange y by (yの力)\nif <touching (stage v)?> then\n 位置補正y (() - ((yの力) / ([abs v] of (yの力) ))) ([ceiling v] of ([abs v] of (yの力) ) )\nend\nchange y by (-1.1)\nif <<touching (stage v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>>>> then\n set [yの力 v] to [15]\nend\nchange y by (1.1)\nif <(Y) < [-400]> then\n 初期位置\nend\n処理\nbroadcast (program2 v)\n\nwhen I receive [program v]\n動作\n\ndefine 処理\nchange [x v] by ((x position) - ((X) - (Camera_x)))\nchange [y v] by ((y position) - (((Y) - (Camera _y)) - (20)))\nchange [camera_x v] by ([floor v] of (((X) - (Camera_x)) * (0.1)) )\nchange [camera _y v] by ([floor v] of (((Y) - (Camera _y)) * (0.2)) )\nset x to ((X) - (Camera_x))\nset y to (((Y) - (Camera _y)) - (20))\n\ndefine 位置補正x (向き) (回数)\nif <(xの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change x by (向き)\nend\nchange x by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\n\ndefine 位置補正y (向き) (回数)\nif <(yの力) = [0]> then\n stop [this script v]\nend\nset [i v] to [0]\nrepeat until <<not <touching (stage v)?>> or <(i) = ((回数) + (1))>>\n change [i v] by (1)\n change y by (向き)\nend\nchange y by (() - ((向き) * (((回数) + (1)) * <<(i) = ((回数) + (1))> and <touching (stage v)?>>)))\nset [yの力 v] to [0]\n\ndefine 初期位置\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen I receive [message1 v]\nset size to (100) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\ngo to x: (0) y: (-20)\nset [xの力 v] to [0]\nset [yの力 v] to [0]\nset [camera_x v] to [-200]\nset [camera _y v] to [-20]\nset [x v] to [-200]\nset [y v] to [-20]\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nhide\nbroadcast (Message v)\nbroadcast (message1 v)\nset [sound v] to [0]\nset [p v] to [0]\nset [m v] to [0]\nforever\n play sound [Tobu - Candyland v] until done\nend\n\nwhen I receive [message v]\nforever\n reset timer\nend\n\nwhen [timer v] > (.01)\nbroadcast (Message v)\nswitch backdrop to (backdrop2 v)\nhide\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (Sound)\nend\n\nwhen flag clicked\nforever\n repeat (50)\n change [sound v] by (1)\n end\n repeat (50)\n change [sound v] by (-1)\n end\nend\n\n@stage\n\ndefine ステージ配置 (x座標) (y座標) (ステージ番号)\nswitch costume to (none v)\nset [my_x v] to (x座標)\nset [my_y v] to (y座標)\nswitch costume to ((ステージ番号) + (1))\nset [my_n v] to ((ステージ番号) + (1))\ncreate clone of (_myself_ v)\n\ndefine 移動 (x) (y)\nswitch costume to (none v)\ngo to x: (x) y: (y)\nif <<([abs v] of (x) ) > ([abs v] of (x position) )> or <([abs v] of (y) ) > ([abs v] of (y position) )>> then\n hide\nelse\n show\nend\nswitch costume to (My_n)\n\nwhen I receive [program2 v]\nif <(costume [number v]) = [1]> then\n broadcast (program v)\nelse\n 移動 ((My_x) - (Camera_x)) ((My_y) - (Camera _y))\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [message1 v]\nhide\nステージ配置 [0] [0] [1]\nステージ配置 [480] [0] [2]\nステージ配置 [960] [0] [3]\nステージ配置 [1440] [0] [4]\nステージ配置 [1920] [0] [5]\nステージ配置 [2400] [0] [6]\nステージ配置 [2880] [0] [7]\nステージ配置 [3360] [0] [8]\nステージ配置 [3840] [0] [9]\nswitch costume to (none v)\nbroadcast (program v)\n\n@WASD\n\nwhen I start as a clone\nclear graphic effects\nforever\n if <(P) = [1]> then\n show\n if <(costume [name v]) = [W]> then\n go to x: (-170) y: (-100)\n if <key (w v) pressed?> then\n set [brightness v] effect to (100)\n else\n clear graphic effects\n end\n end\n if <(costume [name v]) = [A]> then\n go to x: (-202) y: (-132)\n if <key (a v) pressed?> then\n set [brightness v] effect to (100)\n else\n clear graphic effects\n end\n end\n if <(costume [name v]) = [S]> then\n go to x: (-170) y: (-132)\n if <key (s v) pressed?> then\n set [brightness v] effect to (100)\n else\n clear graphic effects\n end\n end\n if <(costume [name v]) = [D]> then\n go to x: (-138) y: (-132)\n if <key (d v) pressed?> then\n set [brightness v] effect to (100)\n else\n clear graphic effects\n end\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (w v)\ncreate clone of (_myself_ v)\nswitch costume to (a v)\ncreate clone of (_myself_ v)\nswitch costume to (s v)\ncreate clone of (_myself_ v)\nswitch costume to (d v)\ncreate clone of (_myself_ v)\nhide\n\nwhen [p v] key pressed\nset [p v] to [1]\nwait until <not <key (p v) pressed?>>\nwait until <key (p v) pressed?>\nwait until <not <key (p v) pressed?>>\nset [p v] to [0]\n\n@Map\n\nwhen flag clicked\nset size to (90) %\ngo to x: (0) y: (150)\nforever\n if <(M) = [1]> then\n show\n else\n hide\n end\nend\n\nwhen [m v] key pressed\nset [m v] to [1]\nwait until <not <key (m v) pressed?>>\nwait until <key (m v) pressed?>\nwait until <not <key (m v) pressed?>>\nset [m v] to [0]\n\nwhen [timer v] > (.01)\nbroadcast (Message v)\nhide\n\n@turbmode\n\nwhen flag clicked\nrepeat until <[90] = (direction)>\n point in direction (90)\n wait (.000001) seconds\nend\nstop [all v]\n\nwhen flag clicked\n\n turn right (90) degrees\nend\n\n
忍者×Platformer【1】
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [game v]\nswitch backdrop to (背景2 v)\nforever\n if <(LV) = [7]> then\n switch backdrop to (背景3 v)\n end\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 (40) %\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 (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (2)\n end\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 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 (地面 v)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (10))>>>> then\n set [yv v] to [12]\n end\n end\n change y by (1)\n if <<<<touching (トゲ v)?> or <touching (acid v)?>> or <touching (teki v)?>> or <touching (teki2 v)?>> then\n start sound [Prick v]\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 (22) %\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\nwhen flag clicked\n\nbroadcast (game v)\n\nwhen I receive [game v]\nshow variable [秒seconds v]\nforever\n repeat until <(LV) = [9]>\n change [秒seconds v] by (1)\n wait (1) seconds\n end\nend\n\nset [製作者記録producer record v] to [0]\n\nwait (1) seconds\n\nwhen flag clicked\nset [秒seconds v] to [0]\n\nwhen flag clicked\nhide variable [秒seconds v]\n\nturn right (15) degrees\n\n@イントロ\n\ndefine clone (n)\nset [clone name v] to (n)\ncreate clone of (_myself_ v)\n\ndefine hexa black\nset [hexa y v] to [4]\nrepeat (4)\n set [hexa x v] to [-5]\n repeat (11)\n clone [hexa black]\n change [hexa x v] by (1)\n end\n change [hexa y v] by (-1)\n set [hexa x v] to [-4.5]\n repeat (10)\n clone [hexa black]\n change [hexa x v] by (1)\n end\n change [hexa y v] by (-1)\nend\nset [hexa x v] to [-5]\nrepeat (11)\n clone [hexa black]\n change [hexa x v] by (1)\nend\nchange [hexa y v] by (-1)\nset [hexa x v] to [-4.5]\n\nwhen I start as a clone\nif < (clone name) contains [hexa]?> then\n if <(clone name) = [hexa black]> then\n set [brightness v] effect to (20)\n else\n set [brightness v] effect to (96)\n end\n set size to (0) %\n switch costume to (big v)\n go to x: ((hexa x) * (50)) y: ((hexa y) * ((86.6) / (2)))\n switch costume to (hexa v)\n wait ((([abs v] of (x position) ) / (600)) + (([abs v] of (y position) ) / (600))) seconds\n show\n repeat until <[52] < (size)>\n switch costume to (big v)\n change size by (((53) - (size)) / (4))\n go to x: ((hexa x) * (50)) y: ((hexa y) * ((86.6) / (2)))\n switch costume to (hexa v)\n end\nend\n\ndefine hexa white\nset [hexa y v] to [4]\nrepeat (4)\n set [hexa x v] to [-5]\n repeat (11)\n clone [hexa white]\n change [hexa x v] by (1)\n end\n change [hexa y v] by (-1)\n set [hexa x v] to [-4.5]\n repeat (10)\n clone [hexa white]\n change [hexa x v] by (1)\n end\n change [hexa y v] by (-1)\nend\nset [hexa x v] to [-5]\nrepeat (11)\n clone [hexa white]\n change [hexa x v] by (1)\nend\nchange [hexa y v] by (-1)\n\nwhen flag clicked\nstart sound [Royalty Free - Fast Spin Logo Intro v]\nhexa black\nwait (0.2) seconds\nhexa white\nwait (0.3) seconds\nclone [made by t9decode]\nclone [YOURLOGO]\nwait (1.3) seconds\nbroadcast (hexa disappear v)\n\nwhen I receive [hexa disappear v]\nif < (clone name) contains [hexa]?> then\n if <(clone name) = [hexa black]> then\n wait ((([abs v] of (x position) ) + ((y position) + (180))) / (500)) seconds\n else\n wait ((([abs v] of (x position) ) + ([abs v] of ((y position) - (180)) )) / (500)) seconds\n end\n set [hexa y v] to [1.5]\n repeat until <([abs v] of (y position) ) > [220]>\n switch costume to (big v)\n change [hexa y v] by ((hexa y) / (5))\n if <(clone name) = [hexa black]> then\n change y by ((hexa y) / (-5))\n else\n change y by ((hexa y) / (5))\n end\n switch costume to (hexa v)\n end\n delete this clone\nend\nif <(clone name) = [YOURLOGO]> then\n wait (0.2) seconds\n set [ghost effect count v] to [1]\n repeat until <[100] < (ghost effect count)>\n change [ghost effect count v] by ((ghost effect count) / (10))\n set [ghost v] effect to (ghost effect count)\n change size by ((ghost effect count) / (5))\n end\n delete this clone\nend\nif <(clone name) = [made by t9decode]> then\n wait (0.3) seconds\n repeat (20)\n change [ghost v] effect by (1.25)\n end\n delete this clone\nend\nbroadcast (game v)\n\nwhen I start as a clone\nif <(clone name) = [YOURLOGO]> then\n show\n set size to (1) %\n go to x: (0) y: (5)\n set [ghost v] effect to (100)\n switch costume to (yourlogo v)\n go to [front v] layer\n repeat until <[50] < (size)>\n change size by ((size) / (3))\n change [ghost v] effect by (-5)\n end\n repeat until <[100] < (size)>\n change size by (((101) - (size)) / (5))\n change [ghost v] effect by (-5)\n end\nend\n\nif <(clone name) = [hexa effect]> then\n show\n set size to (0) %\n set [hexa costume v] to [5]\n repeat until <(costume [number v]) = [16]>\n switch costume to (round (hexa costume))\n change [hexa costume v] by (((16) - (hexa costume)) / (4))\n change size by (((500) - (size)) / (3.5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(clone name) = [made by t9decode]> then\n show\n set size to (75) %\n go to x: (0) y: (-150)\n set [ghost v] effect to (100)\n switch costume to (made by t9decode v)\n go to [front v] layer\n repeat (10)\n change [ghost v] effect by (-2.5)\n end\nend\n\n@地面\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nset [lv v] to [1]\nshow\ngo to x: (32) y: (-155)\nforever\n if <(LV) = [1]> then\n switch costume to (3 v)\n else\n if <(LV) = [2]> then\n switch costume to (2 v)\n else\n if <(LV) = [3]> then\n switch costume to (4 v)\n else\n if <(LV) = [4]> then\n switch costume to (5 v)\n else\n if <(LV) = [5]> then\n switch costume to (6 v)\n else\n if <(LV) = [6]> then\n switch costume to (コスチューム1 v)\n else\n if <(LV) = [7]> then\n switch costume to (コスチューム2 v)\n else\n if <(LV) = [8]> then\n switch costume to (コスチューム3 v)\n else\n if <(LV) = [9]> then\n switch costume to (コスチューム4 v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\n@字幕\n\nwhen I receive [game v]\nforever\n play sound [六三四 - Naruto Main Theme v] until done\nend\n\nwhen I receive [game v]\nshow\nforever\n if <(LV) = [1]> then\n switch costume to (コスチューム1 v)\n else\n if <(LV) = [2]> then\n switch costume to (コスチューム2 v)\n else\n if <(LV) = [4]> then\n switch costume to (コスチューム3 v)\n else\n if <(LV) = [7]> then\n switch costume to (コスチューム5 v)\n else\n if <(LV) = [9]> then\n hide\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@雲\n\nwhen flag clicked\nhide\n\nwhen I start as a clone\nset size to (100) %\nshow\nswitch costume to (pick random (1) to (5))\nif <(pick random (1) to (2)) = [2]> then\n set [d v] to [-250]\nelse\n set [d v] to [250]\nend\ngo to x: (d) y: (pick random (130) to (150))\nset [ghost v] effect to (pick random (40) to (70))\nif <(d) = [250]> then\n repeat until <(x position) < [-267]>\n change x by (pick random (-1) to (-3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nelse\n repeat until <(x position) > [267]>\n change x by (pick random (1) to (3))\n go to [back v] layer\n go to [back v] layer\n go [backward v] (999) layers\n end\nend\ndelete this clone\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n hide\n create clone of (_myself_ v)\n wait (pick random (1.5) to (3)) seconds\nend\n\n@トゲ\n\nwhen I receive [game v]\ngo to x: (134) y: (-11)\ngo to [back v] layer\nforever\n if <(LV) = [2]> then\n switch costume to (コスチューム1 v)\n show\n else\n if <(LV) = [3]> then\n switch costume to (コスチューム2 v)\n else\n if <(LV) = [4]> then\n switch costume to (コスチューム3 v)\n else\n if <(LV) = [5]> then\n switch costume to (コスチューム4 v)\n else\n if <(LV) = [6]> then\n switch costume to (コスチューム5 v)\n else\n if <(LV) = [7]> then\n switch costume to (コスチューム6 v)\n else\n if <(LV) = [8]> then\n show\n set rotation style [all around v]\n go to [back v] layer\n go to x: (278) y: (18)\n switch costume to (コスチューム7 v)\n glide (1.5) secs to x: (-161) y: (-68)\n hide\n wait (0.3) seconds\n else\n if <(LV) = [9]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\n@kunai\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\ngo to (player v)\nshow\nrepeat until <(x position) = [253]>\n change x by (15)\n if then\n hide\n end\nend\nhide\n\nwhen [space v] key pressed\nstart sound [Low Whoosh v]\nwait (1) seconds\n\n@teki2\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nforever\n if <touching (kunai v)?> then\n start sound [Teleport2 v]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [game v]\nforever\n if <(LV) = [6]> then\n go to x: (4) y: (-45)\n show\n end\nend\n\n@teki\n\nif <(LV) = [5]> then\nelse\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nforever\n if <touching (kunai v)?> then\n start sound [Teleport2 v]\n hide\n stop [other scripts in sprite v]\n end\nend\n\nwhen I receive [game v]\nforever\n if <(LV) = [5]> then\n show\n end\nend\n\nwhen I receive [game v]\nforever\n repeat until <touching (kunai v)?>\n switch costume to (コスチューム1 v)\n go to x: (192) y: (25)\n glide (1.4) secs to x: (-18) y: (25)\n switch costume to (コスチューム2 v)\n glide (1.2) secs to x: (192) y: (25)\n end\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\ngo to x: (36) y: (28)\nshow\n\n@スプライト1\n\n@スプライト2\n\nwhen flag clicked\nhide\n\nwhen I receive [game v]\nforever\n if <(LV) = [9]> then\n show\n go to x: (36) y: (28)\n end\nend\n\n
        【Ninja×Platformer】\n▶English\n1, Operate with arrow keys.\n2, Fire with space key.\n3, Please ☆and♡.\n\n▶日本語\n1, 矢印キーで操作\n2, スペースキーで攻撃\n3. ☆と♡を押す\nーーーーーーーーーーーーーーーーーーーーーーーーー\n■クレジット表記\nBGM 六三四~ナルト youtube\nPlayerプログラム参考 @madrid2030 様\nintro @t9decode 様\nーーーーーーーーーーーーーーーーーーーーーーーーー\n■タイム記録\n作者 25秒\n弟  23秒\n\n15秒~20秒 神\n20秒~25秒 プロ\n25秒~30秒 下忍\n35秒~40秒 初心者\nーーーーーーーーーーーーーーーーーーーーーーーーー\n▶タグ表記\n#game #game #game #all #alwep\n\n 
Classic Platformer #trending #all #games #art #music #tutorials
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@Music\n\nwhen flag clicked\nforever\n play sound [Vexento - Saga v] until done\nend\n\nwhen I receive [outro v]\nstop all sounds\n\n@Splash Screen\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (title screen v)\ngo to [front v] layer\nset size to (100) %\nshow\n\nwhen I receive [game over! v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nset size to (100) %\nshow\nbroadcast (MAIN MENU v)\n\nwhen I receive [start game v]\nhide\n\n@Main Menu\n\nwhen flag clicked\nhide\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nset size to (10) %\ngo to [front v] layer\nshow\ngo to x: (0) y: (-85)\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 this sprite clicked\nhide\nbroadcast (Start Game v)\n\n@Player\n\nwhen flag clicked\nbroadcast (MAIN MENU v)\nhide variable [coins v]\nhide variable [lives v]\nhide variable [scene # v]\n\ndefine Move - In Steps (steps)\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\nchange [falling v] by (1)\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 platform 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 platform v)?> then\n set [touching v] to [1]\n else\n set [jump through v] to [1]\n end\n change y by (6)\n end\nelse\n set [jump through v] to [0]\nend\nswitch costume to (Hit Costume)\n\nwhen I receive [tick - player v]\nMoved - By Moving Platform\nswitch backdrop to <touching (level v)?>\nControls - Up and Down\nControls - Left and Right\nMove - In Steps (([abs v] of (Speed X) ) + ([abs v] of (Speed Y) ))\nSet Costume\n\ndefine Controls - Left and Right\nif <(Long Jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<key (right arrow v) pressed?> - <key (left arrow v) pressed?>)\nif <(KEY X) = [0]> then\n if <<(Falling) > [2]> and <(Wall Slide) < [1]>> then\n set [speed x v] to ((Speed X) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (Speed X) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((KEY X) * (ACCELERATION))\n if <not <(direction) = ((KEY X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((KEY X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((Speed X) * (RESISTANCE))\n\ndefine Reset and Begin Level\nset [invulnerable v] to [0]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (SPAWN SCENE) Go To x, y: (SPAWN X) (SPAWN Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick - Player v)\n broadcast (Tick Last v)\nend\n\nwhen I receive [tick last v]\nif <(x position) > [235]> then\n Begin Scene # ((Scene #) + (1)) Go To x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((Scene #) + (-1)) Go To x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((Scene #) + (100)) Go To x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((Scene #) + (-100)) Go To x, y: [] [180]\nend\nif <<touching (danger \(spike\) v)?> or <touching (danger \(lava\) v)?>> then\n broadcast (Lose Life v)\nend\n\ndefine Fix Collision In Direction (direction)\nset [temporary v] to (direction)\nset [distance v] to [1]\npoint in direction (direction)\nrepeat (128)\n Check Touching Solid\n if <(Touching) < [1]> then\n point in direction (Temporary)\n stop [this script v]\n end\n move (Distance) steps\n turn right (180) degrees\n change [distance v] by (1)\nend\n\nwhen I receive [tick - first v]\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nset [platform dx v] to []\nset [platform dy v] to []\n\ndefine Set Costume\nset rotation style [left-right v]\nif <(Wall Slide) > [0]> then\n switch costume to (hangon01 v)\n stop [this script v]\nend\nif <(Falling) > [1]> then\n if <(Speed Y) > [0]> then\n switch costume to (jump01 v)\n else\n switch costume to (run_j2 v)\n end\n stop [this script v]\nend\nif <(Frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((Frame) mod (16)) ))\nelse\n switch costume to (hit angle 0 v)\n repeat (5)\n Check Touching Solid\n if <(Touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(Touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(Touching) > [0]> then\n change y by (-2)\n set x to (Last Value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((Speed X) * (0.8))\nend\nset [speed x v] to ((Speed X) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (Last Value)\nif <(Speed Y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(Falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((Speed Y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(Touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Begin Scene # (scene #) Go To x, y: (x) (y)\nset [scene # v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About To Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\nif <(x) > []> then\n Fix Collision In Direction [0]\nelse\n Fix Collision In Direction [90]\nend\nSet Costume\nbroadcast (Game Loop v)\n\ndefine Check Can Wall Slide\nif <(Falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (hitbox wallslide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (Touching)\nswitch costume to (hitbox v2 v)\nset rotation style [don't rotate v]\n\ndefine Controls - Up and Down\nif <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 [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(Falling) < [3]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (JUMP FORCE)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (GRAVITY)\nif <(Wall Slide) > [0]> then\n Check Can Wall Slide\n if <(Speed Y) < [0]> then\n set [speed y v] to ((Speed Y) * (0.6))\n end\nend\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nstop [other scripts in sprite v]\nstart sound [Oops v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nchange [lives v] by (-1)\nif <(LIVES) > [0]> then\n Reset and Begin Level\nelse\n broadcast (GAME OVER! v)\nend\n\ndefine Moved - By Moving Platform\nchange x by (PLATFORM DX)\nchange y by (PLATFORM DY)\nCheck Touching Solid\nif <(Touching) > [0]> then\n Find Closest Space To (x position) (y position) max [16]\n if <(Touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space To (x) (y) max (max)\nset [temporary 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 (Temporary)\n stop [this script v]\n end\n turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (Temporary)\n\nwhen I receive [start game v]\nset [gravity v] to [-1.5]\nset [jump force v] to [12]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [9]\nset [spawn scene v] to [1]\nset [spawn x v] to [-169]\nset [spawn y v] to [60]\nshow variable [coins v]\nshow variable [lives v]\nshow variable [scene # v]\nReset and Begin Level\n\nwhen I receive [player bounce v]\nset [speed y v] to [10]\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\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 (80)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\nwhen I receive [about to change scene v]\nerase all\n\nwhen flag clicked\nforever\n if <(Scene #) = [203]> then\n wait (5) seconds\n hide variable [coins v]\n hide variable [lives v]\n hide variable [scene # v]\n broadcast (OUTRO v)\n end\n stop [this script v]\nend\n\n@Jump Through Platform\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nStamp Outline\nStamp Shadow\n\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (80)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\ndefine Stamp Outline\nset rotation style [don't rotate v]\nset [brightness v] effect to (-100)\nrepeat (8)\n move (3) steps\n stamp\n move (-3) steps\n turn right (45) degrees\nend\nclear graphic effects\n\n@Danger (Spike)\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 #))\n\n@Danger (Lava)\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (Scene #))\nif <(Scene #) = [4]> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Platform\n\ndefine Rotation Maths CCW (ccw)\nset [dx v] to (([x position v] of [player v]) - (x position))\nset [dy v] to (([y position v] of [player v]) - (y position))\nset [sin v] to ([sin v] of (ccw) )\nset [cos v] to ([cos v] of (ccw) )\nset [platform dx v] to ((((DX) * (Cos)) - ((DY) * (Sin))) - (DX))\nset [platform dy v] to ((((DX) * (Sin)) + ((DY) * (Cos))) - (DY))\n\nwhen I receive [change scene v]\nhide\ngo to [back v] layer\nif <(Scene #) = [1]> then\n Spawn [costume1] At [26] [-67] Direction [90] Turn []\nend\nif <(Scene #) = [101]> then\n Spawn [costume2] At [21] [126] Direction [90] Turn []\nend\nif <(Scene #) = [102]> then\n Spawn [costume3] At [-58] [60] Direction [90] Turn []\n Spawn [costume6] At [-173] [-150] Direction [90] Turn []\nend\nif <(Scene #) = [5]> then\n Spawn [Key 1] At [24] [30] Direction [90] Turn []\nend\nif <(Scene #) = [0]> then\n Spawn [costume4] At [65] [15] Direction [90] Turn []\n Spawn [costume4] At [-57.5] [45] Direction [90] Turn []\n Spawn [costume4] At [-180] [75] Direction [90] Turn []\nend\nif <(Scene #) = [-1]> then\n Spawn [Cross] At [0] [0] Direction [90] Turn [2]\n Spawn [Key 2] At [-147] [-25] Direction [90] Turn []\nend\nif <(Scene #) = [198]> then\n Spawn [Key 3] At [192] [56] Direction [90] Turn []\nend\nif <(Scene #) = [99]> then\n Spawn [Square] At [-115] [-72] Direction [90] Turn [3]\n Spawn [Square] At [2] [13] Direction [90] Turn [3]\nend\nif <(Scene #) = [202]> then\n Spawn [Key 4] At [198] [78] Direction [90] Turn []\nend\nif <(Scene #) = [106]> then\n Spawn [costume5] At [-190] [-141] Direction [90] Turn []\n Spawn [Cross2] At [20] [0] Direction [90] Turn [4]\nend\n\ndefine Animate 1\nshow\nswitch costume to (costume1 v)\nforever\n glide (1.5) secs to x: (26) y: (100)\n wait (0.7) seconds\n glide (1.5) secs to x: (26) y: (-67)\n wait (0.7) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(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 change y by ((Last Y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (Last X))\n set [platform dy v] to ((new y) - (Last Y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\nshow\nswitch costume to (costume2 v)\nforever\n glide (1) secs to x: (21) y: (65)\n wait (0.5) seconds\n glide (1) secs to x: (21) y: (126)\n wait (0.5) seconds\nend\n\ndefine Animate 3\nshow\nswitch costume to (costume3 v)\nforever\n glide (1) secs to x: (72) y: (60)\n wait (0.5) seconds\n glide (1) secs to x: (-58) y: (60)\n wait (0.1) seconds\nend\n\ndefine Door At (x) (y) Key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n play sound [Buzz Whir v] until done\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n play sound [Buzz Whir v] until done\n repeat (24)\n change y by (-4)\n end\n play sound [Crunch v] until done\n else\n play sound [Low Squeak v] until done\n end\n wait until <not <touching (player v)?>>\nend\n\ndefine Animate 4\nshow\nswitch costume to (costume4 v)\nforever\n glide (1) 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 change scene v]\ndelete this clone\n\ndefine Spawn (type) At (x) (y) Direction (direction) Turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (direction)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door At (x position) (y position) Key (costume [name v])\nend\nif <<(costume [name v]) = [Cross]> or <(costume [name v]) = [Cross2]>> then\n show\n set rotation style [all around v]\n forever\n turn right (Turn) degrees\n end\nend\nif <(costume [name v]) = [Square]> then\n show\n set rotation style [all around v]\n forever\n turn right (Turn) degrees\n end\nend\nif <(costume [number v]) = [1]> then\n Animate 1\nend\nif <(costume [number v]) = [2]> then\n Animate 2\nend\nif <(costume [number v]) = [3]> then\n Animate 3\nend\nif <(costume [number v]) = [4]> then\n Animate 4\nend\nif <(costume [number v]) = [5]> then\n Animate 5\nend\nif <(costume [number v]) = [6]> then\n Animate 6\nend\n\ndefine Animate 5\nshow\nswitch costume to (costume5 v)\nforever\n glide (2) secs to x: (-190) y: (-141)\n wait (0.5) seconds\n glide (1) secs to x: (-190) y: (66)\n wait (0) seconds\nend\n\ndefine Animate 6\nshow\nswitch costume to (costume6 v)\nforever\n glide (2) secs to x: (-173) y: (-150)\n wait (0) seconds\n glide (2) secs to x: (-173) y: (70)\n wait (0.5) seconds\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 ((0.5) * ([sin v] of (Frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [coin]> then\n start sound [Wand v]\n change [coins v] by (1)\nend\nif <(costume [name v]) = [bigcoin]> then\n start sound [Wand v]\n change [coins v] by (3)\nend\nif < (costume [name v]) contains [Key]?> then\n start sound [Wand v]\n add (costume [name v]) to [collected v]\nend\nif <(costume [name v]) = [checkpoint]> then\n start sound [Wand v]\n set [spawn scene v] to (Scene #)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([y position v] of [player v])\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [coins v] to [0]\nset [frame v] to [0]\nhide\nPlace [checkpoint] Scene [-2] xy [109] [12]\nPlace [coin] Scene [-2] xy [-89] [86]\nPlace [Key 2] Scene [-1] xy [-6] [123]\nPlace [coin] Scene [-1] xy [167] [-96]\nPlace [coin] Scene [0] xy [113] [108]\nPlace [coin] Scene [0] xy [-163] [-92]\nPlace [coin] Scene [1] xy [-40] [127]\nPlace [coin] Scene [2] xy [186] [-61]\nPlace [checkpoint] Scene [3] xy [-168] [-51]\nPlace [bigcoin] Scene [5] xy [56] [-43]\nPlace [coin] Scene [98] xy [-92] [97]\nPlace [bigcoin] Scene [99] xy [163] [-116]\nPlace [Key 3] Scene [99] xy [159] [106]\nPlace [coin] Scene [101] xy [-41] [-106]\nPlace [coin] Scene [101] xy [188] [-108]\nPlace [coin] Scene [102] xy [23] [103]\nPlace [Key 1] Scene [102] xy [178] [-34]\nPlace [coin] Scene [103] xy [-147] [19]\nPlace [checkpoint] Scene [103] xy [215] [89]\nPlace [coin] Scene [104] xy [116] [74]\nPlace [bigcoin] Scene [106] xy [174] [-119]\nPlace [Key 4] Scene [106] xy [7] [110]\nPlace [checkpoint] Scene [198] xy [-165] [45]\nPlace [coin] Scene [198] xy [90] [45]\nPlace [coin] Scene [199] xy [-78] [41]\nPlace [coin] Scene [199] xy [-179] [-75]\nPlace [checkpoint] Scene [200] xy [-118] [39]\nPlace [coin] Scene [201] xy [-118] [39]\nPlace [coin] Scene [201] xy [-37] [39]\nPlace [coin] Scene [201] xy [44] [39]\n\ndefine Place (costume name) Scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Enemy\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [change scene v]\nif <(Scene #) = [1]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [206] [44] Direction [-90]\n else\n Spawn [Red] At [-145] [-64] Direction [-90]\n end\nend\nif <(Scene #) = [0]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [192] [-74] Direction [-90]\n else\n Spawn [Red] At [-171] [-112] Direction [90]\n end\nend\nif <(Scene #) = [-2]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [167] [-151] Direction [-90]\n else\n Spawn [Red] At [-182] [-131] Direction [-90]\n end\nend\nif <(Scene #) = [101]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [-20] [28] Direction [-90]\n else\n Spawn [Red] At [-97] [26] Direction [-90]\n end\nend\nif <(Scene #) = [99]> then\n Spawn [Red] At [184] [-139] Direction [-90]\nend\nif <(Scene #) = [198]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [154] [25] Direction [-90]\n else\n Spawn [Red] At [-183] [25] Direction [-90]\n end\nend\nif <(Scene #) = [3]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [215] [-65] Direction [-90]\n Spawn [Red] At [50] [141] Direction [-90]\n else\n Spawn [Red] At [-185] [-65] Direction [-90]\n Spawn [Red] At [-193] [141] Direction [-90]\n end\nend\nif <(Scene #) = [4]> then\n if <([x position v] of [player v]) < [0]> then\n Spawn [Red] At [189] [61] Direction [-90]\n else\n Spawn [Red] At [-141] [-65] Direction [-90]\n end\nend\nif <(Scene #) = [104]> then\n Spawn [Red] At [-120] [-109] Direction [-90]\nend\n\nwhen I start as a clone\nshow\nset [speed y v] to [0]\nset [frame v] to [0]\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left and Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (Frame) ) mod (4)))\n set rotation style [left-right v]\n if <<touching (player v)?> and <(INVULNERABLE) = [0]>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (Speed Y)\nrepeat until <not <<touching (level v)?> or <touching (jump through platform v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left and Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (_edge_ v)?> or <touching (level v)?>>> then\n if <not <<touching (safe zones v)?> or <touching (platform v)?>>> then\n if <not <touching (jump through platform v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squash v)\n wait (0.3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) At (x) (y) Direction (direction)\ngo to x: (x) y: (y)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\n@Safe Zones\n\nwhen flag clicked\nset [ghost v] effect to (100)\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 #))\n\n@Shop Icon\n\nwhen I receive [start game v]\ngo to x: (167) y: (-143)\nshow\n\nwhen this sprite clicked\nhide\nbroadcast (Open Shop v)\n\nwhen flag clicked\nhide\n\nwhen [space v] key pressed\nshow\n\n@Shop Background\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [astronaut costume v] to []\nset [peach costume v] to []\nset [lime costume v] to []\n\nwhen I receive [open shop v]\nshow\n\nwhen [space v] key pressed\nhide\n\n@Astronaut Cat\n\nwhen flag clicked\ngo to x: (-155) y: (17)\nhide\n\nwhen this sprite clicked\nif <<(COINS) > [10]> or <(COINS) = [10]>> then\n if <(Astronaut Costume) = [BOUGHT]> then\n broadcast (ALREADY BOUGHT v)\n else\n broadcast (Astronaut Costume Bought v)\n change [coins v] by (-10)\n switch costume to (costume2 v)\n set [astronaut costume v] to [BOUGHT]\n end\nelse\n broadcast (NOT ENOUGH COINS v)\nend\n\nwhen [space v] key pressed\nhide\n\nwhen I receive [open shop v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\n@Peach Cat\n\nwhen [space v] key pressed\nhide\n\nwhen this sprite clicked\nif <<(COINS) > [15]> or <(COINS) = [15]>> then\n if <(Peach Costume) = [BOUGHT]> then\n broadcast (ALREADY BOUGHT v)\n else\n broadcast (Peach Costume Bought v)\n change [coins v] by (-15)\n switch costume to (costume2 v)\n set [peach costume v] to [BOUGHT]\n end\nelse\n broadcast (NOT ENOUGH COINS v)\nend\n\nwhen flag clicked\ngo to x: (-5) y: (17)\nhide\n\nwhen I receive [open shop v]\nswitch costume to (costume1 v)\nshow\ngo to [front v] layer\n\n@Lime Cat\n\nwhen [space v] key pressed\nhide\n\nwhen this sprite clicked\nif <<(COINS) > [20]> or <(COINS) = [20]>> then\n if <(Lime Costume) = [BOUGHT]> then\n broadcast (ALREADY BOUGHT v)\n else\n broadcast (Lime Costume Bought v)\n change [coins v] by (-20)\n switch costume to (costume2 v)\n set [lime costume v] to [BOUGHT]\n end\nelse\n broadcast (NOT ENOUGH COINS v)\nend\n\nwhen flag clicked\ngo to x: (146) y: (17)\nhide\n\nwhen I receive [open shop v]\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\n\n@CANNOT BUY\n\nwhen flag clicked\nhide\n\nwhen I receive [not enough coins v]\nswitch costume to (not enough coins v)\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [already bought v]\nswitch costume to (already purchased v)\nshow\ngo to [front v] layer\nwait (3) seconds\nhide\n\n@Outro\n\nwhen I receive [outro v]\nreset timer\nforever\n play sound [ColdPlay v] until done\nend\n\nwhen I receive [outro v]\nhide\ngo to x: (0) y: (0)\npoint in direction (90)\ngo to [front v] layer\nswitch costume to (text v)\nset size to (100) %\nclear graphic effects\nCloneID [Tx] [-100] [50]\nCloneID [edge] [0] [0]\nCloneID [Back] [0] [0]\nCloneID [chev] [0] [0]\nCloneID [flash] [0] [0]\nCloneID [project2] [140] [-70]\nCloneID [Profile] [-100] [-70]\nCloneID [dark] [0] [0]\nCloneID [ppl] [0] [0]\n\ndefine CloneID (id) (x) (y)\ngo to x: (x) y: (y)\nset [cloneid v] to (id)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(CloneID) = [Tx]> then\n wait (.6) seconds\n go to x: (-100) y: (50)\n show\n set size to (100) %\n go to [front v] layer\n go [backward v] (1) layers\n switch costume to (text v)\n Bounce, Size: [100] Speed: [5]\nend\n\nwhen I start as a clone\nif <(CloneID) = [edge]> then\n wait until <(timer) > [1.1]>\n show\n set size to (100) %\n switch costume to (border v)\n set [ghost v] effect to (60)\n set [brightness v] effect to (-40)\nend\n\nwhen I start as a clone\nif <(CloneID) = [Back]> then\n wait (1.1) seconds\n show\n set size to (100) %\n go [backward v] (2) layers\n switch costume to (dark v)\n set [brightness v] effect to (-40)\nend\n\nwhen I start as a clone\nif <(CloneID) = [chev]> then\n show\n set size to (100) %\n switch costume to (chevs v)\n go [backward v] (2) layers\n set [brightness v] effect to (0)\n forever\n repeat (21)\n switch costume to (size heck v)\n change y by ((10) + (((100) - (y position)) / (9)))\n switch costume to (chevs v)\n end\n set y to (0)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [flash]> then\n wait (1.1) seconds\n show\n set size to (100) %\n switch costume to (back v)\n go to [front v] layer\n set [brightness v] effect to (100)\n set [ghost v] effect to (0)\n forever\n set [ghost v] effect to (0)\n repeat (40)\n change [ghost v] effect by (3)\n end\n repeat (3)\n set [ghost v] effect to (0)\n repeat (10)\n change [ghost v] effect by (10)\n end\n end\n wait (.5) seconds\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Tx]> then\n wait (2.5) seconds\n forever\n repeat (10)\n turn right (12) degrees\n end\n repeat (25)\n turn right (((90) - (direction)) / (15)) degrees\n end\n \n turn right (((90) - (direction)) / (15)) degrees\n end\n point in direction (90)\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [Tx]> then\n wait (1.1) seconds\n show\n set size to (100) %\n switch costume to (text v)\n go to [front v] layer\n wait (3) seconds\n forever\n Bounce size [100] [5]\n wait (1.93) seconds\n end\nend\n\ndefine Bounce size (size) (spd)\nset [soft v] to [0]\nset size to (170) %\nrepeat (30)\n set [soft v] to (((soft) * (0.7)) + (((size) - (size)) / (spd)))\n change size by (soft)\nend\n\nwhen I start as a clone\nif <(CloneID) = [profile]> then\n wait until <(timer) > [4.5]>\n go to x: (-110) y: (-70)\n show\n set size to (100) %\n switch costume to (profile v)\n set [brightness v] effect to (0)\n wait (1.3) seconds\n forever\n Bounce size [100] [5]\n wait (1.93) seconds\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [profile]> then\n wait until <(timer) > [4.]>\n go to x: (-110) y: (-70)\n show\n set size to (100) %\n switch costume to (profile v)\n set [brightness v] effect to (0)\n wait (.2) seconds\n Bounce size [100] [5]\nend\n\nwhen I start as a clone\nif <(CloneID) = [project2]> then\n wait until <(timer) > [4.5]>\n show\n set size to (100) %\n switch costume to (project v)\n set [brightness v] effect to (0)\n wait (1.1) seconds\n forever\n Bounce size [100] [5]\n wait (1.93) seconds\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [project2]> then\n wait until <(timer) > [4.]>\n show\n set size to (100) %\n switch costume to (project v)\n set [brightness v] effect to (0)\n Bounce size [100] [5]\nend\n\nwhen I start as a clone\nif <(CloneID) = [project2]> then\n forever\n if <touching (mouse-pointer v)?> then\n hide list [project #1 v]\n set [dark? v] to [yes]\n else\n show list [project #1 v]\n wait until <not <touching (mouse-pointer v)?>>\n set [dark? v] to [no]\n end\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [dark]> then\n show\n switch costume to (dark v)\n set [ghost v] effect to (100)\n forever\n go to [front v] layer\n if <<(Dark?) = [yes]> or <(Dark#2) = [yes]>> then\n set [ghost v] effect to (0)\n else\n set [ghost v] effect to (100)\n end\n end\nend\n\nwhen I start as a clone\nif <(CloneID) = [shockwave]> then\n wait until <(timer) > [.6]>\n show\n go to [front v] layer\n go [backward v] (2) layers\n go to x: (0) y: (0)\n switch costume to (shock wave v)\n clear graphic effects\n set [n v] to [12]\n repeat (26)\n change [fisheye v] effect by (n)\n change [n v] by ((n) * (0.5))\n change size by (((200) - (size)) / (7))\n end\n delete this clone\nend\n\ndefine Bounce, Size: (s) Speed: (spd)\nset [bounce v] to [0]\nset size to (200) %\nrepeat (30)\n set [bounce v] to (((Bounce) * (0.7)) + (((s) - (size)) / (spd)))\n change size by (Bounce)\nend\n\nwhen I start as a clone\nif <(CloneID) = [ppl]> then\n wait (1.1) seconds\n switch costume to (ppl v)\n show\n set size to (100) %\n go to x: (0) y: (0)\nend\n\nwhen I start as a clone\nif <(CloneID) = [ppl]> then\n point in direction (90)\n forever\n switch costume to (ppl v)\n point in direction (((([sin v] of (((timer) / (2)) * ((200) / (2))) ) * ((15) / (2))) + ((90) / (2))) * (2))\n end\nend\n\nwhen I receive [outro v]\ndelete all of [project #1 v]\nshow list [project #1 v]\nadd [\(Insert Name\)] to [project #1 v]\nadd [\(Insert link\)] to [project #1 v]\nadd [Triple Click ⬆️] to [project #1 v]\n\n
Welcome To My Classic Platformer\n ❤️ + ⭐️ + Follow IF YOU ENJOY!\n\n ON TRENDING - 27/10/23!!!\n\nWARNING: \n- This game is a bit glitchy so click the green flag several times! \n- Full-screen recommended!\n- Turbowarp: https://turbowarp.org/882101669\n\nInstructions:\nArrow keys for controls.\nDon't get crashed or hit by platforms.\nKill the enemies by jumping on them.\nCollect the keys to open the doors.\nCollect coins and save up to buy costumes!\nDon't lose all your lives, because otherwise you will die.\nAlso check out the shop (icon on the bottom right) to buy new costumes. (there seems to be a bug in code for the costumes, but it will be fixed soon!)\nWin the game by opening the cyan door.\n\nHint (if you're really stuck): Explore everything on the right of your spawnpoint first and collect the cyan key. Then get back to your spawn point and explore everything on the left of there and you'll be on the right track to winning!\n\nGO CHECK OUT MY STUDIO FOR THIS PROJECT: https://scratch.mit.edu/studios/3407376
ocean platformer 1 海のプラットフォーマー 1
@Stage\n\nwhen flag clicked\nchange [☁ 旗を押してくれた人 v] by (1)\nswitch backdrop to (背景1 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nforever\n play sound [ゲーム v] until done\nend\n\nwhen flag clicked\nforever\n set [☁ 世界記録 v] to [68]\nend\n\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\nforever\n set [☁ 世界保護 v] to (join [Riju_Scratch] [様])\nend\n\n@スプライト3\n\nwhen flag clicked\nshow\ngo to x: (-6) y: (2)\nforever\n go to [front v] layer\nend\n\n@ステージ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-35)\nswitch costume to (コスチューム1 v)\nforever\n if <(costume [number v]) = [2]> then\n broadcast (針2 v)\n else\n broadcast (2 v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (針1 v)\n else\n broadcast (1 v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (針3 v)\n else\n broadcast (3 v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (針4 v)\n else\n broadcast (4 v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (針5 v)\n else\n broadcast (5 v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (針6 v)\n else\n broadcast (6 v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (針7 v)\n broadcast (サメ v)\n else\n broadcast (7 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (針8 v)\n else\n broadcast (8 v)\n end\n if <(costume [number v]) = [13]> then\n broadcast (針9 v)\n else\n broadcast (9 v)\n end\n if <(costume [number v]) = [14]> then\n broadcast (針10 v)\n else\n broadcast (10 v)\n end\n if <(costume [number v]) = [15]> then\n broadcast (針11 v)\n else\n broadcast (11 v)\n end\n if <(costume [number v]) = [18]> then\n broadcast (針12 v)\n else\n broadcast (12 v)\n end\nend\n\nwhen I receive [次 v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\nshow variable [time v]\nforever\n if <(costume [number v]) = [18]> then\n change [time v] by (0)\n broadcast (終わり v)\n stop [this script v]\n else\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nwhen I receive [終わり v]\nset [☁ 確認 v] to (TIME)\n\n@プレーヤー\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 flag clicked\ngo to [front v] layer\nbroadcast (スタート v)\nswitch costume to (1 v)\nhide variable [x v]\nhide variable [y v]\nset size to (80) %\ngo to x: (-205) y: (-26)\nset rotation style [left-right v]\nshow\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<key (down arrow v) pressed?> or <<(mouse y) < [-60]> and <mouse down?>>> then\n change [y v] by (-0.25)\n end\n if <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < [0]> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1)\n end\n change x by (x)\n set [x v] to ((0.8) * (x))\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change x by ((x) * (-1.75))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> and <<key (right arrow v) pressed?> or <<(mouse x) > [0]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [3.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-0.075)\n change y by (y)\n if <<touching (ステージ v)?> or <touching (床 v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (0.075)\n if <<key (up arrow v) pressed?> or <<(mouse y) > [0]> and <mouse down?>>> then\n change [y v] by (0.2)\n end\n change y by (-0.075)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [240]> then\n broadcast (next v)\n go to x: (-205) y: (-26)\n end\n if <(y position) < [-163]> then\n go to x: (-205) y: (-26)\n end\n if <<touching (針1 v)?> or <touching (針2 v)?>> then\n go to x: (-205) y: (-26)\n end\n if <<touching (針3 v)?> or <touching (針4 v)?>> then\n go to x: (-205) y: (-26)\n end\n if <<touching (針5 v)?> or <touching (針6 v)?>> then\n go to x: (-205) y: (-26)\n end\n if <<touching (針7 v)?> or <touching (針8 v)?>> then\n go to x: (-205) y: (-26)\n end\n if <<touching (針9 v)?> or <touching (針10 v)?>> then\n go to x: (-205) y: (-26)\n end\n if <<touching (針11 v)?> or <touching (針12 v)?>> then\n go to x: (-205) y: (-26)\n end\nend\n\nwhen I receive [next v]\nhide\n\nwhen I receive [次 v]\ngo to x: (-205) y: (-26)\nshow\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <touching (障害物 v)?> then\n go to x: (-205) y: (-26)\n end\nend\n\nwhen flag clicked\nforever\n play sound [水中2 v] until done\nend\n\nwhen flag clicked\nforever\n if <touching (shark v)?> then\n go to x: (-205) y: (-26)\n end\nend\n\n@こ2\n\nwhen flag clicked\nhide\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\ngo to x: (456) y: (0)\nrepeat (10)\n move (([abs v] of (x position) ) / (-2)) steps\nend\nwait (0.1) seconds\nbroadcast (次 v)\nrepeat (18)\n move (([abs v] of (x position) ) / (2)) steps\nend\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <(backdrop [number v]) = [4]> then\n show\n else\n hide\n end\nend\n\n@Fish\n\nwhen I start as a clone\nshow\nrepeat until <(変数) = [ゲームクリア]>\n change x by (1)\n if <(x position) = [240]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I receive [スタート v]\nhide\ngo to [back v] layer\nrepeat until <(変数) = [ゲームクリア]>\n go to x: (-247) y: (pick random (-180) to (180))\n wait (3) seconds\n switch costume to (pick random (1) to (4))\n create clone of (_myself_ v)\nend\n\n@Fish2\n\nwhen I start as a clone\nshow\nrepeat until <(変数) = [ゲームクリア]>\n change x by (-1)\n if <(x position) = [-240]> then\n delete this clone\n end\nend\ndelete this clone\n\nrepeat until <(変数) = [ゲームクリア]>\n\nwhen I receive [スタート v]\nhide\ngo to [back v] layer\nrepeat until <(変数) = [ゲームクリア]>\n go to x: (247) y: (pick random (-180) to (180))\n wait (3) seconds\n switch costume to (pick random (1) to (4))\n create clone of (_myself_ v)\nend\n\n@スプライト1\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\n\nwhen I receive [next v]\nnext costume\n\n@サムネ\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\n
日本語下 ↓\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\nHere, I made a platformer with the motif of the sea. If you press the star and heart now, it will be doubled and returned. I made it to be interesting, even if only a little, so please enjoy it.\n\nMethod of operation\nIt can be operated with the arrow keys. Mobile friendly.\nA shark will attack you on the way.\nIf you touch a shark, you will die.\nーーーーーーーーーーーーーーーーーーーーーーーーー\nここでは、海をモチーフとした、プラットフォマーを作ってみました。少しでも、面白いと思うように作ったのでぜひ楽しんでください。星とハート推してくれたら作者逆立しながら寝ます\n\n操作方法\n矢印キーで操作できます。モバイル対応です。\n
World Platformer #3: Australia Edition
@Stage\n\nwhen flag clicked\nforever\n play sound [Heal The World v] until done\nend\n\n@Earth\n\nwhen flag clicked\nshow\ngo to x: (-205) y: (-96)\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> then\n switch costume to (costume4 v)\n change [xv v] by (1)\n turn right (15) degrees\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> then\n switch costume to (costume3 v)\n change [xv v] by (-1)\n turn left (15) degrees\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <<touching color (#5a0000)?> or <touching (famous sites v)?>> then\n change y by (1.0001)\n if <<touching color (#5a0000)?> or <touching (famous sites v)?>> then\n change y by (1.0001)\n if <<touching color (#5a0000)?> or <touching (famous sites v)?>> then\n change y by (1.0001)\n if <<touching color (#5a0000)?> or <touching (famous sites v)?>> then\n change y by (1.0001)\n if <<touching color (#5a0000)?> or <touching (famous sites v)?>> then\n change y by (1.0001)\n if <<touching color (#5a0000)?> or <touching (famous sites v)?>> then\n change x by ((Xv) * (-1))\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(Xv) > [0]> then\n set [xv v] to [-5]\n else\n set [xv v] to [5]\n end\n set [sprite3: 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 [sprite3: yv v] by (-1)\n change y by (Sprite3: Yv)\n if <touching color (#5a0000)?> then\n change y by ((Sprite3: Yv) * (-1))\n set [sprite3: yv v] to [0]\n end\n change y by (-1)\n if <touching color (#5a0000)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [sprite3: yv v] to [15]\n end\n end\n change y by (-1)\n if <(x position) > [200]> then\n next backdrop\n go to x: (-205) y: (-96)\n broadcast (Spike v)\n end\n if <touching (spikes v)?> then\n go to x: (-205) y: (-96)\n end\n if <touching (koala v)?> then\n go to x: (-205) y: (-96)\n end\n if <touching (cricket ball v)?> then\n go to x: (-205) y: (-96)\n end\n if <touching (tim tams v)?> then\n go to x: (-205) y: (-96)\n end\n if <touching (good tim tam v)?> then\n set [sprite3: yv v] to [21]\n end\nend\n\nwhen flag clicked\nswitch backdrop to (1 v)\npoint in direction (90)\n\nwhen [r v] key pressed\ngo to x: (-205) y: (-96)\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [spike v]\nnext costume\n\n@Famous Sites\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [spike v]\nnext costume\n\n@Koala\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait until <([backdrop # v] of [_stage_ v]) = [12]>\ngo to x: (30) y: (-78)\npoint in direction (90)\nshow\nrepeat until <not <([backdrop # v] of [_stage_ v]) = [12]>>\n repeat (80)\n move (2) steps\n if <not <([backdrop # v] of [_stage_ v]) = [12]>> then\n hide\n stop [this script v]\n end\n end\n turn right (180) degrees\nend\n\n@Cricket Ball\n\nwhen flag clicked\npoint in direction (90)\nhide\nwait until <([backdrop # v] of [_stage_ v]) = [16]>\ngo to x: (30) y: (-78)\npoint in direction (90)\nshow\nrepeat until <not <([backdrop # v] of [_stage_ v]) = [16]>>\n repeat (80)\n move (4.5) steps\n if <not <([backdrop # v] of [_stage_ v]) = [16]>> then\n hide\n stop [this script v]\n end\n end\n turn right (180) degrees\nend\n\n@Tim Tams\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [22 v]\nshow\n\nwhen backdrop switches to [23 v]\nhide\n\n@Good Tim Tam\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [25 v]\nshow\n\nwhen backdrop switches to [26 v]\nhide\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n
Make your way through the different cities in Australia to find the treasure! Use good Tim Tams to fly over the obstacles! Beware of evil red planets, KOALAS, cricket balls, and bad Tim Tams that will come in your path!\n\n- Heart and Star for a Free Follow - \n\nWorld Platformer #1 - Europe Edition: https://scratch.mit.edu/projects/876611001/\nWorld Platformer #2 - https://scratch.mit.edu/projects/878828255/\nStudio: https://scratch.mit.edu/studios/33647147/
✨Dad and milk platformer 2! ✨
@Stage\n\ndefine handle ground <moving up>\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\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <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 flag clicked\nshow\ngo to x: (-128) y: (-103)\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 size to (100) %\nforever\n if <key (a v) pressed?> then\n walk [-7]\n end\n if <key (d v) pressed?> then\n walk [7]\n end\n if <<key (w v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <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 <<(x position) = [235]> or <[235] < (x position)>> then\n go to x: (-128) y: (-103)\n next backdrop\n end\n if <<<touching (danger v)?> or <touching (enemy v)?>> or <<touching (effect v)?> or <touching (remove lag v)?>>> then\n start sound [roblox-death-sound_1 \(1\) v]\n go to x: (-128) y: (-103)\n end\n if <touching (teleporter v)?> then\n go to x: (231) y: (-102)\n end\n if <touching (teleporter2 v)?> then\n go to x: (-83) y: (29)\n end\n if <touching (potion v)?> then\n play sound [minecraft-drinking-sound-effect \(2\) v] until done\n change size by (-10)\n end\n if <touching (house v)?> then\n set [house v] to [1]\n broadcast (final v)\n end\nend\n\nwhen flag clicked\nset [house v] to [0]\nswitch backdrop to (1 v)\nrepeat until <(house) = [1]>\n play sound [marshmello_marshmello-alone v] until done\nend\n\nnext backdrop\n\ngo to x: (-128) y: <touching color (#c81bff)?>\n\nrepeat (10)\n wait (0.1) seconds\n change y by (-1)\nend\nrepeat (10)\n wait (0.1) seconds\n change y by (1)\nend\n\nwhen flag clicked\n\nwait (1) seconds\n\nwhen backdrop switches to [13 v]\nset size to (100) %\n\nplay sound [minecraft-drinking-sound-effect \(2\) v] until done\n\nchange size by (-10)\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [final v]\nstop all sounds\n\nwhen flag clicked\nset [☁ time v] to [0]\nrepeat until <(house) = [1]>\n wait (1) seconds\n change [☁ time v] by (1)\nend\n\n@thumbnail\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\nend\n\n@danger\n\nwhen backdrop switches to [11 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [2 v]\nshow\nswitch costume to (1 v)\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [3 v]\nswitch costume to (2 v)\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [4 v]\nswitch costume to (3 v)\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [5 v]\nswitch costume to (4 v)\nset [brightness v] effect to (0)\n\nwhen backdrop switches to [5 v]\nswitch costume to (4 v)\n\nwhen backdrop switches to [6 v]\nswitch costume to (5 v)\n\nwhen backdrop switches to [7 v]\nhide\n\nwhen backdrop switches to [10 v]\nshow\nswitch costume to (6 v)\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [13 v]\nshow\nswitch costume to (costume1 v)\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@effect\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [3 v]\nset [brightness v] effect to (65)\nshow\n\nwhen backdrop switches to [4 v]\nhide\n\nchange [brightness v] effect by (-25)\n\n@remove lag\n\nwhen flag clicked\nshow\n\nwhen I receive [hide v]\nhide\n\n@skip\n\nwhen this sprite clicked\nnext backdrop\nchange [☁ time v] by (15)\n\nwhen I receive [hide v]\nhide\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\n@enemy\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [9 v]\nshow\ngo to x: (150) y: (35)\nforever\n switch costume to (costume1 v)\n glide (3) secs to x: (-101) y: (35)\n switch costume to (costume2 v)\n glide (3) secs to x: (150) y: (35)\nend\n\nwhen backdrop switches to [11 v]\nhide\n\n@teleporter\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [11 v]\nshow\n\nwhen backdrop switches to [12 v]\nhide\n\n@teleporter2\n\nwhen backdrop switches to [11 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [12 v]\nhide\n\n@potion\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [12 v]\nshow\n\nwhen backdrop switches to [13 v]\nhide\n\n@house\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nshow\n\nwhen I receive [hide v]\nhide\n\n@scene change\n\nwhen I receive [final v]\nbroadcast (hide v)\nshow\nset [ghost v] effect to (100)\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)\nswitch backdrop to (backdrop12 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)\nset voice to (tenor v)::tts\nspeak [Hey kids, im home]::tts\nwait (1) seconds\nspeak [Kids...you look so...different ]::tts\nwait (1) seconds\nspeak [You've grown up]::tts\nwait (1) seconds\nswitch backdrop to (backdrop3 v)\nspeak [Dad, it's been years since you left...]::tts\nwait (1) seconds\nspeak [how come you took so long ]::tts\nwait (1) seconds\nspeak [We've been missing you]::tts\nwait (1) seconds\nset voice to (alto v)::tts\nswitch backdrop to (backdrop7 v)\nspeak [We thought you were dead]::tts\nswitch backdrop to (backdrop7 v)\nwait (1) seconds\nspeak [Did you want to abandon us?]::tts\nwait (1) seconds\nset voice to (tenor v)::tts\nwait (1) seconds\nswitch backdrop to (backdrop4 v)\nspeak [No, why would i ever do that? ]::tts\nwait (1) seconds\nswitch backdrop to (backdrop4 v)\nspeak [I just went to get the milk]::tts\nspeak [But it was harder than i thought it would be ]::tts\nwait (1) seconds\nspeak [I've got it now though, so now that i'm back, what do you two wanna do?]::tts\nswitch backdrop to (backdrop6 v)\nwait (1) seconds\nswitch backdrop to (backdrop11 v)\nset voice to (alto v)::tts\nspeak [hmmm....let's have a party!]::tts\nwait (0.5) seconds\nspeak [But let's make it milk themed!]::tts\nwait (1) seconds\nswitch backdrop to (backdrop13 v)\nset voice to (tenor v)::tts\nspeak [That's a great idea!]::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)\nbroadcast (end v)\n\nwhen flag clicked\nhide\n\nchange [ghost v] effect by (25)\nchange [ghost v] effect by (25)\nchange [ghost v] effect by (25)\n\nchange [color v] effect by (25)\n\nchange [ghost v] effect by (-25)\nchange [ghost v] effect by (-25)\n\nchange [ghost v] effect by (25)\nchange [ghost v] effect by (25)\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)\nbroadcast (end v)\n\n@Sprite1\n\nwhen flag clicked\nforever\n show\n go to (dad v)\nend\n\nwhen I receive [hide v]\nhide\n\n
Heyy everyone! Soo a lot of u were asking for a part 2 bc part 1 blew up (33k views, trending, top loved, top remixed) So here's part 2!!!! :D - sry its been a long time but i sorta lost the motivation to make platformers for a while but im back :D\n\nPart 1: https://scratch.mit.edu/projects/848028575/\n\n❤⭐Remember to love and fave and comment any suggestions!\n\n===⭐CREDITS⭐===\n@SammyCheez for the youtube tutorial\nMe @Da_coding_noob for art, code and animation\nSome of my followers for telling me to make part 2 \n@MasteGamez and @I_like_code12 for the idea of making the milk follow the player\n\nBefore ppl start telling me this is the same as my other platformers, its NOT. This time i tried making enemies, potions and teleporters and a timer\n\nNOTE: if u skip a level, it adds +15 seconds to your time\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\n\n\n
beach platformer 0.3
@Stage\n\nwhen flag clicked\nforever\n play sound [OMG I LOVE YOU! mp3 v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nset [costume v] to [0]\nhide\nforever\n if <not <<(LOVED__) = [1]> and <(FAVED___) = [1]>>> then\n wait (pick random (30) to (40)) seconds\n switch costume to (costume1 v)\n go to x: (0) y: (50)\n show\n go to [front v] layer\n start sound [pop v]\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\n end\n if <(Costume) > [0]> then\n hide\n stop [this script v]\n end\nend\n\n@Bounce\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Front\n\ndefine bounce with a force of (force)\nset [// force v] to (force)\nrepeat ((// force) * (2))\n change y by (// force)\n change [// force v] by (-1)\nend\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\nforever\n set [// my timer v] to (timer)\nend\n\nwhen [timer v] > ((// my timer) - (-0.1))\nbroadcast (stop v)\n\nwhen I receive [stop v]\ngo to [front v] layer\nshow\ngo to x: (0) y: (420)\nset [// force v] to [-1]\nrepeat until <[20] > (y position)>\n change y by (// force)\n change [// force v] by (-1)\nend\ngo to x: (0) y: (0)\nbounce with a force of [10]\nbounce with a force of [5]\n\n@Danger\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Clouds\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nswitch costume to (big v)\nset x to (280)\nCreate Cloud\n\nwhen I start as a clone\nshow\nswitch costume to (pick random (1) to (5))\nset [costume v] to (costume [number v])\nset [ghost v] effect to (pick random (20) to (30))\nset y to (pick random (80) to (180))\nset [sx v] to (pick random (3.) to (5.))\nrepeat ((600) / (sx))\n go to [front v] layer\n switch costume to (big v)\n change x by ((-1) * (sx))\n switch costume to (costume)\nend\ndelete this clone\n\nwhen I receive [next level v]\nif <(Level) = [4]> then\n stop [other scripts in sprite v]\n delete this clone\nend\n\ndefine Create Cloud\nforever\n switch costume to (big v)\n create clone of (_myself_ v)\n wait (pick random (1.) to (2.)) seconds\nend\n\n@Player\n\nwhen flag clicked\nset size to (100) %\ngo to x: (-207) y: (74)\nshow\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n platformer\nend\n\nwhen I receive [next level v]\ngo to x: (-177) y: (-100)\n\ndefine platformer\nif <key (right arrow v) pressed?> then\n change [xv v] by (0.75)\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\nif <key (left arrow v) pressed?> then\n change [xv v] by (-0.75)\n switch costume to (costume6 v)\nend\nif <<key (right arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (costume3 v)\nend\nif <<key (left arrow v) pressed?> and <key (up arrow v) pressed?>> then\n switch costume to (costume5 v)\nend\nset [xv v] to ((xV) * (0.9))\nchange x by (xV)\nif <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change y by (1)\n if <touching (base v)?> then\n change x by ((xV) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\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\nend\nchange [yv v] by (-1)\nchange y by (yV)\nif <touching (base v)?> then\n change y by ((yV) * (-1))\n set [yv v] to [0]\nend\nchange y by (-1)\nif <touching (base v)?> then\n if <key (up arrow v) pressed?> then\n switch costume to (costume4 v)\n set [yv v] to [15]\n end\n change y by (1)\nend\nif <touching (next level v)?> then\n broadcast (Next Level v)\nend\nif <touching (bounce v)?> then\n set [yv v] to [18]\nend\nif <key (s v) pressed?> then\n broadcast (Next Level v)\n wait (1) seconds\nend\nif <<touching (danger v)?> or <touching (danger2 v)?>> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-197) y: (-90)\n set size to (100) %\n set [xv v] to [0]\nend\nif <(y position) < [-187]> then\n repeat (10)\n change size by (-10)\n end\n go to x: (-197) y: (-90)\n set size to (100) %\nend\n\nwhen [space v] key pressed\nnext costume\n\nswitch costume to (costume4 v)\n\n@Base\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Next level\n\nwhen flag clicked\nswitch costume to (costume1 v)\nshow\n\nwhen I receive [next level v]\nnext costume\n\n
arrow keys 2 move dont touch zombies
Platformer Test
@Stage\n\n@Player\n\nwhen [space v] key pressed\nset [mouse v] to (((mouse) + (1)) mod (2))\n\nwhen flag clicked\ngo to x: (0) y: (0)\nsetVariables\nswitch costume to (player v)\n\ndefine None\nif <[1] = (letter (x) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n set [ypos v] to (([ceiling v] of ((yPos) / (blockSize)) ) * (blockSize))\n set [yvel v] to [0]\nend\nif <[1] = (letter (x) of (item (((length of [collisiondata v]) - ([ceiling v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n set [ypos v] to (([floor v] of ((yPos) / (blockSize)) ) * (blockSize))\n set [yvel v] to [0]\nend\nif <(height) = [2]> then\n if <[1] = (letter (x) of (item ((length of [collisiondata v]) - ([ceiling v] of ((yPos) / (blockSize)) )) of [collisiondata v]))> then\n set [ypos v] to (([floor v] of ((yPos) / (blockSize)) ) * (blockSize))\n set [yvel v] to [0]\n end\nend\n\ndefine None\nchange [scrollx v] by (x)\nchange [scrolly v] by (y)\nif <(scrollX) < (((((length of (item (1) of [leveldata v])) / (2)) - (xSize)) * (blockSize)) * (-1))> then\n set [scrollx v] to (((((length of (item (1) of [leveldata v])) / (2)) - (xSize)) * (blockSize)) * (-1))\nend\nif <(scrollX) > [0]> then\n set [scrollx v] to [0]\nend\nif <(scrollY) < ((((length of [leveldata v]) - (ySize)) * (blockSize)) * (-1))> then\n set [scrolly v] to ((((length of [leveldata v]) - (ySize)) * (blockSize)) * (-1))\nend\nif <(scrollY) > [0]> then\n set [scrolly v] to [0]\nend\n\ndefine setVariables\nset [mouse v] to [0]\nset [xvel v] to [0]\nset [yvel v] to [0]\nset [counter v] to [0]\ndelete (all) of [collisiondata v]\nrepeat (length of [leveldata v])\n set [counter2 v] to [0]\n change [counter v] by (1)\n set [remainderyvel v] to []\n repeat ((length of (item (1) of [leveldata v])) / (2))\n change [counter2 v] by (1)\n set [counter3 v] to [0]\n repeat until <(join (letter (((counter2) * (2)) - (1)) of (item (counter) of [leveldata v])) (letter ((counter2) * (2)) of (item (counter) of [leveldata v]))) = (join (letter (1) of (item (counter3) of [tile-collisiontype v])) (letter (2) of (item (counter3) of [tile-collisiontype v])))>\n change [counter3 v] by (1)\n end\n set [remainderyvel v] to (join (remainderYVel) (letter (3) of (item (counter3) of [tile-collisiontype v])))\n end\n add (remainderYVel) to [collisiondata v]\nend\nset [xpos v] to ((pick random (1) to (length of (item (1) of [collisiondata v]))) * (blockSize))\nset [ypos v] to ((pick random (1) to (length of [collisiondata v])) * (blockSize))\nrepeat until <<<[0] = (letter ((xPos) / (blockSize)) of (item ((length of [collisiondata v]) - ((yPos) / (blockSize))) of [collisiondata v]))> and <[0] = (letter ((xPos) / (blockSize)) of (item (((length of [collisiondata v]) - ((yPos) / (blockSize))) + (1)) of [collisiondata v]))>> and <[1] = (letter ((xPos) / (blockSize)) of (item (((length of [collisiondata v]) - ((yPos) / (blockSize))) + (2)) of [collisiondata v]))>>\n set [xpos v] to ((pick random (1) to (length of (item (1) of [collisiondata v]))) * (blockSize))\n set [ypos v] to ((pick random (1) to (length of [collisiondata v])) * (blockSize))\nend\nbroadcast (initEnd v)\n\ndefine None\nset [xvel v] to ((xVel) * (friction))\nchange [yvel v] by (gravity)\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xvel v] by (speed)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xvel v] by ((speed) * (-1))\nend\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <[1] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([ceiling v] of ((yPos) / (blockSize)) )) + (2)) of [collisiondata v]))> then\n set [yvel v] to (jumpvel)\n end\n if <[1] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([ceiling v] of ((yPos) / (blockSize)) )) + (2)) of [collisiondata v]))> then\n set [yvel v] to (jumpvel)\n end\n if <[2] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n if <not <(yVel) > [0]>> then\n set [yvel v] to (jumpvel)\n end\n end\n if <[3] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n if <not <(yVel) > [0]>> then\n set [yvel v] to (jumpvel)\n end\n end\n if <[2] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([ceiling v] of ((yPos) / (blockSize)) )) + (2)) of [collisiondata v]))> then\n if <not <(yVel) > [0]>> then\n set [yvel v] to (jumpvel)\n end\n end\n if <[3] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([ceiling v] of ((yPos) / (blockSize)) )) + (2)) of [collisiondata v]))> then\n if <not <(yVel) > [0]>> then\n set [yvel v] to (jumpvel)\n end\n end\nend\nchange [xpos v] by (xVel)\nxCollision y: ([floor v] of ((yPos) / (blockSize)) )\nxCollision y: ([ceiling v] of ((yPos) / (blockSize)) )\nif <(height) = [2]> then\n xCollision y: (([ceiling v] of ((yPos) / (blockSize)) ) + (1))\nend\nif <(yVel) < ((blockSize) * (-1))> then\n set [remainderyvel v] to (yVel)\n change [ypos v] by ((blockSize) * (-1))\n yCollision x: ([floor v] of ((xPos) / (blockSize)) ) (height)\n yCollision x: ([ceiling v] of ((xPos) / (blockSize)) ) (height)\n change [remainderyvel v] by (blockSize)\n repeat until <([abs v] of (remainderYVel) ) < (blockSize)>\n change [ypos v] by ((blockSize) * (-1))\n yCollision x: ([floor v] of ((xPos) / (blockSize)) ) (height)\n yCollision x: ([ceiling v] of ((xPos) / (blockSize)) ) (height)\n change [remainderyvel v] by (blockSize)\n end\n change [ypos v] by (remainderYVel)\n yCollision x: ([floor v] of ((xPos) / (blockSize)) ) (height)\n yCollision x: ([ceiling v] of ((xPos) / (blockSize)) ) (height)\n change [remainderyvel v] by (blockSize)\nelse\n change [ypos v] by (yVel)\n yCollision x: ([floor v] of ((xPos) / (blockSize)) ) (height)\n yCollision x: ([ceiling v] of ((xPos) / (blockSize)) ) (height)\nend\nslopeCollision\nif <(mouse) = [1]> then\n scroll (round ((((x position) - (25)) + ((mouse x) * (0.5))) / (-10))) (round (((y position) + ((mouse y) * (0.5))) / (-5)))\nelse\n scroll (round (((x position) - (25)) / (-10))) (round ((y position) / (-5)))\nend\ngo to x: (((xPos) - (240)) + (scrollX)) y: (((yPos) - (180)) + (scrollY))\n\ndefine slopeCollision\nif <[2] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n if <((xPos) mod (blockSize)) = [0]> then\n set [ypos v] to (([ceiling v] of ((yPos) / (blockSize)) ) * (blockSize))\n set [yvel v] to [0]\n else\n if <(yPos) < ((([floor v] of ((yPos) / (blockSize)) ) * (blockSize)) + ((xPos) mod (blockSize)))> then\n set [ypos v] to ((([floor v] of ((yPos) / (blockSize)) ) * (blockSize)) + ((xPos) mod (blockSize)))\n set [yvel v] to [0]\n end\n end\nend\nif <[2] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n if <((yPos) mod (blockSize)) = [0]> then\n set [xpos v] to (([ceiling v] of ((xPos) / (blockSize)) ) * (blockSize))\n set [xvel v] to [0]\n else\n set [ypos v] to ((([floor v] of ((yPos) / (blockSize)) ) * (blockSize)) + (blockSize))\n if <not <key (up arrow v) pressed?>> then\n set [yvel v] to [0]\n end\n end\nend\nif <[3] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n if <((xPos) mod (blockSize)) = [0]> then\n set [ypos v] to (([ceiling v] of ((yPos) / (blockSize)) ) * (blockSize))\n set [yvel v] to [0]\n else\n if <(yPos) < ((([floor v] of ((yPos) / (blockSize)) ) * (blockSize)) + ((blockSize) - ((xPos) mod (blockSize))))> then\n set [ypos v] to ((([floor v] of ((yPos) / (blockSize)) ) * (blockSize)) + ((blockSize) - ((xPos) mod (blockSize))))\n set [yvel v] to [0]\n end\n end\nend\nif <[3] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - ([floor v] of ((yPos) / (blockSize)) )) + (1)) of [collisiondata v]))> then\n if <((yPos) mod (blockSize)) = [0]> then\n set [xpos v] to (([floor v] of ((xPos) / (blockSize)) ) * (blockSize))\n set [xvel v] to [0]\n else\n set [ypos v] to ((([floor v] of ((yPos) / (blockSize)) ) * (blockSize)) + (blockSize))\n if <not <key (up arrow v) pressed?>> then\n set [yvel v] to [0]\n end\n end\nend\n\ndefine None\nif <[1] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - (y)) + (1)) of [collisiondata v]))> then\n if <not <[3] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - (y)) + (1)) of [collisiondata v]))>> then\n set [xpos v] to (([ceiling v] of ((xPos) / (blockSize)) ) * (blockSize))\n set [xvel v] to [0]\n end\nend\nif <[1] = (letter ([ceiling v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - (y)) + (1)) of [collisiondata v]))> then\n if <not <[2] = (letter ([floor v] of ((xPos) / (blockSize)) ) of (item (((length of [collisiondata v]) - (y)) + (1)) of [collisiondata v]))>> then\n set [xpos v] to (([floor v] of ((xPos) / (blockSize)) ) * (blockSize))\n set [xvel v] to [0]\n end\nend\n\nwhen I receive [startloops v]\nforever\n go to [front v] layer\n go [backward v] (2) layers\n physics (22) (0.6) (-1.5) (2) (4)\n if <not <(costume [number v]) = [1]>> then\n switch costume to (player v)\n end\n broadcast (loop v)\nend\n\n@Scrolling Base\n\ndefine setCostume\nset [counter v] to ((1) + (join (letter (((xPos) * (2)) - (1)) of (item ((length of [leveldata v]) - (yPos)) of [leveldata v])) (letter ((xPos) * (2)) of (item ((length of [leveldata v]) - (yPos)) of [leveldata v]))))\nif <not <(costume [number v]) = (counter)>> then\n switch costume to (counter)\nend\nif <[backtiles v] contains (costume [number v])?> then\n go [backward v] (304) layers\nend\nif <[fronttiles v] contains (costume [number v])?> then\n go to [front v] layer\n go [backward v] (10) layers\nend\n\nwhen flag clicked\nset size to (200) %\nhide\n\nwhen this sprite clicked\n\ndefine replaceData\nif <(length of ((costume [number v]) - (1))) = [1]> then\n set [costume v] to (join [0] ((costume [number v]) - (1)))\nelse\n set [costume v] to ((costume [number v]) - (1))\nend\nset [counter v] to [0]\nset [newitem v] to []\nrepeat (length of (item (1) of [leveldata v]))\n change [counter v] by (2)\n if <(xPos) = ((counter) / (2))> then\n set [newitem v] to (join (newItem) (costume))\n else\n set [newitem v] to (join (newItem) (join (letter ((counter) - (1)) of (item ((length of [leveldata v]) - (yPos)) of [leveldata v])) (letter (counter) of (item ((length of [leveldata v]) - (yPos)) of [leveldata v]))))\n end\nend\nreplace item ((length of [leveldata v]) - (yPos)) of [leveldata v] with (newItem)\nset [counter v] to [0]\nset [newitem v] to []\nrepeat (length of (item (1) of [collisiondata v]))\n change [counter v] by (1)\n if <(xPos) = (counter)> then\n set [counter3 v] to [0]\n repeat until <(costume) = (join (letter (1) of (item (counter3) of [tile-collisiontype v])) (letter (2) of (item (counter3) of [tile-collisiontype v])))>\n change [counter3 v] by (1)\n end\n set [newitem v] to (join (newItem) (letter (3) of (item (counter3) of [tile-collisiontype v])))\n else\n set [newitem v] to (join (newItem) (letter (counter) of (item ((length of [collisiondata v]) - (yPos)) of [collisiondata v])))\n end\nend\nreplace item ((length of [collisiondata v]) - (yPos)) of [collisiondata v] with (newItem)\n\nwhen I receive [loop v]\nif <(amClone) > [0]> then\n cloneControl\nend\n\ndefine defineVariables\nset [blocksize v] to [40]\nset [amclone v] to [0]\nset [scrollx v] to ((([xpos v] of [player v]) - (240)) * (-1))\nset [scrolly v] to [0]\nset [xsize v] to [12]\nset [ysize v] to [9]\nset [ypos v] to [0]\nrepeat (ySize)\n change [ypos v] by (1)\n set [xpos v] to [0]\n repeat (xSize)\n change [xpos v] by (1)\n create clone of (_myself_ v)\n end\nend\n\ndefine cloneControl\nmoveTile\nif <not <(x position) < (((xSize) * (blockSize)) / (2))>> then\n set [xpos v] to ((xPos) - (xSize))\n setCostume\n moveTile\nend\nif <not <(x position) > (((xSize) * (blockSize)) / (-2))>> then\n set [xpos v] to ((xPos) + (xSize))\n setCostume\n moveTile\nend\nif <not <(y position) < (((ySize) * (blockSize)) / (2))>> then\n set [ypos v] to ((yPos) - (ySize))\n setCostume\n moveTile\nend\nif <not <(y position) > (((ySize) * (blockSize)) / (-2))>> then\n set [ypos v] to ((yPos) + (ySize))\n setCostume\n moveTile\nend\n\nwhen I receive [initend v]\ndefineVariables\nbroadcast (startLoops v)\n\ndefine moveTile\nset x to (((scrollX) + ((blockSize) * (xPos))) - ((((xSize) / (2)) * (blockSize)) + ((blockSize) / (2))))\nset y to (((scrollY) + ((blockSize) * ((yPos) + (1)))) - ((((ySize) / (2)) * (blockSize)) + ((blockSize) / (2))))\n\nwhen I start as a clone\nsetCostume\nshow\nset [amclone v] to [1]\n\nswitch costume to (tile)\nreplaceData\n\n@Border\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [loop v]\ngo to [front v] layer\ngo [backward v] (1) layers\n\n@Background\n\nwhen flag clicked\nset size to (100) %\nhide\nset y to (0)\nset [clone# v] to [0]\nrepeat (2)\n change [clone# v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [loop v]\ngo [backward v] (320) layers\nset x to ((((scrollX) / (2)) mod (480)) + (((clone#) - (1)) * (-480)))\n\nwhen I start as a clone\nshow\n\n@Sprite1\n\ndefine refresh display []\nset [currentdisplay v] to (string1)\nif <(digit) < (length of (currentDisplay))> then\n repeat ((length of (string1)) - (digit))\n change [digit v] by (1)\n create clone of (_myself_ v)\n end\nend\nif <(digit) > (length of (string1))> then\n repeat ((digit) - (length of (string1)))\n broadcast (deleteClone v) and wait\n change [digit v] by (-1)\n end\nend\nbroadcast (updateDisplay v)\n\nwhen flag clicked\nset [digit v] to [0]\nset [score v] to [0]\nset [amclone v] to [0]\nhide\nrefresh display []\n\nwhen I receive [deleteclone v]\nif <(digit) = ([digit v] of [sprite1 v])> then\n delete this clone\nend\n\nwhen I receive [updatedisplay v]\ngo to x: ((((digit) - (1)) * (6)) - (205)) y: (135)\nswitch costume to (letter (digit) of ([currentdisplay v] of [sprite1 v]))\n\nwhen I receive [loop v]\nif <(amClone) = [0]> then\n change [score v] by (1)\n refresh display (score)\nend\ngo to [front v] layer\n\nwhen I start as a clone\nset [amclone v] to [1]\nshow\n\n
Arrow keys or WASD, space to toggle mouse panning.\n\nJust a project I made a while ago...\nNo finish or goal or anything special like that. :P\n\nEnjoy! (And maybe leave a love or favorite! Or even a follow if it's that cool!)
Beach - platformer
@Stage\n\nwhen flag clicked\nbroadcast (title screen v)\n\nbroadcast (start game v)\n\nwhen I receive [title screen v]\nswitch backdrop to (screens v)\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n play sound [Xylo1 v] until done\nend\n\n@level\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nswitch costume to (scene 1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [next scene v]\nnext costume\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@player\n\nwhen I receive [start game v]\ngo to x: (-211) y: (-67)\nset [transition v] to [false]\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\npoint in direction (90)\nswitch costume to (idle v)\nclear graphic effects\nshow\ngo to [front v] layer\nforever\n broadcast (move player v)\n if <touching (danger v)?> then\n broadcast (dead v) and wait\n end\nend\n\nwhen I receive [move player v]\nchange [speed x v] by ((<key (right arrow v) pressed?> - <key (left arrow v) pressed?>) * (1))\nmove x (speed x)\nset [speed x v] to ((speed x) * (0.85))\nmove y (speed y)\nchange [speed y v] by (-1)\nif <<(falling) < [3]> and <key (up arrow v) pressed?>> then\n set [speed y v] to [10]\nend\nif <(x position) > [240]> then\n set [transition v] to [true]\n broadcast (next scene v)\nend\n\ndefine move y (speed y)\nchange [falling v] by (1)\nrepeat ([abs v] of (speed y) )\n change y by ((speed y) / ([abs v] of (speed y) ))\n if <touching (level v)?> then\n change y by (() - ((speed y) / ([abs v] of (speed y) )))\n if <(speed y) > [0]> then\n set [speed y v] to [0]\n set [falling v] to [99]\n else\n set [speed y v] to [0]\n set [falling v] to [0]\n end\n stop [this script v]\n end\nend\n\nwhen I receive [next scene v]\nnext costume\nchange x by (-480)\nchange y by (1)\nwait (0) seconds\nset [transition v] to [false]\n\ndefine move x (speed x)\nchange [falling v] by (1)\nrepeat ([abs v] of (speed x) )\n change x by ((speed x) / ([abs v] of (speed x) ))\n if <touching (level v)?> then\n change x by (() - ((speed x) / ([abs v] of (speed x) )))\n set [speed x v] to [0]\n stop [this script v]\n end\nend\n\nwhen I receive [dead v]\nstart sound [dead v]\nrepeat (10)\n turn right (5) degrees\n change [ghost v] effect by (10)\n change y by (10)\nend\nwait (0.5) seconds\nreset\n\ndefine reset\ngo to x: (-211) y: (-67)\nrepeat until <not <touching (level v)?>>\n change y by (1)\nend\nclear graphic effects\npoint in direction (90)\nset [falling v] to [99]\nset [speed x v] to [0]\nset [speed y v] to [0]\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nstop [other scripts in sprite v]\n\n@danger\n\nwhen I receive [start game v]\ngo to x: (0) y: (0)\nswitch costume to (scene 1 v)\nshow\ngo to [back v] layer\n\nwhen I receive [next scene v]\nnext costume\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@wave\n\nwhen I receive [start game v]\nforever\n wait (1) seconds\n if <(pick random (1) to (10)) = [1]> then\n create clone of (_myself_ v)\n end\nend\n\nwhen I start as a clone\nshow\ngo to [back v] layer\ngo to x: (-350) y: (0)\nstart sound [Ocean Wave v]\nglide (5) secs to x: (350) y: (0)\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@clouds\n\nwhen I receive [start game v]\nforever\n wait (0.7) seconds\n if <(pick random (1) to (7)) = [1]> then\n create clone of (_myself_ v)\n wait (0.7) seconds\n end\nend\n\nwhen I start as a clone\nswitch costume to (join [cloud-] (pick random (1) to (4)))\nshow\ngo to [back v] layer\ngo to x: (350) y: (pick random (6) to (-45))\nglide (10) secs to x: (-350) y: (y position)\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [win v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@play\n\nwhen I receive [title screen v]\nshow\nset size to (0) %\nforever\n change size by ((((100) + (<touching (mouse-pointer v)?> * (15))) - (size)) / (2))\nend\n\nwhen I receive [start game v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [title screen v]\nforever\n wait until <mouse down?>\n if <touching (mouse-pointer v)?> then\n wait until <not <mouse down?>>\n broadcast (start game v)\n end\n wait until <not <mouse down?>>\nend\n\n@thumbnail\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\nend\n\n@sea shells\n\nwhen I receive [start game v]\nset [sea shells v] to [0]\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nswitch costume to ( v)\nwait until <(sea shells) = [3]>\nwait (0.5) seconds\nbroadcast (win v)\n\nwhen I receive [next scene v]\nclear graphic effects\ngo to x: (0) y: (0)\nrepeat until <touching (player v)?>\n switch costume to ( v)\n switch costume to ([costume name v] of [level v])\n show\nend\nchange [sea shells v] by (1)\nstart sound [Collect v]\nrepeat (10)\n change y by (5)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@win\n\nwhen I receive [win v]\nstart sound [win v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (title screen v)\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\n@text\n\nwhen I receive [title screen v]\nhide\nstop [other scripts in sprite v]\ndelete this clone\n\nwhen I receive [start game v]\nhide\nwait (0) seconds\nwait until <([costume name v] of [level v]) = [scene 1]>\ntext\nwait until <([costume name v] of [level v]) = [scene 2]>\ntext\nwait until <([costume name v] of [level v]) = [scene 3]>\ntext\nwait until <([costume name v] of [level v]) = [scene 4]>\ntext\nwait until <([costume name v] of [level v]) = [scene 5]>\ntext\nwait until <([costume name v] of [level v]) = [scene 6]>\ntext\nwait until <([costume name v] of [level v]) = [scene 7]>\ntext\nwait until <([costume name v] of [level v]) = [scene 8]>\ntext\nwait until <([costume name v] of [level v]) = [scene 9]>\ntext\nwait until <([costume name v] of [level v]) = [scene 10]>\ntext\nwait until <([costume name v] of [level v]) = [scene 11]>\ntext\nwait until <([costume name v] of [level v]) = [scene 12]>\ntext\n\ndefine text\nswitch costume to ([costume name v] of [level v])\nshow\nset y to (-100)\nrepeat (14)\n change y by ((() - (y position)) / (3))\nend\nwait until <<key (space v) pressed?> or <(transition) = [true]>>\nwait until <<not <key (space v) pressed?>> or <(transition) = [true]>>\nrepeat (14)\n change y by (((-50) - (y position)) / (3))\nend\nhide\n\n
Sky Islands Platformer Final
@Stage\n\n@player\n\ndefine Check Player Touching\nif <touching (next v)?> then\n broadcast (Complete level v)\n Reset Player Position\nend\nif <<<touching (no v)?> or <touching (lava/spikes v)?>> or <touching (enemies v)?>> then\n set [player speed y v] to [10]\nend\nif <<<touching (no v)?> or <touching (lava/spikes v)?>> or <touching (enemies v)?>> 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: (-123) y: (-10)\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nReset Player Position\nset [force walk v] to [3]\nset [force gravity v] to [-1.5]\nset [force 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 Check Player Walk\nif <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(x position) > (mouse x)>>> then\n set rotation style [left-right v]\n point in direction (-90)\n change [player speed x v] by ((-1) * (FORCE WALK))\nend\nif <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n set rotation style [left-right v]\n point in direction (90)\n change [player speed x v] by ((1) * (FORCE WALK))\nend\nif <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume3 v)\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 Gravity\nchange [player speed y v] by (FORCE GRAVITY)\nchange y by (Player Speed Y)\nif <touching (levels v)?> 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 (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [player speed y v] to (FORCE JUMP)\n else\n set [player speed y v] to [0]\n end\n end\nend\n\ndefine move out (dx) (dy)\nrepeat until <not <touching (levels v)?>>\n change x by (dx)\n change y by (dy)\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\n wait (0.001) seconds\nend\n\nwhen I start as a clone\nset [ghost v] effect to (70)\nrepeat (4)\n change [ghost v] effect by (5)\n wait (0.001) seconds\nend\ndelete this clone\n\nwhen [n v] key pressed\nbroadcast (Complete level v)\n\nwhen flag clicked\nswitch costume to (costume3 v)\n\n@Levels\n\nwhen I receive [complete level v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (level1 v)\n\nwhen flag clicked\nset [level v] to [1]\n\nwhen flag clicked\nforever\n if <(Level) = [17]> then\n broadcast (FIN v)\n end\nend\n\n@Lava/Spikes\n\nwhen I receive [complete level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\n@Next\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [complete level v]\nnext costume\n\n@Text\n\nwhen I receive [complete level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (level1 v)\n\n@Skip\n\nwhen flag clicked\ngo to x: (-185) y: (-136)\n\nwhen this sprite clicked\nbroadcast (Complete level v)\n\n@NO\n\n@enemies\n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([x position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [link v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (levels v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (levels v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [complete level v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(Level) = [5]> then\n Clone at [120] [-80]\nelse\n if <(Level) = [8]> then\n Clone at [90] [-80]\n Clone at [140] [-80]\n Clone at [200] [-80]\n else\n if <(Level) = [11]> then\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(Level) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(Level) = [9]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [2]\n end\nend\n\nwhen I receive [death v]\nrepeat (1)\n delete this clone\nend\nif <(Level) = [5]> then\n Clone at [150] [-80]\nelse\n if <(Level) = [8]> then\n Clone at [90] [-80]\n Clone at [140] [-80]\n Clone at [200] [-80]\n else\n if <(Level) = [11]> then\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(Level) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(Level) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<not <([costume # v] of [sword v]) = [1]>> and <touching (sword v)?>> then\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@Sword\n\nwhen flag clicked\nswitch costume to (lightsaber1 v)\nforever\n go to (player v)\n if <touching (player v)?> then\n go [backward v] (1) layers\n else\n go to [front v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <([direction v] of [player v]) = [90]> then\n change x by (34)\n change y by (-17)\n set rotation style [left-right v]\n point in direction (90)\n end\n if <([direction v] of [player v]) = [-90]> then\n change x by (-34)\n change y by (-17)\n set rotation style [left-right v]\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (21)\n next costume\n end\n switch costume to (lightsaber1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (king of the sky boss v)?> then\n broadcast (end v)\n stop [this script v]\n end\nend\n\n@boss \n\ndefine Gravity (gravity) Jump Height (jump height) Speed (speed) Friction (friction) Slope (slope)\nchange [yv v] by (gravity)\nchange y by (yv)\nif <touching (levels v)?> then\n repeat until <not <touching (levels v)?>>\n change y by ((([abs v] of (yv) ) / (yv)) * (-1))\n end\n set [yv v] to (<<(y position) < (([x position v] of [player v]) - (25))> and <(([abs v] of (YV) ) / (YV)) = [-1]>> * (jump height))\nend\nset [xv v] to (((xv) + ((<(x position) > ([x position v] of [player v])> * ((speed) * (-1))) + (<(x position) < ([x position v] of [link v])> * (speed)))) * (friction))\nchange x by (xv)\nset [enemy - slope v] to [0]\nrepeat until <<(Enemy - Slope) = ((slope) * (-1))> or <not <touching (levels v)?>>>\n change y by (1)\n change [enemy - slope v] by (-1)\nend\nif <touching (levels v)?> then\n change y by (Enemy - Slope)\n repeat until <not <touching (levels v)?>>\n change x by ((([abs v] of (xv) ) / (xv)) * (-1))\n end\nend\npoint towards (player v)\nif <(y position) < [-180]> then\n delete this clone\nend\n\nwhen I receive [complete level v]\nrepeat (1)\n delete this clone\nend\nrepeat (13)\n move (0) steps\nend\nif <(Level) = [16]> then\n Clone at [142] [30]\nelse\nend\n\ndefine Clone at (x) (y)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\nforever\n if <not <(Switch In Progress) = [yes]>> then\n Gravity [-1] Jump Height [10] Speed [0.5] Friction [.75] Slope [2]\n end\nend\n\nwhen I receive [death v]\nrepeat (1)\n delete this clone\nend\nif <(Level) = [5]> then\n Clone at [150] [-80]\nelse\n if <(Level) = [8]> then\n Clone at [90] [-80]\n Clone at [140] [-80]\n Clone at [200] [-80]\n else\n if <(Level) = [11]> then\n Clone at [150] [-80]\n Clone at [-127] [86]\n Clone at [-50] [86]\n Clone at [50] [86]\n Clone at [120] [86]\n else\n if <(Level) = [12]> then\n Clone at [-20] [98]\n Clone at [220] [-85]\n Clone at [150] [-85]\n Clone at [50] [-85]\n else\n if <(Level) = [14]> then\n Clone at [215] [-80]\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n if <<not <([costume # v] of [sword v]) = [1]>> and <touching (sword v)?>> then\n wait (1) seconds\n wait until <<not <([costume # v] of [sword v]) = [1]>> and <touching (sword v)?>>\n wait (1) seconds\n wait until <<not <([costume # v] of [sword v]) = [1]>> and <touching (sword v)?>>\n start sound [Hit v]\n set [slime x v] to (x position)\n set [slime y v] to (y position)\n broadcast (Slime Death v)\n delete this clone\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\n@END\n\nwhen flag clicked\nhide\n\nwhen I receive [fin v]\nshow\nstop [all v]\n\n@TN\n\nwhen flag clicked\nhide\n\n
Have Fun :D\nWASD or Arrows to move \nWorks on Mobile\nYOU HAVE TO HIT THE BOSS 3 TIMES OR MORE\n
Beach Platformer
@Stage\n\n@escenario\n\nwhen I receive [actualizar posición v]\nset size to (400) %\nset x to ((posición x) - (posición global x))\nset size to (100) %\n\nwhen I start as a clone\ngo to [back v] layer\nshow\n\ndefine Crear escenarios\nset [contador v] to [0]\nrepeat (11)\n change [contador v] by (1)\n switch costume to (Contador)\n set [posición x v] to (((Contador) - (1)) * (475))\n create clone of (_myself_ v)\nend\n\nwhen I receive [reiniciar v]\n\nwhen I receive [reiniciar v]\n\ndelete this clone\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (escenario 1-1 v)\nwait (0) seconds\nCrear escenarios\n\n@escenario mascara\n\nwhen I receive [actualizar posición v]\ngo to [front v] layer\nset x to ((posición x) - (posición global x))\n\ndefine Crear escenarios\nset [contador v] to [0]\nrepeat (11)\n change [contador v] by (1)\n switch costume to (Contador)\n set [posición x v] to (((Contador) - (1)) * (475))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nset size to (100) %\nset [ghost v] effect to (100)\n\nwhen I start as a clone\nforever\n if <<((posición x) - (posición global x)) < [475]> and <((posición x) - (posición global x)) > [-475]>> then\n show\n else\n hide\n end\nend\n\nwhen I receive [reiniciar v]\n\nwhen I receive [reiniciar v]\n\ndelete this clone\n\nwait (0) seconds\nbroadcast (crear escenario v) and wait\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nswitch costume to (escenario 1-1 v)\nCrear escenarios\n\n@mario\n\nwhen I receive [reiniciar v]\nshow\nset [personaje fase v] to [peque]\n\nwhen I start as a clone\nrepeat (10)\n change x by ((Vx) * (-1))\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [reiniciar v]\ngo to [front v] layer\nset rotation style [left-right v]\nforever\n go to x: ([x position v] of [mario mascara v]) y: ([y position v] of [mario mascara v])\n if <(posición global x) > [4800]> then\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reiniciar v]\nif <(personaje) = [mario]> then\n switch costume to (01 v)\n set size to (100) %\n forever\n if <(posición global x) > [4800]> then\n if <(personaje fase) = [peque]> then\n set size to (100) %\n switch costume to (07 v)\n end\n if <(personaje fase) = [grande]> then\n set size to (70) %\n switch costume to (mario cayendo v)\n end\n else\n if <(personaje fase) = [peque]> then\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n switch costume to (05 v)\n else\n if <([abs v] of (Vx) ) > [1]> then\n next costume\n if <(costume [number v]) > [3]> then\n switch costume to (02 v)\n end\n wait (0.05) seconds\n else\n switch costume to (01 v)\n end\n end\n end\n if <(personaje fase) = [grande]> then\n set size to (70) %\n if <(costume [number v]) < [14]> then\n switch costume to (14 v)\n end\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n switch costume to (19 v)\n else\n if <([abs v] of (Vx) ) > [1]> then\n next costume\n if <(costume [number v]) > [17]> then\n switch costume to (180 v)\n end\n wait (0.05) seconds\n else\n switch costume to (14 v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reiniciar v]\nif <(personaje) = [scratch cat]> then\n switch costume to (parado v)\n forever\n if <(posición global x) > [4800]> then\n if <([abs v] of (Vy) ) < [2]> then\n if <(personaje fase) = [peque]> then\n switch costume to (parado v)\n end\n if <(personaje fase) = [grande]> then\n switch costume to (parado v)\n end\n end\n else\n if <(personaje fase) = [peque]> then\n set size to (20) %\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n switch costume to (saltando v)\n else\n if <([abs v] of (Vx) ) > [1]> then\n next costume\n if <(costume [number v]) > [28]> then\n switch costume to (caminando 1 v)\n end\n if <[21] > (costume [number v])> then\n switch costume to (caminando 1 v)\n end\n wait (0) seconds\n else\n switch costume to (parado v)\n end\n end\n end\n if <(personaje fase) = [grande]> then\n set size to (21) %\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n switch costume to (saltando v)\n else\n if <([abs v] of (Vx) ) > [1]> then\n next costume\n if <(costume [number v]) > [28]> then\n switch costume to (caminando 1 v)\n end\n if <[21] > (costume [number v])> then\n switch costume to (caminando 1 v)\n end\n wait (0) seconds\n else\n switch costume to (parado v)\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reiniciar v]\nforever\n if <([abs v] of (Vx) ) > [7]> then\n create clone of (_myself_ v)\n end\nend\n\n@mario mascara\n\ndefine Movimiento vertical\nset [sobre la plataforma? v] to [no]\nchange y by (Vy)\nColisión vertical\nGravedad\n\ndefine Movimiento horizontal\nchange x by (round (Vx))\nColisión horizontal\nFricción\n\ndefine Gravedad\nchange [vy v] by (-1)\n\ndefine Colisión vertical\nif <<touching (escenario mascara v)?> or <touching (bloque i v)?>> then\n if <[0] > (Vy)> then\n repeat until <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>>\n change y by (1)\n set [colisión vertical v] to [5]\n end\n set [sobre la plataforma? v] to [si]\n set [vy v] to [0]\n end\n if <(Vy) > [0]> then\n repeat until <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>>\n change y by (-1)\n set [colisión vertical v] to [5]\n end\n set [vy v] to [0]\n end\nend\n\ndefine Fricción\nset [vx v] to ((Vx) * (0.9))\n\ndefine Colisión horizontal\nif <<touching (escenario mascara v)?> or <touching (bloque i v)?>> then\n repeat (5)\n change y by (1)\n if <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>> then\n stop [this script v]\n end\n end\n change y by (-5)\n if <[0] > (Vx)> then\n repeat until <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>>\n change x by (1)\n set [colisión horizontal v] to [5]\n end\n set [vx v] to [0]\n end\n if <(Vx) > [0]> then\n repeat until <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>>\n change x by (-1)\n end\n set [vx v] to [0]\n set [colisión horizontal v] to [5]\n end\nend\n\n\n\nwhen I receive [reiniciar v]\nset [colisión horizontal v] to [0]\nforever\n repeat until <(colisión horizontal) < [1]>\n change [colisión horizontal v] by (-1)\n end\nend\n\nwhen I receive [reiniciar v]\nshow\nset x to (0)\nset y to (100)\nset [vx v] to [0]\nset [vy v] to [0]\nset [posición global x v] to [10]\nset [vidas mario v] to [1]\nset [colisión vertical v] to [0]\nforever\n Movimiento vertical\n Movimiento horizontal\n change [posición global x v] by (x position)\n set x to (0)\n broadcast (Actualizar posición v)\n if <(y position) < [-178]> then\n wait (0.1) seconds\n broadcast (reiniciar v)\n end\nend\n\nwhen I receive [reiniciar v]\nset [ghost v] effect to (100)\nforever\n if <(posición global x) > [4800]> then\n set [posición global x v] to [4801]\n else\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <(STICK X) = [-1]>> then\n change [vx v] by (-0.5)\n if <(personaje fase) = [grande]> then\n change [vx v] by (-0.1)\n end\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <(STICK X) = [1]>>> then\n change [vx v] by (0.5)\n if <(personaje fase) = [grande]> then\n change [vx v] by (0.1)\n end\n end\n if <<<<<key (w v) pressed?> or <key (up arrow v) pressed?>> or <key (space v) pressed?>> or <(STICK BUTTON) = [1]>> and <(Sobre la plataforma?) = [si]>> then\n change [vy v] by (16)\n if <(personaje fase) = [peque]> then\n start sound [mario-bros-jump v]\n else\n start sound [Big Jump v]\n end\n end\n end\nend\n\nwhen I receive [reiniciar v]\nset [colisión vertical v] to [0]\nforever\n repeat until <(colisión vertical) < [1]>\n change [colisión vertical v] by (-1)\n end\nend\n\nwhen I receive [reiniciar v]\nforever\n if <(personaje fase) = [peque]> then\n switch costume to (01 v)\n else\n switch costume to (02 v)\n end\nend\n\nwhen I receive [reiniciar v]\nforever\n if <(posición global x) > [4800]> then\n set [posición global x v] to [4801]\n else\n if <key (c v) pressed?> then\n if <([direction v] of [mario v]) = [90]> then\n change [vx v] by (2)\n else\n change [vx v] by (-2)\n end\n wait until <not <key (c v) pressed?>>\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [reiniciar v]\nwait until <(posición global x) > [4800]>\nchange [puntaje v] by (round (((y position) + (200)) / (40)))\nstart sound [smb_stage_clear v]\n\n@Goomba\n\ndefine Movimiento vertical\nchange y by (vy goomba)\nColisión vertical\nGravedad\n\ndefine Gravedad\nchange [vy goomba v] by (-1)\n\ndefine Colisión vertical\nif <touching (escenario mascara v)?> then\n if <[0] > (vy goomba)> then\n repeat until <not <touching (escenario mascara v)?>>\n change y by (1)\n end\n set [sobre la plataforma? v] to [si]\n set [vy goomba v] to [0]\n end\n if <(vy goomba) > [0]> then\n repeat until <not <touching (escenario mascara v)?>>\n change y by (-1)\n end\n set [vy goomba v] to [0]\n end\nend\n\ndefine Movimiento horizontal\nchange [posición x goomba v] by (vx goomba)\nset x to ((posición x goomba) - (posición global x))\nColisión horizontal\n\ndefine Fricción\nset [vx goomba v] to ((vx goomba) * (0.8))\n\ndefine Colisión horizontal\nif <<touching (escenario mascara v)?> or <touching color (#9966ff)?>> then\n if <[0] > (vx goomba)> then\n repeat until <not <touching (escenario mascara v)?>>\n change [posición x goomba v] by (1)\n set x to ((posición x goomba) - (posición global x))\n end\n point in direction (90)\n end\n if <(vx goomba) > [0]> then\n repeat until <not <touching (escenario mascara v)?>>\n change [posición x goomba v] by (-1)\n set x to ((posición x goomba) - (posición global x))\n end\n point in direction (-90)\n end\nend\n\nwhen flag clicked\n\nbroadcast (reiniciar v)\n\nwhen I receive [actualizar posición v]\nif <(dentro de la pantalla?) = [si]> then\n if <(goomba vivo?) = [si]> then\n if <(direction) = [90]> then\n set [vx goomba v] to [2]\n else\n set [vx goomba v] to [-2]\n end\n else\n set [vx goomba v] to [0]\n end\n Movimiento horizontal\n Movimiento vertical\n Colisión horizontal consigo mismo\nend\n\nwhen I start as a clone\npoint in direction (-90)\nset rotation style [left-right v]\nset [vx goomba v] to [0]\nset [vy goomba v] to [0]\nset [goomba vivo? v] to [si]\nforever\n if <(y position) < [-175]> then\n set [goomba vivo? v] to [no]\n repeat (20)\n change [ghost v] effect by (5)\n end\n delete this clone\n end\n if <<(Vy) < [-1]> and <touching (mario mascara v)?>> then\n set [goomba vivo? v] to [no]\n set [vy v] to [10]\n start sound [Goomba Stomp Sound v]\n repeat (20)\n change [ghost v] effect by (5)\n end\n change [puntaje v] by (1)\n delete this clone\n end\n if <<<[-2] < (Vy)> and <[9] > (Vy)>> and <touching (mario mascara v)?>> then\n if <(vidas mario) < [2]> then\n broadcast (reiniciar v)\n else\n change [vidas mario v] by (-1)\n set [personaje fase v] to [peque]\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nforever\n if <(goomba vivo?) = [si]> then\n next costume\n if <(costume [number v]) = [3]> then\n switch costume to (goomba v)\n end\n wait (0.1) seconds\n else\n switch costume to (goomba aplastado v)\n end\nend\n\nwhen I start as a clone\nforever\n if <<((posición x goomba) - (posición global x)) < [235]> and <((posición x goomba) - (posición global x)) > [-235]>> then\n show\n set [dentro de la pantalla? v] to [si]\n else\n hide\n set [dentro de la pantalla? v] to [no]\n end\nend\n\ndefine crear goomba en x: (x) y: (y)\nshow\nset y to (y)\nset [posición x goomba v] to (x)\ncreate clone of (_myself_ v)\nhide\n\ndefine crear goombas\ncrear goomba en x: [300] y: [-115]\ncrear goomba en x: [600] y: [-115]\ncrear goomba en x: [900] y: [-115]\ncrear goomba en x: [1000] y: [-115]\ncrear goomba en x: [1300] y: [-115]\ncrear goomba en x: [1800] y: [-115]\ncrear goomba en x: [2300] y: [-115]\ncrear goomba en x: [2800] y: [-115]\ncrear goomba en x: [3500] y: [-115]\ncrear goomba en x: [4000] y: [-115]\n\nwhen I receive [reiniciar v]\nwait (0) seconds\nhide\nset size to (50) %\ncrear goombas\n\nwhen I receive [reiniciar v]\ndelete this clone\n\ndefine Colisión horizontal consigo mismo\nif <touching color (#9966ff)?> then\n repeat until <not <touching color (#9966ff)?>>\n if <(direction) = [90]> then\n change [posición x goomba v] by (1)\n else\n change [posición x goomba v] by (-1)\n end\n if <touching color (#874100)?> then\n if <(direction) = [90]> then\n change [posición x goomba v] by (5)\n else\n change [posición x goomba v] by (-5)\n end\n end\n end\n set x to ((posición x goomba) - (posición global x))\n point in direction ((direction) * (-1))\nend\n\n\n\n@particulas\n\nwhen I receive [crear particulas v]\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\ngo to x: ((particulas x) + (pick random (-5) to (5))) y: ((particulas y) + (pick random (-5) to (5)))\nset [vx v] to (pick random (-3) to (3))\nset [vy v] to (pick random (10) to (4))\nshow\nrepeat (20)\n change [vy v] by (-1)\n change x by (vx)\n change y by (vy)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen I receive [reiniciar v]\nhide\n\n@bloque i\n\nwhen flag clicked\n\nbroadcast (reiniciar v)\n\nwhen I start as a clone\nset [clon? v] to [si]\nshow\nset size to (201) %\nset [ghost v] effect to (0)\n\ndefine bloque i - Fn(Crear bloque) disfraz: (disfraz) x: (x) y: (y)\nswitch costume to (disfraz)\nset [posición x v] to (((1) * (x)) + (posición global x))\nset y to ((1) * (y))\nchange [index v] by (1)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(costume [name v]) = [ladrillo]> then\n forever\n if <<touching (mario v)?> and <(colisión vertical) > [0]>> then\n if <(colisión horizontal) = [0]> then\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n if <[10] > (Vy)> then\n if <(personaje fase) = [grande]> then\n set [particulas x v] to (x position)\n set [particulas y v] to (y position)\n start sound [Break v]\n broadcast (crear particulas v)\n delete this clone\n else\n repeat (5)\n change y by (5)\n end\n repeat (5)\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nforever\n set x to ((posición x) - (posición global x))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [interrogación]> then\n forever\n if <(costume [name v]) = [interrogación]> then\n if <<touching (mario v)?> and <(colisión vertical) > [0]>> then\n if <(colisión horizontal) = [0]> then\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n if <[10] > (Vy)> then\n switch costume to (interrogación2 v)\n set [moneda x v] to (posición x)\n set [moneda y v] to (y position)\n create clone of (moneda v)\n repeat (5)\n change y by (5)\n end\n repeat (5)\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reiniciar v]\nhide\nwait (0) seconds\nrecrear bloques interactivos\n\nwhen I receive [reiniciar v]\ndelete this clone\n\nset [ghost v] effect to (50)\nforever\n show\n set size to (201) %\n go to x: ((round ((mouse x) / (33))) * (33)) y: ((round ((mouse y) / (33))) * (33))\n if <key (c v) pressed?> then\n switch costume to (eliminar v)\n wait until <not <key (c v) pressed?>>\n end\n if <key (space v) pressed?> then\n next costume\n if <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>> then\n switch costume to (interrogación v)\n end\n wait until <not <key (space v) pressed?>>\n end\n if <mouse down?> then\n if <not <(costume [number v]) > [3]>> then\n add (((1) * (x position)) + (posición global x)) to [bloque i x v]\n add ((1) * (y position)) to [bloque i y v]\n add (costume [name v]) to [bloque i disfraz v]\n bloque i - Fn(Crear bloque) disfraz: (costume [name v]) x: (x position) y: (y position)\n end\n wait until <not <mouse down?>>\n end\n set [bloque actual v] to (costume [name v])\nend\n\nwhen I start as a clone\nforever\n if <(bloque actual) = [eliminar]> then\n if <mouse down?> then\n if <touching color (#3e3e80)?> then\n delete (index) of [bloque i x v]\n delete (index) of [bloque i y v]\n delete (index) of [bloque i disfraz v]\n set [bloque i n° de bloque borrado v] to (index)\n broadcast (re ordenar lista v)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [re ordenar lista v]\nif <<(clon?) = [no]> or <(index) > (bloque i N° de bloque borrado)>> then\n change [index v] by (-1)\nend\n\ndefine recrear bloques interactivos\nset [i v] to [0]\nrepeat (length of [bloque i disfraz v])\n change [i v] by (1)\n bloque i - Fn(Crear bloque) disfraz: (item (i) of [bloque i disfraz v]) x: (item (i) of [bloque i x v]) y: (item (i) of [bloque i y v])\nend\nswitch costume to (eliminar v)\n\nwhen I receive [reiniciar v]\nwait (0) seconds\n\nwhen I start as a clone\nif <(costume [name v]) = [interrogación B]> then\n forever\n if <(costume [name v]) = [interrogación B]> then\n if <<touching (mario v)?> and <(colisión vertical) > [0]>> then\n if <(colisión horizontal) = [0]> then\n if <([sobre la plataforma? v] of [mario mascara v]) = [no]> then\n if <[10] > (Vy)> then\n switch costume to (interrogación2 v)\n set [honguito y v] to (y position)\n set [honguito x v] to (posición x)\n create clone of (honguito v)\n repeat (5)\n change y by (5)\n end\n repeat (5)\n change y by (-5)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [reiniciar v]\nset [clon? v] to [no]\nset [index v] to [0]\n\n@honguito\n\nwhen I start as a clone\nset [vx honguito v] to [0.5]\nwait (0) seconds\nset size to (200) %\nset y to ((honguito y) + (45))\nset [honguito vivo? v] to [si]\nset [posición x honguito v] to (honguito x)\nset [vy v] to [7]\nforever\n if <<((posición x honguito) - (posición global x)) < [235]> and <((posición x honguito) - (posición global x)) > [-235]>> then\n show\n set [dentro de la pantalla? v] to [si]\n else\n hide\n set [dentro de la pantalla? v] to [no]\n end\nend\n\ndefine Colisión vertical\nif <<touching (escenario mascara v)?> or <touching (bloque i v)?>> then\n if <[0] > (vy)> then\n repeat until <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>>\n change y by (1)\n set [colisión vertical v] to [5]\n end\n set [sobre la plataforma? v] to [si]\n set [vy v] to [0]\n end\n if <(vy) > [0]> then\n repeat until <not <<touching (escenario mascara v)?> or <touching (bloque i v)?>>>\n change y by (-1)\n set [colisión vertical v] to [5]\n end\n set [vy v] to [0]\n end\nend\n\ndefine Gravedad\nchange [vy v] by (-1)\n\ndefine Movimiento vertical\nchange y by (vy)\nColisión vertical\nGravedad\n\ndefine Movimiento horizontal\nchange [posición x honguito v] by (vx)\nset x to ((posición x honguito) - (posición global x))\nColisión horizontal\nFricción\n\ndefine Fricción\nset [vx v] to ((vx) * (0.8))\n\ndefine Colisión horizontal\nif <touching (escenario mascara v)?> then\n if <[0] > (vx)> then\n repeat until <not <touching (escenario mascara v)?>>\n change [posición x honguito v] by (1)\n set x to ((posición x honguito) - (posición global x))\n end\n set [vx v] to [0]\n set [vx honguito v] to [0.5]\n end\n if <(vx) > [0]> then\n repeat until <not <touching (escenario mascara v)?>>\n change [posición x honguito v] by (-1)\n set x to ((posición x honguito) - (posición global x))\n end\n set [vx v] to [0]\n set [vx honguito v] to [-0.5]\n end\nend\n\nwhen I receive [actualizar posición v]\nif <(dentro de la pantalla?) = [si]> then\n if <(honguito vivo?) = [si]> then\n change [vx v] by (vx honguito)\n end\n Movimiento horizontal\n Movimiento vertical\nend\n\nwhen I start as a clone\nstart sound [Vine v]\nforever\n if <touching (mario mascara v)?> then\n set [personaje fase v] to [grande]\n set [vidas mario v] to [2]\n start sound [Mario Bros Efecto de sonido PowerUp v]\n delete this clone\n end\nend\n\nwhen I receive [reiniciar v]\nset [personaje fase v] to [peque]\nhide\n\nwhen I receive [reiniciar v]\ndelete this clone\n\n@moneda\n\nwhen I start as a clone\nset size to (175) %\nshow\ngo to x: ((moneda x) - (posición global x)) y: ((moneda y) + (30))\nforever\n set x to ((moneda x) - (posición global x))\nend\n\nwhen I start as a clone\nrepeat (8)\n change y by (10)\nend\nrepeat (8)\n change y by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nchange [puntaje v] by (1)\nstart sound [moneda v3 v]\nrepeat (16)\n next costume\nend\n\nwhen I receive [reiniciar v]\nhide\n\n@Puntaje y cronometro\n\nwhen I receive [reiniciar v]\nset [puntaje v] to [0]\nreset timer\nrepeat until <(posición global x) > [4800]>\n set [cronometro v] to (timer)\nend\n\n@Objeto1\n\nwhen flag clicked\nswitch backdrop to (fondo2 v)\nshow\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\ngo to x: (-100) y: (0)\nswitch costume to (mario v)\nset size to (200) %\ncreate clone of (_myself_ v)\ngo to x: (100) y: (0)\nswitch costume to (scratch cat v)\ncreate clone of (_myself_ v)\ngo to [back v] layer\nswitch costume to (disfraz3 v)\nset [pixelate v] effect to (100)\nset [ghost v] effect to (10)\n\nwhen I start as a clone\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n wait until <not <mouse down?>>\n if <touching (mouse-pointer v)?> then\n start sound [pop v]\n set [personaje v] to (costume [name v])\n broadcast (reiniciar v)\n end\n end\n end\nend\n\nwhen I receive [reiniciar v]\nswitch backdrop to (fondo1 v)\nhide\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (mouse-pointer v)?> then\n set size to (210) %\n wait until <not <touching (mouse-pointer v)?>>\n set size to (200) %\n end\nend\n\n@music\n\nwhen I receive [reiniciar v]\nstart sound [Super Mario Bros - Theme Song v]\n\nwhen I receive [reiniciar v]\nforever\n if <(posición global x) > [4800]> then\n set volume to (0) %\n else\n set volume to (50) %\n end\nend\n\nstop all sounds\n\n@Stick\n\nwhen flag clicked\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (80)\nset [range v] to ((size) / (2.5))\nforever\n switch costume to (base v)\n go to x: (-174) y: (-118)\n repeat until <not <mouse down?>>\n Keyboard Controls\n end\n repeat until <mouse down?>\n Keyboard Controls\n end\n if <(distance to [mouse-pointer v]) < (size)> then\n Stick Activated\n end\nend\n\ndefine Keyboard Controls\nset [stick x v] to <<key (right arrow v) pressed?> or <key (d v) pressed?>>\nchange [stick x v] by ((0) - <<key (left arrow v) pressed?> or <key (a v) pressed?>>)\nset [stick y v] to <<key (up arrow v) pressed?> or <key (w v) pressed?>>\nchange [stick y v] by ((0) - <<key (down arrow v) pressed?> or <key (s v) pressed?>>)\nif <key (space v) pressed?> then\n change [stick button v] by (1)\nelse\n set [stick button v] to [0]\nend\n\ndefine Stick Activated\ngo to (mouse-pointer v)\nswitch costume to (ready v)\ncreate clone of (_myself_ v)\nswitch costume to (stick v)\ncreate clone of (_myself_ v)\nswitch costume to (base active v)\nset [stick button v] to []\nrepeat until <(distance to [mouse-pointer v]) > ((size) * (1.5))>\n Detect Stick Movement\n Detect Stick Button\nend\nbroadcast (Deactivate Stick v)\n\ndefine Detect Stick Movement\nset [stick x v] to (((mouse x) - (x position)) / (range))\nset [stick y v] to (((mouse y) - (y position)) / (range))\nif <([abs v] of (STICK X) ) > [1]> then\n set [stick x v] to ((STICK X) / ([abs v] of (STICK X) ))\nend\nif <([abs v] of (STICK Y) ) > [1]> then\n set [stick y v] to ((STICK Y) / ([abs v] of (STICK Y) ))\nend\n\ndefine Detect Stick Button\nif <mouse down?> then\n if <(STICK BUTTON) > []> then\n change [stick button v] by (1)\n end\nelse\n set [stick button v] to [0]\nend\n\nwhen I receive [deactivate stick v]\ndelete this clone\n\nwhen I start as a clone\nif <(costume [name v]) = [Stick]> then\n go [forward v] (1) layers\n set [ghost v] effect to (0)\n forever\n go to (stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (174) y: (-118)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (75)\n end\nend\n\n
teclas/keys:\na w d c "space/espacio" flechas/arrows
SUMMER PLATFORMER!/夏のプラットフォーマー!
@Stage\n\nwhen flag clicked\nforever\n play sound [Nebula v] until done\nend\n\nwhen flag clicked\nhide variable [ゴールしたか v]\nset [ゴールしたか v] to [0]\nforever\n if <(ゴールしたか) = [0]> then\n set [タイマー(仮) v] to (timer)\n end\n if <(ゴールしたか) = [1]> then\n set [タイマー v] to ((タイマー(仮)) - (無駄な時間))\n end\nend\n\nwhen flag clicked\nreset timer\nhide variable [タイマー v]\n\n@プラフォ君\n\nwhen flag clicked\nset [ステージ v] to [1]\n初期位置\nforever\n if <(NEXT) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n create clone of (_myself_ v)\n change [x v] by (1.75)\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 create clone of (_myself_ v)\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change 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 <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <touching (水 v)?>> then\n change [y v] by (-1)\n end\n if <touching (水 v)?> then\n change [y v] by (-0.05)\n end\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 <touching (水 v)?>> then\n change y by (-1)\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n start sound [ジャンプ v]\n create clone of (_myself_ v)\n change [y v] by (15)\n end\n change y by (1)\n end\n if <touching (水 v)?> then\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n create clone of (_myself_ v)\n change [y v] by (0.05)\n end\n change y by (1)\n end\n if <<touching (とげ・マグマ v)?> or <(y position) < [-175]>> then\n wait (0.05) seconds\n 初期位置\n end\n if <not <(ステージ) = [24]>> then\n if <(x position) > [215]> then\n change [ステージ v] by (1)\n wait (0.05) seconds\n 初期位置\n start sound [NEXT v]\n broadcast (NEXT v)\n end\n else\n set [ゴールしたか v] to [1]\n broadcast (ゴールした v)\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n broadcast (バネ発動! v)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (しゃがむ v)\n if <<touching (とげ・マグマ v)?> or <(y position) < [-175]>> then\n 初期位置\n end\n else\n switch costume to (普通 v)\n end\nend\n\ndefine 初期位置\nswitch costume to (普通 v)\nset size to (65) %\nif <not <(ステージ) = [16]>> then\n go to x: (-217) y: (60)\nelse\n go to x: (-212) y: (35)\nend\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I start as a clone\nset [brightness v] effect to (-100)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [down arrow v] key pressed\nforever\n if <<(y position) < [-165]> and <key (down arrow v) pressed?>> then\n 初期位置\n end\nend\n\nwhen [down arrow v] key pressed\nforever\n if <(y position) < [-180]> then\n 初期位置\n end\nend\n\n@ステージ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-2) y: (2)\nset size to (100) %\nforever\n switch costume to (ステージ)\nend\n\n@とげ・マグマ\n\nwhen flag clicked\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [21]> then\n turn right (5) degrees\n else\n point in direction (90)\n end\nend\n\n@無駄なスプライト\n\n@バネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (200) %\nhide\n\nwhen I receive [バネ発動! v]\nswitch costume to (1 v)\nwait (0) seconds\nswitch costume to (3 v)\nwait (0) seconds\nswitch costume to (4 v)\nwait (0) seconds\nswitch costume to (1 v)\n\nwhen flag clicked\nforever\n if <<(ステージ) = [7]> or <(ステージ) = [6]>> then\n if <(ステージ) = [6]> then\n glide (0) secs to x: (-92) y: (-87)\n show\n end\n if <(ステージ) = [7]> then\n glide (0) secs to x: (-38) y: (-93)\n show\n end\n else\n hide\n end\nend\n\n@解説\n\nwhen flag clicked\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <(NEXT) = [1]> then\n hide\n wait until <(NEXT) = [0]>\n show\n end\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [next v] to [1]\nshow\nglide (0.5) secs to x: (34) y: (25)\nchange [無駄な時間 v] by (0.5)\nwait (1) seconds\nchange [無駄な時間 v] by (1)\nglide (0.5) secs to x: (499) y: (28)\nchange [無駄な時間 v] by (0.5)\nset [next v] to [0]\nhide\n\nwhen flag clicked\nset [next v] to [0]\nhide\nglide (0) secs to x: (499) y: (28)\ngo to [front v] layer\n\nwhen flag clicked\nset [無駄な時間 v] to [0]\nhide variable [無駄な時間 v]\n\n@スコア表示\n\nwhen I start as a clone\nset [クローン番号 v] to (x position)\nshow\nforever\n switch costume to (letter (クローン番号) of (タイマー))\n set size to (大きさ) %\n go to x: ((x(タイマー用)) + (((クローン番号) - (1)) * ((size) * (0.25)))) y: (y(タイマー用))\nend\n\nwhen flag clicked\nset [ゴールしたか v] to [0]\nhide variable [大きさ v]\nhide variable [クローン番号 v]\nhide variable [x(タイマー用) v]\nhide variable [y(タイマー用) v]\nhide variable [クローン作ったか v]\nset [クローン作ったか v] to [0]\n\nwhen flag clicked\nwait until <(ゴールしたか) = [1]>\nset x to (0)\nrepeat (10)\n change x by (1)\n create clone of (_myself_ v)\nend\nshow\nset [クローン作ったか v] to [1]\n\n@スプライト1\n\nwhen flag clicked\nhide\n\n
Please do not comment on irrelevant matters. Do not advertise. If you do this, we may close the comment section.\nEnglish is below↓\n傾向1Pを取り返せ!!!!\n@5-2kaitoのプラットフォーマー第二作!\n今回は、夏のプラットフォーマーです。\n(((季節ずれてて草\n操作方法\n矢印キー、WASDキー、進みたい方向にタップで操作。\nしゃがむときは、下矢印キーなどで。\nWelcome to my platformer!\nSummer Platformer.\nHow to operate\nMove with the arrow keys, WASD keys, or tap the direction you want to go.\nEnjoy!\n
Compass: Wild World - Action Platformer
@Stage\n\nwhen I receive [start tick v]\nset volume to (100) %\nstop all sounds\nif <(Current level) = [0]> then\n play sound [Fastfall \(Dustforce OST\) - 01 Cider Time / Lifeformed v] until done\nelse\n forever\n play sound (pick random (1) to (2)) until done\n wait (10) seconds\n end\nend\n\nif <(username) = [finnagin5]> then\n start sound [Thomas The Tank Engine Theme v]\nend\n\nwhen I receive [sound fade v]\nrepeat (50)\n change volume by (-2)\nend\nstop all sounds\n\nset [current level v] to [7]\nswitch backdrop to (level7 v)\n\ndelete all of [unlocked levels v]\n\nadd [7] to [unlocked levels v]\n\nwhen I receive [intro done v]\nstart sound [Fastfall \(Dustforce OST\) - 10 Frozen Hot Sauce / Lifeformed v]\n\nwhen I receive [intro done v]\nrepeat (30)\n change [brightness v] effect by (3.33)\nend\nclear graphic effects\n\nwhen flag clicked\nswitch backdrop to (main menu v)\nset [brightness v] effect to (-100)\n\nwhen I receive [render tick v]\nset [brightness v] effect to (game done brightness)\n\nwhen I receive [title v]\nset [brightness v] effect to (100)\nset volume to (100) %\nstart sound [Immerse \(Dustforce Extras\) - 27 Sun Bleach / Lifeformed v]\nwait (1) seconds\nswitch backdrop to (thanks, i guess v)\nrepeat (30)\n change [brightness v] effect by (-3.33)\nend\nclear graphic effects\n\n@Tiles\n\nwhen flag clicked\nhide\nerase all\ndelete all of [tiles: collidable? v]\ndelete all of [smart tiling? v]\ndelete all of [invis? v]\nAdd tile [collidable? smart tiling? invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? smart tiling? <> invisible? <> ]\nAdd tile [collidable? smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nreplace item (join [] [last]) of [tiles: collidable? v] with [x]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nreplace item (join [] [last]) of [tiles: collidable? v] with [x]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nAdd tile [collidable? <> smart tiling? <> invisible? ]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nreplace item (join [] [last]) of [tiles: collidable? v] with [x]\nAdd tile [collidable? <> smart tiling? <> invisible? <> ]\nreplace item (join [] [last]) of [tiles: collidable? v] with [x]\n\ndefine draw <edit?> (tile size) cam pos (x) (y)\nif <edit?> then\n show variable [edit: block v]\n show variable [h v]\n show variable [s v]\n show variable [v v]\n set [brightness v] effect to (0)\n set [i v] to ((1) + ((([floor v] of ((y) / (tile size)) ) * (MapX)) + ([floor v] of ((x) / (tile size)) )))\n switch costume to (1111-01 v)\n set size to (1000) %\n set y to (((-180) + ((tile size) * (.5))) - ((y) mod (tile size)))\n repeat ([ceiling v] of (((360) / (tile size)) + (1)) )\n set x to (((-240) + ((tile size) * (.5))) - ((x) mod (tile size)))\n repeat ([ceiling v] of (((480) / (tile size)) + (1)) )\n set size to ((tile size) * (6.375)) %\n switch costume to (1111-01 v)\n if <touching (mouse-pointer v)?> then\n if <key (p v) pressed?> then\n set [h v] to ((1) + (letter (1) of (item (i) of [color v])))\n set [s v] to ((1) + (letter (2) of (item (i) of [color v])))\n set [v v] to ((1) + (letter (3) of (item (i) of [color v])))\n end\n if <key (o v) pressed?> then\n set [edit: block v] to (item (i) of [world v])\n end\n if <mouse down?> then\n replace item (i) of [world v] with (Edit: Block)\n replace item (i) of [color v] with (join ((H) - (1)) (join ((S) - (1)) ((V) - (1))))\n if <(item (i) of [world v]) < [10]> then\n replace item (i) of [costumes v] with (join [0] (Edit: Block))\n else\n replace item (i) of [costumes v] with (Edit: Block)\n end\n end\n end\n if <(item (i) of [world v]) > [0]> then\n switch costume to (join [] (item (i) of [costumes v]))\n set [h v] to (letter (1) of (item (i) of [color v]))\n set [s v] to (letter (2) of (item (i) of [color v]))\n set [v v] to (letter (3) of (item (i) of [color v]))\n Stamp (tile size)\n end\n switch costume to (1111-01 v)\n set size to (1000) %\n change x by (tile size)\n change [i v] by (1)\n end\n change y by (tile size)\n change [i v] by ((MapX) - ([ceiling v] of (((480) / (tile size)) + (1)) ))\n end\n if <(Edit: Block) > [0]> then\n go to x: (80) y: (160)\n if <(Edit: Block) < [10]> then\n switch costume to (join [0] (Edit: Block))\n else\n switch costume to (join [] (Edit: Block))\n end\n set [h v] to ((H) - (1))\n set [s v] to ((S) - (1))\n set [v v] to ((V) - (1))\n Stamp [25]\n end\nelse\n hide variable [edit: block v]\n hide variable [h v]\n hide variable [s v]\n hide variable [v v]\n set [brightness v] effect to (0)\n set [i v] to ((1) + ((([floor v] of ((y) / (tile size)) ) * (MapX)) + ([floor v] of ((x) / (tile size)) )))\n switch costume to (1111-01 v)\n set size to (1000) %\n set y to (((-180) + ((tile size) * (.5))) - ((y) mod (tile size)))\n repeat ([ceiling v] of (((360) / (tile size)) + (1)) )\n set x to (((-240) + ((tile size) * (.5))) - ((x) mod (tile size)))\n repeat ([ceiling v] of (((480) / (tile size)) + (1)) )\n set size to ((tile size) * (6.25)) %\n switch costume to (1111-01 v)\n if (item (item (i) of [world v]) of [invis? v]) then\n switch costume to (join [] (item (i) of [costumes v]))\n set [h v] to (letter (1) of (item (i) of [color v]))\n set [s v] to (letter (2) of (item (i) of [color v]))\n set [v v] to (letter (3) of (item (i) of [color v]))\n Stamp (tile size)\n end\n switch costume to (1111-01 v)\n set size to (1000) %\n change x by (tile size)\n change [i v] by (1)\n end\n change y by (tile size)\n change [i v] by ((MapX) - ([ceiling v] of (((480) / (tile size)) + (1)) ))\n end\nend\n\nwhen I receive [render tick v]\ndraw <(Edit Mode) = [1]> ((40) / (CamZ)) cam pos ((CamX) / (CamZ)) ((CamY) / (CamZ))\nset [debug v] to ((40) / (CamZ))\n\nwhen I receive [game tick v]\nif <(Edit Mode) = [1]> then\n change [camx v] by ((20) * (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>))\n change [camy v] by ((20) * (<<key (w v) pressed?> or <key (up arrow v) pressed?>> - <<key (s v) pressed?> or <key (down arrow v) pressed?>>))\nend\n\ndefine Stamp (tile size)\nset size to ((tile size) * (6.3)) %\nset [color v] effect to ((100) + ((h) * (20)))\nset [ghost v] effect to (0)\nset [brightness v] effect to (((v) * ((100) / (9))) - (100))\nstamp\nset [color v] effect to ((h) * (20))\nset [ghost v] effect to ((50) - ((s) * ((50) / (9))))\nset [brightness v] effect to (((v) * ((100) / (9))) - (100))\nstamp\n\ndefine process costumes\ndelete all of [costumes v]\nset [i v] to [0]\nrepeat (MapY)\n repeat (MapX)\n change [i v] by (1)\n if (item (item (i) of [world v]) of [smart tiling? v]) then\n if <(item (i) of [world v]) < [10]> then\n add (join (join ((0) + (item (item ((i) + (MapX)) of [world v]) of [tiles: collidable? v])) (join ((0) + (item (item ((i) - (1)) of [world v]) of [tiles: collidable? v])) (join ((0) + (item (item ((i) + (1)) of [world v]) of [tiles: collidable? v])) ((0) + (item (item ((i) - (MapX)) of [world v]) of [tiles: collidable? v]))))) (join [-] (join [0] (item (i) of [world v])))) to [costumes v]\n else\n add (join (join ((0) + <(item ((i) + (MapX)) of [world v]) = (item (i) of [world v])>) (join ((0) + <(item ((i) - (1)) of [world v]) = (item (i) of [world v])>) (join ((0) + <(item ((i) + (1)) of [world v]) = (item (i) of [world v])>) ((0) + <(item ((i) - (MapX)) of [world v]) = (item (i) of [world v])>)))) (join [-] (item (i) of [world v]))) to [costumes v]\n end\n else\n if <(item (i) of [world v]) = [31]> then\n add (join (item (i) of [world v]) (join [-] (completed levels))) to [costumes v]\n else\n if <(item (i) of [world v]) < [10]> then\n add (join [0] (item (i) of [world v])) to [costumes v]\n else\n add (item (i) of [world v]) to [costumes v]\n end\n end\n end\n end\nend\n\ndefine Add tile [collidable? <collide> smart tiling? <smart> invisible? <invis> ]\nadd <collide> to [tiles: collidable? v]\nadd <smart> to [smart tiling? v]\nadd <not <invis>> to [invis? v]\n\nwhen I receive [start tick v]\nforever\n erase all\n if <(PAUSE) = [0]> then\n if <not <(popup) = [10]>> then\n set [popup v] to [-1]\n end\n broadcast (game tick v)\n end\n delete all of [enemy positions v]\n broadcast (parallax v)\n broadcast (prerender v)\n broadcast (render tick v)\n broadcast (particle tick v)\n broadcast (postrender v)\nend\n\ndefine save level to slot (slot) (set to blank or 0 to save as new)\nset [i v] to [1]\nset [temp3 v] to []\nrepeat until <(i) > ((MapX) * (MapY))>\n set [i2 v] to [0]\n set [temp2 v] to (item (i) of [world v])\n repeat until <<(i) > ((MapX) * (MapY))> or <<not <(temp2) = (item (i) of [world v])>> or <(i2) > [5000]>>>\n change [i v] by (1)\n change [i2 v] by (1)\n end\n set [temp3 v] to (join (temp3) (join (item (i2) of [encoding v]) (item ((temp2) + (1)) of [encoding v])))\nend\nset [temp v] to []\nset [i v] to [1]\nrepeat until <(i) > ((MapX) * (MapY))>\n set [i2 v] to [0]\n set [temp2 v] to ((0) + (item (i) of [color v]))\n repeat until <<(i) > ((MapX) * (MapY))> or <<not <(temp2) = ((0) + (item (i) of [color v]))>> or <(i2) > [5000]>>>\n change [i v] by (1)\n change [i2 v] by (1)\n end\n set [temp v] to (join (temp) (join (item (i2) of [encoding v]) (item ((temp2) + (1)) of [encoding v])))\nend\nset [temp v] to (join (join (MapX) (join [/] (join (MapY) [/]))) (join (join ((length of (temp3)) / (2)) [/]) (join (temp3) (join (join (join [/] ((length of (temp)) / (2))) [/]) (temp)))))\nif <<((slot) + (0)) = [0]> or <(slot) > (length of [levels v])>> then\n add (temp) to [levels v]\nelse\n replace item (slot) of [levels v] with (temp)\nend\n\ndefine load level from slot (slot) (will not load if slot is empty)\nif <not <<((slot) + (0)) = [0]> or <(slot) > (length of [levels v])>>> then\n delete all of [world v]\n delete all of [color v]\n set [temp v] to []\n set [i v] to [1]\n repeat until <(letter (i) of (item (slot) of [levels v])) = [/]>\n set [temp v] to (join (temp) (letter (i) of (item (slot) of [levels v])))\n change [i v] by (1)\n end\n set [mapx v] to (temp)\n change [i v] by (1)\n set [temp v] to []\n repeat until <(letter (i) of (item (slot) of [levels v])) = [/]>\n set [temp v] to (join (temp) (letter (i) of (item (slot) of [levels v])))\n change [i v] by (1)\n end\n set [mapy v] to (temp)\n change [i v] by (1)\n set [temp v] to []\n repeat until <(letter (i) of (item (slot) of [levels v])) = [/]>\n set [temp v] to (join (temp) (letter (i) of (item (slot) of [levels v])))\n change [i v] by (1)\n end\n set [temp2 v] to (temp)\n change [i v] by (1)\n repeat (temp2)\n repeat (item # of (letter (i) of (item (slot) of [levels v])) in [encoding v])\n add ((-1) + (item # of (letter ((i) + (1)) of (item (slot) of [levels v])) in [encoding v])) to [world v]\n end\n change [i v] by (2)\n end\n change [i v] by (1)\n set [temp v] to []\n repeat until <(letter (i) of (item (slot) of [levels v])) = [/]>\n set [temp v] to (join (temp) (letter (i) of (item (slot) of [levels v])))\n change [i v] by (1)\n end\n set [temp2 v] to (temp)\n change [i v] by (1)\n repeat (temp2)\n repeat (item # of (letter (i) of (item (slot) of [levels v])) in [encoding v])\n set [temp v] to ((-1) + (item # of (letter ((i) + (1)) of (item (slot) of [levels v])) in [encoding v]))\n if <(length of (temp)) = [1]> then\n set [temp v] to (join [00] (temp))\n else\n if <(length of (temp)) = [2]> then\n set [temp v] to (join [0] (temp))\n end\n end\n add (temp) to [color v]\n end\n change [i v] by (2)\n end\n process costumes\nend\n\nwhen I receive [die v]\nset [pause v] to [1]\nset [blind? v] to [0]\nset [blindness fade v] to [100]\nbroadcast (pause v)\n\nwhen I receive [start tick v]\nset [pause v] to [0]\nforever\n if <not <(popup) = [10]>> then\n if <<key (e v) pressed?> and <(Player Health) > [.01]>> then\n wait until <not <key (e v) pressed?>>\n set [pause v] to [1]\n broadcast (pause v)\n wait (0) seconds\n if <(popup) = [8]> then\n set [talking? v] to (npc)\n end\n if <(popup) = [9]> then\n set [goal! v] to [0]\n broadcast (win v)\n end\n wait until <<(Goal!) = [0]> and <<<key (e v) pressed?> and <(talking?) = [0]>> or <(PAUSE) = [0]>>>\n wait until <<(customizing) = [0]> and <<not <key (e v) pressed?>> or <(PAUSE) = [0]>>>\n set [pause v] to [0]\n set [custom menu v] to [0]\n broadcast (pause v)\n end\n end\nend\n\nwhen I receive [particle tick v]\nhide\nif <(blind?) = [1]> then\n change [blindness fade v] by (-10)\n if <(blindness fade) < [3]> then\n set [blindness fade v] to [3]\n end\nelse\n change [blindness fade v] by (2)\n if <[90] < (blindness fade)> then\n set [blindness fade v] to [90]\n end\nend\ngo to x: (0) y: (0)\nshow\nswitch costume to (vignette v)\nclear graphic effects\nif <(Current level) = [0]> then\n set [ghost v] effect to ((20) + ((11) * (completed levels)))\nelse\n set [ghost v] effect to (blindness fade)\nend\nchange [ghost v] effect by (game done brightness)\nset size to (100) %\n\ndefine Unicode (string)\nset [i v] to [0]\nrepeat (length of (string))\n change [i v] by (1)\n if <not <<[encoding v] contains (letter (i) of (string))?> or < [1234567890aeiou] contains (letter (i) of (string))?>>> then\n add (letter (i) of (string)) to [encoding v]\n end\nend\n\nwhen [i v] key pressed\nprocess costumes\n\nwhen I receive [load demo level v]\nstop [other scripts in sprite v]\nrepeat (5)\n wait (0) seconds\nend\nswitch backdrop to (join [level] (popup))\nset [current level v] to (popup)\nload level from slot ((2) + (popup)) (will not load if slot is empty)\nbroadcast (sound fade v) and wait\n\nwhen I receive [load hub level v]\nstop [other scripts in sprite v]\nrepeat (5)\n wait (0) seconds\nend\nswitch backdrop to (hub backdrop v)\nload level from slot [2] (will not load if slot is empty)\nbroadcast (sound fade v) and wait\n\nwhen I receive [start tick v]\nrepeat (10)\n go to [front v] layer\n go [backward v] (1) layers\n if <(PAUSE) = [1]> then\n go [backward v] (3) layers\n end\nend\n\nload level from slot [4] (will not load if slot is empty)\n\nwhen I receive [title v]\nhide\n\n@Player\n\ndefine get index at (x) (y)\nset [index v] to ((1) + ((x) + (([floor v] of (y) ) * (MapX))))\nset [tile v] to (item (index) of [world v])\n\nwhen I receive [game tick v]\nif <(game done) = [0]> then\n if <<(Edit Mode) = [0]> and <(id) = [1]>> then\n show\n if <(Player Health) < [1]> then\n broadcast (die v)\n end\n if <(airtime) = [0]> then\n set [double up-tap v] to [0]\n else\n if <<(Key UP) = [0]> and <(airtime) > [0]>> then\n set [double up-tap v] to [-1]\n end\n if <<(double up-tap) = [-1]> and <<(Key UP) = [1]> and <(airtime) > [0]>>> then\n set [double up-tap v] to [1]\n end\n end\n if <(confused?) = [0]> then\n set [key l/r v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\n else\n set [key l/r v] to (<<key (a v) pressed?> or <key (left arrow v) pressed?>> - <<key (d v) pressed?> or <key (right arrow v) pressed?>>)\n end\n set [key up v] to <<key (w v) pressed?> or <key (up arrow v) pressed?>>\n set [key down v] to <<key (s v) pressed?> or <key (down arrow v) pressed?>>\n if <(([abs v] of (Key L/R) ) + ((Key UP) + (Key Down))) > [0]> then\n set [running? v] to [1]\n end\n if <<(running?) = [1]> and <(Beat the game?) = [0]>> then\n change [\[speedrun timer v] by ((1) / (30))\n end\n Misc. Accessories\n if <(Player Health) > [8]> then\n set [player health v] to [8]\n end\n Mobility Accessories\n Physics\n Camera\n if <(frozen?) = [0]> then\n if <<(Key UP) = [1]> and <<(airtime) < [3]> and <(yv) < [.01]>>> then\n start sound [jump v]\n set [yv v] to [.6]\n end\n if <<(Key L/R) = [0]> and <(airtime) = [0]>> then\n change [xv v] by ((xv) / (-2))\n else\n change [xv v] by (((((.5) + ((.125) * (jacked?))) * (Key L/R)) - (xv)) / (5))\n end\n if <(burning?) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n add (x) to [particles v]\n add (y) to [particles v]\n add [3] to [particles v]\n add [180] to [particles v]\n end\n end\n else\n change [xv v] by (((((.15) * ((1) + (jacked?))) * (Key L/R)) - (xv)) / (10))\n if <(pick random (1) to (2)) = [1]> then\n add (x) to [particles v]\n add (y) to [particles v]\n add [4] to [particles v]\n add [0] to [particles v]\n end\n end\n if <(confused?) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n add (x) to [particles v]\n add (y) to [particles v]\n add [6] to [particles v]\n add [0] to [particles v]\n end\n end\n if <(hurt player) > [0]> then\n if <(hurt player) < [3]> then\n if <(hurt player) = [1]> then\n change [player health v] by (-1)\n change [xv v] by ((.2) * ([sin v] of (hurt direction) ))\n change [yv v] by ((.1) * ([cos v] of (hurt direction) ))\n start sound (join [hit] (pick random (1) to (3)))\n add (x) to [particles v]\n add (y) to [particles v]\n add [7] to [particles v]\n add [0] to [particles v]\n else\n change [xv v] by ((1.5) * ([sin v] of (hurt direction) ))\n change [yv v] by ([cos v] of (hurt direction) )\n end\n else\n if <(hurt player) = [3]> then\n set [frozen? v] to [1]\n set [burning? v] to [0]\n set [debuff cooldown1 v] to [90]\n else\n if <(hurt player) = [4]> then\n set [burning? v] to [1]\n set [frozen? v] to [0]\n set [debuff cooldown1 v] to [90]\n else\n if <(hurt player) = [5]> then\n set [confused? v] to [1]\n set [blind? v] to [0]\n set [debuff cooldown2 v] to [150]\n else\n if <(hurt player) = [6]> then\n set [blind? v] to [1]\n set [confused? v] to [0]\n set [debuff cooldown2 v] to [150]\n else\n change [player health v] by (-1)\n change [xv v] by ((.4) * ([sin v] of (hurt direction) ))\n change [yv v] by ((.3) * ([cos v] of (hurt direction) ))\n start sound (join [hit] (pick random (1) to (3)))\n add (x) to [particles v]\n add (y) to [particles v]\n add [7] to [particles v]\n add [0] to [particles v]\n end\n end\n end\n end\n end\n set [hurt player v] to [0]\n end\n if <(debuff cooldown2) < [1]> then\n set [confused? v] to [0]\n set [blind? v] to [0]\n end\n change [debuff cooldown2 v] by (-1)\n if <(debuff cooldown1) > [0]> then\n if <<(burning?) = [1]> and <((debuff cooldown1) mod (30)) = [29]>> then\n add (x) to [particles v]\n add (y) to [particles v]\n add [10] to [particles v]\n add [0] to [particles v]\n start sound (join [hit] (pick random (1) to (3)))\n change [player health v] by (-1)\n end\n change [debuff cooldown1 v] by (-1)\n else\n set [burning? v] to [0]\n set [frozen? v] to [0]\n end\n change [weapon cooldown v] by (((-1) - ((.5) * (jacked?))) * ((1) + <(\[GAME MODE) = [2]>))\n if <<(round (weapon cooldown)) < [1]> and <<mouse down?> or <<key (v v) pressed?> or <<key (c v) pressed?> or <key (x v) pressed?>>>>> then\n if <(item (1) of [items v]) = [3]> then\n set [weapon cooldown v] to [15]\n add (x) to [projectiles v]\n add (y) to [projectiles v]\n add [7] to [projectiles v]\n point towards (mouse-pointer v)\n add (direction) to [projectiles v]\n point in direction (90)\n start sound [pistol v]\n else\n if <(item (1) of [items v]) = [4]> then\n set [weapon cooldown v] to [20]\n point towards (mouse-pointer v)\n shotgun [5]\n point in direction (90)\n start sound [i call shotgun!! v]\n else\n if <(item (1) of [items v]) = [1]> then\n set [weapon cooldown v] to [10]\n add (x) to [projectiles v]\n add (y) to [projectiles v]\n add [9] to [projectiles v]\n point towards (mouse-pointer v)\n add (direction) to [projectiles v]\n point in direction (90)\n start sound [cannon v]\n else\n if <(item (1) of [items v]) = [2]> then\n set [weapon cooldown v] to [3]\n add (x) to [projectiles v]\n add (y) to [projectiles v]\n add [10] to [projectiles v]\n point towards (mouse-pointer v)\n add (direction) to [projectiles v]\n point in direction (90)\n start sound [pistol v]\n else\n if <(item (1) of [items v]) = [5]> then\n set [weapon cooldown v] to [4]\n add (x) to [projectiles v]\n add (y) to [projectiles v]\n add [13] to [projectiles v]\n point towards (mouse-pointer v)\n aimbot\n add (~bestdir) to [projectiles v]\n point in direction (90)\n start sound [pistol v]\n else\n if <(item (1) of [items v]) = [6]> then\n set [weapon cooldown v] to [15]\n point towards (mouse-pointer v)\n shotgun [6]\n point in direction (90)\n start sound [i call shotgun!! v]\n end\n end\n end\n end\n end\n end\n end\n point towards (mouse-pointer v)\n set [homing dir v] to (direction)\n point in direction (90)\n get index at (x) ((y) - (.1))\n if <<(tile) > [23]> and <(tile) < [31]>> then\n set [popup v] to (((tile) - (23)) * <[unlocked levels v] contains ((tile) - (23))?>)\n if <<(tile) = [30]> and <not <[unlocked levels v] contains ((tile) - (23))?>>> then\n set [popup v] to [O]\n end\n end\n if <(distance to [level goal v]) < [40]> then\n set [popup v] to [9]\n end\n if <<(Current level) = [0]> and <(lift room condition) = [0]>> then\n if <<(x) < [28]> and <(y) > [47]>> then\n if <(mobility toggle) > [3]> then\n set [lift room condition v] to [2]\n else\n set [lift room condition v] to [1]\n end\n end\n end\n get index at ((x) - (-.3)) (y)\n spike check\n get index at ((x) - (.3)) (y)\n spike check\n end\n Limit Camera\nend\n\ndefine fix collision (dx) (dy)\nset [fix dx v] to (dx)\nset [fix dy v] to (dy)\nset [collision v] to [0]\nfix point at ((x) + (.3)) ((y) + (-.6))\nfix point at ((x) + (-.3)) ((y) + (-.6))\nfix point at ((x) + (.3)) ((y) + (.6))\nfix point at ((x) + (.3)) ((y) + (0))\nfix point at ((x) + (-.3)) ((y) + (.6))\nfix point at ((x) + (-.3)) ((y) + (0))\nif <(collision) = [1]> then\n if <(dx) = [0]> then\n set [yv v] to ((.5) * (yv))\n if <(dy) < [0]> then\n set [yv v] to [0]\n set [airtime v] to [0]\n end\n else\n set [xv v] to ((.9) * (xv))\n end\nend\n\ndefine fix point at (x) (y)\nif <(y) > (y)> then\n get index at (x) ((y) + (-.00000001))\nelse\n get index at (x) ((y) + (.00000001))\nend\nif <(item (tile) of [tiles: collidable? v]) = [x]> then\n if <<not <(y) > (y)>> or <(((y) mod (1)) - (fix dy)) < [.99999]>> then\n stop [this script v]\n end\n if <(Key Down) = [1]> then\n stop [this script v]\n end\nend\nif (item (tile) of [tiles: collidable? v]) then\n set [collision v] to [1]\n if <(fix dx) < [0]> then\n change [x v] by ((1) - ((x) mod (1)))\n end\n if <(fix dx) > [0]> then\n change [x v] by ((-0.0000001) - ((x) mod (1)))\n end\n if <(fix dy) < [0]> then\n change [y v] by ((1) - ((y) mod (1)))\n end\n if <(fix dy) > [0]> then\n change [y v] by ((-0.0000001) - ((y) mod (1)))\n end\nend\n\ndefine Camera\nchange [camx v] by (((((x) * (40)) - ((240) * (CamZ))) - (CamX)) * (.6))\nchange [camy v] by (((((y) * (40)) - ((180) * (CamZ))) - (CamY)) * (.6))\nLimit Camera\n\nwhen I receive [prerender v]\nif <<(id) = [1]> and <(Player Health) > [0]>> then\n set size to (10000) %\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n set size to (((200) * (.75)) / (CamZ)) %\n set [ghost v] effect to ((75) + ((25) * ((1) - ((Player Health) / (8)))))\n switch costume to (aura v)\n stamp\n clear graphic effects\n set size to (((100) * (.666)) / (CamZ)) %\n set [ghost v] effect to ((100) - (shield effect))\n switch costume to (shield v)\n stamp\n clear graphic effects\nend\n\ndefine Misc. Accessories\nchange [buff cooldown v] by (-1)\nif <(item (2) of [items v]) = [1]> then\n if <key (space v) pressed?> then\n change [shield effect v] by ((((80) - ((26.67) * (buff var))) - (shield effect)) * (.5))\n else\n change [shield effect v] by (((0) - (shield effect)) * (.3))\n end\n if <(buff cooldown) < [1]> then\n if <(buff var) = [3]> then\n set [buff var v] to [0]\n end\n if <key (space v) pressed?> then\n if <<(hurt player) > [0]> or <(hurt player) = [-1]>> then\n start sound [shield v]\n set [hurt player v] to [0]\n change [buff var v] by (1)\n end\n if <(buff var) = [3]> then\n set [buff cooldown v] to [300]\n end\n end\n end\nend\nif <(item (2) of [items v]) = [2]> then\n if <(buff cooldown) < [1]> then\n if <key (space v) pressed?> then\n set [buff var v] to [150]\n set [buff cooldown v] to [300]\n set [jacked? v] to [1]\n end\n else\n if <(buff var) < [1]> then\n set [jacked? v] to [0]\n else\n change [buff var v] by (-1)\n end\n end\nend\nif <(item (2) of [items v]) = [3]> then\n if <(buff cooldown) < [1]> then\n if <key (space v) pressed?> then\n set [blind? v] to [0]\n set [burning? v] to [0]\n set [confused? v] to [0]\n set [frozen? v] to [0]\n set [debuff cooldown1 v] to [0]\n set [debuff cooldown2 v] to [0]\n set [buff cooldown v] to [300]\n change [player health v] by (1)\n end\n end\nend\n\ndefine Mobility Accessories\nif <(frozen?) = [0]> then\n if <(item (3) of [items v]) = [2]> then\n if <<(double up-tap) = [1]> and <<(mobility toggle) = [0]> and <<(airtime) > [0]> and <not <(Key L/R) = [0]>>>>> then\n set [mobility toggle v] to [1]\n set [xv v] to (Key L/R)\n else\n if <(airtime) = [0]> then\n set [mobility toggle v] to [0]\n end\n end\n end\n if <(item (3) of [items v]) = [3]> then\n if <<(double up-tap) = [1]> and <<(mobility toggle) < [30]> and <(airtime) > [0]>>> then\n change [mobility toggle v] by (1)\n change [yv v] by ((((.5) * (Key UP)) - (yv)) / (5))\n else\n if <(airtime) = [0]> then\n set [mobility toggle v] to [0]\n end\n end\n end\n if <(item (3) of [items v]) = [1]> then\n if <<(Key UP) = [1]> and <<(airtime) > [0]> and <(yv) < [0]>>> then\n change [yv v] by ((yv) / ((-2) + ((-2) * ([abs v] of (Key L/R) ))))\n set [paragliding? v] to [1]\n else\n set [paragliding? v] to [0]\n end\n end\nend\n\ndefine Physics\nchange [yv v] by (-.05)\nchange [airtime v] by (1)\nchange [x v] by (xv)\nfix collision (xv) [0]\nif <(yv) < [-1]> then\n set [yv v] to [-1]\nend\nif <[1] < (yv)> then\n set [yv v] to [1]\nend\nchange [y v] by (yv)\nfix collision [0] (yv)\n\ndefine Limit Camera\nif <[0] > (CamY)> then\n set [camy v] to [0]\nend\nif <[0] > (CamX)> then\n set [camx v] to [0]\nend\nif <(CamY) > (((40) * (MapY)) - ((360) * (CamZ)))> then\n set [camy v] to (((40) * (MapY)) - ((360) * (CamZ)))\nend\nif <(CamX) > (((40) * (MapX)) + ((-480) * (CamZ)))> then\n set [camx v] to (((40) * (MapX)) + ((-480) * (CamZ)))\nend\n\nwhen I receive [render tick v]\nset [brightness v] effect to (game done brightness)\nif <<(Player Health) > [0]> and <<(id) = [1]> or <(PAUSE) = [0]>>> then\n if <(PAUSE) = [0]> then\n change [timer v] by (.03333333333)\n end\n if <(id) = [1]> then\n point in direction (90)\n if <(Key L/R) = [-1]> then\n set [temp v] to [5]\n else\n if <(Key L/R) = [1]> then\n set [temp v] to [4]\n end\n end\n set [offsetx v] to [0]\n if <<(item (3) of [items v]) = [3]> and <<(mobility toggle) > [0]> and <<(mobility toggle) < [30]> and <(Key UP) = [1]>>>> then\n if <([weapon cooldown v] of [player v]) > [-5]> then\n switch costume to ((10) + <(mouse x) < (x position)>)\n else\n switch costume to ((6) + (temp))\n end\n else\n if <([weapon cooldown v] of [player v]) > [-5]> then\n switch costume to ((4) + <(mouse x) < (x position)>)\n else\n switch costume to ((0) + (temp))\n end\n end\n else\n switch costume to (join [] ((id) - (1)))\n set [temp v] to ((((((id) mod (2)) - (.5)) * ([abs v] of ([xv v] of [player v]) )) * ([sin v] of ((timer) * ((900) / ((1) + ((2) * <([airtime v] of [player v]) > [0]>)))) )) / ((1) + <([airtime v] of [player v]) > [0]>))\n point in direction (90)\n if <(id) < [4]> then\n if <([weapon cooldown v] of [player v]) > [-5]> then\n point towards (mouse-pointer v)\n change [offsetx v] by ((((.5) * ([sin v] of (direction) )) - (offsetX)) * (.5))\n change [offsety v] by ((((.5) * ([cos v] of (direction) )) - (offsetY)) * (.5))\n if <(id) = [3]> then\n switch costume to ((11) + (item (1) of [items v]))\n end\n else\n if <(paragliding?) = [1]> then\n change [offsety v] by (((.7) - (offsetY)) * (.7))\n change [offsetx v] by (((0) - (offsetX)) * (.7))\n else\n change [offsety v] by (((((-.3) * ([yv v] of [player v])) - (.1)) - (offsetY)) * (.5))\n change [offsetx v] by ((((-.5) * (temp)) - (offsetX)) * (.9))\n end\n end\n if <<(id) = [3]> and <<(offsetY) > [.2]> and <not <([weapon cooldown v] of [player v]) > [-5]>>>> then\n point in direction (90)\n switch costume to (join [glider] (([temp v] of [player v]) - (3)))\n end\n else\n change [offsetx v] by ((((-.5) * (temp)) - (offsetX)) * (.9))\n end\n end\nend\nif <(Player Health) > [0]> then\n go to x: (((((([x v] of [player v]) + (offsetX)) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((([y v] of [player v]) + (offsetY)) * (40)) - (CamY)) / (CamZ)) - (180))\nend\n\nwhen I receive [start tick v]\nif then\n delete this clone\nend\nset [id v] to [1]\nset [blind? v] to [0]\nset [burning? v] to [0]\nset [confused? v] to [0]\nset [frozen? v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nset [player health v] to ((8) - ((7) * <(\[GAME MODE) = [3]>))\nset [timer v] to [0]\nset [running? v] to [0]\nsetup body\n\ndefine setup body\nclear graphic effects\ngo to [front v] layer\nshow\nset [offsetx v] to [0]\nset [offsety v] to [0]\nset [id v] to [1]\nrepeat (4)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [1]\n\nchange [xv v] by ((-0.1) * ([sin v] of (direction) ))\nchange [yv v] by ((-0.05) * ([cos v] of (direction) ))\n\ndefine shotgun (amount)\nrepeat (5)\n add (x) to [projectiles v]\n add (y) to [projectiles v]\n add [8] to [projectiles v]\n add ((direction) + (pick random (-7) to (7))) to [projectiles v]\nend\n\nwhen I receive [die v]\nset [xv v] to ((1.6) * (([xv v] of [player v]) + (pick random (2) to (-2))))\nset [yv v] to (pick random (0) to (5))\nrepeat (33)\n change [ghost v] effect by (3)\n turn right (xv) degrees\n change x by (xv)\n change y by (yv)\n change [yv v] by (-.5)\nend\nclear graphic effects\nhide\n\nwhen flag clicked\nset [beat the game? v] to [0]\nset [\[speedrun timer v] to [0]\nset [mobility accessory v] to []\nset [second accessory v] to []\nset [weapon v] to [1]\nset [secondary weapon v] to []\nreplace item (1) of [items v] with (Weapon)\nhide\n\nwhen I receive [start tick v]\nif <(Current level) = [0]> then\n set [x v] to [40]\n set [y v] to [8.6]\nelse\n set [x v] to ((-.5) + ((item # of [35] in [world v]) mod (MapX)))\n set [y v] to ((.6) + ([floor v] of ((item # of [35] in [world v]) / (MapX)) ))\nend\nset [camx v] to (((x) * (40)) - ((240) * (CamZ)))\nset [camy v] to (((y) * (40)) - ((180) * (CamZ)))\nLimit Camera\n\nwhen I receive [start tick v]\nset [buff cooldown v] to [0]\nset [buff var v] to [0]\nset [shield effect v] to [0]\n\nwhen I start as a clone\ngo to [front v] layer\n\nwhen I receive [loading v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\ndefine spike check\nif <<(tile) = [33]> or <<(tile) = [34]> or <(y) < [0]>>> then\n change [player health v] by (-1)\n if <[0] < (Player Health)> then\n set [x v] to (item (3) of [recovery v])\n set [y v] to (item (4) of [recovery v])\n get index at ((item (3) of [recovery v]) - (.4)) (item (4) of [recovery v])\n if <[tiles: collidable? v] contains (tile)?> then\n fix collision [-1] [0]\n else\n get index at ((item (3) of [recovery v]) + (.4)) (item (4) of [recovery v])\n if <[tiles: collidable? v] contains (tile)?> then\n fix collision [1] [0]\n end\n end\n set [xv v] to [0]\n set [yv v] to [0]\n end\nelse\n if <<(airtime) < [1]> and <not <<(round ((item ((index) + (-1)) of [world v]) / (2))) = [17]> or <(round ((item ((index) + (1)) of [world v]) / (2))) = [17]>>>> then\n insert (round (x)) at (1) of [recovery v] \n insert ((round (y)) - (.4)) at (2) of [recovery v] \n delete (5) of [recovery v]\n delete (5) of [recovery v]\n delete (5) of [recovery v]\n end\nend\n\nwhen [1 v] key pressed\nreplace item (1) of [items v] with (Weapon)\nif <((Weapon) + (0)) = [0]> then\n set [weapon cooldown v] to [-10]\nend\n\nwhen [2 v] key pressed\nreplace item (1) of [items v] with (Secondary Weapon)\nif <((Secondary Weapon) + (0)) = [0]> then\n set [weapon cooldown v] to [-10]\nend\n\nwhen I receive [particle tick v]\nreplace item (2) of [items v] with (Second accessory)\nreplace item (3) of [items v] with (Mobility accessory)\nreplace item (4) of [items v] with (Weapon)\nreplace item (5) of [items v] with (Secondary Weapon)\n\nset [\[save code v] to (join (item (1) of [items v]) (join ((Mobility accessory) + (0)) (join ((Second accessory) + (0)) (join ((Weapon) + (0)) ((Secondary Weapon) + (0))))))\nset [\[save code v] to (join (\[SAVE CODE) (join (completed levels) (join (Beat the game?) (\[GAME MODE))))\n\nadd val (item # of (letter (1) of (username)) in [encoding2 v]) to savecode\nadd val (item # of (letter (2) of (username)) in [encoding2 v]) to savecode\nadd val (item # of (letter (length of (username)) of (username)) in [encoding2 v]) to savecode\nadd val ((79) + (length of (username))) to savecode\nset [\[compressed code v] to (item (join (letter (1) of (\[SAVE CODE)) (join (letter (2) of (\[SAVE CODE)) (join (letter (3) of (\[SAVE CODE)) (letter (4) of (\[SAVE CODE))))) of [encoding v])\nset [i v] to [5]\nrepeat (4)\n set [\[compressed code v] to (join (\[Compressed code) (item (join (letter (i) of (\[SAVE CODE)) (join (letter ((i) + (1)) of (\[SAVE CODE)) (letter ((i) + (2)) of (\[SAVE CODE)))) of [encoding v]))\n change [i v] by (3)\nend\n\ndefine add val (number) to savecode\nif <(length of (number)) < [2]> then\n set [\[save code v] to (join (\[SAVE CODE) (join [0] (number)))\nelse\n set [\[save code v] to (join (\[SAVE CODE) (number))\nend\n\ndefine aimbot\nset [i v] to [-1]\nset [~dist v] to [100]\nset [~bestdir v] to (direction)\nrepeat ((length of [enemy positions v]) / (2))\n change [i v] by (2)\n get dir (mouse x) (mouse y) [0] [0]\n set [~vx v] to ([sin v] of (dir) )\n set [~vy v] to ([cos v] of (dir) )\n set [~tx v] to (item (i) of [enemy positions v])\n set [~ty v] to (item ((i) + (1)) of [enemy positions v])\n get dir (~tx) (~ty) (x) (y)\n set [~tx v] to ([sin v] of (dir) )\n set [~ty v] to ([cos v] of (dir) )\n get dist (x) (y) (item (i) of [enemy positions v]) (item ((i) + (1)) of [enemy positions v])\n if <(dist) < [20]> then\n get dist (~tx) (~ty) (~vx) (~vy)\n if <<(dist) < (~dist)> and <(dist) < [.45]>> then\n set [~dist v] to (dist)\n get dir (~tx) (~ty) [0] [0]\n set [~bestdir v] to (dir)\n end\n end\nend\n\ndefine get dist (x1) (y1) (x2) (y2)\nset [dist v] to ([sqrt v] of ((((x1) - (x2)) * ((x1) - (x2))) + (((y1) - (y2)) * ((y1) - (y2)))) )\n\ndefine get dir (x1) (y1) (x2) (y2)\nset [dir v] to (([atan v] of (((x2) - (x1)) / ((y2) - (y1))) ) + ((180) * <(y2) < (y1)>))\n\nset size to (((100) * (.666)) / (CamZ)) %\nset size to (10000) %\n\nset size to (((100) * (.666)) / (CamZ)) %\n\nwhen I receive [title v]\nhide\n\n@NPCs\n\nwhen I receive [prerender v]\nif <(id) > [0]> then\n set size to (1000) %\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n set size to (((200) * (.75)) / (CamZ)) %\n set [ghost v] effect to (75)\n if <(item (id) of [colors v]) = [b]> then\n set [color v] effect to (120)\n set [brightness v] effect to (-60)\n set [ghost v] effect to (80)\n else\n set [color v] effect to ((2) * (item (id) of [colors v]))\n set [brightness v] effect to (0)\n end\n change [ghost v] effect by (game done brightness)\n switch costume to (aura v)\n stamp\n clear graphic effects\n if <(talking?) = (id)> then\n change [camx v] by ((((((([x v] of [player v]) + (x)) / (2)) * (40)) - ((240) * (CamZ))) - (CamX)) * (.3))\n change [camy v] by ((((((([y v] of [player v]) + (y)) / (2)) * (40)) - ((180) * (CamZ))) - (CamY)) * (.3))\n end\nelse\nend\n\nwhen I receive [render tick v]\nif <(id) > [0]> then\n set size to (1000) %\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n switch costume to (id)\n set size to (((100) * (.666)) / (CamZ)) %\nelse\n switch costume to (liam \(weapons\) v)\nend\n\nwhen I start as a clone\nlocation\n\nwhen I receive [load hub level v]\nsetup\n\ndefine setup\nshow\nset [id v] to [0]\nrepeat (5)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nhide\n\nwhen [i v] key pressed\nlocation\n\ndefine location\npoint in direction (90)\nset rotation style [left-right v]\nif <(id) = [5]> then\n if <(completed levels) < [4]> then\n set [x v] to [37]\n set [y v] to [8.6]\n else\n if <(completed levels) < [7]> then\n set [x v] to [52.5]\n set [y v] to [26.9]\n else\n set [x v] to [55]\n set [y v] to [45.6]\n end\n end\nelse\n if <(id) = [1]> then\n if <(length of [unlocked levels v]) < [5]> then\n set [x v] to [23]\n set [y v] to [20.6]\n point in direction (-90)\n else\n set [x v] to [35]\n set [y v] to [35.6]\n end\n else\n if <(id) = [2]> then\n if <(length of [unlocked levels v]) < [5]> then\n set [x v] to [18]\n set [y v] to [20.6]\n else\n set [x v] to [44.5]\n set [y v] to [35.6]\n point in direction (-90)\n end\n else\n if <(id) = [3]> then\n if <(completed levels) < [1]> then\n set [x v] to [18]\n set [y v] to [14.6]\n point in direction (-90)\n else\n if <(completed levels) < [2]> then\n set [x v] to [43]\n set [y v] to [8.6]\n point in direction (-90)\n else\n if <(completed levels) < [7]> then\n set [x v] to [47]\n set [y v] to [26.6]\n point in direction (-90)\n else\n set [x v] to [42.5]\n set [y v] to [8.6]\n point in direction (-90)\n end\n end\n end\n else\n if <(id) = [4]> then\n if <(completed levels) = [0]> then\n set [x v] to [64.3]\n set [y v] to [8.6]\n else\n if <(completed levels) < [2]> then\n set [x v] to [35.5]\n set [y v] to [35.6]\n point in direction (-90)\n else\n if <(completed levels) < [7]> then\n set [x v] to [20]\n set [y v] to [35.6]\n point in direction (-90)\n else\n set [x v] to [46.5]\n set [y v] to [8.6]\n point in direction (-90)\n end\n end\n end\n end\n end\n end\n end\nend\nset [dir v] to (direction)\n\nwhen I receive [start tick v]\nif <not <((MapX) * (MapY)) = [4800]>> then\n delete this clone\nend\n\nwhen I receive [game tick v]\nif <(id) > [0]> then\n if <(distance to [player v]) < [50]> then\n point towards (player v)\n set [popup v] to [8]\n set [npc v] to (id)\n get dialog\n else\n point in direction (dir)\n end\nend\n\ndefine get dialog\nif <(id) = [5]> then\n set [conversation v] to ((completed levels) + (1))\nelse\n if <(id) = [1]> then\n if <(completed levels) < [1]> then\n set [conversation v] to [9]\n else\n if <(completed levels) < [3]> then\n set [conversation v] to (pick random (1) to (3))\n else\n if <(completed levels) < [7]> then\n set [conversation v] to (pick random (4) to (6))\n else\n set [conversation v] to [7]\n end\n end\n end\n else\n if <(id) = [2]> then\n if <(completed levels) < [1]> then\n set [conversation v] to [9]\n else\n if <(completed levels) < [4]> then\n set [conversation v] to (pick random (1) to (3))\n else\n if <(completed levels) < [6]> then\n set [conversation v] to (pick random (4) to (6))\n else\n if <(completed levels) < [7]> then\n set [conversation v] to [7]\n else\n set [conversation v] to [8]\n end\n end\n end\n end\n else\n if <(id) = [3]> then\n if <(completed levels) = [0]> then\n set [conversation v] to [1]\n else\n if <(completed levels) = [1]> then\n set [conversation v] to [2]\n else\n if <(completed levels) < [5]> then\n set [conversation v] to [3]\n else\n if <(completed levels) < [7]> then\n if <(length of [unlocked levels v]) < [7]> then\n set [conversation v] to [4]\n else\n set [conversation v] to [5]\n end\n else\n if <(\[GAME MODE) = [1]> then\n set [conversation v] to [7]\n else\n set [conversation v] to [6]\n end\n end\n end\n end\n end\n else\n if <(id) = [4]> then\n if <(completed levels) = [0]> then\n set [conversation v] to [1]\n else\n if <(completed levels) < [2]> then\n set [conversation v] to [2]\n else\n if <(completed levels) < [7]> then\n if <(lift room condition) = [0]> then\n set [conversation v] to [3]\n else\n if <(lift room condition) = [1]> then\n set [conversation v] to [4]\n else\n set [conversation v] to [5]\n end\n end\n else\n set [conversation v] to [6]\n end\n end\n end\n end\n end\n end\n end\nend\nset [dir v] to (direction)\n\n@Enemies\n\ndefine get index at (x) (y)\nset [index v] to ((1) + ((x) + (([floor v] of (y) ) * (MapX))))\nset [tile v] to (item (index) of [world v])\n\nwhen I receive [game tick v]\nif <<(Edit Mode) = [0]> and <not <(id) = [0]>>> then\n turn right (5) degrees\n if <(Health) < [0.01]> then\n start sound [this sound means that i am dead! v]\n delete this clone\n end\n show\n change [frames v] by (1)\n get dist (([x v] of [player v]) - (spawn x)) (([y v] of [player v]) - (spawn y))\n if <((frames) mod (45)) = [0]> then\n if <(dist) > [600]> then\n set [target v] to [2]\n else\n set [target v] to (pick random (0) to (pick random (0) to (1)))\n end\n if <(target) = [1]> then\n set [player dist v] to [1000]\n if <(y) > ([y v] of [player v])> then\n set [player dir v] to (pick random (-90) to (-270))\n else\n set [player dir v] to (pick random (-90) to (90))\n end\n end\n end\n if <(target) = [0]> then\n get values (([x v] of [player v]) - (x)) (([y v] of [player v]) - (y)) ([y v] of [player v])\n end\n if <(target) = [2]> then\n get values ((spawn x) - (x)) ((spawn y) - (y)) (spawn y)\n end\n change [xv v] by (((.03) * ([sin v] of (player dir) )) * (<[150] < (player dist)> - (.6)))\n change [yv v] by (((.03) * ([cos v] of (player dir) )) * (<[150] < (player dist)> - (.6)))\n laser check\n change [x v] by (xv)\n change [y v] by (yv)\n set [xv v] to ((xv) * (.95))\n set [yv v] to ((yv) * (.95))\n change [cooldown v] by ((-1) - ((.5) * <(\[GAME MODE) = [2]>))\n if <<(cooldown) < [.01]> and <not <(target) = [2]>>> then\n get index at (x) (y)\n if <not (item (tile) of [tiles: collidable? v])> then\n if <((costume [number v]) - (1)) < [3]> then\n if <((costume [number v]) - (1)) = [1]> then\n set [cooldown v] to [30]\n else\n set [cooldown v] to [30]\n end\n else\n if <((costume [number v]) - (1)) = [3]> then\n set [cooldown v] to [60]\n else\n if <((costume [number v]) - (1)) = [4]> then\n set [cooldown v] to [60]\n else\n if <((costume [number v]) - (1)) = [5]> then\n set [cooldown v] to [60]\n else\n if <((costume [number v]) - (1)) = [6]> then\n set [cooldown v] to [60]\n else\n set [cooldown v] to [20]\n end\n end\n end\n end\n end\n add (x) to [projectiles v]\n add (y) to [projectiles v]\n if <(costume [number v]) < [7]> then\n add (costume [number v]) to [projectiles v]\n else\n add ((costume [number v]) + (4)) to [projectiles v]\n end\n if <(pick random (1) to (2)) = [1]> then\n add (player dir) to [projectiles v]\n change [xv v] by ((-.2) * ([sin v] of (player dir) ))\n change [yv v] by ((-.2) * ([cos v] of (player dir) ))\n else\n add (direction) to [projectiles v]\n change [xv v] by ((-.2) * ([sin v] of (direction) ))\n change [yv v] by ((-.2) * ([cos v] of (direction) ))\n end\n end\n end\nend\n\nwhen I start as a clone\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (pick random (1) to (360))\nset [x v] to ((spawn x) + (pick random (-.1) to (.1)))\nset [y v] to ((spawn y) + (pick random (-.1) to (.1)))\nset [frames v] to (pick random (1) to (45))\nset [id v] to ((costume [number v]) - (1))\nset [health v] to [3]\nset [size v] to [0]\n\ndefine get values (x) (y) (#)\nset [player dir v] to (([atan v] of ((x) / (y)) ) + ((180) * <(#) < (y)>))\nget dist (x) (y)\nset [player dist v] to (dist)\n\ndefine setup\nset [i v] to [0]\nset [spawn y v] to [1]\nrepeat (MapY)\n set [spawn x v] to [1]\n repeat (MapX)\n change [i v] by (1)\n change [spawn x v] by (1)\n repeat ((1) + (((pick random (1) to (2)) * <(\[GAME MODE) = [2]>) + ((pick random (0) to (1)) * <(\[GAME MODE) = [3]>)))\n if <(item (i) of [world v]) = [6]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (regular red v)\n create clone of (_myself_ v)\n else\n if <<(pick random (1) to (2)) = [1]> and <(completed levels) > [4]>> then\n switch costume to (quick silver v)\n create clone of (_myself_ v)\n else\n switch costume to (flaming orange v)\n create clone of (_myself_ v)\n end\n end\n else\n if <(item (i) of [world v]) = [7]> then\n switch costume to (purple punch v)\n create clone of (_myself_ v)\n else\n if <(item (i) of [world v]) = [8]> then\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (purple punch v)\n create clone of (_myself_ v)\n else\n switch costume to (icy blue v)\n create clone of (_myself_ v)\n end\n else\n if <(item (i) of [world v]) = [9]> then\n switch costume to (confusing green v)\n create clone of (_myself_ v)\n else\n if <(item (i) of [world v]) = [10]> then\n if <<(pick random (1) to (2)) = [1]> and <(completed levels) > [4]>> then\n switch costume to (quick silver v)\n create clone of (_myself_ v)\n else\n switch costume to (regular red v)\n create clone of (_myself_ v)\n end\n else\n if <(item (i) of [world v]) = [36]> then\n switch costume to (black blindness v)\n create clone of (_myself_ v)\n end\n end\n end\n end\n end\n end\n end\n end\n change [spawn y v] by (1)\nend\n\ndefine laser check\nset [i v] to [1]\nrepeat ((length of [lasers v]) / (5))\n get dist ((x) - (item ((i) + (1)) of [lasers v])) ((y) - (item ((i) + (2)) of [lasers v]))\n if <(dist) < [32]> then\n start sound (pick random (1) to (3))\n add (item (i) of [lasers v]) to [delete lasers v]\n add (x) to [particles v]\n add (y) to [particles v]\n if <(item ((i) + (4)) of [lasers v]) = [1]> then\n change [xv v] by ((.35) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [yv v] by ((.35) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-1)\n add [7] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [2]> then\n change [xv v] by ((.1) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [yv v] by ((.1) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.3)\n add [8] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [3]> then\n change [xv v] by ((.25) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [yv v] by ((.25) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.8)\n add [9] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [4]> then\n change [xv v] by ((.1) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [yv v] by ((.1) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.3)\n add [8] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [5]> then\n change [xv v] by ((.1) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [yv v] by ((.1) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.3)\n add [8] to [particles v]\n end\n end\n end\n end\n end\n add [0] to [particles v]\n end\n change [i v] by (5)\nend\n\ndefine get dist (x) (y)\nset [dist v] to (([sqrt v] of (((x) * (x)) + ((y) * (y))) ) * (40))\n\nwhen I receive [start tick v]\nif then\n delete this clone\nend\nsetup\n\nwhen I receive [prerender v]\nif <not <(id) = [0]>> then\n change [size v] by (((200) - (size)) * (.3))\n set [temp v] to (costume [number v])\n set size to (10000) %\n switch costume to (aura v)\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n switch costume to (regular red v)\n set size to ((size) / (CamZ)) %\n if < [bw] contains (item ((temp) - (1)) of [colors v])?> then\n set [brightness v] effect to ((200) * (<(item ((temp) - (1)) of [colors v]) = [w]> - (.5)))\n set [ghost v] effect to ((50) + ((50) * ((1) - ((Health) / (3)))))\n else\n set [color v] effect to ((item ((temp) - (1)) of [colors v]) * (2))\n set [ghost v] effect to ((75) + ((25) * ((1) - ((Health) / (3)))))\n end\n switch costume to (aura v)\n stamp\n clear graphic effects\n switch costume to (temp)\nend\n\nwhen I receive [loading v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\nset [spawn x v] to ([x v] of [player v])\nset [spawn y v] to ([y v] of [player v])\n\nwhen I receive [boss spawn v]\nif <(id) = [0]> then\n set [spawn x v] to (Boss X)\n set [spawn y v] to (Boss Y)\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (regular red v)\n create clone of (_myself_ v)\n else\n if <(pick random (1) to (2)) = [1]> then\n switch costume to (quick silver v)\n create clone of (_myself_ v)\n else\n switch costume to (flaming orange v)\n create clone of (_myself_ v)\n end\n end\nend\n\nwhen I receive [particle tick v]\nif <not <(id) = [0]>> then\n add (x) to [enemy positions v]\n add (y) to [enemy positions v]\n wait (0) seconds\nend\n\n@Boss\n\ndefine get index at (x) (y)\nset [index v] to ((1) + ((x) + (([floor v] of (y) ) * (MapX))))\nset [tile v] to (item (index) of [world v])\n\nwhen I receive [game tick v]\nif <<<(Edit Mode) = [0]> and <(Current level) = [7]>> and <(Boss death animation) < [100]>> then\n if <(id) = [0]> then\n set [boss health v] to (Health)\n end\n if <(Boss health) > [0]> then\n if <(id) = [0]> then\n change [boss rotation speed v] by (((5) - (Boss rotation speed)) * (.05))\n turn right (Boss rotation speed) degrees\n get values (([x v] of [player v]) - (Boss X)) (([y v] of [player v]) - (Boss Y)) ([y v] of [player v])\n set [player dist v] to (dist)\n set [player dir v] to (dir)\n get dist ((spawn x) - ([x v] of [player v])) ((spawn y) - ([y v] of [player v]))\n get dir (spawn x) (spawn y) (Boss X) (Boss Y)\n if <(Health) < [25]> then\n set [spawn x v] to [30]\n set [spawn y v] to [90]\n else\n if <(Health) < [50]> then\n set [spawn x v] to [70]\n set [spawn y v] to [85]\n else\n if <(Health) < [70]> then\n set [spawn x v] to [120]\n set [spawn y v] to [80]\n end\n end\n end\n if <((dist) / (40)) < [35]> then\n change [boss xv v] by (((.02) * ([sin v] of (player dir) )) * (<(pick random (180) to (200)) < (player dist)> - (.5)))\n change [boss yv v] by (((.02) * ([cos v] of (player dir) )) * (<(pick random (180) to (200)) < (player dist)> - (.5)))\n set [boss fight v] to [1]\n if <not <((player dist) / (40)) < [35]>> then\n set [cooldown v] to [60]\n set [frames v] to [-100]\n set [boss attack v] to [0]\n set [boss fire id v] to [0]\n end\n else\n change [boss xv v] by (((.05) * ([sin v] of (dir) )) * (<(pick random (10) to (20)) < (dist)> - (.5)))\n change [boss yv v] by (((.05) * ([cos v] of (dir) )) * (<(pick random (10) to (20)) < (dist)> - (.5)))\n set [cooldown v] to [60]\n set [frames v] to [-100]\n set [boss attack v] to [0]\n set [boss fire id v] to [0]\n end\n laser check\n change [boss x v] by (Boss XV)\n change [boss y v] by (Boss YV)\n set [boss xv v] to ((Boss XV) * (.96))\n set [boss yv v] to ((Boss YV) * (.96))\n set [boss dir v] to (direction)\n set [x v] to (Boss X)\n set [y v] to (Boss Y)\n get index at (x) (y)\n change [cooldown v] by (-1)\n if <<(cooldown) < [0]> and <not (item (tile) of [tiles: collidable? v])>> then\n if <(pick random (1) to ((12) / ((1) + <(\[GAME MODE) = [2]>))) = [1]> then\n broadcast (boss spawn v)\n set [cooldown v] to [90]\n set [boss status v] to [2]\n set [frames v] to [-5]\n set [window v] to [15]\n else\n if <(pick random (1) to (2)) = [1]> then\n set [boss attack v] to [1]\n set [cooldown v] to [25]\n if <(Boss status) = [1]> then\n broadcast (shuffle boss v)\n end\n set [boss status v] to [0]\n set [frames v] to [-10]\n set [window v] to [45]\n else\n if <(pick random (1) to (2)) = [1]> then\n set [boss attack v] to [2]\n set [cooldown v] to [75]\n if <(Boss status) = [1]> then\n broadcast (shuffle boss v)\n end\n set [boss status v] to [0]\n set [frames v] to [-10]\n set [window v] to [45]\n else\n if <(pick random (1) to (1)) = [1]> then\n set [boss attack v] to [3]\n set [cooldown v] to [75]\n if <(Boss status) = [1]> then\n broadcast (shuffle boss v)\n end\n set [boss status v] to [0]\n set [frames v] to [-10]\n set [window v] to [45]\n end\n end\n end\n end\n end\n change [window v] by (-1)\n if <(window) < [0]> then\n set [boss status v] to [1]\n end\n if <(Boss status) = [2]> then\n change [frames v] by (1)\n if <(frames) = [0]> then\n set [boss status v] to [0]\n end\n end\n if <(Boss attack) = [1]> then\n change [frames v] by (1)\n if <(frames) = [1]> then\n set [boss fire id v] to [2]\n else\n if <(frames) = [4]> then\n set [boss fire id v] to [3]\n else\n if <(frames) = [7]> then\n set [boss fire id v] to [1]\n else\n if <(frames) = [8]> then\n set [boss attack v] to [0]\n set [boss fire id v] to [0]\n else\n set [boss fire id v] to [0]\n end\n end\n end\n end\n else\n if <(Boss attack) = [2]> then\n change [frames v] by (1)\n if <(frames) = [10]> then\n set [boss attack v] to [0]\n set [boss fire id v] to [0]\n else\n if <(frames) > [0]> then\n change [boss rotation speed v] by (3)\n set [boss fire id v] to ((1) + ((frames) mod (3)))\n end\n end\n else\n if <(Boss attack) = [3]> then\n change [frames v] by (1)\n if <(frames) = [10]> then\n set [boss attack v] to [0]\n set [boss fire id v] to [0]\n else\n if <(frames) = [0]> then\n get attack dir\n else\n set [boss fire id v] to [0]\n if <<(frames) > [0]> and <((frames) mod (2)) = [0]>> then\n change [boss rotation speed v] by (5)\n set [boss fire id v] to (closest)\n set [boss xv v] to ((Boss XV) * (.5))\n set [boss yv v] to ((Boss YV) * (.5))\n end\n end\n end\n end\n end\n end\n else\n get index at (x) (y)\n if <(Boss fire id) = (id)> then\n if <not (item (tile) of [tiles: collidable? v])> then\n shoot projectile ((1) + (temp)) in direction (direction)\n set [open v] to ((open) / (2))\n change [boss xv v] by ((-.2) * ([sin v] of ((Boss dir) + (dir offset)) ))\n change [boss yv v] by ((-.2) * ([cos v] of ((Boss dir) + (dir offset)) ))\n change [boss rotation speed v] by (((6) - (Boss rotation speed)) * (.5))\n end\n end\n end\n else\n if <(id) = [0]> then\n hide variable [boss health v]\n set [boss status v] to [0]\n change [boss rotation speed v] by ((((2.5) + ((Boss death animation) / (5))) - (Boss rotation speed)) * (.02))\n turn right (Boss rotation speed) degrees\n change [boss x v] by (Boss XV)\n change [boss y v] by (Boss YV)\n set [boss xv v] to ((Boss XV) * (.9))\n set [boss yv v] to (((Boss YV) + (.1)) * (.8))\n set [boss dir v] to (direction)\n change [boss x v] by (((25) - (Boss X)) * (.1))\n change [boss y v] by ((((85) + ((Boss death animation) / (33.33334))) - (Boss Y)) * (.1))\n set [x v] to (Boss X)\n set [y v] to (Boss Y)\n change [boss death animation v] by ((1) / (3))\n if <(pick random (1) to (pick random (1) to (round (((100) - (Boss death animation)) / (3))))) = [1]> then\n add (Boss X) to [particles v]\n add (Boss Y) to [particles v]\n add [14] to [particles v]\n add (pick random (1) to (360)) to [particles v]\n end\n if <(Boss death animation) > [100]> then\n set [beat the game? v] to [1]\n kaboom\n broadcast (boss die lolololololol v)\n if <(\[GAME MODE) = [1]> then\n add record [time: (\[Speedrun timer) holder: (username) ]\n end\n end\n else\n set [open v] to ((open) * (pick random (1) to ((1) + ((Boss death animation) / (100)))))\n set [ghost v] effect to ((pick random (0) to (Boss death animation)) * (.5))\n change [color v] effect by ((pick random (0) to (Boss death animation)) * (.25))\n change [brightness v] effect by ((pick random ((0) - (Boss death animation)) to (Boss death animation)) * (.25))\n end\n end\nend\n\ndefine get values (x) (y) (#)\nset [dir v] to (([atan v] of ((x) / (y)) ) + ((180) * <(#) < (y)>))\nget dist (x) (y)\n\ndefine setup\nset [spawn x v] to ((item # of [39] in [world v]) mod (MapX))\nset [spawn y v] to ([floor v] of ((item # of [39] in [world v]) / (MapX)) )\ngo to [front v] layer\ngo [backward v] (1) layers\npoint in direction (pick random (1) to (360))\nset [boss x v] to ((spawn x) + (pick random (-1) to (1.0)))\nset [boss y v] to ((spawn y) + (pick random (-1) to (1.0)))\nset [boss xv v] to [0]\nset [boss yv v] to [0]\nset [boss attack v] to [0]\nset [boss rotation speed v] to [0]\nset [boss status v] to [0]\nset [boss fire id v] to [0]\nset [boss dir v] to [0]\nset [frames v] to [1000]\nset [id v] to [0]\nset [health v] to [75]\nswitch costume to (triangle bit v)\nset [dir offset v] to [0]\nset [id v] to [1]\nrepeat (3)\n create clone of (_myself_ v)\n change [id v] by (1)\n change [dir offset v] by (120)\nend\nset [id v] to [0]\n\ndefine laser check\nif <(window) > [0]> then\n set [i v] to [1]\n repeat ((length of [lasers v]) / (5))\n get dist ((x) - (item ((i) + (1)) of [lasers v])) ((y) - (item ((i) + (2)) of [lasers v]))\n if <(dist) < [120]> then\n start sound (pick random (1) to (3))\n add (item (i) of [lasers v]) to [delete lasers v]\n add (x) to [particles v]\n add (y) to [particles v]\n if <(item ((i) + (4)) of [lasers v]) = [1]> then\n change [boss xv v] by ((.15) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [boss yv v] by ((.15) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-1)\n add [7] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [2]> then\n change [boss xv v] by ((.05) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [boss yv v] by ((.05) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.3)\n add [8] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [3]> then\n change [boss xv v] by ((.1) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [boss yv v] by ((.1) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.8)\n add [9] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [4]> then\n change [boss xv v] by ((.05) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [boss yv v] by ((.05) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.3)\n add [8] to [particles v]\n else\n if <(item ((i) + (4)) of [lasers v]) = [5]> then\n change [boss xv v] by ((.05) * ([sin v] of (item ((i) + (3)) of [lasers v]) ))\n change [boss yv v] by ((.05) * ([cos v] of (item ((i) + (3)) of [lasers v]) ))\n change [health v] by (-.3)\n add [8] to [particles v]\n end\n end\n end\n end\n end\n add [0] to [particles v]\n end\n change [i v] by (5)\n end\nend\n\ndefine get dist (x) (y)\nset [dist v] to (([sqrt v] of (((x) * (x)) + ((y) * (y))) ) * (40))\n\nwhen I receive [start tick v]\nset [boss fight v] to [0]\nhide variable [boss health v]\nif then\n delete this clone\nend\nif <(Current level) = [7]> then\n setup\nend\n\nwhen I receive [render tick v]\nif <<(Current level) = [7]> and <(Boss death animation) < [100]>> then\n if <(id) = [0]> then\n set [temp v] to [1]\n set size to (10000) %\n switch costume to (aura v)\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n switch costume to (body shape3 v)\n set size to ((400) / (CamZ)) %\n set [color v] effect to (boss color)\n set [brightness v] effect to (boss brightness)\n set [ghost v] effect to ((25) + ((75) * ((1) - ((Health) / (15)))))\n switch costume to (aura v)\n stamp\n set [ghost v] effect to (0)\n switch costume to (triangle bit v)\n change [open v] by ((((0) + ((400) * <(Boss status) = [1]>)) - (open)) * (.5))\n set size to ((open) / (CamZ)) %\n switch costume to (body shape4 v)\n stamp\n set [color v] effect to ((Boss color) / (3))\n set [brightness v] effect to ((Boss brightness) / (3))\n set size to ((400) / (CamZ)) %\n switch costume to (body shape3 v)\n stamp\n switch costume to (body shape5 v)\n clear graphic effects\n stamp\n if <(Boss status) = [1]> then\n add (Boss X) to [enemy positions v]\n add (Boss Y) to [enemy positions v]\n end\n else\n set size to (10000) %\n switch costume to (aura v)\n change [open v] by ((.5) * <(Boss status) = [2]>)\n change [open v] by ((((.9) + ((.6) * <(Boss status) = [0]>)) - (open)) * (.5))\n set [x v] to ((Boss X) + ((open) * ([sin v] of ((Boss dir) + (dir offset)) )))\n set [y v] to ((Boss Y) + ((open) * ([cos v] of ((Boss dir) + (dir offset)) )))\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n point in direction ((Boss dir) + (dir offset))\n switch costume to (triangle bit v)\n set size to ((400) / (CamZ)) %\n stamp\n end\nend\n\nwhen I receive [loading v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\ndefine shoot projectile (type) in direction (dir)\nadd (x) to [projectiles v]\nadd (y) to [projectiles v]\nif <(type) < [7]> then\n add (type) to [projectiles v]\nelse\n add ((4) + (type)) to [projectiles v]\nend\nadd (dir) to [projectiles v]\n\nwhen I start as a clone\nset [temp v] to (pick random (2) to (8))\n\ndefine get dir (x1) (y1) (x2) (y2)\nset [dir v] to (([atan v] of (((x2) - (x1)) / ((y2) - (y1))) ) + ((180) * <(y1) < (y2)>))\n\nwhen I receive [particle tick v]\nchange [interpolate v] by ((<(Boss status) = [0]> - (interpolate)) * (.5))\nif <not <(id) = [0]>> then\n if < [bw] contains (item (temp) of [colors v])?> then\n set [a v] to ((Boss color) / (3))\n else\n set [b v] to [0]\n end\n set [brightness v] effect to (((b) * (interpolate)) + ((boss brightness) * ((1) - (interpolate))))\n set [color v] effect to (((a) * (interpolate)) + ((boss color) * ((1) - (interpolate))))\nend\n\nwhen I receive [prerender v]\nif <(id) = [0]> then\n set [boss color v] to [0]\n set [boss brightness v] to [0]\nelse\n if < [bw] contains (item (temp) of [colors v])?> then\n set [b v] to ((200) * (<(item (temp) of [colors v]) = [w]> - (.5)))\n else\n set [a v] to ((item (temp) of [colors v]) * (2))\n end\n if <not < [b] contains (item (temp) of [colors v])?>> then\n change [boss brightness v] by (b)\n end\n change [boss color v] by (a)\nend\n\nwhen I receive [shuffle boss v]\nif <not <(id) = [0]>> then\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n if <(pick random (1) to (2)) = [1]> then\n set [temp v] to [1]\n else\n set [temp v] to [7]\n end\n else\n if <(pick random (1) to (2)) = [1]> then\n set [temp v] to (pick random (4) to (7))\n else\n set [temp v] to (pick random (1) to (4))\n end\n end\n end\nend\n\nwhen I receive [parallax v]\nif <(id) = [0]> then\n change [boss color v] by ((((Boss color) / (3)) - (boss color)) * (.01))\n change [boss brightness v] by ((((Boss brightness) / (3)) - (boss brightness)) * (.01))\nend\n\nset [boss x v] to ((spawn x) + (pick random (-1) to (1)))\nset [boss y v] to ((spawn y) + (pick random (-1) to (1)))\n\ndefine get attack dir\nget dist (((Boss X) + ([sin v] of ((Boss dir) + (0)) )) - ([x v] of [player v])) (((Boss Y) + ([cos v] of ((Boss dir) + (0)) )) - ([y v] of [player v]))\nset [dist 2 v] to (dist)\nget dist (((Boss X) + ([sin v] of ((Boss dir) + (120)) )) - ([x v] of [player v])) (((Boss Y) + ([cos v] of ((Boss dir) + (120)) )) - ([y v] of [player v]))\nif <(dist 2) < (dist)> then\n get dist (((Boss X) + ([sin v] of ((Boss dir) + (240)) )) - ([x v] of [player v])) (((Boss Y) + ([cos v] of ((Boss dir) + (240)) )) - ([y v] of [player v]))\n if <(dist 2) < (dist)> then\n set [closest v] to [1]\n else\n set [closest v] to [3]\n end\nelse\n set [dist 2 v] to (dist)\n get dist (((Boss X) + ([sin v] of ((Boss dir) + (240)) )) - ([x v] of [player v])) (((Boss Y) + ([cos v] of ((Boss dir) + (240)) )) - ([y v] of [player v]))\n if <(dist 2) < (dist)> then\n set [closest v] to [2]\n else\n set [closest v] to [3]\n end\nend\n\nwhen I receive [start tick v]\nset [boss death animation v] to [0]\n\ndefine kaboom\nrepeat (30)\n add (Boss X) to [particles v]\n add (Boss Y) to [particles v]\n add [14] to [particles v]\n add (pick random (1) to (360)) to [particles v]\nend\n\ndefine get records\ndelete all of [top 8 world records v]\ndelete all of [record sort v]\ndelete all of [record holders v]\nset [i v] to [0]\nset [tile v] to [0]\nrepeat (8)\n change [i v] by (1)\n change [tile v] by (1)\n set [temp v] to []\n repeat (letter (i) of (☁ Top 8 world records))\n change [i v] by (1)\n set [temp v] to (join (temp) (letter (i) of (☁ Top 8 world records)))\n end\n add (temp) to [record sort v]\n if <not <((0) + (temp)) = [0]>> then\n if <(((temp) / (100)) mod (60)) < [10]> then\n if <([floor v] of ((temp) mod (100)) ) < [10]> then\n set [temp v] to (join ([floor v] of (((temp) / (100)) / (60)) ) (join [:0] (join ([floor v] of (((temp) / (100)) mod (60)) ) (join [.0] ([floor v] of ((temp) mod (100)) )))))\n else\n set [temp v] to (join ([floor v] of (((temp) / (100)) / (60)) ) (join [:0] (join ([floor v] of (((temp) / (100)) mod (60)) ) (join [.] ([floor v] of ((temp) mod (100)) )))))\n end\n else\n if <([floor v] of ((temp) mod (100)) ) < [10]> then\n set [temp v] to (join ([floor v] of (((temp) / (100)) / (60)) ) (join [:] (join ([floor v] of (((temp) / (100)) mod (60)) ) (join [.0] ([floor v] of ((temp) mod (100)) )))))\n else\n set [temp v] to (join ([floor v] of (((temp) / (100)) / (60)) ) (join [:] (join ([floor v] of (((temp) / (100)) mod (60)) ) (join [.] ([floor v] of ((temp) mod (100)) )))))\n end\n end\n add (temp) to [top 8 world records v]\n end\n set [temp v] to []\n change [i v] by (2)\n repeat (join (letter ((i) + (-1)) of (☁ Top 8 world records)) (letter (i) of (☁ Top 8 world records)))\n set [temp v] to (join (temp) (item (join (letter ((i) + (1)) of (☁ Top 8 world records)) (letter ((i) + (2)) of (☁ Top 8 world records))) of [encoding2 v]))\n change [i v] by (2)\n end\n add (temp) to [record holders v]\n if <(tile) = [1]> then\n replace item (tile) of [top 8 world records v] with (join (item (tile) of [top 8 world records v]) (join [ by ] (join [♕] (temp))))\n else\n replace item (tile) of [top 8 world records v] with (join (item (tile) of [top 8 world records v]) (join [ by ] (temp)))\n end\nend\n\ndefine add record [time: (time) holder: (name) ]\nget records\nset [temp v] to (round ((time) * (100)))\nif <[record holders v] contains (name)?> then\n if <((temp) + (1)) < (item (item # of (name) in [record holders v]) of [record sort v])> then\n delete (item # of (name) in [record holders v]) of [record sort v]\n delete (item # of (name) in [record holders v]) of [record holders v]\n else\n encode records to cloud\n stop [this script v]\n end\nend\nset [i v] to [1]\nrepeat until <<((temp) + (1)) < (item (i) of [record sort v])> or <(item (i) of [record sort v]) = []>>\n change [i v] by (1)\nend\nif <<((temp) + (1)) < (item (i) of [record sort v])> or <(item (i) of [record sort v]) = []>> then\n insert (temp) at (i) of [record sort v] \n insert (name) at (i) of [record holders v] \n delete (9) of [record sort v]\n delete (9) of [record holders v]\nend\nencode records to cloud\n\ndefine encode records to cloud\nset [i v] to [0]\nset [temp v] to []\nrepeat (8)\n change [i v] by (1)\n set [temp v] to (join (temp) (join (length of (item (i) of [record sort v])) (item (i) of [record sort v])))\n if <(length of (length of (item (i) of [record holders v]))) < [2]> then\n set [temp v] to (join (temp) (join [0] (length of (item (i) of [record holders v]))))\n else\n set [temp v] to (join (temp) (length of (item (i) of [record holders v])))\n end\n set [tile v] to [0]\n repeat (length of (item (i) of [record holders v]))\n change [tile v] by (1)\n if <(length of (item # of (letter (tile) of (item (i) of [record holders v])) in [encoding2 v])) < [2]> then\n set [temp v] to (join (temp) (join [0] (item # of (letter (tile) of (item (i) of [record holders v])) in [encoding2 v])))\n else\n set [temp v] to (join (temp) (item # of (letter (tile) of (item (i) of [record holders v])) in [encoding2 v]))\n end\n end\n if <(length of (temp)) > [230]> then\n set [☁ top 8 world records v] to (temp)\n stop [this script v]\n end\nend\nset [☁ top 8 world records v] to (temp)\nget records\n\nwhen I receive [pause v]\nif <(id) = [0]> then\n get records\nend\n\nwhen flag clicked\nshow list [top 8 world records v]\n\nwhen flag clicked\nset [boss fight v] to [0]\nhide variable [boss health v]\n\nset [☁ top 8 world records v] to []\n\n@Projectiles\n\ndefine get index at (x) (y)\nset [index v] to ((1) + ((x) + (([floor v] of (y) ) * (MapX))))\nset [tile v] to (item (index) of [world v])\n\nwhen I receive [game tick v]\nif <(id) = [0]> then\n delete all of [lasers v]\n spawn projectiles\nend\nif <<(Edit Mode) = [0]> and <not <(id) = [0]>>> then\n show\n compute collisions with substeps [3]\nend\n\nwhen I start as a clone\ngo to [back v] layer\nset [id v] to (pick random (1) to (99999999999999999999999))\nset [x v] to (item (1) of [projectiles v])\nset [y v] to (item (2) of [projectiles v])\nset [size v] to [0]\nswitch costume to (item (3) of [projectiles v])\npoint in direction (item (4) of [projectiles v])\nif <[player projectile types v] contains (costume [number v])?> then\n set [xv v] to ((item (item # of (costume [number v]) in [player projectile types v]) of [player projectile speeds v]) * ([sin v] of (direction) ))\n set [yv v] to ((item (item # of (costume [number v]) in [player projectile types v]) of [player projectile speeds v]) * ([cos v] of (direction) ))\nelse\n if <(costume [number v]) = [12]> then\n set [xv v] to ((.6) * ([sin v] of (direction) ))\n set [yv v] to ((.6) * ([cos v] of (direction) ))\n else\n set [xv v] to (((.3) * ((1) + ((<(\[GAME MODE) = [2]> + <(\[GAME MODE) = [3]>) * ((1) / (3))))) * ([sin v] of (direction) ))\n set [yv v] to (((.3) * ((1) + ((<(\[GAME MODE) = [2]> + <(\[GAME MODE) = [3]>) * ((1) / (3))))) * ([cos v] of (direction) ))\n end\nend\ndelete (1) of [projectiles v]\ndelete (1) of [projectiles v]\ndelete (1) of [projectiles v]\ndelete (1) of [projectiles v]\n\ndefine spawn projectiles\nrepeat ((length of [projectiles v]) / (4))\n create clone of (_myself_ v)\nend\n\ndefine compute collisions with substeps (s)\nrepeat (s)\n change [x v] by ((xv) / (s))\n change [y v] by ((yv) / (s))\n get index at (x) (y)\n if <<(item (tile) of [tiles: collidable? v]) = [true]> or <<<(tile) = []> or <(x) < [0]>> or <(MapX) < (x)>>> then\n particles\n delete this clone\n end\n get dist ((x) - ([x v] of [player v])) ((y) - ([y v] of [player v]))\n if <<not <[player projectile types v] contains (costume [number v])?>> and <<(dist) < [2]> and <<(item (2) of [items v]) = [1]> and <<key (space v) pressed?> and <([buff var v] of [player v]) < [3]>>>>> then\n set [hurt player v] to [-1]\n particles\n delete this clone\n end\n if <<not <[player projectile types v] contains (costume [number v])?>> and <<([abs v] of ((x) - ([x v] of [player v])) ) < [.3]> and <([abs v] of ((y) - ([y v] of [player v])) ) < [.6]>>> then\n set [hurt direction v] to (direction)\n if <((costume [number v]) - (1)) > [6]> then\n set [hurt player v] to ((costume [number v]) - (5))\n else\n set [hurt player v] to ((costume [number v]) - (1))\n end\n particles\n delete this clone\n end\nend\nif <[player projectile types v] contains (costume [number v])?> then\n if <[delete lasers v] contains (id)?> then\n delete (item # of (id) in [delete lasers v]) of [delete lasers v]\n particles\n delete this clone\n else\n add (id) to [lasers v]\n add (x) to [lasers v]\n add (y) to [lasers v]\n add (direction) to [lasers v]\n add (item # of (costume [number v]) in [player projectile types v]) to [lasers v]\n end\nend\n\ndefine particles\nif <((costume [number v]) - (1)) = [1]> then\n repeat (3)\n add (x) to [particles v]\n add (y) to [particles v]\n add [1] to [particles v]\n add (direction) to [particles v]\n end\nelse\n if <((costume [number v]) - (1)) = [2]> then\n add (x) to [particles v]\n add (y) to [particles v]\n add [2] to [particles v]\n add [0] to [particles v]\n else\n if <((costume [number v]) - (1)) = [3]> then\n repeat (6)\n add (x) to [particles v]\n add (y) to [particles v]\n add [4] to [particles v]\n add (direction) to [particles v]\n end\n else\n if <((costume [number v]) - (1)) = [4]> then\n repeat (6)\n add (x) to [particles v]\n add (y) to [particles v]\n add [3] to [particles v]\n add (direction) to [particles v]\n end\n else\n if <((costume [number v]) - (1)) = [5]> then\n repeat (5)\n add (x) to [particles v]\n add (y) to [particles v]\n add [6] to [particles v]\n add (direction) to [particles v]\n end\n else\n if <[player projectile types v] contains (costume [number v])?> then\n if <((costume [number v]) - (1)) = [12]> then\n repeat (4)\n add (x) to [particles v]\n add (y) to [particles v]\n add [13] to [particles v]\n add (direction) to [particles v]\n end\n else\n repeat (4)\n add (x) to [particles v]\n add (y) to [particles v]\n add [5] to [particles v]\n add (direction) to [particles v]\n end\n end\n else\n if <((costume [number v]) - (1)) = [10]> then\n repeat (6)\n add (x) to [particles v]\n add (y) to [particles v]\n add [11] to [particles v]\n add (direction) to [particles v]\n end\n else\n if <((costume [number v]) - (1)) = [11]> then\n repeat (5)\n add (x) to [particles v]\n add (y) to [particles v]\n add [12] to [particles v]\n add (direction) to [particles v]\n end\n else\n if <((costume [number v]) - (1)) = [12]> then\n repeat (3)\n add (x) to [particles v]\n add (y) to [particles v]\n add [13] to [particles v]\n add (direction) to [particles v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [start tick v]\nif then\n delete this clone\nend\nset [id v] to [0]\ndelete all of [delete lasers v]\n\nwhen I receive [prerender v]\nif <not <(id) = [0]>> then\n set [temp v] to (costume [number v])\n set size to (10000) %\n switch costume to (aura v)\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n set size to ((size) / (CamZ)) %\n switch costume to (temp)\n if < [bw] contains (item ((costume [number v]) - (1)) of [colors v])?> then\n set [brightness v] effect to ((200) * (<(item ((costume [number v]) - (1)) of [colors v]) = [w]> - (.5)))\n else\n set [color v] effect to ((item ((costume [number v]) - (1)) of [colors v]) * (2))\n end\n set [ghost v] effect to (75)\n switch costume to (aura v)\n stamp\n clear graphic effects\n switch costume to (temp)\n change [size v] by (((200) - (size)) * (.5))\nend\n\ndefine get dist (x) (y)\nset [dist v] to ([abs v] of (((x) * (x)) + ((y) * (y))) )\n\nwhen I receive [loading v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\n@Particles\n\nwhen I start as a clone\nset [lifetime v] to [0]\nset [x v] to (item (1) of [particles v])\nset [y v] to (item (2) of [particles v])\ngo to [back v] layer\nswitch costume to (item (3) of [particles v])\npoint in direction (item (4) of [particles v])\nset [id v] to (costume [number v])\ndelete (1) of [particles v]\ndelete (1) of [particles v]\ndelete (1) of [particles v]\ndelete (1) of [particles v]\nset [turn v] to (pick random (-8) to (8))\nif <(id) = [1]> then\n set [size v] to (pick random (.75) to (1))\n set [xv v] to ((pick random (-.2) to (.2)) + ((.2) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.2) to (.2)) + ((.2) * ([cos v] of (direction) )))\nelse\n if <(id) = [2]> then\n set [size v] to [.125]\n set [xv v] to [0]\n set [yv v] to [0]\n else\n if <(id) = [3]> then\n set [size v] to (pick random (.8) to (2))\n set [xv v] to ((pick random (-.2) to (.2)) + ((.3) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.2) to (.2)) + ((.1) * ([cos v] of (direction) )))\n set [brightness v] effect to (pick random (-20) to (50))\n else\n if <(id) = [4]> then\n set [size v] to (pick random (.8) to (2))\n set [xv v] to ((pick random (-.2) to (.2)) + ((.3) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.2) to (.2)) + ((.1) * ([cos v] of (direction) )))\n set [brightness v] effect to (pick random (-20) to (50))\n else\n if <<(id) = [5]> or <(id) = [13]>> then\n set [size v] to (pick random (.8) to (1.2))\n set [xv v] to ((pick random (-.4) to (.4)) + ((.8) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.4) to (.4)) + ((.8) * ([cos v] of (direction) )))\n set [brightness v] effect to (pick random (-20) to (50))\n else\n if <(id) = [6]> then\n set [size v] to (pick random (1) to (1.5))\n set [xv v] to ((pick random (-.2) to (.2)) + ((.3) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.2) to (.2)) + ((.3) * ([cos v] of (direction) )))\n set [brightness v] effect to (pick random (-50) to (20))\n else\n if <<(id) > [6]> and <(id) < [11]>> then\n set [size v] to [1]\n set [xv v] to (pick random (-.2) to (.2))\n set [yv v] to (pick random (.1) to (.3))\n else\n if <(id) = [11]> then\n set [size v] to (pick random (1) to (1.5))\n set [xv v] to ((pick random (-.2) to (.2)) + ((.3) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.2) to (.2)) + ((.3) * ([cos v] of (direction) )))\n else\n if <(id) = [12]> then\n set [size v] to (pick random (.5) to (1.5))\n set [xv v] to ((pick random (-.2) to (.2)) + ((.6) * ([sin v] of (direction) )))\n set [yv v] to ((pick random (-.2) to (.2)) + ((.6) * ([cos v] of (direction) )))\n else\n if <(id) = [14]> then\n set [size v] to [-1]\n set [xv v] to ((pick random (0) to (1.1)) * ([sin v] of (direction) ))\n set [yv v] to ((pick random (0) to (1.1)) * ([cos v] of (direction) ))\n change [x v] by (xv)\n change [y v] by (yv)\n else\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine spawn particles\nrepeat ((length of [particles v]) / (4))\n create clone of (_myself_ v)\nend\n\nwhen I receive [render tick v]\nif <(id) = [0]> then\n hide\n spawn particles\nelse\n show\n set size to (10000) %\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: (((((y) * (40)) - (CamY)) / (CamZ)) - (180))\n set size to (((200) * (size)) / (CamZ)) %\n set [ghost v] effect to ((10) * (lifetime))\nend\n\nwhen I receive [particle tick v]\nif <(id) = [0]> then\n\nwhen I receive [start tick v]\nif then\n delete this clone\nend\nset [id v] to [0]\n\nwhen I receive [loading v]\nif then\n delete this clone\nend\nstop [other scripts in sprite v]\nhide\n\n@Level Goal\n\nwhen I receive [particle tick v]\nclear graphic effects\nif <(Goal!) = [1]> then\n go to [front v] layer\n switch costume to (fragment1 v)\n set size to (10000) %\n switch costume to (aura v)\n change x by (((x) - (x position)) * (.3))\n change y by (((y) - (y position)) * (.3))\n turn right (turn) degrees\n switch costume to (fragment1 v)\n set size to ((size) / (CamZ)) %\n switch costume to (aura v)\n set [ghost v] effect to (aura ghost)\n if <(completed levels) < (Current level)> then\n set [color v] effect to (0)\n else\n set [color v] effect to (44)\n end\n stamp\n set [ghost v] effect to (0)\n switch costume to (temp)\n set [y v] to ((1.15) * (y))\n set [turn v] to ((1.05) * (turn))\n set [size v] to ((1.025) * (size))\n if <(y) > [1600]> then\n set [goal! v] to [2]\n broadcast (win screen v)\n end\nelse\n if <<(Goal!) = [2]> or <<(Current level) = [7]> and <(Boss death animation) < [100]>>> then\n if <(Current level) = [7]> then\n set [aura ghost v] to [100]\n set [x v] to (Boss X)\n set [y v] to (Boss Y)\n point in direction (Boss dir)\n end\n hide\n else\n switch costume to (fragment1 v)\n set size to (10000) %\n switch costume to (aura v)\n go to x: (((((x) * (40)) - (CamX)) / (CamZ)) - (240)) y: ((((((y) + ((.25) * ([sin v] of ((360) * ([timer v] of [player v])) ))) * (40)) - (CamY)) / (CamZ)) - (180))\n turn right (10) degrees\n switch costume to (fragment1 v)\n set size to ((200) / (CamZ)) %\n switch costume to (aura v)\n set [ghost v] effect to (aura ghost)\n if <(completed levels) < (Current level)> then\n set [color v] effect to (0)\n else\n set [color v] effect to (44)\n end\n stamp\n switch costume to (temp)\n set [ghost v] effect to ()\n if <(Current level) = [7]> then\n set size to (((200) + (((aura ghost) - (60)) / (.2))) / (CamZ)) %\n change [x v] by (((10.5) - (x)) * (.05))\n change [y v] by (((85.5) - (y)) * (.05))\n change [aura ghost v] by (((60) - (aura ghost)) * (.05))\n end\n end\nend\n\nwhen I receive [start tick v]\nset [aura ghost v] to [60]\nset [goal! v] to [0]\nif <[world v] contains [32]?> then\n set [x v] to ((-.5) + ((item # of [32] in [world v]) mod (MapX)))\n set [y v] to ((.5) + ([floor v] of ((item # of [32] in [world v]) / (MapX)) ))\n show\n set [temp v] to (pick random (1) to (3))\nelse\n hide\nend\n\nwhen I receive [win v]\nset [x v] to [0]\nset [y v] to [1]\nset [turn v] to [10]\nset [goal! v] to [1]\nset [size v] to [200]\n\nwhen flag clicked\nhide\n\nwhen I receive [boss die lolololololol v]\nset [aura ghost v] to [100]\nset [x v] to (Boss X)\nset [y v] to (Boss Y)\npoint in direction (Boss dir)\nshow\nset [temp v] to [4]\n\n@Parallaxes\n\nwhen I receive [parallax v]\nif <(main menu) = [1]> then\n change [x v] by (((mouse x) - (x)) * (.05))\n change [y v] by (((mouse y) - (y)) * (.05))\n switch costume to (i am so small, v)\n set size to (200) %\n switch costume to (menu3 v)\n go to x: ((x) / (-14)) y: ((y) / (-14))\n set size to (100) %\n stamp\n switch costume to (i am so small, v)\n set size to (200) %\n switch costume to (menu2 v)\n go to x: ((x) / (-10)) y: ((y) / (-10))\n set size to (100) %\n stamp\n switch costume to (i am so small, v)\n set size to (200) %\n switch costume to (menu3 v)\n go to x: ((x) / (-6)) y: ((y) / (-6))\n switch costume to (menu1 v)\n set size to (100) %\n stamp\nelse\n if <(Current level) = [5]> then\n if <(CamY) < [2950]> then\n switch backdrop to (level5-2 v)\n else\n switch backdrop to (level5-1 v)\n end\n end\n if <<(Current level) > [0]> and <not <(backdrop [name v]) = [level5-2]>>> then\n set [x v] to ((((CamX) * (40)) / (MapX)) + (-960))\n set [y v] to [0]\n switch costume to (join (Current level) [3])\n go to x: ((x) / (-12)) y: ((y) / (-12))\n stamp\n switch costume to (join (Current level) [2])\n go to x: ((x) / (-10)) y: ((y) / (-10))\n stamp\n switch costume to (join (Current level) [1])\n go to x: ((x) / (-8)) y: ((y) / (-8))\n stamp\n end\nend\n\nwhen I receive [loading v]\nset [main menu v] to [0]\nstop [other scripts in sprite v]\n\nwhen I receive [intro done v]\nset [x v] to [0]\nset [y v] to [8000]\nset [main menu v] to [1]\nforever\n erase all\n broadcast (parallax v)\nend\n\nset [brightness v] effect to (0)\nrepeat (60)\n erase all\n broadcast (parallax v)\nend\n\nwhen I receive [title v]\nwait (1) seconds\nset [x v] to [0]\nset [y v] to [8000]\nrepeat (200)\n change [x v] by (((0) - (x)) * (.05))\n change [y v] by (((0) - (y)) * (.05))\n switch costume to (i am so small, v)\n set size to (200) %\n switch costume to (menu3 v)\n go to x: ((x) / (-14)) y: ((y) / (-14))\n set size to (100) %\n stamp\n switch costume to (i am so small, v)\n set size to (200) %\n switch costume to (menu2 v)\n go to x: ((x) / (-10)) y: ((y) / (-10))\n set size to (100) %\n stamp\n switch costume to (i am so small, v)\n set size to (200) %\n switch costume to (menu3 v)\n go to x: ((x) / (-6)) y: ((y) / (-6))\n switch costume to (menu1 v)\n set size to (100) %\n stamp\nend\n\n@Intro\n\ndefine move type (1) frame duration (2) cut speed (3)\nset [i2 v] to (1)\nset [i1 v] to (2)\nif <(1) = [0]> then\n go to x: (0) y: (0)\n set [brightness v] to [-100]\n repeat (3)\n change [brightness v] by ((100) / (3))\n if <(brightness) > [0]> then\n set [brightness v] to [0]\n end\n set [brightness v] effect to (brightness)\n end\n repeat (3)\n repeat (2)\n go to x: (0) y: (0)\n end\n create clone of (_myself_ v)\n next costume\n end\n repeat (2)\n go to x: (0) y: (0)\n end\n repeat (3)\n change [brightness v] by ((-100) / (3))\n if <[-100] > (brightness)> then\n set [brightness v] to [-100]\n end\n set [brightness v] effect to (brightness)\n end\nelse\n if <(1) = [1]> then\n go to x: (120) y: (0)\n set [brightness v] to [-100]\n repeat (3)\n change [brightness v] by ((100) / (3))\n if <(brightness) > [0]> then\n set [brightness v] to [0]\n end\n set [brightness v] effect to (brightness)\n change x by ((-30) / (2))\n end\n repeat (3)\n repeat (2)\n change x by ((-30) / (2))\n end\n create clone of (_myself_ v)\n next costume\n end\n repeat (2)\n change x by ((-30) / (2))\n end\n repeat (3)\n change [brightness v] by ((-100) / (3))\n if <[-100] > (brightness)> then\n set [brightness v] to [-100]\n end\n set [brightness v] effect to (brightness)\n change x by ((-30) / (2))\n end\n else\n if <(1) = [2]> then\n go to x: (0) y: (90)\n set [brightness v] to [-100]\n repeat (3)\n change [brightness v] by ((100) / (3))\n if <(brightness) > [0]> then\n set [brightness v] to [0]\n end\n set [brightness v] effect to (brightness)\n change y by ((-30) / (2))\n end\n repeat (3)\n repeat (2)\n change y by ((-30) / (2))\n end\n create clone of (_myself_ v)\n next costume\n end\n repeat (2)\n change y by ((-30) / (2))\n end\n repeat (3)\n change [brightness v] by ((-100) / (3))\n if <[-100] > (brightness)> then\n set [brightness v] to [-100]\n end\n set [brightness v] effect to (brightness)\n change y by ((-30) / (2))\n end\n end\n end\nend\n\nwhen flag clicked\nshow\nset [pitch v] effect to (0)\nstart sound [RPT intro v]\nswitch costume to (ruby2 v)\ncreate clone of (_myself_ v)\nswitch costume to (intro 1-1 v)\n\nstart sound [Compass Wild World intro v]\nreset timer\nshow\ngo to [front v] layer\nswitch costume to (launch1 v)\nmove type [2] frame duration [30] cut speed [10]\nwait until <(timer) > ((17) / (3))>\nswitch costume to (landing1 v)\nmove type [1] frame duration [30] cut speed [10]\nwait until <(timer) > ((34) / (3))>\nswitch costume to (flag1 v)\nmove type [1] frame duration [30] cut speed [10]\nwait until <(timer) > (((17) * (3)) / (3))>\nswitch costume to (sunrise1 v)\nmove type [1] frame duration [30] cut speed [10]\nwait until <(timer) > (((17) * (4)) / (3))>\nswitch costume to (city1 v)\nmove type [1] frame duration [30] cut speed [10]\nwait until <(timer) > (((17) * (6)) / (3))>\nswitch costume to (attack1 v)\nmove type [0] frame duration [30] cut speed [10]\nstop all sounds\nhide\n\nwhen I start as a clone\nif <(costume [name v]) = [Intro 1-1]> then\n delete this clone\nelse\n if <(costume [name v]) = [costume1]> then\n set size to (100) %\n go [forward v] (1) layers\n repeat (60)\n change size by (((484) - (size)) * (.125))\n end\n delete this clone\n else\n if <(costume [name v]) = [Ruby]> then\n set size to (100) %\n repeat (8)\n change size by (((480) - (size)) * (.1))\n end\n go to x: (-110) y: (0)\n switch costume to (teamtxt v)\n create clone of (_myself_ v)\n go to x: (110) y: (0)\n switch costume to (rubytxt v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n switch costume to (ruby v)\n repeat (2)\n change size by (((500) - (size)) * (.1))\n end\n switch costume to (costume1 v)\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n switch costume to (ruby v)\n repeat (50)\n change size by (((500) - (size)) * (.1))\n end\n delete this clone\n else\n if <(costume [name v]) = [ruby2]> then\n go to [front v] layer\n set size to (0) %\n repeat (30)\n change size by (((100) - (size)) * (.1))\n end\n switch costume to (ruby v)\n create clone of (_myself_ v)\n switch costume to (ruby2 v)\n repeat (20)\n go to [front v] layer\n end\n else\n go to [front v] layer\n set size to (100) %\n set [i1 v] to (x position)\n go to x: (0) y: (0)\n repeat (30)\n change x by (((i1) - (x position)) * (.15))\n change size by (((100) - (size)) * (.1))\n end\n repeat (30)\n change [brightness v] effect by (3.334)\n end\n repeat (15)\n wait (0) seconds\n end\n broadcast (end intro v) and wait\n end\n end\n end\nend\n\nset [intro v] to [0]\nif <(intro) = [0]> then\n set [intro v] to [1]\nend\n\nshow\nwait (1) seconds\nrepeat (30)\n change [ghost v] effect by (3.34)\nend\nhide\n\nif <not <(i2) = [0]>> then\n go to [front v] layer\n repeat ((i1) / (3))\n change [ghost v] effect by ((100) / ((i1) / (3)))\n change x by (((((i2) mod (2)) * ((2) * (([floor v] of (((i2) mod (4)) / (2)) ) - (.5)))) * (30)) / (i1))\n change y by ((((((i2) + (1)) mod (2)) * ((2) * (([floor v] of (((i2) mod (4)) / (2)) ) - (.5)))) * (-30)) / (i1))\n end\n delete this clone\nelse\n go to [front v] layer\n repeat ((i1) / (3))\n change [ghost v] effect by ((100) / ((i1) / (3)))\n end\n delete this clone\nend\n\nhide\n\nif <(costume [name v]) = [ruby2]> then\n\nwhen I receive [end intro v]\nrepeat (60)\n change [ghost v] effect by (1.666)\nend\nif then\n delete this clone\nend\nbroadcast (intro done v)\nhide\n\n@UI\n\nwhen I receive [pause v]\nshow list [top 8 world records v]\nif <not <(id) < [-2]>> then\n point in direction (90)\nend\nset [nyeh v] to (costume [name v])\nif <not <(id) < [0]>> then\n if then\n delete this clone\n end\n go to [front v] layer\n set [ghost v] effect to (40)\n set size to (100) %\n if <<(PAUSE) = [1]> and <(popup) = [9]>> then\n go to x: (0) y: (0)\n set size to (100) %\n if <(completed levels) < (Current level)> then\n switch costume to (win bg v)\n else\n switch costume to (won bg v)\n end\n show\n set [ghost v] effect to (100)\n else\n if <<(PAUSE) = [1]> and <(popup) = [8]>> then\n if <(npc) = [1]> then\n set [customizing v] to [1]\n else\n if <(npc) = [2]> then\n set [customizing v] to [2]\n end\n end\n go to x: (0) y: (0)\n set size to (30) %\n switch costume to (join [dialog] (npc))\n show\n set [ghost v] effect to (100)\n repeat (5)\n change [ghost v] effect by (-16)\n change size by (((100) - (size)) * (.6))\n end\n begin dialog for npc (npc) with conversation (conversation)\n set [custom menu v] to [1]\n if <(npc) = [1]> then\n set [customizing v] to [1]\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (item bg1 v)\n show\n set [ghost v] effect to (100)\n menu buttons [7]\n repeat (10)\n change [ghost v] effect by (-8)\n end\n wait until <key (e v) pressed?>\n set [customizing v] to [0]\n else\n if <(npc) = [2]> then\n set [customizing v] to [2]\n go to x: (0) y: (0)\n set size to (100) %\n switch costume to (item bg2 v)\n show\n set [ghost v] effect to (100)\n menu buttons [8]\n repeat (10)\n change [ghost v] effect by (-8)\n end\n wait until <key (e v) pressed?>\n set [customizing v] to [0]\n end\n end\n else\n if <<(PAUSE) = [1]> and <<((popup) + (0)) > [0]> and <(popup) < [8]>>> then\n switch costume to (play level bg v)\n show\n menu buttons [3]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-6)\n end\n else\n if <<(PAUSE) = [1]> and <((MapX) * (MapY)) = ((80) * (60))>> then\n switch costume to (pause bg v)\n show\n menu buttons [4]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n else\n if <<(PAUSE) = [1]> and <(Player Health) > [0]>> then\n switch costume to (pause bg v)\n show\n menu buttons [1]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-6)\n end\n else\n if <<(PAUSE) = [1]> and <not <(Player Health) > [0]>>> then\n switch costume to (death bg v)\n show\n menu buttons [2]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-8)\n end\n else\n if <not <(id) = [-1]>> then\n hide\n delete this clone\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine menu buttons (context)\nif <(context) = [1]> then\n go to x: (-100) y: (-50)\n set [id v] to [9]\n create clone of (_myself_ v)\n set [id v] to [0]\n repeat (2)\n change x by (100)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\n go to x: (0) y: (0)\n set size to (100) %\n set [id v] to [0]\nelse\n if <(context) = [2]> then\n go to x: (-50) y: (-50)\n set [id v] to [9]\n create clone of (_myself_ v)\n set [id v] to [0]\n repeat (1)\n change x by (100)\n change [id v] by (1)\n create clone of (_myself_ v)\n end\n go to x: (0) y: (0)\n set size to (100) %\n set [id v] to [0]\n else\n if <(context) = [3]> then\n go to x: (-50) y: (-50)\n set [id v] to [6]\n repeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\n change x by (100)\n end\n go to x: (0) y: (0)\n set size to (100) %\n set [id v] to [0]\n else\n if <(context) = [4]> then\n go to x: (0) y: (-50)\n set [id v] to [1]\n repeat (1)\n change [id v] by (1)\n create clone of (_myself_ v)\n change x by (100)\n end\n if <(\[GAME MODE) = [1]> then\n set [id v] to [15]\n go to x: (220) y: (160)\n create clone of (_myself_ v)\n end\n go to x: (0) y: (0)\n set size to (100) %\n set [id v] to [0]\n else\n if <(context) = [5]> then\n go to x: (0) y: (-50)\n set [id v] to [9]\n create clone of (_myself_ v)\n set size to (100) %\n go to x: (0) y: (0)\n set [id v] to [0]\n else\n if <(context) = [6]> then\n set [id v] to [4]\n point in direction (0)\n switch costume to (m1 v)\n repeat (4)\n go to x: (0) y: (-50)\n move ((18) * ((4) + ((1.333) * (((direction) mod (180)) / (90))))) steps\n create clone of (_myself_ v)\n next costume\n turn right (90) degrees\n end\n set [id v] to [6]\n delete this clone\n else\n if <(context) = [7]> then\n delete all of [delete v]\n switch costume to (gun1 v)\n go to x: (-100) y: (-50)\n set [id v] to [13]\n set [id2 v] to [0]\n repeat (3)\n change [id2 v] by (1)\n if <not <<<(item (id2) of [all items v]) = []> or <(item (4) of [items v]) = (id2)>> or <(item (5) of [items v]) = (id2)>>> then\n show\n else\n hide\n end\n create clone of (_myself_ v)\n change x by (50)\n next costume\n end\n go to x: (-100) y: (-100)\n repeat (3)\n change [id2 v] by (1)\n if <not <<<(item (id2) of [all items v]) = []> or <(item (4) of [items v]) = (id2)>> or <(item (5) of [items v]) = (id2)>>> then\n show\n else\n hide\n end\n create clone of (_myself_ v)\n change x by (50)\n next costume\n end\n set [id v] to [14]\n go to x: (100) y: (-50)\n set [id2 v] to [1]\n if <not <(item (4) of [items v]) = []>> then\n show\n else\n hide\n end\n switch costume to (join [gun] (item (4) of [items v]))\n create clone of (_myself_ v)\n go to x: (100) y: (-100)\n set [id2 v] to [2]\n if <not <(item (5) of [items v]) = []>> then\n show\n else\n hide\n end\n switch costume to (join [gun] (item (5) of [items v]))\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n set size to (100) %\n set [id v] to [0]\n show\n switch costume to (item bg1 v)\n broadcast (sort weapons v)\n else\n if <(context) = [8]> then\n delete all of [delete v]\n switch costume to (item1 v)\n go to x: (-100) y: (-50)\n set [id v] to [13]\n set [id2 v] to [0]\n repeat (3)\n change [id2 v] by (1)\n if <<not <(item ((id2) + (6)) of [all items v]) = []>> and <not <(item (3) of [items v]) = (id2)>>> then\n show\n else\n hide\n end\n create clone of (_myself_ v)\n change x by (50)\n next costume\n end\n go to x: (-100) y: (-100)\n repeat (3)\n change [id2 v] by (1)\n if <not <<(item ((id2) + (6)) of [all items v]) = []> or <((item (2) of [items v]) + (3)) = (id2)>>> then\n show\n else\n hide\n end\n create clone of (_myself_ v)\n change x by (50)\n next costume\n end\n set [id v] to [14]\n go to x: (100) y: (-50)\n set [id2 v] to [1]\n if <not <(item (3) of [items v]) = []>> then\n show\n else\n hide\n end\n set [temp3 v] to (item (3) of [items v])\n switch costume to (join [item] (item (3) of [items v]))\n create clone of (_myself_ v)\n go to x: (100) y: (-100)\n set [id2 v] to [2]\n if <not <(item (2) of [items v]) = []>> then\n show\n else\n hide\n end\n set [temp3 v] to ((item (2) of [items v]) + (3))\n switch costume to (join [item] ((item (2) of [items v]) + (3)))\n create clone of (_myself_ v)\n go to x: (0) y: (0)\n set size to (100) %\n set [id v] to [0]\n show\n switch costume to (item bg2 v)\n broadcast (sort weapons v)\n else\n if <(context) = [9]> then\n go to x: (220) y: (160)\n set [id v] to [16]\n create clone of (_myself_ v)\n set size to (100) %\n go to x: (0) y: (0)\n set [id v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I start as a clone\nif <(id) < [0]> then\n if <(id) = [-1]> then\n set [ghost v] effect to (100)\n show\n go to x: (200) y: (140)\n wait until <not <(Player Health) < [.01]>>\n repeat until <(Player Health) < [.01]>\n if <not <(Player Health) = (temp)>> then\n set [temp v] to (Player Health)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat (5)\n go to [front v] layer\n change size by (((133.333333333) - (size)) * (.8))\n change [ghost v] effect by (-20)\n switch costume to (join [health] (Player Health))\n end\n repeat (30)\n switch costume to (join [health] (Player Health))\n if <not <(Player Health) = (temp)>> then\n set [temp v] to (Player Health)\n repeat (30)\n switch costume to (join [health] (Player Health))\n end\n end\n end\n repeat (5)\n go to [front v] layer\n change size by (((50) - (size)) * (.8))\n change [ghost v] effect by (20)\n switch costume to (join [health] (Player Health))\n end\n end\n set [temp v] to (Player Health)\n end\n else\n if <(id) = [-2]> then\n set [ghost v] effect to (100)\n show\n go to x: (-200) y: (140)\n wait until <not <(Player Health) < [.01]>>\n repeat until <(Player Health) < [.01]>\n if <([buff cooldown v] of [player v]) > [0]> then\n switch costume to (health0 v)\n set [ghost v] effect to (100)\n set size to (50) %\n repeat (5)\n go to [front v] layer\n change size by (((133.333333333) - (size)) * (.8))\n change [ghost v] effect by (-20)\n end\n switch costume to (cooldown0 v)\n wait until <not <([buff cooldown v] of [player v]) > [0]>>\n switch costume to (health8 v)\n repeat (5)\n go to [front v] layer\n change size by (((50) - (size)) * (.8))\n change [ghost v] effect by (20)\n end\n end\n end\n else\n set [ghost v] effect to (100)\n show\n go to x: (-200) y: (140)\n wait until <not <(Player Health) < [.01]>>\n repeat until <(Player Health) < [.01]>\n if <([buff cooldown v] of [player v]) > [0]> then\n set [ghost v] effect to (100)\n set size to (50) %\n repeat (5)\n go to [front v] layer\n change size by (((133.333333333) - (size)) * (.8))\n end\n show\n clear graphic effects\n repeat until <not <([buff cooldown v] of [player v]) > [0]>>\n switch costume to (join [cooldown] ((2) - (round (([buff cooldown v] of [player v]) / (300)))))\n point in direction (([buff cooldown v] of [player v]) * (-1.2))\n end\n hide\n end\n end\n end\n end\nelse\n set [ghost v] effect to (100)\n if <(id) = [1]> then\n switch costume to (restart v)\n else\n if <(id) = [2]> then\n switch costume to (resume v)\n else\n if <(id) = [3]> then\n end\n end\n if <<(id) > [9]> and <not <(id) > [14]>>> then\n if <<(id) > [3]> and <(id) < [7]>> then\n forever\n set [brightness v] effect to (0)\n set size to (200) %\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n set size to (225) %\n set [compass x v] to (x position)\n set [compass y v] to (y position)\n if <(id) = [5]> then\n set [popup v] to [1]\n else\n if <(id) = [6]> then\n set [popup v] to [2]\n else\n set [popup v] to ((2) + (letter (2) of (costume [name v])))\n end\n end\n end\n end\n else\n if <(id) = [12]> then\n forever\n change [x v] by (((compass x) - (x)) * (.3))\n change [y v] by (((compass y) - (y)) * (.3))\n point in direction ((90) + (([atan v] of (((x) - (x position)) / ((y) - (y position))) ) + ((180) * <(y) < (y position)>)))\n end\n end\n end\nend\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nif <(id) = [1]> then\n set [pause v] to [0]\n broadcast (pause v)\n broadcast (start tick v)\nelse\n if <(id) = [2]> then\n set [pause v] to [0]\n else\n if <(id) = [3]> then\n end\nend\n\nwhen flag clicked\nshow\nprocess costume sizes\nhide\n\nif <(username) = [finnagin5]> then\n if <(username) = [finnagin5]> then\n turn right (20) degrees\n set [whirl v] effect to (pick random (-100) to (100))\n set [fisheye v] effect to (pick random (-100) to (150))\n end\n point in direction (180)\n forever\n set [whirl v] effect to (pick random (-100) to (100))\n set [fisheye v] effect to (pick random (-100) to (150))\n end\nend\n\nwhen I receive [start tick v]\nif then\n delete this clone\nend\nset [jacked? v] to [0]\nset [temp v] to ((8) - ((7) * <(\[GAME MODE) = [3]>))\nset [id v] to [-1]\ncreate clone of (_myself_ v)\nset [id v] to [-2]\ncreate clone of (_myself_ v)\nset [id v] to [-3]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nclear graphic effects\nhide\n\nwhen I receive [die v]\nif <(id) < [0]> then\n delete this clone\nend\n\ndefine begin dialog for npc (npc) with conversation (#)\nset [i2 v] to (item # of (join (npc) (join [-] (#))) in [conversations v])\nif <(i2) > [0]> then\n repeat until <<(letter (2) of (item ((i2) + (1)) of [conversations v])) = [-]> or <(item ((i2) + (1)) of [conversations v]) = []>>\n change [i2 v] by (1)\n set [word id v] to [0]\n set [word ct. v] to [0]\n delete all of [delete v]\n type (item (npc) of [npcs v]) at position [-103] [-43] with size [50]\n if <(i2) = [110]> then\n type (join (item (i2) of [conversations v]) (join (round (((\[Speedrun timer) / (60)) - (.25))) [ minutes.])) at position [-95] [-62] with size [50]\n else\n type (item (i2) of [conversations v]) at position [-95] [-60] with size [50]\n end\n if <<(letter (2) of (item ((i2) + (1)) of [conversations v])) = [-]> or <(item ((i2) + (1)) of [conversations v]) = []>> then\n set [talking? v] to [0]\n end\n wait until <key (e v) pressed?>\n wait until <not <key (e v) pressed?>>\n broadcast (erase text v)\n if <(talking?) = [0]> then\n repeat (5)\n change [ghost v] effect by (16)\n end\n else\n repeat (3)\n wait (0) seconds\n end\n end\n end\n set [talking? v] to [0]\nelse\n set [talking? v] to [0]\nend\n\ndefine type (string) at position (x) (y) with size (size)\nset [i v] to ((1) + <(letter (1) of (string)) = [ ]>)\nswitch costume to (a v)\nset [a v] to ((costume [number v]) - (1))\nset size to (1000) %\nswitch costume to (letter (i) of (string))\nset [b v] to (item ((costume [number v]) - (a)) of [widths v])\nswitch costume to (pause bg v)\ngo to x: ((x) + ((b) * ((size) / (100)))) y: (y)\nset size to (size) %\nset [next line v] to []\nchange [word id v] by (3)\nset [word ct. v] to (word id)\nrepeat (length of (string))\n switch costume to (letter (i) of (string))\n set [b v] to (item ((costume [number v]) - (a)) of [widths v])\n set [c v] to ((0) + <<(letter ((i) + (1)) of (string)) = []> or <(letter (i) of (string)) = [ ]>>)\n change [word id v] by (c)\n change [word ct. v] by (c)\n if <(x position) > [98]> then\n change [word id v] by ((0) - (c))\n else\n set [id v] to [10]\n create clone of (_myself_ v)\n set [id v] to [0]\n end\n if <<(c) = [1]> and <(word id) = (word ct.)>> then\n set [next line v] to []\n else\n set [next line v] to (join (next line) (letter (i) of (string)))\n end\n switch costume to (letter ((i) + (1)) of (string))\n change x by ((((item ((costume [number v]) - (a)) of [widths v]) + (b)) + (2)) * ((size) / (100)))\n change [i v] by (1)\nend\nif <not <(word id) = (word ct.)>> then\n add (word id) to [delete v]\n type (next line) at position (x) ((y) - ((28) * ((size) / (100)))) with size (size)\nend\nswitch costume to (join [dialog] (npc))\nset size to (100) %\ngo to x: (0) y: (0)\n\nwhen I receive [erase text v]\nif <(id) = [10]> then\n repeat (5)\n change [ghost v] effect by (16)\n end\n delete this clone\nend\n\ndefine process costume sizes\ndelete all of [widths v]\nswitch costume to (a v)\nset size to (100) %\nset rotation style [don't rotate v]\nrepeat (74)\n go to x: (-3000) y: (0)\n repeat until <not <touching (_edge_ v)?>>\n change x by (1)\n end\n if <(costume [name v]) = [ ]> then\n add [3] to [widths v]\n else\n add (round ((x position) + (240))) to [widths v]\n end\n next costume\nend\nset rotation style [all around v]\npoint in direction (90)\n\nwhen I receive [win screen v]\nif <not <(id) < [0]>> then\n if then\n delete this clone\n end\n repeat (30)\n change [ghost v] effect by (-3)\n end\n if <(completed levels) < (Current level)> then\n broadcast (unlock items v)\n end\n repeat (15)\n wait (0) seconds\n end\n menu buttons [5]\nend\n\nwhen I receive [load hub level v]\nset [current level v] to [0]\n\nwhen flag clicked\nset [customizing v] to [0]\nset [goal! v] to [0]\nset [lift room condition v] to [0]\nset [completed levels v] to [0]\ndelete all of [unlocked levels v]\nadd [1] to [unlocked levels v]\ndelete all of [all items v]\nrepeat (12)\n add [] to [all items v]\nend\nreplace item (1) of [all items v] with [1]\n\nwhen I receive [loading v]\nif <not <(id) = [0]>> then\n hide\nelse\n show\n go to x: (0) y: (0)\n clear graphic effects\n switch costume to (loading v)\n set size to (100) %\nend\n\nwhen I receive [menu transition v]\nif <<(id) > [3]> and <(id) < [7]>> then\n repeat (5)\n go to [front v] layer\n change size by (((50) - (size)) * (.5))\n change [ghost v] effect by (20)\n end\nend\n\nwhen I receive [sort weapons v]\nif <(id) = [13]> then\n if <(npc) = [1]> then\n set [temp v] to ((id2) + (((-1) * <<(item (4) of [items v]) < (id2)> and <not <(item (id2) of [all items v]) = []>>>) + ((-1) * <<(item (5) of [items v]) < (id2)> and <not <(item (id2) of [all items v]) = []>>>)))\n if <not <<<(item (id2) of [all items v]) = []> or <(item (4) of [items v]) = (id2)>> or <(item (5) of [items v]) = (id2)>>> then\n switch costume to (join [gun] (id2))\n show\n repeat (4)\n wait (0) seconds\n end\n repeat (3)\n change [ghost v] effect by (-25)\n end\n clear graphic effects\n else\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n end\n else\n if <(npc) = [2]> then\n set [temp v] to ((id2) + (((-1) * <<((item (2) of [items v]) + (3)) < (id2)> and <not <(item (id2) of [all items v]) = []>>>) + ((-1) * <<(item (3) of [items v]) < (id2)> and <not <(item (id2) of [all items v]) = []>>>)))\n if <(item ((id2) + (6)) of [all items v]) = []> then\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n stop [this script v]\n else\n if <(id2) < [4]> then\n if <(item (3) of [items v]) = (id2)> then\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n stop [this script v]\n end\n else\n if <((item (2) of [items v]) + (3)) = (id2)> then\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n stop [this script v]\n end\n end\n end\n switch costume to (join [item] (id2))\n show\n repeat (4)\n wait (0) seconds\n end\n repeat (3)\n change [ghost v] effect by (-25)\n end\n clear graphic effects\n end\n end\nelse\n if <(id) = [14]> then\n if <(npc) = [1]> then\n if <(id2) = [1]> then\n if <not <(item (4) of [items v]) = []>> then\n show\n if <not <(item (4) of [items v]) = (temp3)>> then\n set [temp3 v] to (item (4) of [items v])\n repeat (3)\n change [ghost v] effect by (34)\n end\n switch costume to (join [gun] (item (4) of [items v]))\n repeat (2)\n wait (0) seconds\n end\n end\n repeat (3)\n change [ghost v] effect by (-25)\n end\n clear graphic effects\n else\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n end\n switch costume to (join [gun] (item (4) of [items v]))\n else\n if <not <(item (5) of [items v]) = []>> then\n show\n if <not <(item (5) of [items v]) = (temp3)>> then\n set [temp3 v] to (item (5) of [items v])\n repeat (3)\n change [ghost v] effect by (34)\n end\n switch costume to (join [gun] (item (5) of [items v]))\n repeat (2)\n wait (0) seconds\n end\n end\n repeat (3)\n change [ghost v] effect by (-25)\n end\n clear graphic effects\n else\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n end\n switch costume to (join [gun] (item (5) of [items v]))\n end\n else\n if <(npc) = [2]> then\n if <(id2) = [1]> then\n if <not <(item (3) of [items v]) = []>> then\n if <not <(item (3) of [items v]) = (temp3)>> then\n set [temp3 v] to (item (3) of [items v])\n repeat (3)\n change [ghost v] effect by (34)\n end\n switch costume to (join [item] (item (3) of [items v]))\n repeat (2)\n wait (0) seconds\n end\n end\n show\n repeat (3)\n change [ghost v] effect by (-25)\n end\n clear graphic effects\n else\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n end\n switch costume to (join [item] (item (3) of [items v]))\n else\n if <not <(item (2) of [items v]) = []>> then\n if <not <((item (2) of [items v]) + (3)) = (temp3)>> then\n set [temp3 v] to ((item (2) of [items v]) + (3))\n repeat (3)\n change [ghost v] effect by (34)\n end\n switch costume to (join [item] ((item (2) of [items v]) + (3)))\n repeat (2)\n wait (0) seconds\n end\n end\n show\n repeat (3)\n change [ghost v] effect by (-25)\n end\n clear graphic effects\n else\n repeat (3)\n change [ghost v] effect by (34)\n end\n hide\n end\n switch costume to (join [item] ((item (2) of [items v]) + (3)))\n end\n end\n end\n end\nend\n\nwhen [1 v] key pressed\nif <<(custom menu) > [0]> and <(id) = [0]>> then\n if <(npc) = [1]> then\n set [temp v] to (item (((3) + ([floor v] of (((mouse x) + (175)) / (50)) )) + ((-3) * ([floor v] of (((mouse y) + (125)) / (50)) ))) of [all items v])\n if <<([abs v] of ((-50) - (mouse x)) ) < [75]> and <<([abs v] of ((-75) - (mouse y)) ) < [50]> and <not <<(item (4) of [items v]) = (temp)> or <(item (5) of [items v]) = (temp)>>>>> then\n set [weapon v] to (temp)\n broadcast (sort weapons v)\n start sound [interact v]\n end\n else\n set [temp v] to (item (([floor v] of (((mouse x) + (175)) / (50)) ) + (6)) of [all items v])\n if <<([abs v] of ((-50) - (mouse x)) ) < [75]> and <<([abs v] of ((-50) - (mouse y)) ) < [25]> and <<not <(item (3) of [items v]) = (temp)>> and <not <(temp) = []>>>>> then\n set [mobility accessory v] to (temp)\n broadcast (sort weapons v)\n start sound [interact v]\n end\n end\nend\n\nwhen [2 v] key pressed\nif <<(custom menu) > [0]> and <(id) = [0]>> then\n if <(npc) = [1]> then\n set [temp v] to (item (((3) + ([floor v] of (((mouse x) + (175)) / (50)) )) + ((-3) * ([floor v] of (((mouse y) + (125)) / (50)) ))) of [all items v])\n if <<([abs v] of ((-50) - (mouse x)) ) < [75]> and <<([abs v] of ((-75) - (mouse y)) ) < [50]> and <not <<(item (4) of [items v]) = (temp)> or <(item (5) of [items v]) = (temp)>>>>> then\n set [secondary weapon v] to (temp)\n broadcast (sort weapons v)\n start sound [interact v]\n end\n else\n set [temp v] to (item (((3) + ([floor v] of (((mouse x) + (175)) / (50)) )) + (6)) of [all items v])\n if <<([abs v] of ((-50) - (mouse x)) ) < [75]> and <<([abs v] of ((-100) - (mouse y)) ) < [25]> and <<not <(item (2) of [items v]) = ((temp) - (3))>> and <not <(temp) = []>>>>> then\n set [second accessory v] to ((temp) - (3))\n broadcast (sort weapons v)\n start sound [interact v]\n end\n end\nend\n\nwhen flag clicked\nset [custom menu v] to [0]\n\nwhen I receive [start tick v]\nset [custom menu v] to [0]\n\nwhen I receive [unlock items v]\nif <not <(id) < [0]>> then\n if <(completed levels) < [7]> then\n change [completed levels v] by (1)\n add ((completed levels) + (1)) to [unlocked levels v]\n replace item (completed levels) of [all items v] with (completed levels)\n if <(completed levels) < [3]> then\n replace item ((completed levels) + (6)) of [all items v] with (completed levels)\n else\n if <(completed levels) < [4]> then\n replace item (10) of [all items v] with [4]\n else\n if <(completed levels) < [5]> then\n replace item (9) of [all items v] with [3]\n else\n replace item ((completed levels) + (6)) of [all items v] with (completed levels)\n end\n end\n end\n end\nend\n\nbroadcast (load save data v)\nbroadcast (load save data v)\n\nwhen I receive [intro done v]\ngo to x: (0) y: (0)\nset [talking? v] to [0]\nset [npc v] to [0]\nset [conversation v] to [0]\nset [current level v] to [-5]\nhide variable [weapon v]\nhide variable [mobility accessory v]\nhide variable [second accessory v]\nshow\ngo to [front v] layer\nswitch costume to (title v)\nset size to (100) %\nset [ghost v] effect to (100)\nswitch backdrop to (main menu v)\nrepeat (30)\n change [ghost v] effect by (-3.3333)\nend\nclear graphic effects\nbroadcast (get save data v)\nwait (3) seconds\nset [id v] to [11]\ncreate clone of (_myself_ v)\nset [id v] to [12]\ncreate clone of (_myself_ v)\nset [id v] to [0]\nrepeat (34)\n change x by (((0) - (x position)) * (.2))\n change y by (((120) - (y position)) * (.2))\n change size by (((60) - (size)) * (.2))\nend\nset [id v] to [5]\ncreate clone of (_myself_ v)\nif then\n set [id v] to [6]\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nrepeat (30)\n change x by (((0) - (x position)) * (.2))\n change y by (((120) - (y position)) * (.2))\n change size by (((60) - (size)) * (.2))\nend\nset size to (60) %\nrepeat until <not <(Current level) = [-5]>>\n set [popup v] to [0]\n broadcast (menu popup tick v)\nend\n\nset [mobility accessory v] to []\nset [second accessory v] to []\n\nwhen I receive [wr's v]\nif <(id) = [0]> then\n type (item (1) of [top 8 world records v]) at position [-100] [70] with size [50]\n type (item (2) of [top 8 world records v]) at position [-100] [50] with size [50]\n type (item (3) of [top 8 world records v]) at position [-100] [30] with size [50]\n type (item (4) of [top 8 world records v]) at position [-100] [10] with size [50]\n type (item (5) of [top 8 world records v]) at position [-100] [-10] with size [50]\n type (item (6) of [top 8 world records v]) at position [-100] [-30] with size [50]\n type (item (7) of [top 8 world records v]) at position [-100] [-50] with size [50]\n type (item (8) of [top 8 world records v]) at position [-100] [-70] with size [50]\n menu buttons [9]\n switch costume to (leaderboard bg v)\nend\ndelete this clone\n\nwhen I receive [pause v]\nif <(nyeh) = [leaderboard bg]> then\n repeat (10)\n set [ghost v] effect to (20)\n end\nend\n\nwhen I receive [title v]\nwait (1) seconds\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\nswitch costume to (title v)\nset size to (100) %\nset [ghost v] effect to (100)\nswitch backdrop to (main menu v)\nrepeat (30)\n change [ghost v] effect by (-3.3333)\nend\nclear graphic effects\n\n@Variable Txt\n\nwhen I receive [postrender v]\nget time\nif <not <(id) = [0]>> then\n if <(id) < [9]> then\n go to [front v] layer\n set [brightness v] effect to (90)\n switch costume to (letter (id) of (temp))\n go to x: ((-242) + ((13) * (id))) y: (-170)\n else\n if <<(Boss FIGHT) = [1]> and <not <(Boss health) < [.01]>>> then\n show\n go to x: (0) y: (152)\n if <(id) = [9]> then\n set x to ((((Boss health) - (.01)) mod (37.5)) - (37.5))\n switch costume to (join [BH] ((1) + ([ceiling v] of ((Boss health) / (37.5)) )))\n go to [front v] layer\n else\n switch costume to (bh1 v)\n go to [front v] layer\n go [backward v] (2) layers\n if <(\[GAME MODE) = [1]> then\n go [backward v] (8) layers\n end\n end\n clear graphic effects\n else\n hide\n end\n end\nelse\n hide\n if <<(Boss FIGHT) = [1]> and <not <(Boss health) < [.01]>>> then\n go to [front v] layer\n show\n set [brightness v] effect to (90)\n switch costume to (vecter the viamint v)\n go to x: (0) y: (165)\n end\nend\n\ndefine get time\nif <<<(\[GAME MODE) = [1]> and <(PAUSE) = [0]>> and <(Beat the game?) = [0]>> then\n if <([floor v] of ((\[Speedrun timer) / (60)) ) < [10]> then\n set [temp v] to (join (join [0] ([floor v] of ((\[Speedrun timer) / (60)) )) [:])\n else\n set [temp v] to (join ([floor v] of ((\[Speedrun timer) / (60)) ) [:])\n end\n if <([floor v] of ((\[Speedrun timer) mod (60)) ) < [10]> then\n set [temp v] to (join (join (join (temp) [0]) ([floor v] of ((\[Speedrun timer) mod (60)) )) [.])\n else\n set [temp v] to (join (join (temp) ([floor v] of ((\[Speedrun timer) mod (60)) )) [.])\n end\n if <([floor v] of (((\[Speedrun timer) * (100)) mod (100)) ) < [10]> then\n set [temp v] to (join (join (temp) [0]) ([floor v] of (((\[Speedrun timer) * (100)) mod (100)) ))\n else\n set [temp v] to (join (temp) ([floor v] of (((\[Speedrun timer) * (100)) mod (100)) ))\n end\nend\n\ndefine make timer\nshow\nset [id v] to [0]\nrepeat (8)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nhide\n\nwhen I receive [loading v]\ndelete this clone\n\nwhen I receive [start tick v]\nif then\n delete this clone\nend\nif <(\[GAME MODE) = [1]> then\n make timer\nend\nif <(Current level) = [7]> then\n make boss bar\nend\n\ndefine make boss bar\nshow\nset [id v] to [8]\nrepeat (2)\n change [id v] by (1)\n create clone of (_myself_ v)\nend\nset [id v] to [0]\nhide\n\nwhen flag clicked\nhide\n\n@Pop-up info\n\nwhen I receive [particle tick v]\nif <(custom menu) = [0]> then\n if <<(popup) > [-1]> and <<(talking?) = [0]> and <(Goal!) = [0]>>> then\n show\n switch costume to (join [] (popup))\n change size by (((100) - (size)) * (.5))\n set [ghost v] effect to (((100) - (size)) * (2))\n else\n change size by (((30) - (size)) * (.3))\n set [ghost v] effect to (((100) - (size)) * (2))\n end\n go to [front v] layer\n change size by (200)\n go to (player v)\n change y by (30)\n change size by (-200)\nelse\n set [temp v] to (item ((((3) + ([floor v] of (((mouse x) + (175)) / (50)) )) + ((-3) * ([floor v] of (((mouse y) + (125)) / (50)) ))) + (((npc) - (1)) * (6))) of [all items v])\n if <<([abs v] of ((-50) - (mouse x)) ) < [75]> and <([abs v] of ((-75) - (mouse y)) ) < [50]>> then\n if <<(npc) = [1]> and <not <<(item (4) of [items v]) = (temp)> or <<(item (5) of [items v]) = (temp)> or <(temp) = []>>>>> then\n show\n switch costume to (swap v)\n change size by (((100) - (size)) * (.5))\n set [ghost v] effect to (((100) - (size)) * (2))\n set [mx v] to (mouse x)\n set [my v] to (mouse y)\n else\n if <<(npc) = [2]> and <not <<((item (2) of [items v]) + (3)) = (temp)> or <<(item (3) of [items v]) = (temp)> or <(temp) = []>>>>> then\n show\n if <(mouse y) < [-75]> then\n switch costume to (swap2 v)\n else\n switch costume to (swap1 v)\n end\n change size by (((100) - (size)) * (.5))\n set [ghost v] effect to (((100) - (size)) * (2))\n set [mx v] to (mouse x)\n set [my v] to (mouse y)\n else\n change size by (((30) - (size)) * (.3))\n set [ghost v] effect to (((100) - (size)) * (2))\n end\n end\n else\n change size by (((30) - (size)) * (.3))\n set [ghost v] effect to (((100) - (size)) * (2))\n end\n go to [front v] layer\n change x by ((((round ((mx) / (50))) * (50)) - (x position)) * (.75))\n change y by (((((-120) * (<(my) < [-75]> - (.5))) - (75)) - (y position)) * (.75))\nend\nchange [ghost v] effect by ((game done brightness) * (20))\n\nwhen flag clicked\nhide\n\nwhen I receive [loading v]\nhide\n\nwhen I receive [menu popup tick v]\nif <(popup) > [0]> then\n show\n switch costume to (join [m] ((popup) - (2)))\n if <(popup) = [1]> then\n switch costume to (join [play] ((1) + <(\[SAVE CODE) = [null]>))\n end\n if <(popup) = [2]> then\n switch costume to (join [load] (\[GAME MODE))\n end\n change size by (((100) - (size)) * (.5))\n set [ghost v] effect to (((100) - (size)) * (2))\nelse\n change size by (((30) - (size)) * (.3))\n set [ghost v] effect to (((100) - (size)) * (2))\nend\ngo to [front v] layer\ngo to x: (0) y: (-159)\n\nwhen I receive [get save data v]\nget user code (username)\nfind data for user code (i)\nif <(i) = [null]> then\n set [\[save code v] to [null]\nelse\n set [\[save code v] to (save code)\n set [\[game mode v] to (letter (8) of (\[SAVE CODE))\nend\n\ndefine find data for user code (code)\nif < (☁ Save data 1-16) contains (code)?> then\n get player data from cloud (☁ Save data 1-16) code: (code)\n set [slot v] to [1]\nelse\n if < (☁ Save data 17-32) contains (code)?> then\n get player data from cloud (☁ Save data 17-32) code: (code)\n set [slot v] to [2]\n else\n if < (☁ Save data 33-48) contains (code)?> then\n get player data from cloud (☁ Save data 33-48) code: (code)\n set [slot v] to [3]\n else\n if < (☁ Save data 49-64) contains (code)?> then\n get player data from cloud (☁ Save data 49-64) code: (code)\n set [slot v] to [4]\n else\n if < (☁ Save data 65-80) contains (code)?> then\n get player data from cloud (☁ Save data 65-80) code: (code)\n set [slot v] to [5]\n else\n set [i v] to [null]\n set [i2 v] to [0]\n set [slot v] to [0]\n end\n end\n end\n end\nend\n\ndefine join (value)\nset [i v] to (join (i) (join (letter (2) of ((value) + (100))) (letter (3) of ((value) + (100)))))\n\ndefine get user code (username)\nset [i v] to []\njoin (item # of (letter (1) of (username)) in [encoding2 v])\njoin (item # of (letter (2) of (username)) in [encoding2 v])\njoin (item # of (letter (length of (username)) of (username)) in [encoding2 v])\njoin ((79) + (length of (username)))\n\ndefine get player data from cloud (cloud) code: (code)\nset [i2 v] to [1230]\nset [i v] to [-7]\nrepeat until <<(i2) = (code)> or <((i2) + (0)) = [0]>>\n change [i v] by (16)\n set [i2 v] to (join (letter (i) of (cloud)) (join (letter ((i) + (1)) of (cloud)) (join (letter ((i) + (2)) of (cloud)) (join (letter ((i) + (3)) of (cloud)) (join (letter ((i) + (4)) of (cloud)) (join (letter ((i) + (5)) of (cloud)) (join (letter ((i) + (6)) of (cloud)) (letter ((i) + (7)) of (cloud)))))))))\nend\nif <(i2) = (code)> then\n change [i v] by (-8)\n set [save code v] to (join (join (letter (i) of (cloud)) (join (letter ((i) + (1)) of (cloud)) (join (letter ((i) + (2)) of (cloud)) (join (letter ((i) + (3)) of (cloud)) (join (letter ((i) + (4)) of (cloud)) (join (letter ((i) + (5)) of (cloud)) (join (letter ((i) + (6)) of (cloud)) (letter ((i) + (7)) of (cloud))))))))) (i2))\nelse\n set [i v] to [null]\nend\nset [i2 v] to (cloud)\n\ndefine Save game to cloud\nget user code (username)\nset [\[save code v] to (join (item (1) of [items v]) (join ((Mobility accessory) + (0)) (join ((Second accessory) + (0)) (join ((Weapon) + (0)) ((Secondary Weapon) + (0))))))\nset [\[save code v] to (join (\[SAVE CODE) (join (completed levels) (join (Beat the game?) (join (\[GAME MODE) (i)))))\nfind data for user code (i)\nif <(i) = [null]> then\n get save slot data from (☁ Save slot)\n if <(length of (i2)) < [255]> then\n save (join (i2) (\[SAVE CODE)) to slot (☁ Save slot)\n else\n remove oldest save from (i2)\n save (join (i2) (\[SAVE CODE)) to slot (☁ Save slot)\n end\nelse\n replace code at index (i) with (\[SAVE CODE)\n save (i3) to slot (slot)\nend\n\ndefine get save slot data from (slot)\nif <(slot) = [1]> then\n set [i2 v] to (☁ Save data 1-16)\nelse\n if <(slot) = [2]> then\n set [i2 v] to (☁ Save data 17-32)\n else\n if <(slot) = [3]> then\n set [i2 v] to (☁ Save data 33-48)\n else\n if <(slot) = [4]> then\n set [i2 v] to (☁ Save data 49-64)\n else\n set [i2 v] to (☁ Save data 65-80)\n end\n end\n end\nend\n\ndefine remove oldest save from (cloud)\nset [i v] to [17]\nrepeat (240)\n set [i2 v] to (join (i2) (letter (i) of (cloud)))\n change [i v] by (1)\nend\n\ndefine save (code) to slot (slot)\nif <(slot) = [1]> then\n set [☁ save data 1-16 v] to (code)\nelse\n if <(slot) = [2]> then\n set [☁ save data 17-32 v] to (code)\n else\n if <(slot) = [3]> then\n set [☁ save data 33-48 v] to (code)\n else\n if <(slot) = [4]> then\n set [☁ save data 49-64 v] to (code)\n else\n set [☁ save data 65-80 v] to (code)\n end\n end\n end\nend\n\ndefine replace code at index (index) with (code)\nget save slot data from (slot)\nset [i v] to [0]\nset [i3 v] to []\nrepeat until <(i) = ((index) - (1))>\n change [i v] by (1)\n set [i3 v] to (join (i3) (letter (i) of (i2)))\nend\nrepeat (16)\n change [i v] by (1)\n set [i3 v] to (join (i3) (letter ((i) - ((index) - (1))) of (code)))\nend\nrepeat until <(i) > ((length of (i2)) - (1))>\n change [i v] by (1)\n set [i3 v] to (join (i3) (letter (i) of (i2)))\nend\n\nwhen I receive [save game v]\nSave game to cloud\nwait (1) seconds\nset [☁ save slot v] to (((☁ Save slot) mod (5)) + (1))\n\nwhen [timer v] > (timer)\nhide\nif <(\[Speedrun timer) > [10]> then\n broadcast (save game v)\nend\nif <(game done) = [1]> then\n broadcast (Title v)\nend\n\nwhen flag clicked\nforever\n set [timer v] to ((timer) + (.5))\nend\n\nwhen flag clicked\nforever\n wait (15) seconds\n if <(\[Speedrun timer) > [10]> then\n broadcast (save game v)\n end\nend\n\nset [☁ save data 1-16 v] to []\nwait (.2) seconds\nset [☁ save data 17-32 v] to []\nwait (.2) seconds\nset [☁ save data 33-48 v] to []\nwait (.2) seconds\nset [☁ save data 49-64 v] to []\nwait (.2) seconds\nset [☁ save data 65-80 v] to []\n\nwhen I receive [load save data v]\nget user code (username)\nfind data for user code (i)\nif <(i) = [null]> then\n set [\[save code v] to [null]\nelse\n set [\[save code v] to (save code)\n delete all of [items v]\n add (letter (1) of (\[SAVE CODE)) to [items v]\n add (letter (2) of (\[SAVE CODE)) to [items v]\n add (letter (3) of (\[SAVE CODE)) to [items v]\n add (letter (4) of (\[SAVE CODE)) to [items v]\n add (letter (5) of (\[SAVE CODE)) to [items v]\n set [mobility accessory v] to (letter (2) of (\[SAVE CODE))\n set [second accessory v] to (letter (3) of (\[SAVE CODE))\n set [weapon v] to (letter (4) of (\[SAVE CODE))\n set [secondary weapon v] to (letter (5) of (\[SAVE CODE))\n repeat (letter (6) of (\[SAVE CODE))\n broadcast (unlock items v)\n end\n set [beat the game? v] to (letter (7) of (\[SAVE CODE))\n set [\[game mode v] to (letter (8) of (\[SAVE CODE))\nend\n\n@End game\n\nwhen I receive [render tick v]\nif <<(Current level) = [0]> and <(completed levels) = [7]>> then\n go to [back v] layer\n show\n set size to (10000) %\n go to x: (((((60.5) * (40)) - (CamX)) / (CamZ)) - (240)) y: ((((((y) + ((.25) * ([sin v] of ((360) * ([timer v] of [player v])) ))) * (40)) - (CamY)) / (CamZ)) - (180))\n set size to ((200) / (CamZ)) %\n turn right (10) degrees\n if <<(distance to [player v]) < [75]> and <(game done) = [0]>> then\n set [popup v] to [10]\n if <key (e v) pressed?> then\n set [game done v] to [1]\n broadcast (save game v)\n broadcast (sound fade v)\n end\n end\n if <<(game done) = [1]> and <(y) < [7000]>> then\n set [y v] to ((((y) - (45)) * (1.1)) + (45))\n change [camx v] by (((((60.5) * (40)) - ((240) * (CamZ))) - (CamX)) * (.6))\n change [camy v] by (((((y) * (40)) - ((180) * (CamZ))) - (CamY)) * (.6))\n change [game done brightness v] by ((500) / (465))\n set [popup v] to [10]\n end\n if <(y) > [7000]> then\n broadcast (Title v)\n stop [all v]\n end\nelse\n set [y v] to [46]\n set [game done v] to [0]\n set [game done brightness v] to [0]\n hide\nend\n\nwhen flag clicked\nset [y v] to [46]\nset [game done v] to [0]\nset [game done brightness v] to [0]\nset [popup v] to [-1]\nhide\n\n
- Compass: Wild World -\n\nRPT - Platformer Clash V - Final Entry\n_-_-_-_-_\nRPT Studio: https://scratch.mit.edu/studios/33502484\nHost: @PlatformerClashV\nFull Game Speedrun: \nhttps://www.youtube.com/watch?v=PdscEaBMz4U\n_-_-_-_-_\nCredits\n-Leader: @The_Blue_J\n-Art: @finnagin5, @TheMoonJellyfish\n-Code: @anantnpapa, @finnagin5, @The_Blue_J\n-Game Design: @TheMoonJellyfish, @finnagin5, @anantnpapa, @The_Blue_J\n-Story: @scratching_claws, @TheMoonJellyfish, @finnagin5\n-Music: Dustforce OST by Lifeformed\n\nThanks to @Futballplayer79 for proposing this to be featured! :D\n_-_-_-_-_\nYou play as Agent Fever, a fighter for the Compass Habitation Coalition. Dire circumstances bring you to a struggling colony on a dangerous planet. Your mission is to restore power to this colony to save its inhabitants from a terrible fate. \n\nBrave the dangers of this planet and find the 7 pieces of a Tangram Crystal. \n\nFight powerful enemies as you parkour across bountiful and diverse lands. \n\nUnlock new weapons and gear to help you on your quest.\n_-_-_-_-_\nControls:\n-Move player: WASD or arrow keys\n-Use weapon: Mouse\n-Pause/Interact: E\n-Interact in item menus: 1 and 2\n-Use mobility item: Jump in midair\n-Use power-up: Space\n_-_-_-_-_\nWeapons:\n-Pistol: slow speed, medium damage\n-Minigun: fast speed, low damage\n-Sniper: slow speed, high damage\n-Shotgun: medium speed, medium-high damage\n-Aimbot Gun: fast speed, low damage, aim assist\n-Mega Shotgun: medium speed, high damage\n\nItems:\n-Paraglider: slow falling and gliding\n-Dash: small burst of high speed\n-Jetpack: flight for a small amount of time\n-Shield: blocks 3 hits before recharge\n-Powerjack: increased movement and attack speed for 5 seconds\n-Med Kit: removes debuffs and restores a point of health\n\nEnemies:\n-Regular Red: standard enemy\n-Flaming Orange: inflicts Fire debuff, causes damage over time\n-Purple Punch: no damage, but has a lot of knockback\n-Icy Blue: inflicts Ice debuff and limits movement\n-Confusing Green: inflicts Confusion, reverses controls\n-Black Blindness: inflicts Blindness, limits vision\n-Quick Silver: shoots faster projectiles with less cooldown\n-???: all of the above\n\n\n\n#Games #All
Jordan 1 (Scrolling Platformer) #Games
@Stage\n\n@blank\n\n@Player\n\nwhen flag clicked\nforever\n if <(shoe costume) = [red]> then\n switch costume to (up v)\n wait (0.4) seconds\n switch costume to (down v)\n wait (0.4) seconds\n end\nend\n\nwhen flag clicked\nforever\n go to (player hitbox v)\nend\n\nwhen flag clicked\nset [shoe costume v] to [red]\nset rotation style [left-right v]\npoint in direction (90)\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[25] < (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) < [-25]>>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching color (#d40000)?> then\n broadcast (DIE v)\n end\nend\n\nwhen I receive [die v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching color (#4300b7)?> then\n broadcast (next level v)\n wait (1) seconds\n end\nend\n\nwhen I receive [next level v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n if <touching color (#00ceff)?> then\n set [yv v] to [-20]\n end\nend\n\nwhen flag clicked\nforever\n set [shoe direction v] to (direction)\nend\n\nwhen I receive [red v]\nset [shoe costume v] to [red]\n\nwhen I receive [blue v]\nset [shoe costume v] to [blue]\n\nwhen flag clicked\nforever\n if <(shoe costume) = [blue]> then\n switch costume to (up6 v)\n wait (0.4) seconds\n switch costume to (down6 v)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [green v]\nset [shoe costume v] to [green]\n\nwhen flag clicked\nforever\n if <(shoe costume) = [green]> then\n switch costume to (up2 v)\n wait (0.4) seconds\n switch costume to (down2 v)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [brown v]\nset [shoe costume v] to [brown]\n\nwhen flag clicked\nforever\n if <(shoe costume) = [brown]> then\n switch costume to (up3 v)\n wait (0.4) seconds\n switch costume to (down3 v)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [light blue v]\nset [shoe costume v] to [light blue]\n\nwhen flag clicked\nforever\n if <(shoe costume) = [light blue]> then\n switch costume to (up5 v)\n wait (0.4) seconds\n switch costume to (down5 v)\n wait (0.4) seconds\n end\nend\n\nwhen I receive [yellow v]\nset [shoe costume v] to [yellow]\n\nwhen flag clicked\nforever\n if <(shoe costume) = [yellow]> then\n switch costume to (up4 v)\n wait (0.4) seconds\n switch costume to (down4 v)\n wait (0.4) seconds\n end\nend\n\n@Player Hitbox\n\nwhen flag clicked\nset rotation style [left-right v]\npoint in direction (90)\ngo to [front v] layer\nforever\n if <<key (d v) pressed?> or <key (right arrow v) pressed?>> then\n point in direction (90)\n end\n if <<key (a v) pressed?> or <key (left arrow v) pressed?>> then\n point in direction (-90)\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [die v]\nrepeat (20)\n change [ghost v] effect by (5)\nend\ngo to x: (0) y: (0)\npoint in direction (90)\nset [ghost v] effect to (100)\n\n@Ground\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\nset size to (500) %\nswitch costume to (costume1 v)\ngo to x: (542) y: (-30)\nshow\nforever\n set [ghost v] effect to (0)\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[25] < (mouse x)>>> then\n if <not <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-25]>>>> then\n set [xv v] to [6]\n change x by ((-1) * (XV))\n end\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-25]>>> then\n set [xv v] to [-6]\n change x by ((-1) * (XV))\n end\n if <not <<<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <[25] < (mouse x)>>> or <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < [-25]>>>>> then\n set [xv v] to [0]\n end\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change y by (-1)\n if <touching (player hitbox v)?> then\n change x by (XV)\n set [xv v] to [0]\n change y by (5)\n end\n end\n end\n end\n end\n end\n change [yv v] by (1)\n change y by (YV)\n change [inair v] by (1)\n if <touching (player hitbox v)?> then\n set [inair v] to [0]\n change y by ((YV) * (-1))\n set [yv v] to [0]\n end\n change y by (1)\n if <<touching (player hitbox v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <[0] < (mouse y)>>>>> then\n set [yv v] to [-15]\n end\n change y by (-1)\nend\n\ngo to x: (-6) y: (200)\n\nwhen I receive [die v]\nset [die v] to (x position)\nrepeat (20)\n set x to (DIE)\nend\n\nwhen flag clicked\nforever\n if <[190] < (y position)> then\n broadcast (DIE v)\n end\nend\n\nwhen I receive [next level v]\ngo to x: (542) y: (-30)\nset [yv v] to [0]\n\nwhen flag clicked\nforever\n set [ground level v] to (costume [number v])\nend\n\nwhen I receive [die v]\nrepeat (20)\n set [yv v] to [-15]\nend\ngo to x: (542) y: (-30)\nset [yv v] to [0]\n\nwhen I receive [next level v]\nnext costume\nnext costume\n\n@Ground Hitbox\n\nwhen flag clicked\nset [xv v] to [0]\nset [yv v] to [0]\nswitch costume to (costume2 v)\ngo to (ground v)\nset size to (500) %\nswitch costume to (costume1 v)\nshow\nforever\n go to (ground v)\nend\n\nwhen I receive [die v]\nrepeat (20)\n set [yv v] to [-15]\nend\ngo to x: (542) y: (-3)\nset [yv v] to [0]\n\nwhen I receive [die v]\nset [die v] to (x position)\nrepeat (20)\n set x to (DIE)\nend\n\nwhen flag clicked\nforever\n if <[190] < (y position)> then\n broadcast (DIE v)\n end\nend\n\nwhen flag clicked\nforever\n go to (ground v)\nend\n\nwhen flag clicked\n\nwhen I receive [die v]\nrepeat (20)\ngo to x: (542) y: (-30)\n\nwhen I receive [next level v]\nnext costume\nnext costume\n\n@Sprite1\n\n@timer\n\nwhen flag clicked\nset [timer v] to [0]\nset [ghost v] effect to (0)\nset size to (30) %\ngo to x: (-220) y: (150)\ncreate clone of myself with place value (100)\ngo to x: (-200) y: (150)\ncreate clone of myself with place value (10)\ngo to x: (-180) y: (150)\ncreate clone of myself with place value (1)\nhide\n\nwhen I start as a clone\nshow\nforever\n set [digit v] to (([floor v] of ((timer) / (place value)) ) mod (10))\n switch costume to ((digit) + (1))\nend\n\ndefine create clone of myself with place value (place value)\nset [place value v] to (place value)\ncreate clone of (_myself_ v)\n\nwhen I receive [restart v]\nset [timer v] to [0]\n\nwhen flag clicked\nforever\n repeat until <(ground level) = [15]>\n wait (1) seconds\n change [timer v] by (1)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to [front v] layer\nforever\n change [ghost v] effect by (3)\nend\n\ngo to [front v] layer\n\n@sound\n\nwhen flag clicked\nforever\n play sound [One Republic v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (skins v)\n end\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite4\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nhide\n\nwhen I receive [x v]\nhide\n\nwhen this sprite clicked\nbroadcast (red v)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite5\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen this sprite clicked\nbroadcast (green v)\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [x v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite6\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [x v]\nhide\n\nwhen this sprite clicked\nbroadcast (brown v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite7\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [x v]\nhide\n\nwhen this sprite clicked\nbroadcast (yellow v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite8\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [x v]\nhide\n\nwhen this sprite clicked\nbroadcast (Light Blue v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite9\n\nwhen flag clicked\nhide\nset size to (100) %\n\nwhen flag clicked\nhide\n\nwhen I receive [skins v]\nshow\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [x v]\nhide\n\nwhen this sprite clicked\nbroadcast (Blue v)\n\nwhen flag clicked\ngo to [front v] layer\n\n@Sprite10\n\nwhen flag clicked\nset size to (100) %\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (X v)\n end\nend\n\nwhen flag clicked\nhide\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <[115] < (size)>\n change size by (2)\n end\n else\n repeat until <(size) < [101]>\n change size by (-2)\n end\n end\nend\n\nwhen I receive [skins v]\nshow\n\nwhen I receive [x v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\n\n
ALL THE ART was made by me (except the mobile friendly phone on the thumbnail). This took a lot of time and hard work so please like and favorite.\nCheck out my other games.\n\nUse arrow keys, WAD or tap left, right, and up to move\n\n\n\n\n\n\n\ntags: \n#trending #all #game #Games #fun #popular #featured #Jordan 1 #Jordan #Jordan 1 Chicago #Jordan 1 Lost and Found #Shoe #Red #Red Shoe #Mobile #Mobile Friendly #Phone #Pixel #Retro #High #Platformer #Jordan shoe #Jordan Red #Spike #Nike #Nike Shoe #Scrolling #Scrolling Platformer #Generic #Michael Jordan #Pixel #Retro #Art #Lmscho #Asher967 #Mr beast #Mr. Beast #mr beast #ideas #animation #Story #Recent
[1 Sprite] Fingerdash Platformer
@Stage\n\n@Game\n\nwhen [timer v] > (Timer)\nif <not <(♡&☆) = [11]>> then\n broadcast (♡&☆ v)\nend\nforever\n set [timer v] to (timer)\nend\n\nwhen I receive [shake v]\nswitch costume to (thumbnail v)\ngo to [front v] layer\nset size to (100) %\nshow\ngo to x: (-40) y: (0)\nset [brightness v] effect to (100)\nset [縦 v] to [35]\nset [横 v] to [20]\nrepeat (10)\n change [brightness v] effect by (-10)\n 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)\nend\nrepeat (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)\nend\n\ndefine Collisions (input)\nchange [negative v] by (1)\nrepeat (input)\n set [value v] to (x position)\n change x by ((X) / (input))\n if <<touching color (#254c9d)?> or <touching color (#ffffff)?>> then\n set x to (Value)\n set [x v] to [0]\n end\n set [value v] to (y position)\n change y by ((Y) / (input))\n if <<touching color (#254c9d)?> or <touching color (#ffffff)?>> then\n set y to (Value)\n set [y v] to [0]\n set [negative v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n play sound [Fingerdash v] until done\nend\n\nwhen flag clicked\nhide\nbroadcast (Setup v)\n\nwhen I receive [setup v]\nset [level v] to [1]\nset [gravity v] to [-1]\nset [x v] to [0]\nset [y v] to [0]\nbroadcast (Start Game v)\nbroadcast (New Level v)\n\ndefine Clone Game (clone) Number (number)\nset [clone id v] to (number)\nrepeat (clone)\n change [clone id v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I receive [new level v]\nClone Game (AOI) Number [0]\n\nwhen I start as a clone\nshow\nif <(Clone ID) = [1]> then\n if <(N) = [0]> then\n switch costume to (player \(r\) v)\n go to x: (-152) y: (-41)\n forever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <[5] > (Negative)> then\n set [y v] to [12]\n end\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 (-2)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (2)\n end\n set [x v] to ((X) * (0.8))\n change [y v] by (Gravity)\n Collisions (([abs v] of (X) ) + ([abs v] of (Y) ))\n set [playerx v] to (x position)\n set [playery v] to (y position)\n end\n else\n go to x: (-239) y: ((y position) + (1))\n switch costume to (player \(r\) v)\n forever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <[5] > (Negative)> then\n set [y v] to [12]\n end\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 (-2)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n change [x v] by (2)\n end\n set [x v] to ((X) * (0.8))\n change [y v] by (Gravity)\n Collisions (([abs v] of (X) ) + ([abs v] of (Y) ))\n set [playerx v] to (x position)\n set [playery v] to (y position)\n end\n end\nend\nif <(Clone ID) = [2]> then\n forever\n switch costume to (join [Level ] (Level))\n go to x: (0) y: (-30)\n end\nend\n\nwhen flag clicked\nset [aoi v] to [2]\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>>> then\n switch costume to (player \(l\) v)\n end\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>>> then\n switch costume to (player \(r\) v)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [value v] to ([ceiling v] of (Value) )\nend\n\nwhen flag clicked\nset size to (100) %\n\nwhen flag clicked\nset [n v] to [0]\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (Timer)\nbroadcast (Shake v)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n if <(x position) > [239]> then\n go to x: (-239) y: ((y position) + (1))\n broadcast (Next Level v)\n end\n if <<not <(Level) = [1]>> and <[-239] > (x position)>> then\n go to x: (230) y: ((y position) + (1))\n broadcast (Back Level v)\n end\n end\nend\n\nwhen I receive [next level v]\nchange [level v] by (1)\nchange [level v] by (-0.655)\nset [n v] to [1]\n\nwhen flag clicked\nforever\n set [level v] to (round (Level))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n if <touching color (#e6e6e6)?> then\n set [n v] to [0]\n set [level v] to [1]\n go to x: (-151) y: (-41)\n end\n end\nend\n\nwhen I receive [back level v]\nchange [level v] by (-1)\nchange [level v] by (0.655)\n\nwhen I start as a clone\nif <(Clone ID) = [1]> then\n forever\n if <key (space v) pressed?> then\n go to x: (-152) y: (-41)\n end\n end\nend\n\n
Welcome to Fingerdash, a Platformer made in One Sprite!\nMove with WASD, Arrow Keys, or Tap on Mobile\nHope you enjoy ;)\nStuck? Click Space to Respawn!
level editor! a platformer generator v.1.5 (Bug Fixes)
@Stage\n\n@main-menu\n\nwhen flag clicked\nforever\n play sound [Tobu - Candyland \[NCS Release\].mp3 v] until done\nend\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@thumbnail\n\nwhen flag clicked\nif <(username) = [d]> then\n show variable [☁ %c_data v]\nelse\n hide variable [☁ %c_data v]\nend\nhide\ngo to x: (0) y: (0)\nforever\n reset timer\nend\n\nwhen [timer v] > (0.1)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nset size to (150) %\nswitch costume to (costume2 v)\nset [ghost v] effect to (100)\nrepeat until <(size) < [100.3]>\n switch costume to (costume1 v)\n change size by (((100) - (size)) / (8))\n switch costume to (costume2 v)\n change [ghost v] effect by (-15)\nend\nset size to (100) %\n\nwhen flag clicked\nwait (0.1) seconds\nchange [☁ %c_data v] by (1)\n\n@Intro Template 2\n\nwhen flag clicked\nforever\n play sound [Ooyy - Come 2gether v] until done\nend\n\n
\n-----------------------------------------------------------------\n 10K views :)\nFollow @sfliamp_CONTINUED Join my army!\n200 likes and faves!!!\n-------------------------------------------------------------------------\nhttps://scratch.mit.edu/studios/28715018/comments/\ncan we get this on featured???\nhi! welcome to level editor! rate this out of 10!\n-------------------------------------------------------------------------\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 https://turbowarp.org/886288540 runs better\n\n:D\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\ntype something if you saw this....\n
sunset a platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@Player\n\nwhen I receive [intro over v]\n\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\n\nbroadcast (new coin v)\n\nchange y by (1)\n\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\nend\nchange y by (1)\n\nif <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\n\nif <(x position) > [200]> then\n change [level v] by (1)\nend\n\nwhen flag clicked\nswitch costume to (right v)\nshow\ngo to x: (-205) y: (-81)\nset size to (50) %\nchange y by (-1)\n\ngo to x: (-204) y: (-77)\n\nwhen flag clicked\n\ngo to [front v] layer\nset [y v] to [0]\nset [x v] to [0]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n set [x v] to ((x) * (0.89))\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 if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n set [x v] to [0]\n end\n end\n change [y v] by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\nend\n\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n change y by (1)\nend\n\nchange y by (-1)\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n change y by (1)\nend\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\n change y by (1)\n set [y v] to [15]\nend\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\nend\n\n\n\nchange y by (-1)\n\nchange y by (1)\n\n\nforever\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\nend\n\ncreate clone of (_myself_ v)\n\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\nchange y by (1)\nset [y v] to [15]\nif <<touching (level v)?> and <key (up arrow v) pressed?>> then\n change y by (1)\n set [y v] to [15]\nend\n\nwhen I receive [intro over v]\nshow\n\nwhen flag clicked\nset [level v] to [1]\nbroadcast (start game v)\nbroadcast (reset v)\ngo to [front v] layer\n\ngo to x: (-202) y: (-79)\n\nwhen I receive [start game v]\nforever\n change [y v] by (-1)\n if <key (right arrow v) pressed?> then\n change [x v] by (2)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-2)\n end\n set [x v] to ((x) * (0.89))\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 (1)\n end\n if <touching (level v)?> then\n change y by (1)\n end\n if <touching (level v)?> then\n change y by (-6)\n change x by ((x) * (-1))\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-8]\n else\n set [x v] to [8]\n end\n else\n set [x v] to [0]\n end\n end\n change y by (y)\n if <touching (level v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> and <key (up arrow v) pressed?>> then\n set [y v] to [15]\n end\n change y by (1)\n if <(x position) > [285]> then\n broadcast (next level v)\n end\nend\n\nwhen I receive [reset v]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-205) y: (-81)\n\nwhen I receive [start game v]\nforever\n if <(x position) > [241]> then\n set x to (-218)\n broadcast (next level v)\n change [level v] by (1)\n end\n is stuck in ground\nend\n\ndefine is stuck in ground\nif <touching (level v)?> then\n repeat (4)\n change y by (10)\n end\nend\n\nwhen I receive [start game v]\nforever\n \nend\n\nwhen I receive [next level v]\ngo to x: (-205) y: (-81)\n\ngo to x: (-153) y: (-80)\n\ngo to x: (-189) y: (-80)\n\nwhen flag clicked\n\nwhen I receive [start game v]\nforever\n if <touching (danger v)?> then\n switch costume to (dead v)\n stop [other scripts in sprite v]\n repeat (10)\n change size by (-10)\n change [ghost v] effect by (15)\n end\n broadcast (reset v)\n broadcast (start game v)\n end\nend\n\nwhen flag clicked\n\nwhen I receive [reset v]\nswitch costume to (right v)\nset [ghost v] effect to (0)\nset size to (50) %\nset [ghost v] effect to (0)\ngo to x: (-205) y: (-80)\ngo to x: (-205) y: (-80)\ngo to x: (-205) y: (-80)\n\nwhen I receive [start game v]\nswitch costume to (right v)\nset size to (50) %\nset [ghost v] effect to (0)\ngo to x: (-205) y: (-80)\ngo to x: (-205) y: (-80)\n\nshow\n\nshow\n\nwhen flag clicked\n\nwhen I receive [reset v]\nforever\n if <key (right arrow v) pressed?> then\n switch costume to (right v)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (left v)\n end\nend\n\nwhen flag clicked\nforever\n forever\n if <(Level) = [7]> then\n broadcast (black v)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(level) = [12]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(level) = [12]> then\n switch backdrop to (backdrop1 v)\n end\nend\n\n@Level\n\nwhen flag clicked\nshow\ngo to x: (24) y: (29)\n\nwhen flag clicked\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nshow\ngo to x: (24) y: (29)\nhide\n\nwhen flag clicked\nforever\n if <(level) = [8]> then\n switch backdrop to (backdrop2 v)\n end\nend\n\nwhen flag clicked\nif <(level) = [14]> then\n switch backdrop to (backdrop3 v)\nend\n\nwhen I receive [reset v]\nif <(level) = [14]> then\n switch backdrop to (backdrop3 v)\nend\n\nwhen I receive [start game v]\nif <(level) = [14]> then\n switch backdrop to (backdrop3 v)\nend\n\nwhen I receive [next level v]\nif <(level) = [14]> then\n switch backdrop to (backdrop3 v)\nend\n\nwhen flag clicked\nif <(level) = [16]> then\n switch backdrop to (backdrop4 v)\nend\n\nwhen I receive [reset v]\nif <(level) = [16]> then\n switch backdrop to (backdrop4 v)\nend\n\nwhen I receive [start game v]\nif <(level) = [16]> then\n switch backdrop to (backdrop4 v)\nend\n\nwhen I receive [next level v]\nif <(level) = [16]> then\n switch backdrop to (backdrop4 v)\nend\n\nwhen flag clicked\nif <(level) = [18]> then\n switch backdrop to (backdrop5 v)\nend\n\nwhen I receive [reset v]\nif <(level) = [18]> then\n switch backdrop to (backdrop5 v)\nend\n\nwhen I receive [start game v]\nif <(level) = [18]> then\n switch backdrop to (backdrop5 v)\nend\n\nwhen I receive [next level v]\nif <(level) = [18]> then\n switch backdrop to (backdrop5 v)\nend\n\n@Danger\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\nshow\ngo to x: (24) y: (29)\n\nwhen flag clicked\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\ngo to x: (24) y: (29)\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nforever\n\nshow\ngo to x: (24) y: (29)\nhide\n\n@Dark cave look\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\ngo to [back v] layer\ngo to x: (31) y: (-6)\n\nwhen flag clicked\nforever\n if <(level) = [7]> then\n broadcast (show v)\n end\n if <(level) < [7]> then\n broadcast (hide v)\n end\n if <(level) > [7]> then\n broadcast (hide v)\n end\n if <(Level) = [11]> then\n broadcast (show v)\n go to x: (31) y: (-6)\n switch costume to (costume2 v)\n end\n if <(Level) > [11]> then\n broadcast (hide v)\n if <(Level) < [11]> then\n broadcast (hide v)\n end\n end\nend\n\nhide\n\nwhen I receive [black v]\n\nshow\n\nwhen flag clicked\n\nwhen I receive [hide v]\nhide\n\nwhen I receive [show v]\nshow\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\n forever\n show\n end\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n end\nend\n\nbroadcast (show v)\n\nwhen flag clicked\nforever\n if <not <(level) = [11]>> then\n broadcast (hide v)\n end\nend\n\nshow\n\nwhen flag clicked\nforever\n if <(level) > [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(level) < [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [11]>> then\n broadcast (hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [11]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) < [11]> then\n hide\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\ngo to [back v] layer\n\nwhen flag clicked\nforever\n if <(level) > [12]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [12]>> then\n broadcast (hide v)\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [12]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n if <(level) < [12]> then\n hide\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nforever\n if <(level) = [19]> then\n show\n end\nend\n\nwhen I receive [next level v]\nforever\n if <(level) = [19]> then\n show\n end\nend\n\nwhen I receive [reset v]\nforever\n if <(level) = [19]> then\n show\n end\nend\n\nwhen I receive [start game v]\nforever\n if <(level) = [19]> then\n show\n end\nend\n\nwhen flag clicked\nforever\n \nend\n\nwhen flag clicked\nhide\ngo to x: (36) y: (28)\n\n@Thumbnail\n\nwhen flag clicked\nhide\n\n
Hello everyone and welcome to \n \n ⭐⭐⭐ sunset a platformer ⭐⭐⭐\n\n controls\n arrow keys to move \n up arrow key to jump\n \n Hazards\n\n lava and spikes \n\n please ❤ and ⭐\n\n
Ball Physics Platformer? | Part 2
@Stage\n\nwhen flag clicked\nerase all\nhide list [lag link v]\nwait until <key (any v) pressed?>\nshow list [lag link v]\nbroadcast (\[ Setup \] Start Game Loop v)\n\nwhen I receive [\[ setup \] reset v]\nstop [other scripts in sprite v]\nbroadcast (\[ Setup \] Start Game Loop v)\n\nwhen I receive [\[ setup \] start game loop v]\nforever\n broadcast (\[ Tick \] Game Loop v)\nend\n\nwhen I receive [\[ setup \] next level v]\nstop [other scripts in sprite v]\nchange [level # v] by (1)\nbroadcast (\[ Setup \] Start Game Loop v)\n\n@Engine\n\ndefine [ Tool ] Normalize Vector\nset [cos v] to ((vector x) / (distance))\nset [sin v] to ((vector y) / (distance))\n\ndefine [ Tool ] Projection between Vector (x1) (y1) (x2) (y2) Point (x3) (y3)\n[ Tool ] Get Distance between (x1) (y1) to (x2) (y2)\n[ Tool ] Normalize Vector\nset [slope v] to ((vector y) / (vector x))\nset [projection length v] to (distance)\n[ Tool ] Get Distance between (x1) (y1) to (x3) (y3)\n[ Tool ] Dot Product (vector x) (vector y) to (cos) (sin)\nset [projection v] to (dot product)\nif <(projection) < [0]> then\n set [projection v] to [0]\nend\nif <(projection) > (projection length)> then\n set [projection v] to (projection length)\nend\nset [projection x v] to ((projection) * (cos))\nset [projection y v] to ((projection) * (sin))\n\ndefine [ Model ] Point to Point Collision\nset [#other point v] to [0]\nrepeat ((length of [points v]) / (length of [\(point information\) v]))\n if <not <(#point) = (#other point)>> then\n [ Physic ] Collied Point1 (item ((#point) + (1)) of [points v]) (item ((#point) + (2)) of [points v]) (item ((#point) + (5)) of [points v]) to Point2 (item ((#other point) + (1)) of [points v]) (item ((#other point) + (2)) of [points v]) (item ((#other point) + (5)) of [points v])\n end\n change [#other point v] by (length of [\(point information\) v])\nend\n\ndefine [ Model ] Update Link\nset [#link v] to [0]\nrepeat ((length of [links v]) / (length of [\(link information\) v]))\n set [#link start point v] to (item ((#link) + (1)) of [links v])\n set [#link end point v] to (item ((#link) + (2)) of [links v])\n [ Tool ] Get Distance between (item ((#link start point) + (1)) of [points v]) (item ((#link start point) + (2)) of [points v]) to (item ((#link end point) + (1)) of [points v]) (item ((#link end point) + (2)) of [points v])\n set [distance v] to ((((distance) - (item ((#link) + (3)) of [links v])) / (distance)) / (item ((#link) + (6)) of [links v]))\n if (item ((#link start point) + (6)) of [points v]) then\n [ Tool ] Change Point ((#link start point) + (1)) By ((vector x) * (distance))\n [ Tool ] Change Point ((#link start point) + (2)) By ((vector y) * (distance))\n end\n if (item ((#link end point) + (6)) of [points v]) then\n [ Tool ] Change Point ((#link end point) + (1)) By ((0) - ((vector x) * (distance)))\n [ Tool ] Change Point ((#link end point) + (2)) By ((0) - ((vector y) * (distance)))\n end\n change [#link v] by (length of [\(link information\) v])\nend\n\ndefine [ Model ] Render\nset [#link v] to [0]\nrepeat ((length of [links v]) / (length of [\(link information\) v]))\n set pen color to (join [0x] [7B7B7B])\n if <(item ((#link) + (5)) of [links v]) = [lava]> then\n set pen color to (join [0x] [EA0000])\n end\n if <(item ((#link) + (5)) of [links v]) = [finish]> then\n set pen color to (join [0x] [00EC00])\n end\n if < (item ((#link) + (5)) of [links v]) contains [gravity]?> then\n set pen color to (join [0x] [8600FF])\n end\n set [#link start point v] to (item ((#link) + (1)) of [links v])\n set [#link end point v] to (item ((#link) + (2)) of [links v])\n set pen size to (((item ((#link) + (4)) of [links v]) / (_zoom)) * (2))\n [ Tool ] Convert (item ((#link start point) + (1)) of [points v]) (item ((#link start point) + (2)) of [points v]) to Draw Position\n pen down\n [ Tool ] Convert (item ((#link end point) + (1)) of [points v]) (item ((#link end point) + (2)) of [points v]) to Draw Position\n pen up\n change [#link v] by (length of [\(link information\) v])\nend\nset [#point v] to [0]\nrepeat ((length of [points v]) / (length of [\(point information\) v]))\n set pen color to (join [0x] [ADADAD])\n if <(#point) = [0]> then\n if <(@fire) = [0]> then\n set pen color to (join [0x] [0080FF])\n else\n set pen color to (join [0x] [FF8000])\n end\n end\n if <(item ((#point) + (7)) of [points v]) = [small]> then\n set pen color to (join [0x] [28FF28])\n end\n if <(item ((#point) + (7)) of [points v]) = [fire]> then\n set pen color to (join [0x] [FF8000])\n end\n [ Tool ] Convert (item ((#point) + (1)) of [points v]) (item ((#point) + (2)) of [points v]) to Draw Position\n set pen size to (((item ((#point) + (5)) of [points v]) / (_zoom)) * (2))\n pen down\n pen up\n change [#point v] by (length of [\(point information\) v])\nend\n\ndefine [ Physic ] Collied Point1 (x1) (y1) (r1) to Point2 (x2) (y2) (r2)\n[ Tool ] Get Distance between (x1) (y1) to (x2) (y2)\nif <(distance) < ((r1) + (r2))> then\n set [collided v] to [1]\n [ Model ] Add Mode\n [ Tool ] Normalize Vector\n set [depth v] to (((distance) - ((r1) + (r2))) / (2))\n if (item ((#point) + (6)) of [points v]) then\n [ Tool ] Change Point ((#point) + (1)) By ((depth) * (cos))\n [ Tool ] Change Point ((#point) + (2)) By ((depth) * (sin))\n end\nelse\n set [collided v] to [0]\nend\n\ndefine [ Tool ] Dot Product (u1) (u2) to (v1) (v2)\nset [dot product v] to (((u1) * (v1)) + ((u2) * (v2)))\n\ndefine [ Model ] Rotation Collision\nif <(collided) = [1]> then\n set [half of length v] to ((item ((#link) + (3)) of [links v]) / (2))\n set [torque v] to (((projection) - (half of length)) * (depth))\n set [angular velocity v] to ((torque) / (half of length))\n if (item ((#link start point) + (6)) of [points v]) then\n [ Tool ] Change Point ((#link start point) + (1)) By ((((0) - (depth)) + (angular velocity)) * (cos))\n [ Tool ] Change Point ((#link start point) + (2)) By ((((0) - (depth)) + (angular velocity)) * (sin))\n end\n if (item ((#link end point) + (6)) of [points v]) then\n [ Tool ] Change Point ((#link end point) + (1)) By ((((0) - (depth)) - (angular velocity)) * (cos))\n [ Tool ] Change Point ((#link end point) + (2)) By ((((0) - (depth)) - (angular velocity)) * (sin))\n end\nend\n\ndefine [ Model ] Update Points Velocity\nset [#point v] to [0]\nrepeat ((length of [points v]) / (length of [\(point information\) v]))\n if (item ((#point) + (6)) of [points v]) then\n [ Tool ] Get Distance between (item ((#point) + (3)) of [points v]) (item ((#point) + (4)) of [points v]) to (item ((#point) + (1)) of [points v]) (item ((#point) + (2)) of [points v])\n replace item ((#point) + (3)) of [points v] with (item ((#point) + (1)) of [points v])\n replace item ((#point) + (4)) of [points v] with (item ((#point) + (2)) of [points v])\n [ Model ] Player\n [ Tool ] Change Point ((#point) + (1)) By (vector x)\n [ Tool ] Change Point ((#point) + (2)) By ((vector y) + (_gravity))\n end\n change [#point v] by (length of [\(point information\) v])\nend\n\ndefine [ Model ] Point to Link Collision\nset [#link v] to [0]\nrepeat ((length of [links v]) / (length of [\(link information\) v]))\n if <not <<(#point) = (item ((#link) + (1)) of [links v])> or <(#point) = (item ((#link) + (2)) of [links v])>>> then\n set [#link start point v] to (item ((#link) + (1)) of [links v])\n set [#link end point v] to (item ((#link) + (2)) of [links v])\n [ Tool ] Projection between Vector (item ((#link start point) + (1)) of [points v]) (item ((#link start point) + (2)) of [points v]) (item ((#link end point) + (1)) of [points v]) (item ((#link end point) + (2)) of [points v]) Point (item ((#point) + (1)) of [points v]) (item ((#point) + (2)) of [points v])\n [ Physic ] Collied Point1 (item ((#point) + (1)) of [points v]) (item ((#point) + (2)) of [points v]) (item ((#point) + (5)) of [points v]) to Point2 ((item ((#link start point) + (1)) of [points v]) + (projection x)) ((item ((#link start point) + (2)) of [points v]) + (projection y)) (item ((#link) + (4)) of [links v])\n [ Model ] Rotation Collision\n end\n change [#link v] by (length of [\(link information\) v])\nend\n\ndefine [ Add ] Point with Position (x) (y) Radius (r) Pin (p) Type (type)\nadd (x) to [points v]\nadd (y) to [points v]\nadd (x) to [points v]\nadd (y) to [points v]\nadd (r) to [points v]\nadd (p) to [points v]\nadd (type) to [points v]\n\ndefine [ Add ] Platform From (start x) (start y) To (end x) (end y) Radius: (radiius) Pin: (start) (end) Type: (type)\nset [#object v] to ((length of [points v]) / (length of [\(point information\) v]))\n[ Add ] Point with Position (start x) (start y) Radius (radiius) Pin (start) Type []\n[ Add ] Point with Position (end x) (end y) Radius (radiius) Pin (end) Type []\n[ Add ] Link from (#object) to ((#object) + (1)) Radius (radiius) Type (type) Elastic [2]\n\ndefine [ Tool ] Convert (x) (y) to Draw Position\nset [camera x v] to (((x) - (target x)) / (_zoom))\nset [camera y v] to (((y) - (target y)) / (_zoom))\nswitch costume to (position v)\ngo to x: (CAMERA X) y: (CAMERA Y)\nswitch costume to (blank v)\n\ndefine [ Model ] Auto Zoom\nset [target x v] to (((target x) * (0.8)) + ((item (1) of [points v]) * (0.2)))\nset [target y v] to (((target y) * (0.8)) + ((item (2) of [points v]) * (0.2)))\nset [_zoom v] to (((_zoom) * (0.9)) + (0.05))\nif <key (z v) pressed?> then\n set [_zoom v] to (((_zoom) * (0.9)) + (0.15))\nend\nif <<key (r v) pressed?> or <([abs v] of (item (2) of [points v]) ) > [700]>> then\n broadcast (\[ Setup \] Reset v)\nend\n\ndefine [ Tool ] Control\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 [~x axis v] to ((~right) - (~left))\nset [~y axis v] to ((~up) - (~down))\n\ndefine [ Add ] Triangle at (x) (y) Radius: (radius) Size: (size) Elastic: (elastic)\nset [#object v] to ((length of [points v]) / (length of [\(point information\) v]))\n[ Add ] Point with Position ((x) - (size)) ((y) - ((size) / ([sqrt v] of (3) ))) Radius (radius) Pin [1] Type []\n[ Add ] Point with Position ((x) + (size)) ((y) - ((size) / ([sqrt v] of (3) ))) Radius (radius) Pin [1] Type []\n[ Add ] Point with Position (x) ((y) + ((size) * ((2) / ([sqrt v] of (3) )))) Radius (radius) Pin [1] Type []\n[ Add ] Link from (#object) to ((#object) + (1)) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from ((#object) + (1)) to ((#object) + (2)) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from ((#object) + (2)) to (#object) Radius (radius) Type [] Elastic (elastic)\n\ndefine [ Add ] Link from (p1) to (p2) Radius (r) Type (type) Elastic (e)\nset [#link start point v] to ((p1) * (length of [\(point information\) v]))\nset [#link end point v] to ((p2) * (length of [\(point information\) v]))\n[ Tool ] Get Distance between (item ((#link start point) + (1)) of [points v]) (item ((#link start point) + (2)) of [points v]) to (item ((#link end point) + (1)) of [points v]) (item ((#link end point) + (2)) of [points v])\n[ Tool ] Normalize Vector\nadd (#link start point) to [links v]\nadd (#link end point) to [links v]\nadd (distance) to [links v]\nadd (r) to [links v]\nadd (type) to [links v]\nadd (e) to [links v]\n\ndefine [ Tool ] Change Point (index) By (value)\nreplace item (index) of [points v] with ((item (index) of [points v]) + (value))\n\ndefine [ Model ] Player\n[ Tool ] Control\nif <(item ((#point) + (7)) of [points v]) = [player]> then\n replace item (5) of [points v] with (((item (5) of [points v]) * (0.8)) + ((@size) * (0.2)))\n change [vector x v] by ((~x axis) * (_player speed))\n if <([abs v] of (vector x) ) > [4]> then\n set [vector x v] to (((vector x) / ([abs v] of (vector x) )) * (4))\n end\n change [@falling v] by (1)\n if <(~y axis) > [0]> then\n if <<(@falling) < [2]> or <(@jumping) > [0]>> then\n change [@jumping v] by (1)\n if <(@jumping) < [11]> then\n set [vector y v] to (((_gravity) / ([abs v] of (_gravity) )) * (-4))\n end\n end\n else\n set [@jumping v] to [0]\n end\nend\n\nwhen flag clicked\n[ Setup ] Setup Data\n\ndefine [ Tool ] Get Distance between (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 [ Tick ] Update Points with Quality (q)\n[ Model ] Update Points Velocity\nrepeat (q)\n [ Model ] Point Collision\n [ Model ] Update Link\nend\n\ndefine [ Setup ] Reset\ndelete all of [links v]\ndelete all of [points v]\nset [_gravity v] to [-0.3]\nset [@size v] to [10]\nset [@falling v] to [99]\nset [@jumping v] to [0]\nset [@fire v] to [0]\nif <(LEVEL #) = [1]> then\n [ Setup ] Level 1\nend\nif <(LEVEL #) = [2]> then\n [ Setup ] Level 2\nend\nif <(LEVEL #) = [3]> then\n [ Setup ] Level 3\nend\nif <(LEVEL #) = [4]> then\n [ Setup ] Level 4\nend\nif <(LEVEL #) = [5]> then\n [ Setup ] Level 5\nend\nif <(LEVEL #) = [6]> then\n [ Setup ] Stage Clear\nend\n\ndefine [ Tool ] Eat Point (index)\nreplace item ((index) + (7)) of [points v] with []\n\ndefine [ Model ] Add Mode\nif <(item ((#point) + (7)) of [points v]) = [player]> then\n if <([abs v] of (slope) ) < [3]> then\n set [@falling v] to [0]\n end\nend\nif <(#point) = [0]> then\n if <(item ((#other point) + (7)) of [points v]) = [small]> then\n [ Tool ] Eat Point (#other point)\n set [@size v] to [5]\n end\n if <(item ((#other point) + (7)) of [points v]) = [fire]> then\n [ Tool ] Eat Point (#other point)\n set [@fire v] to [1]\n end\n if <(item ((#link) + (5)) of [links v]) = [gravity up]> then\n set [_gravity v] to [0.3]\n end\n if <(item ((#link) + (5)) of [links v]) = [gravity down]> then\n set [_gravity v] to [-0.3]\n end\n if <<(item ((#link) + (5)) of [links v]) = [lava]> and <(@fire) = [0]>> then\n broadcast (\[ Setup \] Reset v)\n end\n if <(item ((#link) + (5)) of [links v]) = [finish]> then\n broadcast (\[ Setup \] Next Level v)\n end\nend\n\ndefine [ Setup ] Level 1\n[ Add ] Point with Position [0] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Platform From [-100] [100] To [-100] [-15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [100] [-15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [300] [-60] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [700] [-60] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [700] [20] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [900] [20] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [900] [200] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] Platform From [1050] [70] To [1300] [70] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [1500] [30] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1800] [30] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [1300] [90] To [1300] [300] Radius: [5] Pin: [] [] Type: []\n[ Add ] Platform From [1150] [170] To [1270] [160] Radius: [5] Pin: [] [] Type: []\n[ Add ] Platform From [1130] [170] To [1150] [170] Radius: [5] Pin: [] [] Type: []\n[ Add ] Point with Position [1140] [180] Radius [5] Pin [1] Type [small]\n[ Add ] Point with Position [1110] [160] Radius [2] Pin [] Type []\n[ Add ] Platform From [1130] [120] To [1110] [170] Radius: [2] Pin: [] [1] Type: []\n[ Add ] String to [1130] [178] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] Platform From [1500] [30] To [1800] [30] Radius: [5] Pin: [] [] Type: []\n[ Add ] Platform From [1300] [90] To [1500] [50] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [1520] [40] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] String to [1540] [40] Radius [3] Elastic [2] Pin: [1] Type []\n[ Add ] String to [1560] [40] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] String to [1580] [40] Radius [3] Elastic [2] Pin: [1] Type []\n[ Add ] String to [1600] [40] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] Triangle at [400] [-20] Radius: [2] Size: [10] Elastic: [2]\n[ Add ] Cube at [450] [-20] Size [15] Radius [2] Elastic [10] Type []\n[ Add ] Platform From [1800] [30] To [1800] [100] Radius: [5] Pin: [] [] Type: [finish]\n\ndefine [ Add ] String to (x) (y) Radius (radius) Elastic (elastic) Pin: (pin) Type (type)\nset [#object v] to ((length of [points v]) / (length of [\(point information\) v]))\n[ Add ] Point with Position (x) (y) Radius (radius) Pin (pin) Type (type)\n[ Add ] Link from ((#object) - (1)) to (#object) Radius (radius) Type (type) Elastic (elastic)\n\ndefine [ Setup ] Level 2\n[ Add ] Point with Position [0] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Platform From [-100] [100] To [-100] [-15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [150] [-15] Radius [5] Elastic [10] Pin: [] Type []\n[ Add ] String to [350] [15] Radius [5] Elastic [10] Pin: [] Type [lava]\n[ Add ] String to [600] [15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] Cube at [100] [1] Size [10] Radius [2] Elastic [2] Type []\n[ Add ] Triangle at [480] [30] Radius: [2] Size: [10] Elastic: [2]\n[ Add ] String to [480] [60] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] String to [480] [80] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] String to [480] [100] Radius [2] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [350] [15] To [600] [15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [620] [30] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [640] [30] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [660] [30] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [680] [30] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [700] [30] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [720] [30] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [740] [15] Radius [3] Elastic [10] Pin: [] Type []\n[ Add ] String to [900] [15] Radius [5] Elastic [10] Pin: [] Type []\n[ Add ] String to [950] [15] Radius [5] Elastic [10] Pin: [] Type [gravity up]\n[ Add ] Triangle at [1000] [15] Radius: [3] Size: [10] Elastic: [2]\n[ Add ] String to [1000] [45] Radius [3] Elastic [2] Pin: [1] Type []\n[ Add ] String to [1000] [65] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [900] [120] To [1150] [120] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [1200] [120] Radius [5] Elastic [2] Pin: [] Type [gravity down]\n[ Add ] Platform From [1150] [30] To [1400] [30] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [1400] [130] Radius [5] Elastic [2] Pin: [] Type [finish]\n\ndefine [ Setup ] Setup Data\nset [level # v] to [1]\nset [_player speed v] to [0.4]\nset [_zoom v] to [0.5]\n\nwhen I receive [\[ tick \] game loop v]\nerase all\n[ Tick ] Update Points with Quality [3]\n[ Model ] Auto Zoom\n[ Model ] Render\n\nwhen I receive [\[ setup \] start game loop v]\n[ Setup ] Reset\n\ndefine [ Setup ] Level 3\n[ Add ] Point with Position [0] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Platform From [-100] [100] To [-100] [-15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [150] [-15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [200] [15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [275] [15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [100] [-7] To [100] [20] Radius: [3] Pin: [1] [1] Type: []\n[ Add ] Platform From [80] [25] To [120] [25] Radius: [3] Pin: [1] [1] Type: []\n[ Add ] Point with Position [100] [35] Radius [7] Pin [1] Type []\n[ Add ] Triangle at [300] [15] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Point with Position [300] [15] Radius [3] Pin [] Type []\n[ Add ] Triangle at [325] [15] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Point with Position [325] [15] Radius [3] Pin [] Type []\n[ Add ] Triangle at [350] [15] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Point with Position [350] [15] Radius [3] Pin [] Type []\n[ Add ] Triangle at [375] [15] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Point with Position [375] [15] Radius [3] Pin [] Type []\n[ Add ] Triangle at [400] [15] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Point with Position [400] [15] Radius [3] Pin [] Type []\n[ Add ] Platform From [425] [15] To [500] [15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [580] [-10] Radius [5] Elastic [] Pin: [] Type [lava]\n[ Add ] String to [650] [-10] Radius [5] Elastic [2] Pin: [] Type [lava]\n[ Add ] Platform From [593] [10] To [593] [100] Radius: [2] Pin: [1] [1] Type: []\n[ Add ] String to [583] [100] Radius [3] Elastic [2] Pin: [1] Type []\n[ Add ] Point with Position [575] [95] Radius [5] Pin [1] Type [fire]\n[ Add ] Platform From [505] [80] To [520] [300] Radius: [3] Pin: [] [] Type: []\n[ Add ] Platform From [520] [70] To [570] [85] Radius: [3] Pin: [] [] Type: []\n[ Add ] String to [598] [85] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] String to [598] [200] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [650] [-10] To [850] [-10] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [850] [-70] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1070] [-70] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1070] [0] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1250] [0] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1250] [100] Radius [5] Elastic [2] Pin: [] Type [finish]\n[ Add ] Cube at [893] [-35] Size [30] Radius [3] Elastic [50] Type []\n[ Add ] Cube at [960] [-35] Size [30] Radius [3] Elastic [50] Type []\n[ Add ] Cube at [1026] [-35] Size [30] Radius [3] Elastic [50] Type []\n\ndefine [ Setup ] Level 4\n[ Add ] Point with Position [0] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Point with Position [50] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Link from [0] to [1] Radius [5] Type [] Elastic [2]\n[ Add ] Platform From [-100] [100] To [-100] [-15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [150] [-15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [300] [-30] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [500] [-30] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [500] [30] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] Point with Position [550] [-30] Radius [5] Pin [] Type []\n[ Add ] String to [550] [30] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] Point with Position [600] [-30] Radius [5] Pin [] Type []\n[ Add ] String to [600] [30] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] Platform From [650] [-30] To [1000] [-30] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [1200] [-50] Radius [5] Elastic [2] Pin: [] Type [lava]\n[ Add ] String to [1500] [-50] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1500] [50] Radius [5] Elastic [2] Pin: [] Type [finish]\n[ Add ] Platform From [750] [60] To [750] [30] Radius: [3] Pin: [] [1] Type: []\n[ Add ] String to [750] [0] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [800] [-30] To [800] [0] Radius: [3] Pin: [] [1] Type: []\n[ Add ] String to [800] [30] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [850] [60] To [850] [30] Radius: [3] Pin: [] [1] Type: []\n[ Add ] String to [850] [0] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [900] [-30] To [900] [0] Radius: [3] Pin: [] [1] Type: []\n[ Add ] String to [900] [30] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Cube at [350] [-10] Size [12] Radius [3] Elastic [2] Type []\n[ Add ] Triangle at [1100] [-10] Radius: [2] Size: [10] Elastic: [2]\n\ndefine [ Setup ] Level 5\n[ Add ] Point with Position [0] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Platform From [-100] [100] To [-100] [-15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [150] [-15] Radius [5] Elastic [5] Pin: [] Type []\n[ Add ] String to [300] [20] Radius [5] Elastic [5] Pin: [] Type []\n[ Add ] Point with Position [135] [21] Radius [5] Pin [1] Type [small]\n[ Add ] Platform From [150] [100] To [150] [5] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [130] [20] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [280] [20] Radius [2] Elastic [2] Pin: [1] Type []\n[ Add ] Point with Position [360] [0] Radius [5] Pin [] Type []\n[ Add ] Triangle at [360] [0] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Point with Position [440] [0] Radius [5] Pin [] Type []\n[ Add ] Triangle at [440] [0] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Platform From [340] [15] To [370] [15] Radius: [5] Pin: [1] [1] Type: []\n[ Add ] String to [400] [15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [430] [15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [460] [15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [460] [-15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [430] [-15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [400] [-15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [370] [-15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] String to [340] [-15] Radius [5] Elastic [2] Pin: [1] Type []\n[ Add ] Link from [18] to [27] Radius [5] Type [] Elastic [2]\n[ Add ] Platform From [500] [15] To [700] [15] Radius: [5] Pin: [] [] Type: []\n[ Add ] Platform From [700] [10] To [900] [10] Radius: [10] Pin: [] [] Type: [gravity up]\n[ Add ] String to [900] [150] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1100] [150] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [900] [175] To [700] [175] Radius: [10] Pin: [] [] Type: [gravity down]\n[ Add ] String to [700] [35] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] Point with Position [720] [30] Radius [8] Pin [1] Type []\n[ Add ] Point with Position [830] [70] Radius [5] Pin [1] Type []\n[ Add ] Point with Position [850] [50] Radius [10] Pin [1] Type []\n[ Add ] Cube at [730] [70] Size [15] Radius [6] Elastic [2] Type []\n[ Add ] Cube at [770] [50] Size [10] Radius [5] Elastic [2] Type []\n[ Add ] Triangle at [750] [100] Radius: [3] Size: [8] Elastic: [2]\n[ Add ] Platform From [1150] [250] To [1150] [150] Radius: [3] Pin: [] [] Type: []\n[ Add ] String to [1000] [100] Radius [3] Elastic [2] Pin: [] Type []\n[ Add ] Platform From [900] [75] To [1150] [75] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [1300] [30] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1500] [30] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] String to [1500] [130] Radius [5] Elastic [2] Pin: [] Type [finish]\n[ Add ] Triangle at [1000] [115] Radius: [3] Size: [10] Elastic: [2]\n[ Add ] String to [1000] [150] Radius [2] Elastic [2] Pin: [] Type []\n\ndefine [ Setup ] Stage Clear\n[ Add ] Point with Position [0] [0] Radius [10] Pin [1] Type [player]\n[ Add ] Platform From [-100] [100] To [-100] [-15] Radius: [5] Pin: [] [] Type: []\n[ Add ] String to [400] [-15] Radius [5] Elastic [2] Pin: [] Type []\n[ Add ] Point with Position [-10] [60] Radius [3] Pin [] Type []\n[ Add ] Point with Position [0] [50] Radius [3] Pin [1] Type []\n[ Add ] Point with Position [0] [40] Radius [3] Pin [1] Type []\n[ Add ] Point with Position [10] [60] Radius [3] Pin [] Type []\n[ Add ] Link from [4] to [5] Radius [3] Type [] Elastic [10]\n[ Add ] Link from [5] to [6] Radius [3] Type [] Elastic [10]\n[ Add ] Link from [5] to [7] Radius [3] Type [] Elastic [10]\n[ Add ] Platform From [20] [60] To [35] [60] Radius: [3] Pin: [] [] Type: []\n[ Add ] String to [35] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [20] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] Link from [8] to [11] Radius [3] Type [] Elastic [10]\n[ Add ] Point with Position [45] [60] Radius [3] Pin [] Type []\n[ Add ] String to [45] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [60] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [60] [60] Radius [3] Elastic [10] Pin: [] Type []\n[ Add ] Point with Position [85] [60] Radius [3] Pin [] Type []\n[ Add ] String to [90] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [95] [60] Radius [3] Elastic [10] Pin: [] Type []\n[ Add ] String to [100] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] String to [105] [60] Radius [3] Elastic [10] Pin: [] Type []\n[ Add ] Point with Position [115] [60] Radius [3] Pin [] Type []\n[ Add ] String to [115] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] Point with Position [125] [60] Radius [3] Pin [] Type []\n[ Add ] String to [125] [40] Radius [3] Elastic [10] Pin: [1] Type []\n[ Add ] Point with Position [140] [40] Radius [3] Pin [1] Type []\n[ Add ] Link from [23] to [25] Radius [3] Type [] Elastic [10]\n[ Add ] String to [140] [60] Radius [3] Elastic [10] Pin: [] Type []\n[ Add ] Platform From [400] [-15] To [400] [100] Radius: [5] Pin: [] [] Type: []\n[ Add ] Triangle at [250] [30] Radius: [3] Size: [8] Elastic: [20]\n[ Add ] Cube at [250] [5] Size [15] Radius [3] Elastic [2] Type []\n[ Add ] Cube at [300] [0] Size [10] Radius [3] Elastic [20] Type []\n[ Add ] Triangle at [300] [25] Radius: [3] Size: [15] Elastic: [2]\n\ndefine [ Model ] Point Collision\nset [#point v] to [0]\nrepeat ((length of [points v]) / (length of [\(point information\) v]))\n [ Model ] Point to Point Collision\n [ Model ] Point to Link Collision\n change [#point v] by (length of [\(point information\) v])\nend\n\ndefine [ Add ] Cube at (x) (y) Size (size) Radius (radius) Elastic (elastic) Type (type)\nset [#object v] to ((length of [points v]) / (length of [\(point information\) v]))\n[ Add ] Point with Position ((x) - (size)) ((y) - (size)) Radius (radius) Pin [1] Type (type)\n[ Add ] Point with Position ((x) - (size)) ((y) + (size)) Radius (radius) Pin [1] Type (type)\n[ Add ] Point with Position ((x) + (size)) ((y) + (size)) Radius (radius) Pin [1] Type (type)\n[ Add ] Point with Position ((x) + (size)) ((y) - (size)) Radius (radius) Pin [1] Type (type)\n[ Add ] Link from (#object) to ((#object) + (1)) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from ((#object) + (1)) to ((#object) + (2)) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from ((#object) + (2)) to ((#object) + (3)) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from ((#object) + (3)) to (#object) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from (#object) to ((#object) + (2)) Radius (radius) Type [] Elastic (elastic)\n[ Add ] Link from ((#object) + (1)) to ((#object) + (3)) Radius (radius) Type [] Elastic (elastic)\n\n@Appearance\n\nwhen flag clicked\nhide\nforever\n set [timer v] to (timer)\nend\n\nwhen [timer v] > (timer)\nshow list [lag link v]\nshow\n\n
Icey (#1) - A Platformer #Games #All #Platformer #Trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Icey Music v] until done\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@Icey\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 v)?> then\n go to x: (-180) y: (-50)\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to [front v] layer\nswitch costume to (icey 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 CheckTouchingGolden\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\ndefine CheckTouchingGolden\nif <touching (golden v)?> then\n broadcast (Golden v)\n switch costume to (golden v)\nend\n\n@Level\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nshow\n\nwhen I receive [levelup v]\nnext costume\nchange [level v] by (1)\n\nwhen flag clicked\nswitch costume to (l1 v)\ngo to x: (0) y: (0)\nchange [level v] by (1)\n\n@Spikes\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@Enemy\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@Water\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\nwhen flag clicked\nshow\nswitch costume to (l1 v)\ngo to [front v] layer\n\nwhen I receive [levelup v]\nnext costume\n\n@Golden\n\nwhen I receive [golden v]\nhide\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@Ad\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
━━━━━ ICEY PLATFORMER ━━━━━\nControls: Arrow Keys & Mobile Support\nDon't touch water, spikes, or the enemies\nThis is part one of the game series\nPART 3: https://scratch.mit.edu/projects/896420760\nPART 2: https://scratch.mit.edu/projects/888436355\n━━━━━━━━━━━━━━━━━━━━\n\n➤ Like & Star for a chance at a free follow!\n\nComment if you want Part 2\nThere's a way to get a skin on level 5\nI will look at all of your remixes\n\nHave Fun!
Poison platformer 毒のプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\n@プレイヤー\n\nwhen flag clicked\nforever\n wait until <touching (水 v)?>\n start sound [水1 v]\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\ndefine また一瞬\nbroadcast (next v)\nset [x v] to [0]\nset [y v] to [0]\nchange [ステージ v] by (1)\nhide\nglide (1.2) secs to x: (-110) y: (-91)\nshow\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(x position) = [331]> then\n また一瞬\n end\nend\n\nwhen I start as a clone\nrepeat (30)\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 flag clicked\nforever\n if <<<touching (地面 v)?> or <touching (スプライト2 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2 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2 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2 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2 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2 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2 v)?> or <touching (スプライト1 v)?>>> then\n change x by ((x) * (-1.2))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-6]\n else\n set [x v] to [6]\n end\n start sound [壁キック v]\n if <touching (水 v)?> then\n set [y v] to [11]\n else\n set [y v] to [15]\n end\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <<touching (地面 v)?> or <<touching (スプライト2 v)?> or <touching (スプライト1 v)?>>> then\n if <touching (水 v)?> then\n set [y v] to [10]\n else\n set [y v] to [15]\n end\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <<touching (地面 v)?> or <<touching (スプライト2 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 flag clicked\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (-110) y: (-91)\nset size to (70) %\ngo to [front v] layer\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n change [x v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n change [x v] by (-1)\n point in direction (-90)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\nend\n\ndefine タヒんだおっ( ^ω^)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-110) y: (-91)\n\nwhen flag clicked\nforever\n if <(y position) = [-154]> then\n タヒんだおっ( ^ω^)\n end\n if <touching (敵キャラ v)?> then\n タヒんだおっ( ^ω^)\n end\n if <touching (毒液 v)?> then\n タヒんだおっ( ^ω^)\n end\n if <<touching (水 v)?> and <touching color (#00ff06)?>> then\n タヒんだおっ( ^ω^)\n end\n if <touching (敵キャラ2 v)?> then\n タヒんだおっ( ^ω^)\n end\n if <touching (毒液2 v)?> then\n タヒんだおっ( ^ω^)\n end\n if <touching (針 v)?> then\n タヒんだおっ( ^ω^)\n end\n if <touching (回転棘 v)?> then\n タヒんだおっ( ^ω^)\n end\nend\n\n@地面\n\nwhen I receive [clear v]\nshow variable [☁ time v]\nset [☁ time v] to (時間)\n\nwhen flag clicked\nhide variable [時間 v]\nset [☁ time v] to [0]\nset [時間 v] to [0]\nhide variable [☁ time v]\nforever\n wait (1) seconds\n change [時間 v] by (1)\n if <(ステージ) = [14]> then\n broadcast (CLEAR v)\n forever\n change [時間 v] by (0)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (60) y: (13)\ngo to [front v] layer\nshow\nforever\n switch costume to (ステージ)\nend\n\n@曲\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(ステージ) = [2]> then\n hide\n end\nend\n\nwhen flag clicked\nshow\ngo to x: (-195) y: (153)\nswitch costume to (button3-a \(1\) v)\nset volume to (100) %\nforever\n play sound [Acidman Stage v] until done\nend\n\n@NEXT\n\nwhen I receive [next v]\nchange [ry v] by (1)\nset [move v] to [0]\ngo to [front v] layer\nset [color v] effect to (色)\nshow\nchange [色 v] by (10)\nswitch costume to (コスチューム1 v)\nstart sound [Coin v]\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [move v] to [1]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ry v] to [1]\nset [色 v] to [0]\nhide\n\n@水\n\nwhen flag clicked\ngo to x: (-36) y: (6)\nswitch costume to (毒液 v)\ngo to [back v] layer\ngo [backward v] (1) layers\nset [ghost v] effect to (0)\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [2]> then\n show\n end\n if <(ステージ) = [3]> then\n switch costume to (毒液2 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (毒液4 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (毒液5 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (毒液6 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (毒液8 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (毒液9 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (毒液10 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (毒液11 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (毒液12 v)\n end\n if <(ステージ) = [12]> then\n switch costume to (毒液13 v)\n end\n if <(ステージ) = [13]> then\n switch costume to (毒液14 v)\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\nwhen I receive [変色 v]\nforever\n if <(ステージ) = [3]> then\n switch costume to (毒液3 v)\n end\nend\n\nwhen I receive [色変え v]\nforever\n if <(ステージ) = [6]> then\n switch costume to (毒液7 v)\n end\nend\n\n@敵キャラ\n\nwhen flag clicked\ngo to x: (64) y: (5)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [3]> then\n show\n wait (4) seconds\n broadcast (毒液 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n wait (1.2) seconds\n glide (1) secs to x: (174) y: (5)\n switch costume to (コスチューム3 v)\n broadcast (よしもう行っていいぞ v)\n stop [this script v]\n end\nend\n\n@毒液\n\nwhen flag clicked\ngo to x: (8) y: (-48)\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [毒液 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat until <touching (水 v)?>\n change y by (-10)\nend\nif <touching (水 v)?> then\n switch costume to (コスチューム2 v)\n broadcast (変色 v)\nend\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to x: (262) y: (39)\nforever\n if <(ステージ) = [3]> then\n show\n end\n if <(ステージ) = [4]> then\n hide\n end\nend\n\nwhen I receive [よしもう行っていいぞ v]\nglide (1) secs to x: (262) y: (260)\n\n@敵キャラ2\n\nwhen flag clicked\ngo to x: (115) y: (74)\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\npoint in direction (90)\nhide\n\nwhen flag clicked\nforever\n if <(ステージ) = [6]> then\n show\n wait (4) seconds\n broadcast (毒液注入 v)\n wait (1) seconds\n switch costume to (コスチューム2 v)\n wait (1.2) seconds\n glide (1) secs to x: (174) y: (74)\n switch costume to (コスチューム3 v)\n broadcast (注入完了 v)\n stop [this script v]\n end\nend\n\n@毒液2\n\nwhen flag clicked\ngo to x: (77) y: (103)\nset [ghost v] effect to (100)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [毒液注入 v]\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait (3) seconds\nrepeat until <touching (水 v)?>\n change y by (-10)\nend\nif <touching (水 v)?> then\n switch costume to (コスチューム2 v)\n broadcast (色変え v)\nend\n\n@スプライト1\n\nwhen I receive [注入完了 v]\nglide (1) secs to x: (234) y: (305)\n\nwhen flag clicked\nhide\ngo to x: (234) y: (-4)\nforever\n if <(ステージ) = [6]> then\n show\n end\n if <(ステージ) = [7]> then\n hide\n end\nend\n\n@針\n\nwhen flag clicked\nhide\ngo to x: (-62) y: (33)\nforever\n if <(ステージ) = [9]> then\n switch costume to (針 v)\n show\n end\n if <(ステージ) = [10]> then\n hide\n end\n if <(ステージ) = [13]> then\n switch costume to (針2 v)\n show\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\n@回転棘\n\nwhen flag clicked\nhide\nset size to (100) %\npoint in direction (90)\nforever\n if <(ステージ) = [10]> then\n if <(ステージ) = [10]> then\n set size to (100) %\n turn left (5) degrees\n switch costume to (コスチューム1 v)\n go to x: (0) y: (-30)\n end\n show\n else\n hide\n end\nend\n\n@看板\n\nwhen flag clicked\ngo to x: (-143) y: (-85)\nhide\nforever\n if <(ステージ) = [7]> then\n switch costume to (2 v)\n show\n end\n if <(ステージ) = [8]> then\n hide\n end\n if <(ステージ) = [12]> then\n switch costume to (30 v)\n show\n end\n if <(ステージ) = [13]> then\n switch costume to (3 v)\n end\n if <(ステージ) = [14]> then\n hide\n end\nend\n\n@costume1\n\nwhen flag clicked\nhide\nforever\n wait (pick random (10) to (15)) seconds\n show\n go to [front v] layer\n start sound [ポップ v]\n wait (5) seconds\n hide\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nswitch costume to (コスチューム2 v)\ngo to x: (9) y: (24)\nforever\n go to [front v] layer\nend\n\n
https://scratch.mit.edu/projects/893060727\nnew work 新作↑\n日本語説明は下↓(絶対見て下さい。メモクレも)\n【English】\nThanks for the trend 1p‼︎\nArrow keys or wad, tap to move.\nJumping in the water will reduce your jumping ability. You cannot swim.\nThe color of the water changes in the following order: blue, yellow, red, green.\nTouching the water when it is green will return it to the original color. However, not everything is returned. Also, if you fall into a hole, you will be put back.\nSome enemies change the color of the water, so be careful!\nYou cannot go to the next location until the enemy finishes moving.\nPlease put your times in the comments.\nPlease spread the word about the studio!\nStars and hearts, please follow us!\nThank you 70 followers!\n\nFor those who remix\nPlease write down what you changed.\n\n【日本語】\n傾向1pありがとう!!\n矢印キー、またはwad、タップで移動\n水に入るとジャンプ力が下がります。泳ぐことはできません。\n水の色は、青→黄色→赤→緑の順に変色します\n緑色のときに触れると戻されます。ただし、全てが戻されるというわけでもない。また穴に落ちても戻されます\n水の色を変える敵もいるので気をつけて下さい\n敵がいる場所では敵が動き終わるまで次に行けません\nタイムをコメントに書き込んで下さい\nスタジオの拡散よろしくお願いします\n星とハート、フォローお願いします\nフォロワー70人ありがとうございます!!\n\nリミックスする方へ\nどこを変更したのか書いてください
Layerz: A Platformer V:1.32
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop6.5 v)\n\nwhen I receive [after intro v]\nset [ghost v] effect to (300)\nswitch backdrop to (backdrop2 v)\nforever\n repeat (100)\n change [ghost v] effect by (-1)\n end\n broadcast (effect 1 v)\n stop [this script v]\nend\n\nwhen flag clicked\nstart sound [Intro Music v]\n\nif <(timer) > [2.9]> then\n broadcast (background effect v)\n clear graphic effects\n stop [this script v]\nend\n\nwait (1) seconds\n\n@Sprite1\n\nwhen flag clicked\nset [deaths v] to [0]\nhide variable [time v]\nhide variable [deaths v]\ngo to [front v] layer\nset [level v] to [0]\nset [time v] to [0]\nhide\ngo to x: (-187) y: (152)\nset size to (65) %\n\nwhen I receive [start v]\nswitch costume to (costume1 v)\nset [level v] to [0]\nset [y v] to [0]\nshow\nforever\n change [y v] by (-0.5)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (-6)\n if <key (up arrow v) pressed?> then\n set [y v] to [10]\n if <(x) > [0]> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n else\n 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 (#b2b2b2)?> then\n change y by (1)\n end\n change y by (y)\n if <touching color (#b2b2b2)?> 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 (#b2b2b2)?> and <key (up arrow v) pressed?>> then\n set [y v] to [10]\n end\n change y by (0.5)\nend\n\nwhen I receive [level 2 v]\ngo to x: (-179) y: (148)\n\nwhen flag clicked\nhide variable [boss health v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n switch backdrop to (previous backdrop v)\n change [deaths v] by (1)\n broadcast (Start v)\n end\n if <(level) = [6]> then\n broadcast (layer 2 deaths v)\n stop [this script v]\n end\nend\n\nwhen I receive [level 4 v]\ngo to x: (-179) y: (148)\n\nwhen I receive [level 3 v]\ngo to x: (-179) y: (148)\n\nwhen I receive [level5 v]\ngo to x: (-38) y: (124)\n\nwhen I receive [layer 2 deaths v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [9]> then\n broadcast (layer 3 deathss v)\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 2 v]\nset [y v] to [0]\ngo to x: (-169) y: (119)\nshow\n\nwhen I receive [time for layer 2 v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [9]> then\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 3 v]\nset [y v] to [0]\ngo to x: (-169) y: (119)\nshow\n\nwhen I receive [layer 3 deathss v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [13]> then\n broadcast (layer 4 deaths v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [backdrop10]> and <touching color (#ffff00)?>> then\n broadcast (layer 3 deathss v)\n hide\n end\nend\n\nwhen I receive [layer 2 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [13]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop11]> then\n broadcast (layer 2 completed v)\n stop [this script v]\n end\nend\n\nwhen I receive [hide layer 3 things v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen flag clicked\nforever\n if <<touching color (#003fff)?> and <key (up arrow v) pressed?>> then\n change [y v] by (1.5)\n end\nend\n\nwhen I receive [layer 4 deaths v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [16]> then\n broadcast (layer 5 deaths v)\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 4 v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop19]> then\n broadcast (layer 4 completed v)\n hide\n stop [this script v]\n end\nend\n\nchange y by (3)\n\nwhen I receive [layer 5 deaths v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [19]> then\n broadcast (layer 6 deaths v)\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 5 v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop22]> then\n broadcast (layer 5 completed v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [layer 3 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [16]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching color (#ff9400)?> then\n change [y v] by (8)\n end\nend\n\nwhen I receive [layer 4 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [19]> then\n stop [this script v]\n end\nend\n\nwhen I receive [layer 6 deaths v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [21]> then\n broadcast (layer 7 deaths v)\n stop [this script v]\n end\nend\n\nwhen I receive [layer 5 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [21]> then\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 6 v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop25]> then\n broadcast (layer 6 completed v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 7 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [23]> then\n broadcast (layer 8 deaths v)\n stop [this script v]\n end\n if <(its boss battle) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [layer 6 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [23]> then\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 7 v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen I receive [time for layer 8 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [27]> then\n broadcast (layer 9 deaths v)\n stop [this script v]\n end\nend\n\nwhen I receive [layer 7 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [25]> then\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 8 v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop31]> then\n broadcast (layer 8 completed v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 9 v]\nforever\n if <touching color (#ff0000)?> then\n go to x: (-187) y: (152)\n change [deaths v] by (1)\n end\n if <(level) = [33]> then\n stop [this script v]\n end\n if <(backdrop [name v]) = [backdrop33]> then\n stop [this script v]\n end\nend\n\nwhen I receive [layer 8 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [27]> then\n stop [this script v]\n end\nend\n\nwhen I receive [time for layer 9 v]\nset [y v] to [0]\ngo to x: (-166) y: (152)\nshow\n\nwhen I receive [layer 9 completed v]\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\n if <(level) = [33]> then\n stop [this script v]\n end\nend\n\nwhen I receive [beginning of boss battle v]\nset [y v] to [0]\ngo to x: (-144) y: (-131)\nshow\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop33]> then\n broadcast (beginning of boss battle v)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [layer 8 completed v]\nforever\n if <(backdrop [name v]) = [backdrop33]> then\n broadcast (beginning of boss battle v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [boss battle time! v]\nset [lives v] to [5]\nforever\n if <touching color (#ff0000)?> then\n switch backdrop to (backdrop34 v)\n change [lives v] by (-0.5)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(backdrop [name v]) = [backdrop32]> and <touching color (#ff0000)?>> then\n forever\n switch backdrop to (backdrop32 v)\n end\n end\nend\n\nwhen I receive [boss battle time! v]\nforever\n if <key (down arrow v) pressed?> then\n wait (0.5) seconds\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop28]> then\n broadcast (layer 7 completed v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [boss battle time! v]\nforever\n if <<(lives) = [0]> or <(lives) < [0]>> then\n set [lives v] to [5]\n set [y v] to [0]\n set [boss health v] to [500]\n end\nend\n\nwhen I receive [boss complete v]\nhide\n\nwhen I receive [layer 1 completed v]\nhide\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop16]> then\n broadcast (layer 3 completed v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nshow variable [time v]\nforever\n change [time v] by (1)\n wait (1) seconds\nend\n\nswitch backdrop to (previous backdrop v)\n\nwhen flag clicked\nforever\n if <touching color (#ffff00)?> then\n go to x: (-187) y: (152)\n switch backdrop to (next backdrop v)\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop6]> then\n switch backdrop to (backdrop6.5 v)\n broadcast (Layer 1 completed v)\n hide\n stop [this script v]\n end\nend\n\nswitch backdrop to (previous backdrop v)\n\nswitch backdrop to (previous backdrop v)\n\nswitch backdrop to (previous backdrop v)\n\nswitch backdrop to (previous backdrop v)\n\nswitch backdrop to (previous backdrop v)\n\nswitch backdrop to (previous backdrop v)\n\nswitch backdrop to (previous backdrop v)\n\nchange [deaths v] by (1)\n\nswitch backdrop to (previous backdrop v)\n\n@Sprite2\n\nwhen I receive [start v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [effects are done v]\npoint in direction (90)\ngo to x: (-49) y: (35)\nshow\nrepeat until <(x position) > [282]>\n change x by (15)\n if <(x position) > [282]> then\n broadcast (start button v)\n end\nend\n\n@Sprite3\n\nwhen I receive [start button v]\nclear graphic effects\nset size to (300) %\ngo to [front v] layer\nshow\npoint in direction (90)\ngo to x: (-49) y: (-41)\nshow\nrepeat until <(x position) > [260]>\n change x by (15)\n broadcast (Instruction button v)\nend\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nswitch backdrop to (backdrop1 v)\nhide\nbroadcast (Start v)\n\n@Sprite4\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (time for layer 2 v)\nswitch backdrop to (backdrop7 v)\nhide\nset [level v] to [6]\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [effect 1 v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (30)\nset size to (110) %\ngo to x: (-10) y: (-31)\nrepeat until <(y position) > [-13]>\n change y by (4)\n if <(y position) > [-13]> then\n broadcast (effect2 v)\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [effect2 v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (30)\nset size to (97) %\ngo to x: (-2) y: (-31)\nrepeat until <(y position) > [10]>\n change y by (6)\n if <(y position) > [10]> then\n broadcast (effect3 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [layer 2 completed v]\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (hide layer 3 things v)\nswitch backdrop to (backdrop12 v)\nhide\nset [level v] to [9]\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite6\n\nwhen flag clicked\nhide\n\nwhen I receive [effect3 v]\nswitch costume to (costume2 v)\nshow\nset [ghost v] effect to (30)\nset size to (93) %\ngo to x: (-3) y: (-31)\nrepeat until <(y position) > [50]>\n change y by (6)\n if <(y position) > [50]> then\n broadcast (effect4 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [layer 3 completed v]\nshow\nswitch costume to (costume3 v)\nwait (3) seconds\nbroadcast (time for layer 4 v)\nswitch backdrop to (backdrop17 v)\nhide\nset [level v] to [13]\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [effect4 v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (30)\nset size to (85) %\ngo to x: (-3) y: (-31)\nrepeat until <(y position) > [74]>\n change y by (6)\n if <(y position) > [74]> then\n broadcast (effect5 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [time for layer 3 v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (time for layer 5 v)\nswitch backdrop to (backdrop20 v)\nhide\nset [level v] to [16]\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nwhen I receive [effect5 v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (30)\nset size to (81) %\ngo to x: (-2) y: (-31)\nrepeat until <(y position) > [95]>\n change y by (6)\n if <(y position) > [95]> then\n broadcast (effect6 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [time for layer 3 v]\nhide\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (time for layer 6 v)\nswitch backdrop to (backdrop23 v)\nhide\nset [level v] to [19]\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite9\n\nwhen flag clicked\nhide\n\nwhen I receive [effect6 v]\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (30)\nset size to (78) %\ngo to x: (-2) y: (-31)\nrepeat until <(y position) > [124]>\n change y by (6)\n if <(y position) > [124]> then\n broadcast (effect7 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [time for layer 3 v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (time for layer 7 v)\nswitch backdrop to (backdrop26 v)\nhide\nset [level v] to [21]\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [effect7 v]\ngo to [front v] layer\nswitch costume to (costume1 v)\nshow\nset [ghost v] effect to (30)\nset size to (70) %\ngo to x: (-3.95) y: (-31)\nrepeat until <(y position) > [130]>\n change y by (6)\n if <(y position) > [130]> then\n broadcast (effect 8 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (time for layer 8 v)\nswitch backdrop to (backdrop30 v)\nhide\nset [level v] to [25]\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\n\nwhen I receive [effect 8 v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\nset size to (63) %\ngo to x: (-5) y: (-31)\nrepeat until <(y position) > [140]>\n change y by (6)\n if <(y position) > [140]> then\n broadcast (effect9 v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [layer 2 completed v]\nshow\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [time for layer 3 v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nbroadcast (time for layer 9 v)\nswitch backdrop to (backdrop32 v)\nhide\nset [level v] to [27]\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite12\n\nwhen flag clicked\nhide\n\nwhen I receive [effect9 v]\nshow\nswitch costume to (costume1 v)\nset [ghost v] effect to (30)\nset size to (56) %\ngo to x: (-4) y: (-31)\nrepeat until <(y position) > [150]>\n change y by (6)\n if <(y position) > [150]> then\n broadcast (effects are done v)\n end\nend\n\nwhen I receive [start v]\nhide\n\nwhen I receive [time for layer 2 v]\nhide\n\nwhen I receive [time for layer 3 v]\nhide\n\nwhen I receive [hide layer 3 things v]\nhide\n\nwhen I receive [layer 3 completed v]\nshow\n\nwhen I receive [time for layer 4 v]\nhide\n\nwhen I receive [layer 1 completed v]\nshow\n\nwhen I receive [layer 4 completed v]\nshow\n\nwhen I receive [layer 5 completed v]\nshow\n\nwhen I receive [time for layer 6 v]\nhide\n\nwhen I receive [layer 6 completed v]\nshow\n\nwhen I receive [time for layer 5 v]\nhide\n\nwhen I receive [layer 7 completed v]\nshow\n\nwhen I receive [time for layer 7 v]\nhide\n\nwhen I receive [time for layer 8 v]\nhide\n\nwhen I receive [layer 8 completed v]\nshow\n\nwhen I receive [beginning of boss battle v]\ngo to [front v] layer\nshow\nswitch costume to (costume2 v)\nwait (3) seconds\nswitch backdrop to (backdrop33 v)\nhide\nset [level v] to [33]\n\nwhen I receive [time for layer 9 v]\nhide\n\nwhen I receive [beginning of boss battle v]\nhide\n\n@Sprite13\n\nwhen flag clicked\nset [music track v] to [0]\nhide\nset size to (150) %\ngo to x: (74) y: (-58)\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [music track v] to [1]\nbroadcast (music track 1 v)\nforever\n play sound [Epic Background v] until done\n if <(music track) = [2]> then\n stop [this script v]\n end\nend\n\nwhen I receive [instruction button v]\nshow\n\nwhen I receive [music track 2 v]\nhide\n\n@Sprite14\n\nwhen flag clicked\nhide\nset size to (150) %\ngo to x: (163) y: (-157)\n\nwhen I receive [start v]\nhide\n\nwhen this sprite clicked\nset [music track v] to [2]\nbroadcast (music track 2 v)\nforever\n play sound [Epic Orchestral v] until done\n if <(music track) = [1]> then\n stop [this script v]\n end\nend\n\nwhen I receive [instruction button v]\nshow\n\nwhen I receive [music track 1 v]\nhide\n\n@Sprite15\n\nwhen I receive [boss battle time! v]\nset [its boss battle v] to [1]\nshow variable [boss health v]\nshow variable [lives v]\nforever\n switch backdrop to (backdrop34 v)\n glide (2) secs to x: (pick random (-125) to (125)) y: (pick random (-140) to (140))\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (1)\n if <touching color (#b2b2b2)?> then\n change y by (-6)\n end\n end\n end\n end\n end\n if <touching color (#b2b2b2)?> then\n change y by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop33]> then\n set volume to (0) %\n show\n wait (1) seconds\n say [Well, Well, Well, you completed my 9 layers.] for (3) seconds\n wait (1) seconds\n say [Well guess what.] for (2) seconds\n wait (1) seconds\n say [You can't beat me,] for (2) seconds\n wait (1) seconds\n say [when you can't see me!] for (2) seconds\n wait (1) seconds\n broadcast (BOSS BATTLE TIME! v)\n set volume to (100) %\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <<([costume # v] of [sprite1 v]) = [2]> and <touching (sprite1 v)?>> then\n change [boss health v] by (-2)\n end\nend\n\nwhen flag clicked\nforever\n if <(its boss battle) = [1]> then\n forever\n switch backdrop to (backdrop34 v)\n end\n end\nend\n\nwhen I receive [boss battle time! v]\nforever\n if <<(Boss health) = [0]> or <(Boss health) < [0]>> then\n broadcast (stop fire balls v)\n stop [other scripts in sprite v]\n switch costume to (costume2 v)\n wait (0.5) seconds\n switch costume to (costume3 v)\n wait (0.5) seconds\n switch costume to (costume4 v)\n wait (0.5) seconds\n switch costume to (costume5 v)\n wait (0.5) seconds\n switch costume to (costume6 v)\n wait (0.5) seconds\n switch costume to (costume7 v)\n wait (0.5) seconds\n switch costume to (costume8 v)\n wait (0.5) seconds\n switch costume to (costume9 v)\n wait (0.5) seconds\n switch costume to (costume10 v)\n wait (1) seconds\n switch costume to (costume11 v)\n wait (0.1) seconds\n switch costume to (costume12 v)\n wait (0.1) seconds\n switch costume to (costume13 v)\n wait (0.1) seconds\n switch costume to (costume14 v)\n wait (0.1) seconds\n switch costume to (costume15 v)\n wait (0.1) seconds\n switch costume to (costume16 v)\n wait (0.1) seconds\n switch costume to (costume17 v)\n wait (0.1) seconds\n switch costume to (costume18 v)\n wait (0.1) seconds\n switch costume to (costume19 v)\n hide\n switch backdrop to (backdrop35 v)\n broadcast (boss complete v)\n wait (1) seconds\n show variable [deaths v]\n hide variable [lives v]\n hide variable [boss health v]\n switch backdrop to (backdrop36 v)\n stop [all v]\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset [its boss battle v] to [0]\nhide variable [its boss battle v]\nset [boss health v] to [500]\nhide variable [lives v]\nhide variable [boss health v]\nhide\nset size to (75) %\ngo to x: (128) y: (-40)\n\n@Sprite16\n\nwhen flag clicked\nset size to (50) %\nhide\nforever\n go to (sprite15 v)\n point towards (sprite1 v)\nend\n\nwhen I receive [boss battle time! v]\nwait (pick random (3) to (7)) seconds\nforever\n create clone of (_myself_ v)\n wait (pick random (3) to (7)) seconds\nend\n\nwhen I start as a clone\nshow\nforever\n glide (2) secs to x: ([x position v] of [sprite1 v]) y: ([y position v] of [sprite1 v])\nend\n\nwhen I start as a clone\nforever\n wait (pick random (3) to (5)) seconds\n delete this clone\nend\n\nwhen I start as a clone\nforever\n if <touching (sprite1 v)?> then\n wait (0.5) seconds\n delete this clone\n end\nend\n\nwhen I receive [stop fire balls v]\nforever\n stop [other scripts in sprite v]\n delete this clone\nend\n\n@Logo\n\nwhen flag clicked\nhide\n\n@Sprite17\n\nwhen flag clicked\ngo to x: (-3) y: (92)\nset [ghost v] effect to (100)\nset [pixelate v] effect to (300)\nset size to (60) %\nshow\nwait (1) seconds\nrepeat (20)\n change [ghost v] effect by (-5)\n change [pixelate v] effect by (-15)\nend\nwait (0.1) seconds\nrepeat (5)\n change size by (2)\nend\nrepeat (5)\n change size by (-2)\nend\nrepeat (5)\n change size by (2)\nend\nrepeat (5)\n change size by (-2)\nend\nwait (2) seconds\nbroadcast (username v)\n\nwhen I receive [logo done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nbroadcast (after intro v)\nhide\n\n@Sprite18\n\nwhen flag clicked\nclear graphic effects\nhide\ngo to x: (452) y: (-68)\nset [ghost v] effect to (100)\n\nwhen I receive [username v]\nshow\nrepeat until <(x position) < [10]>\n change x by (-10)\n change [ghost v] effect by (-5)\nend\nwait (0.3) seconds\nrepeat (5)\n change size by (2)\nend\nrepeat (5)\n change size by (-2)\nend\nrepeat (5)\n change size by (2)\nend\nrepeat (5)\n change size by (-2)\nend\nwait (0.5) seconds\nbroadcast (shine v)\n\nwhen I receive [logo done v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (0.5) seconds\nhide\n\n@Sprite19\n\nwhen flag clicked\nhide\nswitch costume to (costume2 v)\nset size to (30) %\nset [ghost v] effect to (40)\ngo to x: (-211) y: (-56)\n\nwhen I receive [shine v]\nshow\nrepeat (5)\n next costume\n wait (0.1) seconds\nend\nrepeat (6)\n change [ghost v] effect by (10)\n change size by (-2)\nend\nhide\nwait (1) seconds\nbroadcast (logo done v)\n\n
Curated on 12/31/15 by Rapunzel_!\n\nWARNING: This may cause rage! If you are rage quitting, please don't rage in the comment section either.\n\n♦You are the last light and you are lost. The darkness is coming after you! You have to get through all layers to free yourself and from the darkness! There are 9 layers and then the Dark Boss! Can you survive?\nYou may need to click the green flag twice for timing!\nPlease report any bugs or glitches!\nOnce you reach the boss, try not to touch the boss too much or you will be knocked back to your spawn point!\n------------------------------------------------------------------------------\n♦Press Up to jump/right arrow to move right/left to go left\n♦Hold side and jump to wall jump!\n♦Press down arrow to use your sword (Boss level only)\nAll levels are possible!\nIf you can't pass a level, tell me in the comments and I might make it easier!\n(Remember, this is only beta version!)\n\n♦For support, click that love button!
Scratch Online Platformer Game
@Stage\n\nwhen flag clicked\n\nwhen [r v] key pressed\nbroadcast (Loading... v)\nwait (3) seconds\nbroadcast (Reset Game v) and wait\nwait (0) seconds\nbroadcast (Start Game v)\n\nwhen I receive [green flag clicked v]\nswitch backdrop to (wolcome v)\nhide variable [apple v]\nhide variable [lives v]\nhide variable [level v]\n\n@ThumbNail\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Intro\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nwait (0.8) seconds\nrepeat (2)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (3) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n next costume\n wait (0.9) seconds\nend\nbroadcast (Green Flag Clicked v)\n\n@Player\n\ndefine move - in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide X - Slope or Wall?\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n Check Touching Solid\n if <(touching) > [0]> then\n Collide Y - Ceiling or Floor?\n end\nend\n\ndefine Check Touching Solid\nif <<touching (level v)?> or <touching (platform v)?>> 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) = [hit boxv2]> then\n switch costume to (hit box feet v)\nend\nif <touching (jump through v)?> then\n if <(jump through) < [1]> then\n change y by (-6)\n if <(hit costume) = [hit boxv2]> then\n switch costume to (hit box 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 Platformer\nswitch backdrop to <touching (level v)?>\nControls - Up And Down\nControls - Left And Right\nmove - in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\nSet Costume\n\ndefine Controls - Up And Down\nif <<key (space v) pressed?> 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 [falling v] to [3]\n set [wall slide v] to [0]\n turn right (180) degrees\n set [speed x v] to (((direction) / (90)) * (7))\n set [long jump v] to [12]\n end\n if <<(falling) < [3]> and <(Jumping) = [0]>> then\n start sound [Jump v]\n set [jumping v] to [1]\n set [falling v] to [3]\n end\n if <<(Jumping) > [0]> and <(Jumping) < (JUMP DURATION)>> then\n change [jumping v] by (1)\n set [speed y v] to (Jump Force)\n end\nelse\n set [jumping v] to [0]\nend\nchange [speed y v] by (gravity)\nif <(wall slide) > [0]> then\n Check Can Wall Slide\n if <(speed y) < [0]> then\n set [speed y v] to ((speed y) * (0.6))\n end\nend\n\ndefine Controls - Left And Right\nif <(long jump) > [0]> then\n change [long jump v] by (-1)\n stop [this script v]\nend\nset [key x v] to (<<key (d v) pressed?> or <key (right arrow v) pressed?>> - <<key (a v) pressed?> or <key (left arrow v) pressed?>>)\nif <(Key X) = [0]> then\n if <<(falling) > [2]> and <(wall slide) < [1]>> then\n set [speed x v] to ((speed x) * (0.98))\n stop [this script v]\n end\n if <([abs v] of (speed x) ) < [1]> then\n set [frame v] to [0]\n set [speed x v] to [0]\n else\n change [frame v] by (0.5)\n end\nelse\n change [speed x v] by ((Key X) * (Acceleration))\n if <not <(direction) = ((Key X) * (90))>> then\n set [wall slide v] to [0]\n end\n point in direction ((Key X) * (90))\n change [frame v] by (1)\nend\nset [speed x v] to ((speed x) * (Resistance))\n\ndefine Reset And Begin Level\nshow variable [apple v]\nshow variable [lives v]\nshow variable [level v]\nset [invulnerable v] to [0]\nset [speed y v] to [0]\nset [speed x v] to [0]\nset [falling v] to [99]\nset [wall slide v] to [0]\nset [jumping v] to [0]\nset [long jump v] to [0]\npoint in direction (90)\nBegin Scene # (Spawn Scene) go to x, y: (Spawn X) (Spawn Y)\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n broadcast (Tick - First v)\n broadcast (Tick - Platforms v)\n broadcast (Tick-Player v)\n 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 (LEVEL) 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 # ((LEVEL) + (1)) go to x, y: [-235] []\nend\nif <(x position) < [-235]> then\n Begin Scene # ((LEVEL) + (-1)) go to x, y: [235] []\nend\nif <(y position) > [180]> then\n Begin Scene # ((LEVEL) + (100)) go to x, y: [] [-160]\nend\nif <(y position) < [-180]> then\n Begin Scene # ((LEVEL) + (-100)) go to x, y: [] [160]\nend\nif <touching (danger v)?> then\n broadcast (Lose Life v)\nend\n\ndefine Begin Scene # (scene #) go to x, y: (x) (y)\nset [level v] to (scene #)\nif <(x) > []> then\n set x to (x)\nend\nif <(y) > []> then\n set y to (y)\nend\nbroadcast (About to Change Scene v)\nbroadcast (Change Scene v)\nstop [other scripts in sprite v]\nwait (0) seconds\nswitch costume to (hit boxv2 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 [0]\nset [distance v] to [0]\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 (hit boxv2 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 (hang on v)\n stop [this script v]\nend\nif <(falling) > [1]> then\n if <(speed y) > [0]> then\n switch costume to (jump3 v)\n else\n switch costume to (jump 2 v)\n end\n stop [this script v]\nend\nif <(frame) > [0]> then\n switch costume to ((1) + ([floor v] of ((frame) mod (17)) ))\nelse\n switch costume to (shb1 v)\n repeat (5)\n Check Touching Solid\n if <(touching) < [1]> then\n switch costume to ((costume [number v]) + (5))\n stop [this script v]\n end\n next costume\n end\n switch costume to (stand v)\nend\n\ndefine Collide X - Slope or Wall?\nCheck Can Wall Slide\nchange y by (1)\nCheck Touching Solid\nif <(touching) > [0]> then\n change y by (1)\n Check Touching Solid\n if <(touching) > [0]> then\n change y by (-2)\n set x to (last value)\n set [speed x v] to [0]\n stop [this script v]\n end\n set [speed x v] to ((speed x) * (0.8))\nend\nset [speed x v] to ((speed x) * (0.95))\nSlip\n\ndefine Collide Y - Ceiling or Floor?\nset y to (last value)\nif <(speed y) > [0]> then\n set [speed y v] to [0]\n stop [this script v]\nend\nif <(falling) > [0]> then\n set [falling v] to [0]\n Slip\nend\nset [speed y v] to ((speed y) * (0.8))\n\ndefine Slip\nchange y by (-2)\nchange x by (1)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (1)\n stop [this script v]\nend\nchange x by (-2)\nCheck Touching Solid\nif <(touching) < [1]> then\n set [falling v] to [9]\n change [speed x v] by (-1)\n stop [this script v]\nend\nchange y by (2)\nchange x by (1)\n\ndefine Check Can Wall Slide\nif <(falling) < [2]> then\n set [wall slide v] to [0]\n stop [this script v]\nend\nswitch costume to (wall slide v)\nset rotation style [left-right v]\nCheck Touching Solid\nset [wall slide v] to (touching)\nswitch costume to (hit boxv2 v)\nset rotation style [don't rotate v]\n\nwhen I receive [lose life v]\nset [invulnerable v] to [1]\nhide variable [apple v]\nhide variable [lives v]\nhide variable [level v]\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 Platformer\nchange x by (Platform DX)\nchange y by (Platform DY)\nCheck Touching Solid\nif <(touching) > [0]> then\n Find Closest Space to (x position) (y position) max [16]\n if <(touching) > [0]> then\n broadcast (Lose Life v)\n end\nend\n\ndefine Find Closest Space to (x) (y) max (max)\nset [temp v] to [0]\nset [distance v] to [0]\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 turn right (22.5) degrees\n end\n change [distance v] by (1)\nend\ngo to x: (x) y: (y)\npoint in direction (temp)\n\nwhen I receive [start game v]\nbroadcast (Loading... v)\nwait (3) seconds\nshow variable [apple v]\nshow variable [lives v]\nshow variable [level v]\nshow variable [username v]\nshow\nset [gravity v] to [-1.5]\nset [jump force v] to [15]\nset [jump duration v] to [6]\nset [acceleration v] to [1.5]\nset [resistance v] to [0.8]\nbroadcast (Reset Game v) and wait\nbroadcast (Setup v) and wait\nset [lives v] to [3]\nset [spawn scene v] to [1]\nset [spawn x v] to [-125]\nset [spawn y v] to [73]\nReset And Begin Level\n\nwhen I receive [player - bounce v]\nset [speed y v] to [15]\n\nwhen I receive [green flag clicked v]\nset [color v] effect to (18)\nbroadcast (Cloud - Setup v) and wait\nbroadcast (Main Menu v)\nshow list [player uids v]\nhide\n\nwhen flag clicked\nset [username v] to (username)\nhide variable [apple v]\nhide variable [lives v]\nhide variable [level v]\nhide variable [username v]\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\nsay (username)\nset [cloud tick v] to [0]\ndelete all of [my values to send v]\ndelete all of [cloud value v]\ndelete all of [player uids v]\ndelete all of [player data v]\nadd (join [c] (☁ Cloud 1)) to [cloud value v]\nadd (join [c] (☁ Cloud 2)) to [cloud value v]\nadd (join [c] (☁ Cloud 3)) to [cloud value v]\nadd (join [c] (☁ Cloud 4)) to [cloud value v]\nadd (join [c] (☁ Cloud 5)) to [cloud value v]\nadd (join [c] (☁ Cloud 6)) to [cloud value v]\nadd (join [c] (☁ Cloud 7)) to [cloud value v]\nadd (join [c] (☁ Cloud 8)) to [cloud value 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 value 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 value v])> then\n stop [this script v]\nend\nreplace item (which?) of [cloud value 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 #) = (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 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 [change scene v]\nif <(Player #) = []> then\n if <(Clone Scene #) = (LEVEL)> then\n show\n else\n hide\n end\nend\n\n@Level\n\nwhen I receive [change scene v]\nswitch costume to (join [Scene] (LEVEL))\nStamp Outline\nStamp Shadow\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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-20)\nstamp\nchange y by (20)\nclear graphic effects\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [about to change scene v]\nerase all\n\nwhen I receive [green flag clicked v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nerase all\nhide\n\n@Jump Through\n\nwhen flag clicked\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (LEVEL))\nStamp Outline\nStamp Shadow\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\ndefine Stamp Shadow\nset [brightness v] effect to (-100)\nset [ghost v] effect to (90)\nchange y by (-10)\nstamp\nchange y by (10)\nclear graphic effects\n\nwhen I receive [start game v]\nshow\n\nwhen I receive [green flag clicked v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nerase all\nhide\n\n@Danger\n\nwhen flag clicked\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (LEVEL))\nif <(LEVEL) = [104]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\nif <(LEVEL) = [2]> then\n forever\n set y to ((3) * ([sin v] of ((timer) * (180)) ))\n end\nend\n\nwhen I receive [green flag clicked v]\ngo to x: (0) y: (0)\ngo to [back v] layer\n\n@Colletable Things\n\nwhen I receive [change scene v]\nif <(LEVEL) = (My Scene)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my scene v] to []\nif <(costume [name v]) = [apple]> then\n start sound [Chomp v]\n change [apple v] by (1)\nelse\n if <(costume [name v]) = [Green Flag]> then\n say [CheckPointed!]\n start sound [Basketball Bounce v]\n set [spawn scene v] to (LEVEL)\n set [spawn x v] to ([x position v] of [player v])\n set [spawn y v] to ([x position v] of [player v])\n else\n start sound [Wand v]\n add (costume [name v]) to [collected v]\n change [apple v] by (3)\n end\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [apple v] to [0]\nPlace [apple] scene [1] xy [177] [10]\nPlace [apple] scene [1] xy [-31] [61]\nPlace [apple] scene [2] xy [18] [21]\nPlace [apple] scene [103] xy [-173] [83]\nPlace [apple] scene [103] xy [173] [83]\nPlace [Key 1] scene [103] xy [179] [-2]\nPlace [Green Flag] scene [3] xy [92] [-59]\nPlace [apple big] scene [5] xy [127] [-10]\nPlace [Green Flag] scene [204] xy [32] [-90]\nPlace [Key 2] scene [206] xy [212] [-92]\nPlace [apple] scene [4] xy [99] [109]\nPlace [apple] scene [6] xy [0] [0]\nPlace [apple] scene [7] xy [32] [101]\nPlace [apple] scene [7] xy [32] [101]\nPlace [apple] scene [205] xy [-200] [-80]\nPlace [apple] scene [205] xy [-100] [-80]\nPlace [apple] scene [205] xy [0] [-80]\nPlace [apple] scene [205] xy [100] [-80]\nPlace [apple] scene [205] xy [200] [-80]\nPlace [Green Flag] scene [7] xy [97] [-74]\nPlace [Green Flag] scene [9] xy [182] [30]\nPlace [apple] scene [9] xy [-16] [26]\nPlace [Key 3] scene [115] xy [171] [-67]\nPlace [Green Flag] scene [117] xy [-149] [-117]\n\ndefine Place (costume name) scene (scene) xy (x) (y)\nset [my scene v] to (scene)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my scene v] to []\n\nwhen I receive [reset game v]\ndelete this clone\n\n@Platform\n\nwhen I receive [change scene v]\nswitch costume to (platform v)\ngo to [back v] layer\nhide\nif <(LEVEL) = [4]> then\n set size to (100) %\n Door at [-41] [67] key [Key 1]\nend\nif <(LEVEL) = [7]> then\n set size to (100) %\n Door at [-105] [-53] key [Key 2]\nend\nif <(LEVEL) = [105]> then\n show\n set size to (100) %\n Animate 3\nend\nif <(LEVEL) = [104]> then\n show\n set size to (100) %\n Animate Platform\nend\nif <(LEVEL) = [8]> then\n show\n set size to (100) %\n Animate 2\nend\nif <(LEVEL) = [16]> then\n show\n set size to (100) %\n Door at [-61] [-50] key [Key 3]\nend\n\ndefine Animate Platform\ngo to x: (146) y: (-20)\npoint in direction (90)\nforever\n glide (1) secs to x: (68) y: (-20)\n wait (0.5) seconds\n glide (1) secs to x: (146) y: (-20)\n wait (0.5) seconds\nend\n\nwhen I receive [tick - platforms v]\nTick (x position) (y position)\nset [last x v] to (x position)\nset [last y v] to (y position)\n\ndefine Tick (new x) (new y)\nif <(turn) > []> then\n change y by (4)\n if <touching (player v)?> then\n Rotation Maths CCW ((0) - (turn))\n end\nelse\n if <(new y) > (last y)> then\n change y by (1)\n else\n set y to ((last y) + (1))\n end\n if <touching (player v)?> then\n set [platform dx v] to ((new x) - (last x))\n set [platform dy v] to ((new y) - (last y))\n end\nend\ngo to x: (new x) y: (new y)\n\ndefine Animate 2\ngo to x: (-89) y: (-36)\npoint in direction (0)\nforever\n glide (2) secs to x: (92) y: (-36)\n wait (1) seconds\n glide (2) secs to x: (-89) y: (-36)\n wait (1) seconds\nend\n\ndefine Animate 3\ngo to x: (-68) y: (-20)\npoint in direction (90)\nforever\n glide (1) secs to x: (-146) y: (-20)\n go to x: (-68) y: (-20)\n point in direction (90)\n forever\n glide (1) secs to x: (-146) y: (-20)\n wait (0.5) seconds\n glide (1) secs to x: (-68) y: (-20)\n wait (0.5) seconds\n end\nend\n\ndefine Door at (x) (y) key (key name)\nshow\nswitch costume to (key name)\ngo to x: (x) y: (y)\nforever\n wait until <touching (player v)?>\n if <[collected v] contains (key name)?> then\n start sound [Buzz Whir v]\n repeat (24)\n change y by (4)\n end\n wait (1) seconds\n start sound [Buzz Whir v]\n repeat (24)\n change y by (-4)\n end\n start sound [Crunch v]\n wait (1) seconds\n else\n start sound [Low Squeak v]\n end\n wait until <not <touching (player v)?>>\nend\n\nwhen flag clicked\n\ndefine Animate 4\nshow\npoint in direction (90)\nforever\n glide (1) secs to x: (x position) y: ((y position) - (90))\n wait (0.5) seconds\n glide (1) secs to x: (x position) y: ((y position) + (90))\n wait (0.5) seconds\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) direction (direction) turn (degrees)\nset [turn v] to (degrees)\ngo to x: (x) y: (y)\npoint in direction (direction)\nswitch costume to (type)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif < (costume [name v]) contains [Key]?> then\n Door at (x position) (y position) key (costume [name v])\n Door at (x position) (y position) key (costume [name v])\nend\nif <(turn) > []> then\n show\n set rotation style [all around v]\n forever\n turn right (turn) degrees\n end\nend\nAnimate 4\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\nwhen I receive [green flag clicked v]\nhide\n\n@Splash Screen\n\nwhen flag clicked\n\nwhen I receive [game over v]\nstart sound [Boom Cloud v]\ngo to x: (0) y: (0)\nswitch costume to (game over v)\ngo to [front v] layer\nshow\nbroadcast (Main Menu v)\n\nwhen I receive [start game v]\nhide\n\nwhen I receive [change scene v]\nif <(LEVEL) = [21]> then\n show\n switch costume to (progress v)\nelse\n hide\nend\n\nwhen I receive [loading... v]\nshow\nswitch costume to (loading v)\n\nwhen I receive [green flag clicked v]\ngo to x: (0) y: (0)\nswitch costume to (main menu v)\ngo to [front v] layer\nshow\n\n@Main Menu\n\nwhen I receive [main menu v]\nwait (0.1) seconds\nswitch costume to (play button v)\ngo to [front v] layer\nshow\nset size to (10) %\ngo to x: (0) y: (-98)\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\n\nwhen this sprite clicked\nhide\nbroadcast (Start Game v)\n\nwhen I receive [green flag clicked v]\nhide\n\n@Enemy\n\nwhen flag clicked\n\nwhen I receive [change scene v]\nif <(LEVEL) = [1]> then\n Spawn [Red] at [67] [-65] direction [-90]\nend\nif <(LEVEL) = [4]> then\n Spawn [Red] at [130] [19] direction [90]\nend\nif <(LEVEL) = [206]> then\n Spawn [Red] at [77] [-94] direction [90]\nend\nif <(LEVEL) = [12]> then\n Spawn [Red] at [203] [-91] direction [90]\nend\nif <(LEVEL) = [117]> then\n Spawn [Red] at [0] [-117] direction [90]\nend\n\nwhen I start as a clone\nset [speed y v] to [0]\nset [frame v] to [0]\nshow\nforever\n switch costume to (red1 v)\n set rotation style [don't rotate v]\n Move - Left and Right\n Move - Down\n change [frame v] by (0.33)\n switch costume to ((1) + (([floor v] of (frame) ) mod (4)))\n set rotation style [don't rotate v]\n if <<(Invulnerable) = [0]> and <touching (player v)?>> then\n Touching Player\n end\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Move - Down\nchange [speed y v] by (-1)\nchange y by (speed y)\nrepeat until <not <<touching (level v)?> or <touching (jump through v)?>>>\n change y by (1)\n set [speed y v] to [0]\nend\n\ndefine Move - Left and Right\nmove (2) steps\nrepeat (4)\n if <not <<touching (level v)?> or <touching (jump through v)?>>> then\n if <not <<touching (platform v)?> or <touching (_edge_ v)?>>> then\n if <not <touching (safe zone v)?>> then\n stop [this script v]\n end\n end\n end\n change y by (1)\nend\nchange y by (-4)\nmove (-2) steps\nturn right (180) degrees\n\ndefine Touching Player\nif <([speed y v] of [player v]) < [-3]> then\n broadcast (Player - Bounce v)\n start sound [Squish Pop v]\n switch costume to (red squish v)\n wait (0.3) seconds\n change [ghost v] effect by (10)\n delete this clone\nend\nbroadcast (Lose Life v)\n\ndefine Spawn (type) at (x) (y) direction (direction)\ngo to x: (x) y: (y)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag clicked v]\nset rotation style [left-right v]\nhide\n\n@Safe Zone\n\nwhen flag clicked\n\nwhen I receive [change scene v]\nswitch costume to (blank v)\nswitch costume to (join [Scene] (LEVEL))\n\nwhen I receive [green flag clicked v]\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [ghost v] effect to (100)\n\n@Music\n\nwhen I receive [start game v]\nset volume to (100) %\nchange volume by (-25)\n\nwhen I receive [game over v]\nchange volume by (-100)\n\nwhen I receive [game loop v]\nset volume to (100) %\nchange volume by (-25)\n\nwhen I receive [loading... v]\nset volume to (100) %\nchange volume by (-50)\n\nwhen I receive [green flag clicked v]\ngo to [back v] layer\nset volume to (100) %\nforever\n play sound [Bossa Nova v] until done\nend\n\n@Random Person\n\nwhen flag clicked\n\nwhen I receive [change scene v]\nif <(LEVEL) = [16]> then\n Spawn [Pico] at [12] [89] direction [90] saying (join [Never give up, ] (join (username) [!!!]))\nend\n\nwhen I start as a clone\nset [speed y v] to [0]\nset [frame v] to [0]\nshow\nforever\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\n\nwhen I receive [about to change scene v]\ndelete this clone\n\ndefine Spawn (type) at (x) (y) direction (direction) saying (word)\nsay (word)\ngo to x: (x) y: (y)\npoint in direction (direction)\ncreate clone of (_myself_ v)\n\nwhen I receive [green flag clicked v]\nset rotation style [left-right v]\nhide\n\n@Curtain\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo [backward v] (1) layers\n\nwhen I receive [green flag clicked v]\nset [ghost v] effect to (100)\n\n
d-right a-left space-jump\nWallSlide\nJump Through Platform \nand more!\n\n*A bit glitch in Jump Through Platform. Be Careful \nA bit lag, because this is cloud game. Make sure your internet is full!
● Totoro | A Platformer ●
@Stage\n\nwhen flag clicked\nforever\n play sound [Music 🎶 v] until done\nend\n\n@Totoro\n\nwhen flag clicked\nswitch costume to (right v)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-193) y: (-80)\nset size to (60) %\nforever\n if <touching color (#bdbdbd)?> then\n go to x: (-193) y: (-80)\n end\n if <touching color (#cfffd1)?> then\n go to x: (-193) y: (-80)\n broadcast (next level v)\n end\n if <touching color (#ff6f6f)?> then\n go to x: (-193) y: (-80)\n end\n if <touching color (#ffffff)?> then\n go to x: (-193) y: (-80)\n end\n if <touching color (#96f6ff)?> then\n go to x: (-193) y: (-80)\n end\nend\n\nwhen flag clicked\nforever\n change [y v] by (-1)\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n switch costume to (left v)\n change [x v] by (-1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n switch costume to (right v)\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching color (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>> then\n change y by (1)\n end\n if <<<touching color (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>> then\n change y by (1)\n end\n if <<<touching color (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>> then\n change y by (1)\n end\n if <<<touching color (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>> then\n change y by (1)\n end\n if <<<touching color (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [y v] to [15]\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 (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>> 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?>> and <<<touching color (#97ffad)?> or <touching color (#fdfdfd)?>> or <touching color (#54d064)?>>> then\n set [y v] to [15]\n end\n change y by (1)\nend\n\n@Leaf\n\nwhen flag clicked\nset [level v] to [1]\nshow\nset size to (50) %\nforever\n if <(Level) = [1]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [2]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [3]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [4]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [5]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [6]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [7]> then\n go to x: (216) y: (150)\n else\n if <(Level) = [8]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [9]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [10]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [11]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [12]> then\n go to x: (217) y: (138)\n else\n if <(Level) = [13]> then\n go to x: (211) y: (143)\n else\n if <(Level) = [14]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [15]> then\n go to x: (214) y: (84)\n else\n if <(Level) = [16]> then\n go to x: (202) y: (-4)\n else\n if <(Level) = [17]> then\n go to x: (207) y: (142)\n else\n if <(Level) = [18]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [19]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [20]> then\n go to x: (208) y: (-111)\n else\n if <(Level) = [21]> then\n go to x: (203) y: (-55)\n else\n if <(Level) = [22]> then\n go to x: (208) y: (-85)\n else\n if <(Level) = [23]> then\n go to x: (209) y: (-85)\n else\n if <(Level) = [24]> then\n go to x: (206) y: (-110)\n else\n if <(Level) = [25]> then\n go to x: (209) y: (-65)\n else\n if <(Level) = [26]> then\n go to x: (209) y: (-65)\n else\n if <(Level) = [27]> then\n hide\n else\n if <(Level) = [28]> then\n hide\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nhide\n\ngo to x: (201) y: (-68)\n\ngo to x: (209) y: (-65)\n\n@Levels\n\nwhen flag clicked\nshow\nswitch costume to (level 1 v)\ngo to x: (36) y: (28)\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nwhen I receive [end v]\nhide\n\n@Umbrella\n\nwhen flag clicked\nhide\ngo to x: (93) y: (-45)\nforever\n if <(Level) = [1]> then\n hide\n else\n if <(Level) = [2]> then\n hide\n else\n if <(Level) = [3]> then\n hide\n else\n if <(Level) = [4]> then\n hide\n else\n if <(Level) = [5]> then\n hide\n else\n if <(Level) = [6]> then\n hide\n else\n if <(Level) = [7]> then\n hide\n else\n if <(Level) = [8]> then\n hide\n else\n if <(Level) = [9]> then\n hide\n else\n if <(Level) = [10]> then\n hide\n else\n if <(Level) = [11]> then\n hide\n else\n if <(Level) = [12]> then\n hide\n else\n if <(Level) = [13]> then\n hide\n else\n if <(Level) = [14]> then\n hide\n else\n if <(Level) = [15]> then\n hide\n else\n if <(Level) = [16]> then\n hide\n else\n if <(Level) = [17]> then\n hide\n else\n if <(Level) = [18]> then\n hide\n else\n if <(Level) = [19]> then\n wait (1.5) seconds\n show\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen flag clicked\nwait until <(Level) = [19]>\nwait (1.5) seconds\nshow\nstart sound [Collect v]\nforever\n go to (totoro v)\nend\n\nshow\n\n@coh-removebg-preview\n\nwhen flag clicked\nshow\nset [ghost v] effect to (0)\ngo to [front v] layer\nwait (1.5) seconds\nrepeat (10)\n go to [front v] layer\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (100)\nhide\n\n
●Hiii! \n\n●This is my first platformer! I loveee totoro, so I decided to make a totoro platformer! I'm still learning how scratch works, so this isn't the best platformer.\n\n●ATTENTION! WITH YOUR OWN ART AND CODE, PLEASE CHANGE AT LEAST 5 THINGS BEFORE REMIXING AND CREDIT ME IN THE DESC. PLS! (with @--Cloudii_Star-- )\n\n●TOP trending in totoro?? AHHHHHHHH 10/23/2023\nhttps://scratch.mit.edu/search/projects?mode=trending&q=totoro\n\n●Hope you have fun playing this!\n\n●Tell me in the comments if there's a bug or a problem or if you need help! \n◆◇◆◇◆◇◆◇◆◇◆◇◆
Views - A 2.5D Platformer
@Stage\n\nwhen [t v] key pressed\nif <(R) = [0]> then\n show variable [time v]\n show variable [☁ best time v]\n set [r v] to [1]\nelse\n hide variable [time v]\n hide variable [☁ best time v]\n set [r v] to [0]\nend\n\nwhen I receive [start v]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\nset [time v] to [0]\nwait until <<<<key (left arrow v) pressed?> or <key (right arrow v) pressed?>> or <key (down arrow v) pressed?>> or <key (up arrow v) pressed?>>\nrepeat until <(Level) = [8]>\n if <(Pause) = [0]> then\n wait (0.001) seconds\n change [time v] by (0.1)\n end\nend\n\nwhen I receive [start v]\nset [pause v] to [0]\nrepeat until <key (q v) pressed?>\n repeat until <key (r v) pressed?>\nend\nbroadcast (Start v)\n\ndefine Set\nrepeat until <(Time) = (☁ Best Time)>\n set [☁ best time v] to (Time)\nend\n\nset [☁ best time v] to [126.1]\n\nwhen flag clicked\nforever\n if <(Level) = [8]> then\n if <(Time) < (☁ Best Time)> then\n Set\n end\n end\nend\n\nset [level v] to [7]\n\nwhen [p v] key pressed\nif <(Pause) = [0]> then\n set [pause v] to [1]\nelse\n set [pause v] to [0]\nend\n\nwhen I receive [main v]\nswitch backdrop to (backdrop2 v)\n\n@Dude\n\nwhen I receive [scroll v]\ngo to x: (() - ()) y: (() - ())\n\ndefine Walls\nif <touching color (#000000)?> then\n change y by (1)\n repeat until <not <touching color (#000000)?>>\n if <(XV) < [0]> then\n change x by (1)\n else\n change x by (-1)\n end\n end\nend\n\ndefine Ground\nif <touching color (#000000)?> then\n repeat until <not <touching color (#000000)?>>\n if <(YV) < [0]> then\n change y by (1)\n else\n change y by (-1)\n end\n end\n set [yv v] to [0]\n change y by (-1)\n if <touching color (#000000)?> then\n if <<<key (up arrow v) pressed?> or <(JUMP KEY?) = [1]>> or <<<(y position) < (mouse x)> and <mouse down?>> and <(Device) = [MOBILE]>>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\nend\n\nwhen I receive [start v]\nshow\nset [veiw v] to [1]\nset size to (100) %\ngo to x: (0) y: (0)\nset [xv v] to [0]\nset [yv v] to [0]\nset [jump v] to [0]\nset [cam x v] to [-650]\nset [cam y v] to [-465]\nforever\n if <(Pause) = [1]> then\nend\n\nwhen flag clicked\nset [r v] to [0]\nhide variable [☁ best time v]\nhide\n\nwhen I receive [start v]\nforever\n change [cam x v] by (x position)\n change [cam y v] by (y position)\n broadcast (Scroll v)\n if <touching color (#bdffff)?> then\n change [level v] by (1)\n set [veiw v] to [1]\n set size to (100) %\n go to x: (0) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n set [jump v] to [0]\n set [cam x v] to [-650]\n set [cam y v] to [-465]\n end\n if <touching color (#ff0000)?> then\n if <(size) = [100]> then\n set [veiw v] to [1]\n set size to (100) %\n go to x: (0) y: (0)\n set [xv v] to [0]\n set [yv v] to [0]\n set [jump v] to [0]\n set [cam x v] to [-650]\n set [cam y v] to [-465]\n end\n end\nend\n\nwhen I receive [change v]\nswitch costume to (3 v)\nif <(Veiw) = [1]> then\n set [veiw v] to [2]\nelse\n set [veiw v] to [1]\nend\nwait until <not <key (x v) pressed?>>\nwait until <not <mouse down?>>\n\n@Platform\n\nwhen I receive [scroll v]\ngo to x: (() - (CAM X)) y: (() - (CAM Y))\n\nwhen I receive [start v]\nshow\nset [level v] to [1]\nforever\n switch costume to (blank v)\n set size to (300) %\n switch costume to (Level)\nend\n\nwhen flag clicked\nhide variable [☁ best time v]\nhide variable [time v]\nhide\n\n@Thumb Nail\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nforever\n show\n go to [front v] layer\nend\n\n@Intro\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nset [intro v] to [0]\npoint in direction (90)\nhide\ngo to x: (0) y: (150)\nswitch costume to (drop v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nrepeat (50)\n go to x: (0) y: (0)\n switch costume to (dot v)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(costume [name v]) = [Drop]> then\n set [ghost v] effect to (100)\n set [intro v] to [0]\n repeat until <(y position) < [-200]>\n change [intro v] by (-1)\n change y by (Intro)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\nif <(costume [name v]) = [Dot]> then\n point in direction (90)\n turn right (pick random (0) to (360)) degrees\n repeat (20)\n move (15) steps\n change [ghost v] effect by (5)\n end\nend\nif <(costume [name v]) = [Full]> then\n set [ghost v] effect to (100)\n set size to (5) %\n go to x: (0) y: (0)\n point in direction (0)\n repeat (50)\n change [ghost v] effect by (-10)\n change size by (((100) - (size)) / (7))\n turn right (((100) - (size)) / (7)) degrees\n go to [front v] layer\n end\n broadcast (Main v)\n repeat (50)\n go to [front v] layer\n change [ghost v] effect by (10)\n change size by (((5) - (size)) / (7))\n turn right (((5) - (size)) / (7)) degrees\n end\nend\ndelete this clone\n\nwhen flag clicked\nwait (0.5) seconds\nswitch costume to (full v)\ncreate clone of (_myself_ v)\n\n@Main Menu\n\nwhen flag clicked\nset [main v] to [0]\nset [device v] to [PC]\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [main v]\nshow\nswitch costume to (play v)\ngo to x: (0) y: (0)\ncreate clone of (_myself_ v)\nswitch costume to (pc v)\ngo to x: (0) y: (-60)\ncreate clone of (_myself_ v)\nswitch costume to (mobile v)\ngo to x: (0) y: (-120)\ncreate clone of (_myself_ v)\nhide\n\nwhen I start as a clone\nrepeat until <(Main) = [1]>\n if <(costume [name v]) = [Play]> then\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (7))\n if <mouse down?> then\n wait until <not <mouse down?>>\n set [main v] to [1]\n broadcast (Start v)\n end\n else\n change size by (((100) - (size)) / (7))\n end\n end\n if <(costume [name v]) = [PC]> then\n if <(Device) = [MOBILE]> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (7))\n if <mouse down?> then\n set [device v] to [PC]\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (7))\n end\n else\n change size by (((90) - (size)) / (7))\n set [brightness v] effect to (-10)\n end\n end\n if <(costume [name v]) = [MOBILE]> then\n if <(Device) = [PC]> then\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n change size by (((110) - (size)) / (7))\n if <mouse down?> then\n set [device v] to [MOBILE]\n wait until <not <mouse down?>>\n end\n else\n change size by (((100) - (size)) / (7))\n end\n else\n change size by (((90) - (size)) / (7))\n set [brightness v] effect to (-10)\n end\n end\nend\ndelete this clone\n\n@Buttons\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\ngo to x: (0) y: (0)\nif <(Device) = [MOBILE]> then\n set [ghost v] effect to (50)\n show\n switch costume to (jump v)\n create clone of (_myself_ v)\n switch costume to (change v)\n create clone of (_myself_ v)\n hide\nend\n\nwhen I start as a clone\nforever\n go to [front v] layer\n if <(costume [name v]) = [Change]> then\n go to x: (-200) y: (-140)\n if <mouse down?> then\n end\n if <touching (mouse-pointer v)?> then\n set [button v] to [1]\n if <mouse down?> then\n broadcast (Change v) and wait\n change [move v] by (-1)\n end\n end\n end\n if <(costume [name v]) = [Jump]> then\n if <mouse down?> then\n go to x: (0) y: (0)\n point towards (mouse-pointer v)\n move (75) steps\n point in direction (90)\n end\n if <touching (mouse-pointer v)?> then\n set [button v] to [1]\n if <mouse down?> then\n set [jump key? v] to [1]\n else\n set [jump key? v] to [0]\n end\n end\n if <not <touching (mouse-pointer v)?>> then\n set [button v] to [0]\n set [jump key? v] to [0]\n end\n end\nend\n\n
Views\nThere are two modes\nX to switch modes.\n- Mode one (Birds eye view)\nArrow keys to move \nZ to Jump or space\n- Mode Two (Side view)\nArrow key to move (platfoming)\nHarder\n@https://scratch.mit.edu/projects/916950533/
ハロウィンだ! ハロウィンplatformer!!⚡【拡散希望】⚡
@Stage\n\nwhen I receive [gamestart v]\nset volume to (100) %\nforever\n play sound [Popsicle v] until done\nend\n\nwhen I receive [唄止め v]\nforever\n set volume to (0) %\nend\n\n@ほーき                                                      \n\nwhen flag clicked\nhide\n\nwhen I receive [戦い v]\nforever\n go to [front v] layer\n go to (プラットフォーマー v)\n show\n broadcast (あちゃ v) and wait\nend\n\nwhen I receive [戦い v]\nforever\n set rotation style [left-right v]\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n point in direction (90)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n point in direction (-90)\n end\nend\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nif <(direction) = [90]> then\n repeat until <touching (_edge_ v)?>\n change x by (10)\n end\nend\nif <(direction) = [-90]> then\n repeat until <touching (_edge_ v)?>\n change x by (-10)\n end\nend\ndelete this clone\n\nwhen I receive [あああ v]\nhide\nstop [other scripts in sprite v]\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@プラットフォーマー\n\nwhen flag clicked\nset [? v] to [0]\nset [ステージ番号 v] to [0]\nswitch costume to (コスチューム6 v)\ngo to x: (0) y: (0)\nset size to (100) %\ngo to [front v] layer\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstart sound [録音しました\(\) v]\nnext costume\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstart sound [録音しました\(\) v]\nnext costume\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstart sound [録音しました\(\) v]\nnext costume\nwait until <mouse down?>\nwait until <not <mouse down?>>\nbroadcast (gamestart v)\nnext costume\nset size to (60) %\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-205) y: (0)\nset [? v] to [1]\nforever\n if <(?) = [1]> then\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 <<(x position) < (mouse x)> and <mouse down?>>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (1.2)\n end\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (コスチューム3 v)\n change [x v] by (-1.2)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n change [y v] by (-1.3)\n change y by (y)\n if <touching (地面 v)?> then\n set [y v] to ((y) * (-1))\n change y by (y)\n set [y v] to [0]\n end\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (2)\n if <touching (地面 v)?> then\n change y by (1.5)\n if <touching (地面 v)?> then\n change y by (1.1)\n if <touching (地面 v)?> then\n change y by (0.5)\n if <touching (地面 v)?> then\n change y by (0.1)\n if <touching (地面 v)?> then\n change y by (0)\n if <touching (地面 v)?> then\n change y by (-1)\n if <touching (地面 v)?> then\n change y by (-10.2)\n set [x v] to ((x) * (-1))\n change x by (x)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n if <[0] < (x)> then\n set [x v] to [11]\n else\n set [x v] to [-11]\n end\n start sound [High Whoosh v]\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-10)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>> then\n start sound [可愛いジャンプ v]\n set [y v] to [18]\n end\n end\n change y by (10)\n if <[240] < (x position)> then\n broadcast (次のステージ v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-205) y: (0)\n wait (4) seconds\n end\n if <touching (障害物 v)?> then\n broadcast (タヒ v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-205) y: (0)\n end\n if <(y position) < [-190]> then\n broadcast (タヒ v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-205) y: (0)\n end\n if <touching color (#aa7600)?> then\n broadcast (ごぉるした! v)\n stop all sounds\n stop [this script v]\n end\n if <touching (不審者 v)?> then\n broadcast (タヒ v)\n set [y v] to [0]\n set [x v] to [0]\n go to x: (-205) y: (0)\n end\n end\nend\n\nwhen I receive [ごぉるした! v]\nstop [other scripts in sprite v]\ngo to x: (0) y: (0)\nset size to (100) %\nswitch costume to (コスチューム9 v)\nwait until <mouse down?>\nwait until <not <mouse down?>>\nnext costume\nstart sound [録音しました\(\) v]\nwait until <mouse down?>\nwait until <not <mouse down?>>\nstop [all v]\n\nwhen I receive [唄止め v]\nset [? v] to [0]\n\nchange [ステージ番号 v] by (1)\n\n@地面\n\nwhen flag clicked\nset [ステージ番号 v] to [1]\nforever\n switch costume to (ステージ番号)\n go to x: (0) y: (0)\nend\n\nwhen flag clicked\nset [time v] to [0]\nforever\n repeat until <(ステージ番号) = [15]>\n wait (1) seconds\n change [time v] by (1)\n end\n show variable [☁ time v]\n if <(time) < (☁ time)> then\n set [☁ time v] to (time)\n end\nend\n\nwhen I receive [ごぉるした! v]\nshow variable [☁ time v]\nif <(time) < (☁ time)> then\n set [☁ time v] to (time)\nend\n\n@NEXT\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 [次のステージ v]\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nstart sound [Finger Snap v]\nchange [ステージ番号 v] by (1)\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\n@障害物\n\nwhen flag clicked\nforever\n go to [back v] layer\n switch costume to (ステージ番号)\n go to x: (0) y: (0)\n if <(ステージ番号) = [5]> then\n set y to ((([sin v] of ((timer) * (180)) ) * (10)) + (10))\n end\nend\n\n@家\n\nwhen flag clicked\nforever\n go to [back v] layer\n if <(ステージ番号) = [11]> then\n show\n else\n hide\n end\nend\n\n@サムネ\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [time v]\nhide variable [☁ time v]\ngo to [front v] layer\n\n@軽量化\n\n@不審者\n\nwhen flag clicked\ngo to x: (111) y: (0)\nhide\nforever\n if <(ステージ番号) = [14]> then\n show\n end\nend\n\nwhen flag clicked\nset volume to (100) %\nforever\n if <(ステージ番号) = [14]> then\n stop all sounds\n wait (1) seconds\n broadcast (唄止め v)\n set volume to (0) %\n start sound [8-bit Aggressive1 @ フリーBGM DOVA-SYNDROME OFFICIAL YouTube CHANNEL v]\n repeat (10)\n change volume by (10)\n end\n wait (123) seconds\n forever\n play sound [8-bit Aggressive1 @ フリーBGM DOVA-SYNDROME OFFICIAL YouTube CHANNEL v] until done\n end\n end\nend\n\nwhen I receive [戦い v]\nset [体力 v] to [100000000]\ngo to x: (111) y: (0)\nshow variable [体力 v]\nforever\n change [yyy v] by (-1)\n if <(x position) < ([x position v] of [プラットフォーマー v])> then\n change x by (2)\n end\n if <([x position v] of [プラットフォーマー v]) < (x position)> then\n change x by (-2)\n end\n if <touching (地面 v)?> then\n change y by (yyy)\n set [yyy v] to ((yyy) * (-1))\n set [yyy v] to [0]\n end\n if <touching (プラットフォーマー v)?> then\n go to x: (111) y: (0)\n end\n if <touching (ほーき                                                       v)?> then\n change [体力 v] by (round (pick random (-999999) to (pick random (-9000) to (-90000))))\n go to x: (111) y: (0)\n end\n if <(体力) < [0]> then\n repeat (10)\n change x by (100)\n end\n stop [other scripts in sprite v]\n broadcast (あああ v)\n hide\n hide variable [体力 v]\n end\nend\n\nchange [? v] by (1)\n\n@サイレン(?)的な何か\n\nwhen flag clicked\n\nset [ghost v] effect to (0)\nrepeat (4)\n set [ghost v] effect to (25)\nend\n\nwhen I receive [タヒ v]\nshow\nrepeat (4)\n set [ghost v] effect to (-25)\n go to [front v] layer\nend\nhide\n\n@RPG\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n if <(ステージ番号) = [14]> then\n show\n broadcast (ストーリー v)\n end\nend\n\nwhen I receive [ストーリー v]\nstop [other scripts in sprite v]\ngo to [front v] layer\nset [? v] to [0]\nswitch costume to (ん?不審者だ! v)\nあああ\nwait (1.5) seconds\nswitch costume to (こうなったら... v)\nあああ\nwait (1.5) seconds\nswitch costume to (倒すしかない! v)\nあああ\nwait (1) seconds\nbroadcast (戦い v)\nhide\nset [? v] to [1]\n\ndefine あああ\ngo to x: (0) y: (-75)\nrepeat (4)\n change y by (10)\nend\nrepeat (2)\n change y by (7)\nend\nrepeat (3)\n change y by (3)\nend\nrepeat (5)\n change y by (1)\nend\n\n@攻撃\n\nwhen flag clicked\nhide\nforever\n hide\n if <(ステージ番号) = [14]> then\n show\n end\nend\n\nwhen this sprite clicked\nbroadcast (あちゃ v) and wait\n\n
使い方\n\n\nI'm happy to receive your comments, but I can't read them until they're translated. I don't have time to translate, so if you want to read it, I recommend doing it.\nメッセージの負担になるため、連続コメントはやめてください。\nハロウィン前日です!\n待ちきれなくて共有しました()\n隠しステージあります!良かったら探してみてください。なんか初めてサムネにフォント使ってみました(((\n矢印キー or awdキー or タップ操作です!\nモバイル対応してます。\n\nIt's the day before Halloween!\nI couldn't wait to share it ()\nThere is a hidden stage! Please look for it if you like. I tried using a font for the thumbnail for the first time (((\nArrow key, orawd key or tap operation!\nIt's mobile compatible.\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n宣伝は、見るとは言ってない。\n\n\n\n\n\n\n\n\n\n\n\n作者の記録:64秒\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n本当のこと言うと弟と対戦してます()どっちが参照数多いか()なんで拡散お願いします(
Frozen - A platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\n wait (1) seconds\nend\n\n@platform\n\nwhen flag clicked\nforever\n switch costume to (join [costume] (level))\nend\n\n@player\n\nwhen flag clicked\ngo to [back v] layer\nset size to (70) %\nReset player\nset [level v] to [1]\nbroadcast (game loop v)\nforever\n create clone of (_myself_ v)\n change [xvel v] by ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (2))\n if <<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> or <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>> then\n point in direction ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (90))\n end\n set [xvel v] to ((Xvel) * (0.8))\n change x by (Xvel)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n start sound [Zoop v]\n if <(Xvel) > [0]> then\n set [xvel v] to [-13]\n else\n set [xvel v] to [13]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [yvel v] to [13]\n end\n end\n if <(y position) < [-175]> then\n Reset player\n start sound [Crunch v]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n change [level v] by (1)\n change x by (-470)\n end\n if <<touching (spikes v)?> or <<touching (boss v)?> or <touching (enemy v)?>>> then\n Reset player\n start sound [Crunch v]\n end\n if <touching (treasure v)?> then\n repeat (2)\n set [treasure v] to [1]\n end\n stop [all v]\n end\n change y by (1)\nend\n\ndefine Reset player\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (20)\n change size by (-4)\nend\ndelete this clone\n\n@text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ( v)\n switch costume to (join [Level] (level))\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [e v] to ((timer) + (.1))\n go to [front v] layer\nend\n\nwhen [timer v] > (e)\nshow\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ( v)\n switch costume to (join [Level] (level))\nend\n\n@Snow\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nforever\n go to (random position v)\n set y to (200)\n create clone of (_myself_ v)\n wait (0.10) seconds\nend\n\nwhen I start as a clone\ngo to [back v] layer\nclear graphic effects\nforever\n change x by (pick random (-1) to (1))\n change y by (-5)\n if <(y position) < [-170]> then\n delete this clone\n end\nend\n\nwhen I start as a clone\nrepeat (5)\n change [ghost v] effect by (-10)\nend\nrepeat (5)\n change [ghost v] effect by (10)\nend\n\n
You can use arrow keys or mobile to play!
大きさを変えられるplatformer !!
@Stage\n\nwhen flag clicked\nforever\n play sound [ v] until done\nend\n\n@player\n\nwhen flag clicked\nset size to (80) %\ngo to x: (-220) y: (-30)\ngo to [back v] layer\n\nwhen I start as a clone\nset [ghost v] effect to (0)\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nchange [ghost v] effect by (100)\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 (棘 v)?> or <(y position) < [-160]>> then\n start sound [チーン1 v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (0)\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 (-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 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 (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 v)?> then\n change y by (1)\n if <touching (道 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 [壁 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 (道 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 [壁 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 (道 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\n if <touching (ばね v)?> then\n set [yだー v] to [22]\n end\nend\n\nwhen flag clicked\n\nwait (0.1) seconds\n\nwhen flag clicked\nforever\n wait (0.1) seconds\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n set size to (大きさ()) %\nend\n\n\nwait until <not <key (space v) pressed?>>\n\nchange size by (10)\n\nwhen flag clicked\nforever\n\nif <key (space v) pressed?> then\n change size by (10)\nend\nwait until <not <key (space v) pressed?>>\n\n@道\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nset [time v] to [0]\n\nwhen flag clicked\n\n@棘\n\nwhen flag clicked\nswitch costume to (costume3 v)\nshow\n\nwhen I receive [next v]\nnext costume\n\n@+\n\nwhen flag clicked\nset [大きさ() v] to [80]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (1 v) pressed?>> then\n if <not <[160] < (大きさ())>> then\n change [大きさ() v] by (10)\n end\n wait until <not <<mouse down?> or <key (1 v) pressed?>>>\n end\nend\n\n@-\n\nwhen flag clicked\nset [大きさ() v] to [80]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> or <key (2 v) pressed?>> then\n if <[20] < (大きさ())> then\n change [大きさ() v] by (-10)\n end\n wait until <not <<mouse down?> or <key (2 v) pressed?>>>\n end\nend\n\n@文字\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\n\n@ステージスキップ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nset [スキップしていい数 v] to [3]\nforever\n if <<<touching (mouse-pointer v)?> and <mouse down?>> and <not <([costume # v] of [道 v]) = [18]>>> then\n if <not <(スキップしていい数) = [0]>> then\n show\n change [スキップしていい数 v] by (-1)\n broadcast (next v)\n start sound [Rip v]\n else\n hide\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen I receive [♥と★ v]\nswitch costume to (コスチューム1 v)\n\nchange [スキップしていい数 v] by (3)\n\nwhen flag clicked\nforever\n if <([costume # v] of [道 v]) = [18]> then\n hide\n else\n show\n end\nend\n\nif <touching (player v)?> then\n set [ghost v] effect to (60)\nelse\n set [ghost v] effect to (0)\nend\n\n@要求(((((\n\nwhen flag clicked\nset [やばいやつ v] to [0]\nset volume to (50) %\nswitch costume to (コスチューム1 v)\ngo to x: (65) y: (-300)\nforever\n if <(やばいやつ) = [1]> then\n go to x: (65) y: (-350)\n switch costume to (コスチューム5 v)\n show\n glide (0.5) secs to x: (65) y: (-240)\n wait (1) seconds\n glide (0.5) secs to x: (65) y: (-350)\n hide\n \n else\n switch costume to (コスチューム1 v)\n show\n glide (0.5) secs to x: (65) y: (-240)\n wait (1) seconds\n start sound [クリック v]\n switch costume to (コスチューム3 v)\n wait (1) seconds\n start sound [クリック v]\n switch costume to (コスチューム4 v)\n wait (1) seconds\n start sound [クリック v]\n switch costume to (コスチューム2 v)\n wait (1) seconds\n glide (0.5) secs to x: (65) y: (-350)\n hide\n wait (5) seconds\n end\nend\n\nwhen I receive [♥と★ v]\nset [やばいやつ v] to [1]\n\nwait (1) seconds\nstart sound [クリック v]\nswitch costume to (コスチューム3 v)\nwait (1) seconds\nstart sound [クリック v]\nswitch costume to (コスチューム4 v)\nwait (1) seconds\nstart sound [クリック v]\nswitch costume to (コスチューム2 v)\nwait (1) seconds\n\nhide\nwait (10) seconds\n\n@チェック\n\nwhen flag clicked\nhide\nset [★ v] to [0]\nset [♥ v] to [0]\nset [どっち v] to [0]\ncreate clone of (_myself_ v)\nwait (0.2) seconds\nset [どっち v] to [1]\ncreate clone of (_myself_ v)\nwait until <<(♥) = [1]> and <(★) = [1]>>\nbroadcast (♥と★ v)\n\nwhen I start as a clone\nif <(どっち) = [0]> then\n go to x: (-15) y: (0)\n set [♥ v] to [0]\n switch costume to (love v)\n forever\n set [♥? v] to [0]\n if <touching (mouse-pointer v)?> then\n set [♥ v] to [1]\n end\n end\nend\nif <(どっち) = [1]> then\n go to x: (0) y: (0)\n switch costume to (fave v)\n set [★ v] to [0]\n forever\n set [星? v] to <touching (mouse-pointer v)?>\n if <touching (mouse-pointer v)?> then\n set [★ v] to [1]\n end\n end\nend\n\n@time\n\ndefine Time (x) (y) (表示する桁)\nshow\nbroadcast (削除 v)\nset [time表示用 v] to [0]\nset size to (100) %\ngo to x: ((x) + ((0.425) * (size))) y: ((y) - ((0.25) * (size)))\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nchange x by ((((42.5) + (10)) * (size)) / (100))\nrepeat (length of ([floor v] of (timer) ))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\nend\nif <not <((表示する桁) * (1)) = [0]>> then\n change x by ((0.065) * (size))\n change [time表示用 v] by (1)\n switch costume to (コスチューム12 v)\n create clone of (_myself_ v)\n change x by ((0.065) * (size))\n repeat ((表示する桁) - (letter (1) of ((表示する桁) - (3))))\n change x by (((11.5) * (size)) / (100))\n change [time表示用 v] by (1)\n switch costume to ((letter (Time表示用) of (timer)) + (2))\n create clone of (_myself_ v)\n change x by (((11.5) * (size)) / (100))\n end\nend\nhide\n\nwhen I receive [削除 v]\ndelete this clone\n\nwhen I receive [表示 v]\nforever\n Time [-230] [110] [2]\nend\n\nwhen flag clicked\nhide variable [記録 v]\nforever\n set [記録 v] to (timer)\n if <([costume # v] of [道 v]) = [18]> then\n stop [other scripts in sprite v]\n delete this clone\n end\nend\n\nshow variable [記録 v]\n\nwhen flag clicked\nreset timer\nswitch costume to (コスチューム13 v)\nbroadcast (表示 v)\n\n@騙されないようにね(圧)2\n\nwhen flag clicked\nforever\n if <([costume # v] of [道 v]) = [5]> then\n show\n if <touching (player v)?> then\n set [ghost v] effect to (60)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\ngo to [back v] layer\n\n@ばね\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@サムネ\n\nwhen flag clicked\nhide\n\nwhen [timer v] > (0)\n\nwhen flag clicked\nforever\n\nset [brightness v] effect to (100)\nshow\nrepeat (10)\n change [brightness v] effect by (-10)\nend\n\nturn right (15) degrees\n\n
      Advertising prohibited\n\n      宣伝は禁止しています\n\n元傾向6位!人気5p‼\nまさかの❤と★1000越え\n\nハートと星押してくれたら幸運になるるかもしれません\n\n作者記録 55.70秒‼超えてみろ(((((超えられた()\n最速の方➡@kingquiz  49.64秒\n\n拡散してくれると泣いて喜ぶ時もあるかもしれないしないかもしれません。\n\n大きさを変えられるプラットフォーマーです!\ntimeをコメントしてね!\n\n        ⚡操作方法⚡\n      ・矢印キー!\n      ・大きさ変更は左上のボタンで!\n (パソコンのキーでできるようにしてほしいという要望がったため、1キーで大きく、2キーで小さくできるようにしました。)\n      ・壁キック可能!\n\n拡散希望!⇩拡散してくれたら下に書きます⇩\n(何でもスタジオに10個以上で)\n(もう書くやつ終了しました 疲れた)\n@Rxakiさm(((((((((((殴蹴\n@minato-kairyu149様\n@kameso-da様\n@Japan130422様\n@Doraemon510372様\n@akuritoson様\n@scratchcat_0905_2様\n@kou22kou様\n\n⚡クレジット⚡\nBGM@taka020115\nハートと星要求のやつ@Rasuto_(同一人物)\nモバイル対応マーク@takogori\n\nタグ軍団\n#games #game #platformer #Rxaki #大きさ #RKO0718\n#過去最高傑作\n\n追記軍団\n共有5時間くらいで参照数100は突破できた\n傾向も夢じゃない(絶対無理)\n\n投稿から一日 参照数だけ伸び続ける\n投稿から2日 参照数13kハートと★450越え\n       傾向6位!\n3日 参照数22k ❤と★ほぼ600\n4日 27k ハートと星ほぼ800!\n5日 34K ❤1k超え!
Unforgettable Halloween Platformer| Mobile Friendly #All #Games
@Stage\n\nwhen flag clicked\nswitch backdrop to (capture d’écran 2023-09-05 2 v) and wait\n\nwhen I receive [start v]\nswitch backdrop to (1 v) and wait\n\n@Start\n\nwhen flag clicked\nset volume to (100) %\nshow\ngo to x: (0) y: (-50)\nswitch costume to (3 v)\nforever\n if <touching (mouse-pointer v)?> then\n switch costume to (4 v)\n end\n if <not <touching (mouse-pointer v)?>> then\n switch costume to (3 v)\n end\nend\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen this sprite clicked\nstart sound [1 v]\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\n@like and subsribe\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to [front v] layer\ngo to x: (181) y: (141)\n\n@Bubble\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\ngo to x: (55) y: (155)\nshow\nrepeat until <(backdrop [name v]) = [3]>\n glide (1) secs to x: (55) y: (160)\n glide (1) secs to x: (55) y: (155)\nend\n\nwhen flag clicked\nshow\nforever\n next costume\n wait (0.12) seconds\nend\n\nwhen I receive [start v]\nhide\n\n@spider1\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to [back v] layer\ngo to x: (181) y: (141)\nwait (0.5) seconds\nforever\n glide (0.7) secs to x: (181) y: (pick random (103) to (120))\n wait (pick random (0.03) to (0.07)) seconds\n glide (0.6) secs to x: (181) y: (pick random (141) to (131))\n wait (pick random (0.06) to (0.2)) seconds\nend\n\n@spider2\n\nwhen flag clicked\nswitch costume to (1 v)\nshow\ngo to [back v] layer\ngo to x: (181) y: (141)\nwait (0.3) seconds\nforever\n glide (0.5) secs to x: (181) y: (pick random (120) to (130))\n wait (pick random (0.03) to (0.07)) seconds\n glide (0.8) secs to x: (181) y: (pick random (141) to (147))\n wait (pick random (0.06) to (0.2)) seconds\nend\n\n@spider3\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to [back v] layer\ngo to x: (181) y: (141)\nwait (1) seconds\nforever\n glide (0.3) secs to x: (181) y: (pick random (113) to (130))\n wait (pick random (0.03) to (0.07)) seconds\n glide (0.9) secs to x: (181) y: (141)\n wait (pick random (0.06) to (0.2)) seconds\nend\n\n@FaceMoon\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nswitch costume to (pick random <(costume [name v]) = [1]> to <(costume [name v]) = [3]>)\ngo to x: (68) y: (119)\nwait (1) seconds\nrepeat (15)\n change [ghost v] effect by (-5)\nend\nwait (1) seconds\nrepeat (15)\n change [ghost v] effect by (5)\nend\nwait (1) seconds\nforever\n wait (pick random (3) to (6)) seconds\n repeat (15)\n change [ghost v] effect by (-5)\n end\n wait (pick random (1) to (3)) seconds\n repeat (15)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I receive [start v]\nhide\n\n@Points\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nswitch costume to (1 v)\nshow\n\nwhen I receive [2 v]\nswitch costume to (2 v)\nshow\n\nwhen I receive [3 v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [4 v]\nswitch costume to (3 v)\nshow\n\nwhen I receive [5 v]\nswitch costume to (5 v)\nshow\n\nwhen I receive [6 v]\nswitch costume to (6 v)\nshow\n\nwhen I receive [7 v]\nswitch costume to (7 v)\nshow\n\nwhen I receive [8 v]\nswitch costume to (8 v)\nshow\n\nwhen I receive [10 v]\nswitch costume to (10 v)\nshow\n\nwhen I receive [9 v]\nswitch costume to (9 v)\nshow\n\nwhen I receive [11 v]\nswitch costume to (11 v)\nshow\n\nwhen I receive [12 v]\nswitch costume to (12 v)\nshow\n\nwhen I receive [13 v]\nswitch costume to (13 v)\nshow\n\nwhen I receive [14 v]\nswitch costume to (14 v)\nshow\n\nwhen I receive [15 v]\nswitch costume to (15 v)\nshow\n\n@Ground\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [start v]\nwait (1) seconds\nshow\ngo to x: (-18) y: (-163)\n\nwhen I receive [next ground v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [1]> then\n broadcast (1 v)\n end\n if <(costume [name v]) = [2]> then\n broadcast (2 v)\n end\n if <(costume [name v]) = [3]> then\n broadcast (3 v)\n end\n if <(costume [name v]) = [4]> then\n broadcast (4 v)\n end\n if <(costume [name v]) = [5]> then\n broadcast (5 v)\n end\n if <(costume [name v]) = [6]> then\n broadcast (6 v)\n end\n if <(costume [name v]) = [7]> then\n broadcast (7 v)\n end\n if <(costume [name v]) = [8]> then\n broadcast (8 v)\n end\n if <(costume [name v]) = [9]> then\n broadcast (9 v)\n end\n if <(costume [name v]) = [10]> then\n broadcast (10 v)\n end\n if <(costume [name v]) = [11]> then\n broadcast (11 v)\n end\n if <(costume [name v]) = [12]> then\n broadcast (12 v)\n end\n if <(costume [name v]) = [13]> then\n broadcast (13 v)\n end\n if <(costume [name v]) = [14]> then\n broadcast (14 v)\n end\n if <(costume [name v]) = [15]> then\n broadcast (15 v)\n end\n if <(costume [name v]) = [The and]> then\n broadcast (The and v)\n end\nend\n\nwhen flag clicked\nforever\n set [level time v] to (costume [name v])\nend\n\n@Player\n\ndefine handle ground <moving up>\nrepeat until <not <touching (ground v)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air ? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine Walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground 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 [ghost v] effect to (0)\nset size to (60) %\nrepeat (10)\n change size by (-2)\n change [ghost v] effect by (10)\nend\nhide\ndelete this clone\n\nwhen I receive [start v]\nhide\nwait (1) seconds\nshow\ngo to x: (-214) y: (-103)\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]\nwait (0.5) seconds\nforever\n create clone of (_myself_ v)\n if <<<key (left arrow v) pressed?> or <<mouse down?> and <(x position) > (mouse x)>>> or <key (a v) pressed?>> then\n Walk [-6]\n end\n if <<<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > (x position)>>> or <key (d v) pressed?>> then\n Walk [6]\n end\n if <<<<key (up arrow v) pressed?> and <(In Air ?) < [8]>> or <<mouse down?> and <<(mouse y) > (y position)> and <(In Air ?) < [8]>>>> or <<key (w v) pressed?> and <(In Air ?) < [8]>>> then\n set [y vel v] to [14]\n end\n if <<[235] < (x position)> or <(x position) = [235]>> then\n go to x: (-214) y: (-103)\n broadcast (Next ground v)\n end\n if <<touching (points v)?> or <<(y position) = [-186]> or <<touching (frank v)?> or <<touching (spiderman v)?> or <touching (spider2man v)?>>>>> then\n broadcast (Ded v)\n go to x: (-214) y: (-103)\n end\nend\n\nwhen I receive [start v]\nhide\nwait (1) seconds\nswitch costume to (333 v)\nforever\n switch costume to (222 v)\n wait (0.09) seconds\n switch costume to (111 v)\n wait (0.09) seconds\n switch costume to (333 v)\n wait (0.09) seconds\n wait (pick random (1) to (4)) seconds\nend\n\nwhen flag clicked\nhide\n\n@Presentation\n\nwhen flag clicked\nhide\n\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nset [time v] to [0]\n\n@Oh\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\nwhen I receive [ded v]\nplay sound [Hurt v] until done\n\nwhen flag clicked\nset volume to (100) %\nhide\n\nwhen I receive [ded v]\ngo to [front v] layer\nshow\nset [ghost v] effect to (100)\nrepeat (5)\n change [ghost v] effect by (-15)\nend\nwait (0.1) seconds\nrepeat (5)\n change [ghost v] effect by (15)\nend\nhide\n\n@Frank\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen flag clicked\nforever\n next costume\n wait (0.2) seconds\nend\n\nwhen flag clicked\ngo to x: (-18) y: (-26.5)\nforever\n glide (1) secs to x: (-80) y: (-26.5)\n wait (0.4) seconds\n glide (1) secs to x: (-20) y: (-26.5)\n wait (0.4) seconds\nend\n\nwhen I receive [8 v]\nshow\n\nwhen I receive [9 v]\nhide\n\n@BAT MY GAM$E\n\nwhen flag clicked\nforever\n wait (pick random (0.1) to (1)) seconds\n set [bat id v] to (pick random (1) to (3))\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (pick random (30) to (100)) %\nif <(Bat ID) = [1]> then\n show\n go to x: (-235) y: (-10)\n point in direction (75)\n repeat (25)\n move (4) steps\n turn left (0.8) degrees\n end\n hide\nelse\n if <(Bat ID) = [2]> then\n show\n go to x: (-235) y: (9)\n point in direction (85)\n repeat (70)\n move (3) steps\n turn left (0.2) degrees\n end\n hide\n else\n if <(Bat ID) = [3]> then\n show\n go to x: (-235) y: (90)\n point in direction (75)\n repeat (35)\n move (5) steps\n turn left (0.4) degrees\n end\n hide\n end\n end\nend\n\ngo to [back v] layer\n\n@Spiderman\n\nwhen flag clicked\nhide\n\nwhen I receive [15 v]\npoint in direction (90)\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (-11) y: (-103)\nwait (0.5) seconds\nforever\n glide (0.7) secs to x: (-11) y: (-103)\n wait (pick random (0.03) to (0.07)) seconds\n glide (0.6) secs to x: (-11) y: (-122)\n wait (pick random (0.06) to (0.2)) seconds\nend\n\nwhen I receive [the and v]\nhide\n\n@Spider2man\n\nwhen flag clicked\nhide\n\nwhen I receive [15 v]\npoint in direction (90)\ngo to [back v] layer\nshow\n\nwhen flag clicked\ngo to x: (122) y: (-140)\nwait (0.5) seconds\nforever\n glide (0.7) secs to x: (122) y: (-85)\n wait (pick random (0.03) to (0.07)) seconds\n glide (0.6) secs to x: (122) y: (-105)\n wait (pick random (0.06) to (0.2)) seconds\nend\n\nwhen I receive [the and v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (132) y: (-127)\nhide\n\ndefine Coin\nforever\n if <(1 touch) = [0]> then\n show\n switch costume to (costume1 v)\n end\n if <(1 touch) = [1]> then\n hide\n stop [this script v]\n end\n if <(1 touch) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [2 v]\nCoin\n\nwhen flag clicked\nset [1 touch v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n set [1 touch v] to [1]\n end\nend\n\nwhen I receive [3 v]\nbroadcast (recieve 3 v)\n\nwhen I receive [recieve 3 v]\nset [1 touch v] to [3]\nif <<not <touching (player v)?>> and <(1 touch) = [3]>> then\n set [1 touch v] to [2]\nend\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\n@Sprite2\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (-218) y: (67)\nhide\n\ndefine Coin\nforever\n if <(1 touch 2) = [0]> then\n show\n switch costume to (costume1 v)\n end\n if <(1 touch 2) = [1]> then\n hide\n stop [this script v]\n end\n if <(1 touch 2) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [10 v]\nCoin\n\nwhen flag clicked\nset [1 touch 2 v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n set [1 touch 2 v] to [1]\n end\nend\n\ngo to x: (-231) y: (168)\n\nwhen I receive [11 v]\nbroadcast (recieve 10 v)\n\nwhen I receive [recieve 10 v]\nset [1 touch 2 v] to [3]\nif <<not <touching (player v)?>> and <(1 touch 2) = [3]>> then\n set [1 touch 2 v] to [2]\nend\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\n@Sprite3\n\nwhen flag clicked\nset volume to (100) %\ngo to x: (-208) y: (25)\nhide\n\ndefine Coin\nforever\n if <(1 touch 3) = [0]> then\n show\n switch costume to (costume1 v)\n end\n if <(1 touch 3) = [1]> then\n hide\n stop [this script v]\n end\n if <(1 touch 3) = [2]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [13 v]\nCoin\n\nwhen flag clicked\nset [1 touch 3 v] to [0]\n\nwhen flag clicked\nforever\n if <touching (player v)?> then\n start sound [Coin v]\n set [1 touch 3 v] to [1]\n end\nend\n\nwhen I receive [14 v]\nbroadcast (recieve 14 v)\n\nwhen I receive [14 v]\nset [1 touch 3 v] to [3]\nif <<not <touching (player v)?>> and <(1 touch 3) = [3]>> then\n set [1 touch 3 v] to [2]\nend\n\nwhen I receive [sound on v]\nset volume to (100) %\n\nwhen I receive [sound off v]\nset volume to (0) %\n\n@THANK YOU FOR PLAYING\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nhide\n\nwhen I receive [the and v]\ngo to x: (7) y: (114)\nshow\nforever\n change [color v] effect by (25)\nend\n\n@Sound\n\nwhen flag clicked\nshow\ngo to x: (-216) y: (158)\nswitch costume to (son on v)\nset volume to (100) %\nset [son v] to [non]\nforever\n play sound [onlymp3 v] until done\n if <(Son) = [Non]> then\n broadcast (Sound on v)\n set volume to (100) %\n else\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nif <(volume) = [100]> then\n set [son v] to [0]\n broadcast (Sound off v)\n set volume to (0) %\n switch costume to (son off v)\nelse\n set [son v] to [Non]\n switch costume to (son on v)\n set volume to (100) %\nend\n\n@Timer\n\nif <(Time) < (☁ Best Score)> then\n set [☁ best score v] to (Time)\nend\n\nwhen flag clicked\nreset timer\n\nwhen I receive [start v]\nforever\n if <not <(level time) = [The and]>> then\n set [time v] to (timer)\n end\n if <(level time) = [The and]> then\n stop [this script v]\n end\nend\n\nwhen I receive [start v]\nforever\n if <(level time) = [The and]> then\n stop [this script v]\n end\nend\n\n@START \n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nset [color v] effect to (100)\nshow\ngo to [front v] layer\ngo to x: (461) y: (0)\nglide (0.3) secs to x: (0) y: (0)\nwait (0.7) seconds\nglide (0.5) secs to x: (-461) y: (0)\nhide\n\n
English : Hi everyone and ⓦⓔⓛⓒⓞⓜⓔ to:\n✨⭐️❤️Halloween platformer !!!✨⭐️❤️\nMove with arrow keys. \nI hope you will like this game! I worked REALLY hard on it. :) \nMy best score ┈➤ 56.673\nAND COMMENT HOW LONG IT TOOK YOU\n\n⬇️OTHER COOL GAMES⬇️ :\nhttps://scratch.mit.edu/projects/821988197/ \nhttps://scratch.mit.edu/projects/737242739/\nhttps://scratch.mit.edu/projects/702388758/\n\nFrançais : Salut tout le monde et bienvenue sur : ✨⭐️❤️Halloween platformer !!!✨⭐️❤️\nBouge avec les touches fléchées du clavier.\nJ'espère que vous aimerez ce jeu! J'ai travaillé VRAIMENT dur dessus. :)\nET DITES COMBIEN DE TEMPS CELA VOUS A PRIS\n\n\n\n⊱✧✨Hello everyone ! HAPPY HALLOWEEN ! SCARY HALLOWEEN! Thank you very much for your support. This means a lot to me! Have the scariest Halloween ever!✨✧⊰\n
【Platformer】【拡散希望】冬のプラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [始まり v]\nset [音楽変える v] to [0]\nclear sound effects\nforever\n if <(音楽変える) = [0]> then\n clear sound effects\n stop all sounds\n play sound [希望 v] until done\n end\n if <(音楽変える) = [1]> then\n clear sound effects\n stop all sounds\n play sound [甘茶の時間 v] until done\n end\n if <(音楽変える) = [2]> then\n clear sound effects\n stop all sounds\n play sound [懐かしい v] until done\n end\n if <(音楽変える) = [3]> then\n clear sound effects\n stop all sounds\n play sound [いぇい\(後ろ側で流す\) v] until done\n end\n if <(音楽変える) = [4]> then\n clear sound effects\n stop all sounds\n play sound [気分いい v] until done\n end\n if <(音楽変える) = [5]> then\n clear sound effects\n stop all sounds\n play sound [気分いい v] until done\n end\n if <(音楽変える) = [6]> then\n clear sound effects\n stop all sounds\n play sound [Enchanted - A Minecraft Music Video v] until done\n end\nend\n\nwhen I receive [落とし穴の形変更 v]\nswitch backdrop to (背景2 v)\n\nwhen I receive [雪だるま復活 v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [始まり v]\n\n\n@始まり\n\nwhen flag clicked\nshow list [ユーザーランキング \(長押し\) user ranking \(long press\) v]\nhide variable [time v]\nhide variable [今のステージ v]\nswitch costume to (コスチューム1 v)\nwait (1) seconds\nstart sound [ページをめくる v]\nrepeat (11)\n next costume\nend\nbroadcast (始まり v)\n\nwhen I receive [始まり v]\nshow variable [time v]\nset [time v] to [0]\nrepeat until <(今のステージ) = [終わり]>\n change [time v] by (0.1)\n wait (0.08) seconds\nend\n\nwhen flag clicked\nset [新しいtime v] to [0]\n\n@サムネ\n\nwhen flag clicked\nset [今のステージ v] to [1]\nswitch costume to (完成ー追加ー5 v)\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0)\nhide variable [イマノㇲテ−ジ v]\nhide variable [time v]\nset [今のステージ v] to [1]\nhide variable [今のステージ v]\nhide variable [イエティのhp v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [fisheye v] effect to (100)\nset [brightness v] effect to (100)\nset [pixelate v] effect to (100)\nset [whirl v] effect to (100)\ngo to [front v] layer\nshow\nstart sound [対戦カード表示1 v]\nrepeat (10)\n change [fisheye v] effect by (-10)\n change [whirl v] effect by (-10)\n change [pixelate v] effect by (-10)\n change [brightness v] effect by (-10)\n set size to (pick random (97) to (100)) %\n go to x: (pick random (10) to (-10)) y: (pick random (10) to (-10))\nend\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen flag clicked\nforever\n reset timer\nend\n\n@ステージ\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo to [back v] layer\nshow\n\nwhen I receive [next v]\nif <not <<(costume [name v]) = [10]> or <(costume [name v]) = [終わり]>>> then\n change [今のステージ v] by (1)\n start sound [シーン切り替え1 v]\n next costume\nend\nif <(costume [name v]) = [3]> then\n broadcast (雪玉表示 v)\nend\nif <(costume [name v]) = [4]> then\n broadcast (雪玉隠す v)\n broadcast (雪だるまつく〜ろ〜 v)\nend\nif <(costume [name v]) = [5]> then\n broadcast (雪だるま隠〜す〜 v)\n broadcast (ひぃぃ..雪玉がぁぁ v)\nend\nif <(costume [name v]) = [6]> then\n broadcast (落ちるぞ! v)\n set [ステージ5クリア! v] to [1]\nend\nif <(costume [name v]) = [7]> then\n broadcast (落とし穴の形変更 v)\nend\nif <(costume [name v]) = [8]> then\n broadcast (雪だるま復活 v)\n broadcast (え?!また雪玉がぁ v)\nend\nif <(costume [name v]) = [9]> then\n broadcast (雪だるま隠〜す〜 v)\n broadcast (また転がる... v)\n set [ステージ8クリア! v] to [1]\nend\nif <(costume [name v]) = [10]> then\n broadcast (雪玉隠す2 v)\n broadcast (敵【イエティ】 v)\n show variable [イエティのhp v]\nend\nif <(costume [name v]) = [終わり]> then\n set [今のステージ v] to [終わり]\n broadcast (雪玉もう打てない v)\n stop [this script v]\nend\n\nwhen flag clicked\nset [今のステージ v] to [1]\nhide variable [イエティのhp v]\nforever\n if <(イエティのHP) = [0]> then\n switch costume to (終わり v)\n stop [this script v]\n end\nend\n\nwhen I receive [始まり v]\nshow variable [今のステージ v]\n\n@プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします!\n\nwhen flag clicked\nset size to (80) %\npoint in direction (90)\ngo to x: (0) y: (0)\ngo to x: (-180) y: (100)\nhide\n\nwhen flag clicked\nrepeat until <(今のステージ) = [終わり]>\n if <(x position) > [219]> then\n if <not <<(今のステージ) = [10]> or <(今のステージ) = [終わり]>>> then\n set size to (90) %\n go to x: (-180) y: (0)\n broadcast (Next v)\n end\n end\nend\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset size to (80) %\nswitch costume to (クローン体 v)\nrepeat (10)\n change size by (-1)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [始まり v]\nshow\nforever\n if <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n switch costume to (右 v)\n change [x v] by (1)\n if <not <<key (right arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n switch costume to (通常 v)\n end\n end\n if <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n switch costume to (右 v)\n change [x v] by (-1)\n if <not <<key (left arrow v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> then\n switch costume to (通常 v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n change y by (1)\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) < [0]> then\n set [x v] to [7]\n else\n set [x v] to [-7]\n end\n set [y v] to [10]\n start sound [壁キック v]\n if <not <<key (up arrow v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> then\n switch costume to (通常 v)\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 (-1)\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <<touching (ステージ v)?> or <touching (雪だるまちゃん v)?>> then\n switch costume to (上 v)\n set [y v] to [13]\n end\n end\n if <touching (ばね v)?> then\n set [y v] to [18]\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)?> or <touching (雪だるまちゃん v)?>> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n if <<touching (雪の棘 v)?> or <<(y position) < [-182]> or <<touching (雪玉1 v)?> or <<touching (雪玉2 v)?> or <touching (敵 ーイエティー v)?>>>>> then\n start sound [驚く v]\n change [ゲームオーバーまであと v] by (-1)\n set size to (90) %\n point in direction (90)\n set [ghost v] effect to (0)\n go to x: (-180) y: (0)\n end\n if <touching (右から左に飛ぶ雪玉 v)?> then\n change [x v] by (pick random (-6) to (-7))\n end\n if <touching (左から右に飛ぶ雪玉 v)?> then\n change [x v] by (3.6)\n end\n if <touching (雪だるま中の当たり判定 v)?> then\n go to x: (-180) y: (0)\n end\nend\n\nwhen flag clicked\nforever\n if <key (up arrow v) pressed?> then\n if <(y) = [7]> then\n play sound [ジャンプ v] until done\n end\n end\nend\n\nwhen flag clicked\nset [今のステージ v] to [1]\nforever\n if <<([backdrop name v] of [_stage_ v]) = [終わり]> or <(イエティのHP) = [0]>> then\n set [今のステージ v] to [終わり]\n end\n if <(今のステージ) = [終わり]> then\n go to x: (0) y: (0)\n end\n if <(今のステージ) = [終わり]> then\n stop [this script v]\n end\nend\n\n@イエティ用の雪玉\n\nwhen flag clicked\nbroadcast (イエティ用の雪玉を打てるのかどうか。 v)\nswitch costume to (コスチューム1 v)\nset [ステージ8クリア! v] to [0]\ngo to x: (-240) y: (-23)\nhide\n\nwhen I start as a clone\ngo to (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)\nshow\nglide (1) secs to (敵 ーイエティー v)\nif <(ステージ10クリア!) = [1]> then\n delete this clone\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (敵 ーイエティー v)?> then\n switch costume to (コスチューム2 v)\n broadcast (イエティが来るぞ v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nset [ステージ10クリア! v] to [0]\n\nwhen I receive [イエティ用の雪玉を打てるのかどうか。 v]\nforever\n if <<key (space v) pressed?> or <mouse down?>> then\n if <(今のステージ) = [10]> then\n repeat until <(ステージ10クリア!) = [1]>\n wait (0.4) seconds\n create clone of (_myself_ v)\n broadcast (もう1度打ちましょう! v)\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [もう1度打ちましょう! v]\nbroadcast (イエティ用の雪玉を打てるのかどうか。 v)\n\nwhen I receive [雪玉もう打てない v]\nstop [other scripts in sprite v]\n\n@スプライト6\n\nwhen I receive [始まり v]\nwait (0.1) seconds\nshow\ngo to [front v] layer\npoint towards (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)\ngo to (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)\nglide (0.0000001) secs to (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)\nforever\n point in direction ([direction v] of [プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v])\n go to x: ([x position v] of [プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v]) y: ([y position v] of [プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v])\nend\n\nwhen flag clicked\nset size to (90) %\nhide\n\n@結晶\n\nwhen flag clicked\ngo to x: (0) y: (240)\nhide\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (240)\nrepeat (26)\n turn right (15) degrees\n change y by (pick random (-10) to (-20))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [始まり v]\ngo to [front v] layer\nhide\nforever\n create clone of (_myself_ v)\n wait (pick random (8) to (14)) seconds\nend\n\n@奥の雪\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (-125) y: (179)\nshow\n\nwhen I start as a clone\nshow\ngo to x: (pick random (-240) to (240)) y: (240)\nrepeat (26)\n change y by (pick random (-10) to (-20))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [始まり v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\n@手前の雪\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (240)\nhide\n\nwhen I start as a clone\ngo to [front v] layer\nshow\ngo to x: (pick random (-240) to (240)) y: (240)\nrepeat (26)\n change y by (pick random (-10) to (-20))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [始まり v]\ngo to [front v] layer\nhide\nforever\n go to [front v] layer\n create clone of (_myself_ v)\n wait (0.8) seconds\nend\n\n@背景的なサンタ\n\nwhen flag clicked\nset size to (40) %\ngo to x: (-370) y: (64)\ngo to [front v] layer\nhide\n\nwhen I receive [始まり v]\nforever\n wait (pick random (20) to (30)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nrepeat until <<(x position) < [260]> or <(x position) = [260]>>\n next costume\n change x by (20)\nend\ndelete this clone\n\n@雪玉1\n\nwhen flag clicked\nbroadcast (雪玉戻す v)\ngo to x: (107) y: (-20)\ngo to [front v] layer\nhide\n\nwhen I receive [雪玉表示 v]\nshow\nforever\n turn left (5) degrees\nend\n\nwhen I receive [雪玉表示 v]\nrepeat until <(雪玉戻す) = [1]>\n if <(size) = [100]> then\n change [雪玉の x v] by (-1.3)\n else\n change [雪玉の x v] by (-1)\n end\n if <touching (ステージ v)?> then\n change [雪玉の y v] by (1)\n else\n change [雪玉の y v] by (-1)\n end\nend\n\nwhen I receive [雪玉表示 v]\nforever\n if <(size) = [100]> then\nend\n\nwhen I receive [雪玉戻す v]\nset size to (80) %\nset [雪玉戻す v] to [0]\nset [雪玉の x v] to [107]\nset [雪玉の y v] to [-30]\nrepeat until <(雪玉戻す) = [1]>\n set x to (雪玉の x)\n set y to (雪玉の y)\nend\n\nwhen I receive [雪玉戻す v]\nforever\n if <<(x position) = [-140]> or <(x position) < [-140]>> then\n set [雪玉戻す v] to [1]\n broadcast (もう1度雪玉 v)\n stop [this script v]\n end\nend\n\nwhen I receive [もう1度雪玉 v]\nbroadcast (雪玉戻す v)\nbroadcast (雪玉表示 v)\n\nwhen I receive [雪玉隠す v]\nstop [other scripts in sprite v]\nhide\n\n@雪玉2\n\nwhen flag clicked\nbroadcast (雪玉戻す2 v)\ngo to x: (107) y: (-20)\ngo to [front v] layer\nhide\n\nwhen I receive [また転がる... v]\nbroadcast (雪玉表示2 v)\nshow\nforever\n turn left (5) degrees\nend\n\nwhen I receive [雪玉表示2 v]\nrepeat until <(雪玉戻す2) = [1]>\n if <(size) = [100]> then\n change [雪玉の x 2 v] by (-1.4)\n else\n change [雪玉の x 2 v] by (-1)\n end\n if <touching (ステージ v)?> then\n change [雪玉の y 2 v] by (1)\n else\n change [雪玉の y 2 v] by (-1)\n end\nend\n\nwhen I receive [雪玉表示2 v]\nforever\n if <(size) = [120]> then\nend\n\nwhen I receive [雪玉戻す2 v]\nset size to (80) %\nset [雪玉戻す2 v] to [0]\nset [雪玉の x 2 v] to [215]\nset [雪玉の y 2 v] to [-50]\nrepeat until <(雪玉戻す2) = [1]>\n set x to (雪玉の x 2)\n set y to (雪玉の y 2)\nend\n\nwhen I receive [雪玉戻す2 v]\nforever\n if <<(x position) = [-200]> or <(x position) < [-200]>> then\n set [雪玉戻す2 v] to [1]\n broadcast (もう一度雪玉2 v)\n stop [this script v]\n end\nend\n\nwhen I receive [もう一度雪玉2 v]\nbroadcast (雪玉戻す2 v)\nbroadcast (雪玉表示2 v)\n\nwhen I receive [雪玉隠す2 v]\nstop [other scripts in sprite v]\nhide\n\n@雪だるまちゃん\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [雪だるまつく〜ろ〜 v]\nswitch costume to (コスチューム1 v)\nshow\ngo to [front v] layer\nforever\n switch costume to (コスチューム1 v)\n wait (3) seconds\n switch costume to (コスチューム2 v)\n wait (0.08) seconds\n switch costume to (コスチューム3 v)\n wait (0.08) seconds\n switch costume to (コスチューム4 v)\n wait (0.08) seconds\n switch costume to (コスチューム5 v)\n wait (0.08) seconds\n switch costume to (コスチューム6 v)\n wait (0.08) seconds\n switch costume to (コスチューム7 v)\n wait (0.08) seconds\n switch costume to (コスチューム8 v)\n wait (0.08) seconds\n switch costume to (コスチューム9 v)\n wait (0.08) seconds\n switch costume to (コスチューム10 v)\n wait (0.08) seconds\n switch costume to (コスチューム11 v)\n wait (0.08) seconds\n switch costume to (コスチューム12 v)\n wait (0.08) seconds\n switch costume to (コスチューム13 v)\n wait (3) seconds\nend\n\nwhen I receive [雪だるま隠〜す〜 v]\nhide\nstop [other scripts in sprite v]\n\nwhen I receive [雪だるま復活 v]\ngo to x: (-4) y: (36)\nbroadcast (雪だるまつく〜ろ〜 v)\n\n@雪だるま中の当たり判定\n\nwhen flag clicked\nset [ghost v] effect to (99)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [雪だるまつく〜ろ〜 v]\nshow\nforever\n go to (雪だるまちゃん v)\n point towards (雪だるまちゃん v)\nend\n\nwhen I receive [雪だるま隠〜す〜 v]\nhide\n\nwhen I receive [雪だるま復活 v]\nshow\n\nwhen I receive [雪だるまつく〜ろ〜 v]\nforever\n if <([costume # v] of [雪だるまちゃん v]) = [1]> then\n show\n if <<(今のステージ) = [5]> or <(今のステージ) = [9]>> then\n stop [other scripts in sprite v]\n hide\n end\n if <<(今のステージ) = [5]> or <(今のステージ) = [9]>> then\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [雪だるまつく〜ろ〜 v]\nforever\n if <([costume # v] of [雪だるまちゃん v]) = [2]> then\n hide\n if <<(今のステージ) = [5]> or <(今のステージ) = [9]>> then\n stop [other scripts in sprite v]\n end\n end\nend\n\n@右から左に飛ぶ雪玉\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ステージ5クリア! v] to [0]\ngo to x: (239) y: (-23)\nhide\n\nwhen I receive [ひぃぃ..雪玉がぁぁ v]\nrepeat until <(ステージ5クリア!) = [1]>\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1.2)) seconds\nend\n\nwhen I start as a clone\nset y to (pick random (-50) to (-30))\nshow\nrepeat (16)\n change x by (-30)\n if <(ステージ5クリア!) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)?> then\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\n@左から右に飛ぶ雪玉\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nset [ステージ8クリア! v] to [0]\ngo to x: (-240) y: (-23)\nhide\n\nwhen I receive [え?!また雪玉がぁ v]\nrepeat until <(ステージ8クリア!) = [1]>\n create clone of (_myself_ v)\n wait (pick random (0.4) to (0.6)) seconds\nend\n\nwhen I start as a clone\nset y to (pick random (-50) to (150))\nshow\nrepeat (16)\n change x by (30)\n if <(ステージ8クリア!) = [1]> then\n delete this clone\n end\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n if <touching (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)?> then\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n delete this clone\n end\nend\n\nwhen flag clicked\nset [ステージ8クリア! v] to [0]\n\n@落とし穴\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [落ちるぞ! v]\ngo to [front v] layer\nshow\nwait (0.3) seconds\nforever\n if <touching (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)?> then\n glide (1) secs to x: (0) y: (-240)\n if <not <touching (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)?>> then\n go to x: (0) y: (0)\n end\n end\nend\n\nwhen I receive [落とし穴の形変更 v]\nswitch costume to (コスチューム2 v)\n\nwhen I receive [雪だるま復活 v]\nhide\n\nshow\n\n@雪の棘\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [ひぃぃ..雪玉がぁぁ v]\nswitch costume to (コスチューム1 v)\nshow\n\nwhen I receive [落ちるぞ! v]\nhide\n\nwhen I receive [落とし穴の形変更 v]\nswitch costume to (コスチューム2 v)\nshow\n\nwhen I receive [雪だるま復活 v]\nhide\n\n@スプライト1\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [敵【イエティ】 v]\ngo to [front v] layer\nshow\nwait (3) seconds\nhide\n\n@敵 ーイエティー\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nhide\n\nwhen flag clicked\nset size to (110) %\nforever\n set x to (イエティの x)\n set y to (イエティの y)\nend\n\nwhen I receive [敵【イエティ】 v]\nset [イエティの x v] to [170]\nset [イエティの y v] to [-50]\nshow\npoint in direction (-90)\nforever\n if <touching (ステージ v)?> then\n change y by (1)\n else\n change [イエティの y v] by (-1)\n end\nend\n\nwhen I receive [敵【イエティ】 v]\nforever\n if <[350] > (distance to [プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v])> then\n point towards (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)\n if <(direction) > [-90]> then\n change [イエティの x v] by (3)\n end\n if <[90] > (direction)> then\n change [イエティの x v] by (-3)\n end\n end\nend\n\nwhen flag clicked\nset [イエティのhp v] to [10]\nforever\n if <touching (イエティ用の雪玉 v)?> then\n change [イエティのhp v] by (-1)\n wait (1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(イエティの x) < [-100]> or <(イエティの x) = [-100]>> then\n set [イエティの x v] to [160]\n end\nend\n\nwhen flag clicked\nforever\n if <[350] > (distance to [プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v])> then\n switch costume to (コスチューム1 v)\n wait (0.1) seconds\n switch costume to (歩く v)\n wait (0.1) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <<(イエティのHP) < [0]> or <(イエティのHP) = [0]>> then\n hide variable [イエティのhp v]\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [イエティが来るぞ v]\npoint towards (プレイヤーさんのお陰でいつもモチベがあります。これからも何卒よろしくお願いいたします。そして楽しくプレイをしてください!よろしくお願いいたします! v)\nrepeat (16)\n if <(direction) > [-90]> then\n change [イエティの x v] by (-5)\n end\n if <[90] > (direction)> then\n change [イエティの x v] by (-5)\n end\nend\n\n@音変更ボタン\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [始まり v]\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nstop all sounds\nchange [音楽変える v] by (1)\nif <(音楽変える) = [7]> then\n set [音楽変える v] to [0]\nend\n\nwhen flag clicked\nforever\n if <(今のステージ) = [終わり]> then\n go to x: (155) y: (-60)\n end\nend\n\n@スプライト2\n\nwhen flag clicked\ngo to [back v] layer\nhide\ngo to x: (0) y: (0)\nforever\n change [ターボ錦糸 v] by (1)\nend\n\nwhen flag clicked\nforever\n set [ターボ錦糸 v] to [0]\n wait (0.01) seconds\n if <[3] < (ターボ錦糸)> then\n go to [front v] layer\n show\n broadcast (ta-bo v)\n stop [this script v]\n else\n hide\n end\nend\n\nwhen I receive [ta-bo v]\nshow variable [イマノㇲテ−ジ v]\nset [イマノㇲテ−ジ v] to [縺ェ邂?鑚⚠]\nwait (0.1) seconds\nhide variable [今のステージ v]\nset [イマノㇲテ−ジ v] to [縺ェ邂?鑚⚠]\nforever\n change [brightness v] effect by (pick random (1) to (-1))\n set [イマノㇲテ−ジ v] to [縺ェ邂?鑚⚠]\n hide variable [今のステージ v]\n hide variable [time v]\n stop all sounds\n stop [other scripts in sprite v]\n next costume\n go to [front v] layer\nend\n\nwhen flag clicked\nset [brightness v] effect to (0)\nhide variable [イマノㇲテ−ジ v]\n\n
Press the flag twice 旗を2回押してね\n\nhttps://scratch.mit.edu/projects/875763295/\n⬆新作 = New work (コラボ = collaboration)\n\n※No advertising 宣伝やめてください\n【♥&✰を押すと良いことが起きるかもよ...】\n【プラットフォーマーの傾向1Pありがとう】\n⯎日本語は下 ⛇\n[Hope to spread] [Mobile compatible] [Using trend]\n【拡散希望】 【モバイル対応】 【うご傾向】\n\n------------------------❖English❖------------------------\n\n[Winter platformer]\n♢For heavy people\nhttps://turbowarp.org/889789205 (turbo warp URL)\n\n\n~Method of operation~\n\n▼How to move\n・Jump with up key/tap\n・Go right with right key/tap\n・Go left with left key/tap\n\n▼How to defeat monsters\n- Hit the snowball with the space key / hit with the tap\n\n~credit~\n\n▼Player movement\nDear @saimon0620\nhttps://scratch.mit.edu/projects/721528304/\n\n▼Sound\nSound effect lab\n@YY-H\n\n~tag~\n#game #winter #snow #snowman #platformer \n\n~History of this work~\n❖ Announced on October 24th\n❖ Added time on October 25th\n◆ Featured in October 25th trends\n◇ More than 600 views!\n◇ More than 700 views!\n◆ Ranked #1 in trending on October 26th\n◇ Over 1000 views!\n◇ Over 1500 views!\n◇ Over 2000 views!\n◇ Over 2500 views!\n◇ Over 3000 views!\n◆ Over 100 likes and favorites!\n◇ Over 3500 views!\n◇ Over 4000 views!\n◆ 2nd place trending in “See” on October 27th\n◇ Over 4500 views!\n◇ Over 5000 views!\n◇ Over 5500 views!\n◇ Over 6000 views!\n◆ Over 150 likes and favorites!\n◇ Over 6500 views!\n◇ Over 7000 views!\n◇ Over 7500 views!\n◇ Over 8000 views!\n◇ Over 8500 views!\n◇ Over 9000 views!\n◇ Over 9500 views!\n◇ Over 10000 views!\n◇ Over 11111 views!\n❖ No longer buried in snowmen\n◇ Over 11000 views!\n❖ Change the number of seconds to advance from \n  "0.1 seconds to 0.08 seconds"\n◇ Over 12,000 views!\n◇ Over 13,000 views!\n◇ Over 14,000 views!\n◇ Over 15,000 views!\n◇ Over 16,000 views!\n◆ Over 200 likes and favorites!\n◆ Over 250 likes and favorites!\n◆ Over 300 likes and favorites!\n▧ Over 5 remixes!\n▧ Over 10 remixes!\n◇ Over 17,000 views!\n◇ Over 18,000 views!\n◇ Over 19,000 views!\n◇ Over 20,000 views!\n◇ Over 21,000 views!\n◇ Over 22,000 views!\n◇ Over 23,000 views!\n◇ Over 24,000 views!\n◇ Over 25,000 views!\n◇ Over 26,000 views!\n◇ Over 27,000 views!\n◇ Over 28,000 views!\n◇ Over 29,000 views!\n◇ Over 30,000 views!\n◇ Over 31,000 views!\n◇ Over 32,000 views!\n◇ Over 33,000 views!\n◇ Over 34,000 views!\n◇ Over 35,000 views!\n◆ Over 500 likes and favorites!\n◆ Over 550 likes and favorites!\n◆ Over 600 likes and favorites!\n◆ Over 650 likes and favorites!\n△ Added Enchanted to the song\n\n------------------------❖日本語❖------------------------\n\n【冬のプラットフォーマー】\n♢重い方用\nhttps://turbowarp.org/889789205 (タボワの URL)\n\n\n〜操作方法〜\n\n▼移動方法\n・上キー/ タップ でジャンプ\n・右キー / タップ で右へ行く\n・左キー / タップ で左へ行く\n\n▼モンスターの倒し方\n・スペースキー / タップ で雪玉を打つ\n\n〜クレジット〜\n\n▼プレイヤーの動き\n@saimon0620 様\nhttps://scratch.mit.edu/projects/721528304/\n\n▼音\n効果音ラボ 様\n@YY-H 様\n\n〜タグ〜\n#game #winter #snow #snowman #platformer\n\n〜この作品の歴史〜\n❖ 10月24日に公開\n❖ 10月25日タイム追加\n◆ 10月25日傾向に載る\n◇ 閲覧数600突破!\n◇ 閲覧数700突破!\n◆ 10月26日傾向1位\n◇ 閲覧数1000突破!\n◇ 閲覧数1500突破!\n◇ 閲覧数2000突破!\n◇ 閲覧数2500突破!\n◇ 閲覧数3000突破!\n◆ いいねとお気に入り100突破!\n◇ 閲覧数3500突破!\n◇ 閲覧数4000突破!\n◆ 10月27日"見る"での傾向2P\n◇ 閲覧数4500突破!\n◇ 閲覧数5000突破!\n◇ 閲覧数5500突破!\n◇ 閲覧数6000突破!\n◆ いいねとお気に入り150突破!\n◇ 閲覧数6500突破!\n◇ 閲覧数7000突破!\n◇ 閲覧数7500突破!\n◇ 閲覧数8000突破!\n◇ 閲覧数8500突破!\n◇ 閲覧数9000突破!\n◇ 閲覧数9500突破!\n◇ 閲覧数10000突破!ありがとう!\n❖ 雪だるまに埋まらなくしました\n◇ 閲覧数11000突破!\n◇ 閲覧数11111突破!\n❖ 進む秒数を"0.1秒から0.08秒"に変更\n◇ 閲覧数12000突破!\n◇ 閲覧数13000突破!\n◇ 閲覧数14000突破!\n◇ 閲覧数15000突破!\n◇ 閲覧数16000突破!\n◆ いいねとお気に入り200突破!\n◆ いいねとお気に入り250突破!\n◆ いいねとお気に入り300突破!\n▧ リミックス数5突破!\n▧ リミックス数10突破!\n◇ 閲覧数17000突破!\n▲ 10月28日コミュニティ好きに載る\n◇ 閲覧数18000突破!\n◇ 閲覧数19000突破!\n◇ 閲覧数20000突破!\n◇ 閲覧数21000突破!\n◇ 閲覧数22000突破!\n◇ 閲覧数23000突破!\n◇ 閲覧数24000突破!\n◇ 閲覧数25000突破!\n◇ 閲覧数26000突破!\n◇ 閲覧数27000突破!\n◇ 閲覧数28000突破!\n◇ 閲覧数29000突破!\n◇ 閲覧数30000突破!\n◇ 閲覧数31000突破!\n◇ 閲覧数32000突破!\n◇ 閲覧数33000突破!\n◇ 閲覧数34000突破!\n◇ 閲覧数35000突破!\n◆ いいねとお気に入り500突破!\n◆ いいねとお気に入り550突破!\n◆ いいねとお気に入り600突破!\n◆ いいねとお気に入り650突破!\n△ 曲にEnchantedを追加\n\n\n\n〜フォロー推奨 = ꜰᴏʟʟᴏᴡ ʀᴇᴄᴏᴍᴍᴇɴᴅᴇᴅ〜\n@HP1nohito\n@asure9\n@globers0207\n@syamihei\n@Deius_K_D\n@s20210158\n\n\n〜?〜\n魔法の言葉「ウゴケイコウ」とコメントで唱えよう!()\n\n\n\n〜目指せ!傾向1P〜\n\n\n〜オススメ recommendation〜\nhttps://scratch.mit.edu/projects/910119776/\n@HP1nohito platformer with 1HP!\n\nhttps://scratch.mit.edu/projects/831787109/\n@globers0207 ネコ国天下統一ゲーム\n\nhttps://scratch.mit.edu/projects/914534951/\n@eikokoro 呑メヤ唄エヤ!\n\nhttps://scratch.mit.edu/projects/912910551/\n@akua2011 けーたい見してよ今から\n\nhttps://scratch.mit.edu/projects/894524382/\n@asure9 おもんないアニメ
Jelly 3 - A Platformer #games
@Stage\n\nwhen flag clicked\nforever\n play sound [ Theme v] until done\nend\n\n@Jelly\n\nwhen I start as a clone\nset size to (25) %\nrepeat (7)\n change [ghost v] effect by (14)\n change size by (-3)\nend\ndelete this clone\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [Hitbox]> then\n switch costume to (orange+blue v)\nend\n\nwhen flag clicked\ngo to x: (-185) y: (-65)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (20) %\nswitch backdrop to (1 v)\nswitch costume to (orange+blue v)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-0.5)\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 (.75)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-.75)\n point in direction (-90)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change y by (1)\n if <touching (level v)?> then\n change x by ((X Velocity) * (-1))\n change x by (-.8)\n change y by (-5)\n change x by (.8)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-2]\n else\n set [x velocity v] to [2]\n end\n set [y velocity v] to [8]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y Velocity)\n if <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [8]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <[230] < (x position)> then\n change [level v] by (1)\n broadcast (next lvl v)\n set x to (-220)\n end\nend\n\nwhen flag clicked\nset [atrail v] to [Yes]\nset size to (20) %\nforever\n if <(aTrail) = [Yes]> then\n create clone of (_myself_ v)\n end\nend\n\nset [atrail v] to [Yes]\n\nset [atrail v] to [No]\n\nwhen flag clicked\nforever\n if <touching (bounce pads v)?> then\n set [y velocity v] to [17]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-185) y: (-100)\n end\nend\n\n@Level\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\n\nwhen I receive [next lvl v]\nnext backdrop\n\nwhen I receive [next lvl v]\nswitch costume to (Level)\n\n@Thumbnail!\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nwait (.1) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\nclear graphic effects\n\n@Trail toggle\n\nwhen flag clicked\ngo to x: (204) y: (-146)\nswitch costume to (yes v)\nwait (.3) seconds\nshow\n\nwhen this sprite clicked\nif <(aTrail) = [Yes]> then\n set [atrail v] to [No]\n switch costume to (no v)\nelse\n if <(aTrail) = [No]> then\n set [atrail v] to [Yes]\n switch costume to (yes v)\n end\nend\n\n@Scratch Icons\n\n@Bounce Pads\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\nwait (.3) seconds\nshow\n\nwhen I receive [next lvl v]\nswitch costume to (Level)\n\n@Spikes\n\nwhen flag clicked\ngo to [back v] layer\nswitch costume to (1 v)\nhide\nwait (.3) seconds\nshow\n\nwhen I receive [next lvl v]\nswitch costume to (Level)\n\n
Please check out Chromatic Platformer! Its better\nhttps://scratch.mit.edu/projects/1006017578\n - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -\nAll your jelly friends have been captured and you need to save them! Use your W-A-S-D keys or the mobile controls to traverse and complete the levels!\n - - - - - - \nPart 1: https://scratch.mit.edu/projects/735114130\nPart 2: https://scratch.mit.edu/projects/891169919\nPart 3: https://scratch.mit.edu/projects/891248905/\nPart 4: https://scratch.mit.edu/projects/767402096/\nPart 5: https://scratch.mit.edu/projects/891918441
Water A Platformer
@Stage\n\n@Thumbnail\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\ngo to [front v] layer\nclear graphic effects\n\nshow\n\n@Cubey\n\nwhen I start as a clone\nset size to (60) %\nrepeat (7)\n change [ghost v] effect by (14)\n change size by (-3)\nend\ndelete this clone\n\nwhen flag clicked\ngo to x: (-185) y: (-25)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (60) %\nswitch backdrop to (1 v)\nswitch costume to (costume1 v)\nshow\nset [x velocity v] to [0]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-0.5)\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 (.75)\n point in direction (90)\n end\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-.75)\n point in direction (-90)\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 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 x by (-.8)\n change y by (-5)\n change x by (.8)\n if <<<<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>> or <key (w v) pressed?>> or <key (space v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-2]\n else\n set [x velocity v] to [2]\n end\n set [y velocity v] to [8]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity 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)>>> then\n set [y velocity v] to [8]\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <[230] < (x position)> then\n if <(Level) < [9]> then\n change [level v] by (1)\n broadcast (next lvl v)\n set x to (-220)\n end\n end\nend\n\nwhen flag clicked\nset [atrail v] to [Yes]\nset size to (60) %\nforever\n if <(aTrail) = [Yes]> then\n create clone of (_myself_ v)\n end\nend\n\nset [atrail v] to [Yes]\n\nset [atrail v] to [No]\n\nwhen flag clicked\nforever\n if <touching (sprite1 v)?> then\n go to x: (-185) y: (-25)\n end\nend\n\n@Ground\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\nend\n\nwhen I receive [next lvl v]\nnext costume\n\n@Trail toggle\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (192) y: (-151)\nset size to (40) %\nswitch costume to (yes v)\nwait (.3) seconds\nshow\n\nwhen this sprite clicked\nif <(aTrail) = [Yes]> then\n set [atrail v] to [No]\n switch costume to (no v)\nelse\n if <(aTrail) = [No]> then\n set [atrail v] to [Yes]\n switch costume to (yes v)\n end\nend\n\n@clouds\n\nwhen flag clicked\nhide\nforever\n wait (pick random (5) to (15)) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nset size to (pick random (70) to (85)) %\nswitch costume to (costume1 v)\nset [ghost v] effect to (pick random (30) to (45))\nset [my variable v] to (pick random (1) to (2))\nif <(my variable) = [1]> then\n go to x: (246) y: (pick random (180) to (50))\n repeat until <(x position) < [-243]>\n change x by ((0) - (pick random (0.5) to (2)))\n end\nelse\n go to x: (-246) y: (pick random (180) to (50))\n repeat until <(x position) > [243]>\n change x by (pick random (0.5) to (2))\n end\nend\ndelete this clone\n\n@Sprite1\n\nwhen flag clicked\nset [level v] to [1]\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\nwhen I receive [next lvl v]\nnext costume\n\n@coin\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <touching (cubey v)?> then\n broadcast (collect v)\n end\nend\n\nwhen I receive [collect v]\nstart sound [Collect v]\nhide\n\nwhen I receive [next lvl v]\nshow\n\nshow\n\nwhen flag clicked\nforever\n if <touching (cubey v)?> then\n broadcast (COIN v)\n end\nend\n\n@skip\n\nwhen flag clicked\nhide\n\nwhen this sprite clicked\nif <(Level) < [9]> then\n change [level v] by (1)\n broadcast (next lvl v)\n start sound [High Whoosh v]\nelse\n hide\nend\n\nwhen flag clicked\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen flag clicked\nset size to (100) %\nshow\ngo to x: (-200) y: (-151)\nforever\n go to [front v] layer\nend\n\n@mute\n\nwhen this sprite clicked\nif <(volume) = [50]> then\n set volume to (0) %\n switch costume to (muted v)\nelse\n set volume to (50) %\n switch costume to (umuted v)\nend\n\nwhen flag clicked\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set [ghost v] effect to (10)\n set size to (105) %\n else\n set [ghost v] effect to (0)\n set size to (100) %\n end\nend\n\nwhen flag clicked\nswitch costume to (umuted v)\nset volume to (50) %\nshow\ngo to x: (-113) y: (-151)\nforever\n go to [front v] layer\n play sound [Starship v] until done\nend\n\n@Sprite2\n\nwhen flag clicked\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\ngo to x: (-19) y: (-155)\nset size to (40) %\n\nwhen I receive [coin v]\nnext costume\n\nwhen I receive [con v]\nnext costume\n\n@coin2\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nforever\n switch costume to (Level)\nend\n\nwhen flag clicked\nforever\n if <touching (cubey v)?> then\n broadcast (colect v)\n end\nend\n\nwhen I receive [next lvl v]\nshow\n\nshow\n\nwhen flag clicked\nforever\n if <touching (cubey v)?> then\n broadcast (con v)\n end\nend\n\nwhen I receive [colect v]\nstart sound [Collect v]\nhide\n\n@Sprite3\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n
Please follow me >> @AZBIDABOI for more content!\n(ALERT! JOIN THE CONTEST WHILE YOU CAN: https://scratch.mit.edu/projects/876561906/ )\nhttps://scratch.mit.edu/projects/878400602/\n ^^^ Another cool game ^^^\nPart one: \nI will make a part 2 if this gets 1500 views\n\n\nanother generic platformer lol why do i keep on doing this\n
Earth - A platformer #games #all
@Stage\n\nwhen flag clicked\nforever\n play sound [Goodbye v] until done\n wait (1) seconds\nend\n\n@platform\n\nwhen flag clicked\nforever\n switch costume to (join [costume] (level))\nend\n\nwhen flag clicked\nhide variable [love/fav v]\nhide variable [treasure v]\n\n@Hitbox\n\nwhen flag clicked\ngo to [back v] layer\nset size to (70) %\nReset player\nset [level v] to [1]\nbroadcast (game loop v)\nforever\n create clone of (_myself_ v)\n change [xvel v] by ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (2))\n if <<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> or <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>> then\n point in direction ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (90))\n end\n set [xvel v] to ((Xvel) * (0.8))\n change x by (Xvel)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n start sound [Zoop v]\n if <(Xvel) > [0]> then\n set [xvel v] to [-13]\n else\n set [xvel v] to [13]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (platform v)?> or <touching (wall v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [yvel v] to [13]\n end\n end\n if <(y position) < [-175]> then\n Reset player\n start sound [Crunch v]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n change [level v] by (1)\n change x by (-470)\n end\n if <<touching (spikes v)?> or <<touching (boss v)?> or <touching (enemy v)?>>> then\n Reset player\n start sound [Crunch v]\n end\n if <touching (treasure v)?> then\n repeat (2)\n set [treasure v] to [1]\n end\n stop [all v]\n end\n change y by (1)\nend\n\ndefine Reset player\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (20)\n change size by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(Love/fav) = [2]> then\n change [brightness v] effect by (25)\n end\nend\n\nwhen I receive [loved/faved v]\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nhide variable [love v]\nhide variable [fave v]\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n change [ghost v] effect by (100)\nend\n\n@text\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to ( v)\n switch costume to (join [Level] (level))\nend\n\n@Thumbnail\n\nwhen flag clicked\nforever\n set [e v] to ((timer) + (.1))\n go to [front v] layer\nend\n\nwhen [timer v] > (e)\nshow\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen flag clicked\nforever\n switch costume to ( v)\n switch costume to (join [Level] (level))\nend\n\n@Heart\n\nwhen flag clicked\nshow\nwait (5) seconds\nhide\n\n@Star\n\nwhen flag clicked\nshow\nwait (5) seconds\nhide\n\n@love\n\nwhen flag clicked\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n wait (3) seconds\n set [fave v] to [1]\n set [love v] to [1]\n broadcast (loved/faved v)\n end\nend\n\n@fav\n\nwhen flag clicked\nset [fave v] to [0]\nset [love v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n wait (3) seconds\n set [fave v] to [1]\n set [love v] to [1]\n broadcast (loved/faved v)\n end\nend\n\n@Sprite2\n\n@player\n\nwhen I receive [loved/faved v]\nforever\n change [color v] effect by (25)\nend\n\nwhen flag clicked\nforever\n if <(Love/fav) = [2]> then\n change [brightness v] effect by (25)\n end\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen flag clicked\nhide variable [love v]\nhide variable [fave v]\n\nwhen flag clicked\nforever\n go to (hitbox v)\nend\n\nwhen flag clicked\nif <key (a v) pressed?> then\n forever\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n broadcast (left side v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n broadcast (left side v)\n end\nend\n\nwhen I receive [left side v]\nswitch costume to (costume1 v)\n\nwhen flag clicked\nforever\n if <key (right arrow v) pressed?> then\n broadcast (right side v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (d v) pressed?> then\n broadcast (right side v)\n end\nend\n\nwhen I receive [right side v]\nswitch costume to (costume2 v)\n\nwhen flag clicked\ngo to [back v] layer\nset size to (70) %\nReset player\nset [level v] to [1]\nbroadcast (game loop v)\nforever\n create clone of (_myself_ v)\n change [xvel v] by ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (2))\n if <<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> or <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>> then\n point in direction ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (90))\n end\n set [xvel v] to ((Xvel) * (0.8))\n change x by (Xvel)\nend\n\nchange [yvel v] by (-1)\nchange y by (Yvel)\nif <<touching (platform v)?> or <touching (wall v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\nend\nchange y by (-1)\nif <<touching (platform v)?> or <touching (wall v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [yvel v] to [13]\n end\nend\nif <(y position) < [-175]> then\n Reset player\n start sound [Crunch v]\nend\nif <(x position) > [235]> then\n broadcast (next level v)\n change [level v] by (1)\n change x by (-470)\nend\nif <<touching (spikes v)?> or <<touching (boss v)?> or <touching (enemy v)?>>> then\n Reset player\n start sound [Crunch v]\nend\nif <touching (treasure v)?> then\n repeat (2)\n set [treasure v] to [1]\n end\n stop [all v]\nend\nchange y by (1)\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (20)\n change size by (-4)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <key (a v) pressed?> then\n forever\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\nif <key (left arrow v) pressed?> then\n forever\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (left arrow v) pressed?> then\n forever\n point in direction (90)\n end\n end\nend\n\nwhen flag clicked\npoint in direction (-90)\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n wait (1) seconds\n switch costume to (costume3 v)\n end\nend\n\n@Sprite1\n\nwhen flag clicked\nhide\n\n
You can use arrow keys or mobile to play! Thanks to SodaTurtle for the OG game\nHitbox added!!\nPT: 2 https://scratch.mit.edu/projects/891401570/\nThe hitbox glitch is fixed! you no longer gets stuck in the wall!
✨PRISON BREAK! | A platformer✨#all #games #art #music #stories #platformers
@Stage\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-91) y: (40)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-91) y: (40)\n\nwhen backdrop switches to [backdrop11 v]\nbroadcast (end v)\n\nwhen I receive [end v]\nset [house v] to [1]\n\nwhen backdrop switches to [backdrop11 v]\nstop all sounds\nforever\n play sound [Raining tacos parry gripp & boonebum by djlunatique v] until done\nend\n\n@Broken wall\n\nwhen this sprite clicked\nchange [times clicked v] by (1)\nif <<(has hammer) = [1]> and <(times clicked) = [1]>> then\n switch costume to (costume2 v)\nend\nif <<(has hammer) = [1]> and <(times clicked) = [2]>> then\n switch costume to (costume3 v)\nend\nif <<(has hammer) = [1]> and <(times clicked) = [3]>> then\n switch costume to (costume4 v)\n broadcast (level 2 v)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\nset [times clicked v] to [0]\n\nwhen I receive [level 2 v]\nhide\n\nwait (5) seconds\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nshow\n\n@Hammer\n\nwhen backdrop switches to [backdrop2 v]\nhide\n\nwhen I receive [hammer v]\nhide\nset [has hammer v] to [1]\n\nwhen flag clicked\nset [has hammer v] to [0]\ngo to x: (-1) y: (20)\nshow\n\n@Player\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-91) y: (40)\n\nwhen backdrop switches to [backdrop3 v]\ngo to x: (-91) y: (40)\n\nwhen backdrop switches to [backdrop4 v]\ngo to x: (-91) y: (40)\n\nwhen flag clicked\nset size to (100) %\nforever\n if <key (a v) pressed?> then\n walk [-7]\n end\n if <key (d v) pressed?> then\n walk [7]\n end\n if <<key (w v) pressed?> and <(in air?) < [8]>> then\n set [y vel v] to [14]\n end\n if <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 <touching (hammer v)?> then\n broadcast (hammer v)\n switch costume to (costume5 v)\n end\n if <<<(x position) = [270]> or <[270] < (x position)>> and <(level) = [1]>> then\n go to x: (-128) y: (-103)\n next backdrop\n end\n if <touching (danger v)?> then\n go to x: (-91) y: (40)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (spikes1 v)?> then\n go to x: (-91) y: (40)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (police v)?> then\n go to x: (-91) y: (40)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (killbrick v)?> then\n go to x: (-91) y: (40)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (lasers v)?> then\n go to x: (-91) y: (40)\n start sound [roblox-death-sound_1 v]\n end\n if <touching (red v)?> then\n switch costume to (red v)\n end\n if <touching (blue v)?> then\n switch costume to (blue v)\n end\n if <touching (purple v)?> then\n switch costume to (purple v)\n end\n if <touching (green v)?> then\n switch costume to (green v)\n end\nend\n\nwhen flag clicked\nset [☁ time v] to [0]\nrepeat until <(house) = [1]>\n wait (1) seconds\n change [☁ time v] by (1)\nend\n\nwhen flag clicked\nset [house v] to [0]\nswitch backdrop to (1 v)\nrepeat until <(house) = [1]>\n play sound [The_Kid_LAROI_-_Stay_ft_Justin_Bieber_Luvmp v] until done\nend\n\ndefine handle ground <moving up>\nrepeat until <not <touching color (#c8c8c8)?>>\n if <moving up> then\n change y by (-5)\n else\n change y by (1)\n set [in air? v] to [0]\n end\n set [y vel v] to [0]\nend\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching color (#c8c8c8)?>> or <(Ground Lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(Ground Lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nswitch costume to (costume2 v)\nshow\ngo to x: (43) y: (94)\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 [level 2 v]\nswitch backdrop to (backdrop2 v)\nswitch costume to (costume2 v)\ngo to x: (-97) y: (30)\nset [level v] to [1]\n\nwhen flag clicked\nset [level v] to [0]\n\n\n\nwhen flag clicked\nset [crawl v] to [0]\n\nwhen flag clicked\nforever\n if <key (z v) pressed?> then\n set [crawl v] to [1]\n switch costume to (costume3 v)\n end\n if <key (x v) pressed?> then\n switch costume to (costume2 v)\n end\nend\n\nset [crawl v] to [0]\n\nwhen I receive [skip v]\nswitch costume to (costume2 v)\nchange [☁ time v] by (20)\n\n@danger \n\nwhen backdrop switches to [backdrop2 v]\nshow\nset [brightness v] effect to (35)\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nhide\n\n@Sprite2\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (costume1 v)\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (costume2 v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nswitch costume to (costume3 v)\nshow\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume4 v)\nshow\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (costume4 v)\nshow\n\nwhen backdrop switches to [backdrop8 v]\nswitch costume to (costume5 v)\nshow\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\nswitch costume to (costume5 v)\nshow\n\n@spikes1\n\nwhen backdrop switches to [backdrop6 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop2 v]\nswitch costume to (4 v)\nshow\n\nwhen backdrop switches to [backdrop3 v]\nswitch costume to (2 v)\nshow\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\nwhen backdrop switches to [backdrop5 v]\nswitch costume to (3 v)\nshow\n\n@police\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop3 v]\nshow\ngo to x: (258) y: (32)\nforever\n switch costume to (costume3 v)\n glide (2) secs to x: (-19) y: (32)\n wait (0.5) seconds\n switch costume to (costume2 v)\n glide (2) secs to x: (258) y: (32)\n wait (0.5) seconds\nend\n\nwhen backdrop switches to [backdrop4 v]\nhide\n\n@killbrick\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\n@lasers\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop6 v]\nswitch costume to (costume1 v)\nshow\nset [brightness v] effect to (50)\n\nwhen backdrop switches to [backdrop8 v]\nset [ghost v] effect to (0)\nswitch costume to (costume2 v)\nshow\n\nwhen I receive [switch 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)\nhide\n\nwhen backdrop switches to [backdrop9 v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (costume3 v)\n\nwhen backdrop switches to [backdrop10 v]\nhide\n\n@Sprite3\n\nwhen backdrop switches to [backdrop6 v]\nshow\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nhide\n\nshow\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop8 v]\nshow\n\nwhen this sprite clicked\nbroadcast (switch v)\n\nwhen backdrop switches to [backdrop7 v]\nhide\n\n@Sprite4\n\nwhen flag clicked\nforever\n set [ghost v] effect to (100)\n go to [front v] layer\n show\nend\n\n@Sprite24\n\nwhen flag clicked\ngo to x: (13) y: (102)\nhide\n\nwhen backdrop switches to [backdrop7 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 [backdrop3 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 [backdrop9 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@red\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\n@blue\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\n@purple\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\n@green\n\nwhen flag clicked\nhide\n\nwhen backdrop switches to [backdrop11 v]\nshow\n\n@Sprite5\n\nwhen flag clicked\nshow\n\nwhen backdrop switches to [backdrop11 v]\nhide\n\nwhen this sprite clicked\nbroadcast (skip v)\nnext backdrop\n\n
✨PRISON BREAK! - A platformer\n\nCLICK THE GREEN FLAG TWICE PPL PLS\n\nOMG #1 ON ALL #TRENDING TYSM EVERYONE!\nAND TOP LOVED!? TYSM :D\n\nFanClub https://scratch.mit.edu/studios/33803017 \nAn amazing project you NEED to check out https://scratch.mit.edu/projects/894529945/\n\n⭐===Description===⭐\n\nYou're stuck in prison and you need to escape cos prison sucks, so you break the wall and travel through a secret passageway to escape... But the question is, will you make it? (play the game to find out) ;)\n\nBtw don't advertise unless u followed (or i'll report)\n\n⭐===Credits===⭐\n-Roblox for the idea (i think the game's called escape prison obby) \n-Me @Da_coding_noob for the art and some code \n-@sammycheez for most of the code\n@Kunimaocode For helping me get this on #1 #trending :D\n-Roblox for the part where u can change colours at the end :)\n-Main song: Stay\n-End song: It's raining tacos - Idea to use the song @cinnamoroll_luvs_you :D\n-@You for viewing this project! :D\n\n⭐===Tags===⭐ (don't bother commenting about this you'll simply be wasting ur time and idc xD)\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 \n#games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games #games \n#art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art #art \n#music #music #music #music #music #music #music #music #music #music #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 \n#trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending #trending \n#popular #popular #popular #popular #popular #popular #popular #popular #popular #popular \n#recent #recent #recent #recent #recent #recent \n#da_coding_noob #da_coding_noob #da_coding_noob \n#platformer #platformer #platformer #platformer \n#platformers #platformers #platformers #platformers #platformers #platformers #platformers #platformers \n\n\n\n \n\n
Pirate - The platformer #1
@Stage\n\nwhen I receive [next v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (thumbnail v)\nforever\n play sound [Starship v] until done\nend\n\nwhen backdrop switches to [backdrop1 v]\nset [level v] to [0]\nset [level v] to [0]\n\n@Sprite1\n\nwhen flag clicked\nset rotation style [left-right v]\ngo to x: (-211) y: (-95)\nswitch costume to (costume1 v)\nshow\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n go to [front v] layer\n forever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [speedx v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [speedx v] by (1)\n end\n end\nend\n\nwhen flag clicked\nforever\n set [speedx v] to ((speedx) * (0.9))\n change x by (speedx)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-5)\n change x by ((speedx) * (-1))\n if <key (up arrow v) pressed?> then\n if <(speedx) > [0]> then\n set [speedx v] to [-12]\n else\n set [speedx v] to [12]\n end\n set [speedy v] to [15]\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [speedy v] by (-1)\n change y by (speedy)\n if <touching color (#ffffff)?> then\n change y by ((speedy) * (-1))\n set [speedy v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#ffffff)?>> then\n set [speedy v] to [12]\n end\n change y by (1)\n if <<touching color (#6c0000)?> or <(y position) < [-160]>> then\n change [die v] by (1)\n go to x: (-211) y: (-95)\n end\n if <(x position) > [225]> then\n broadcast (Next v)\n go to x: (-211) y: (-95)\n end\nend\n\n@Sprite2\n\nwhen backdrop switches to [thumbnail7 v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (-150) y: (-30)\nforever\n glide (0.5) secs to x: (-150) y: (-150)\n glide (0.5) secs to x: (-150) y: (-30)\nend\n\nwhen backdrop switches to [thumbnail8 v]\nhide\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@Sprite3\n\nwhen backdrop switches to [thumbnail7 v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (-70) y: (-30)\nforever\n glide (0.5) secs to x: (-70) y: (-150)\n glide (0.5) secs to x: (-70) y: (-30)\nend\n\nwhen backdrop switches to [thumbnail8 v]\nhide\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@Sprite4\n\nwhen backdrop switches to [thumbnail7 v]\nshow\n\nwhen flag clicked\nhide\ngo to x: (10) y: (-30)\nforever\n glide (0.5) secs to x: (10) y: (-150)\n glide (0.5) secs to x: (10) y: (-30)\nend\n\nwhen backdrop switches to [thumbnail8 v]\nhide\n\nwhen flag clicked\nforever\n turn right (15) degrees\nend\n\n@costume2\n\nwhen flag clicked\nhide variable [die v]\nhide variable [timer v]\nset [die v] to [0]\nset [timer v] to [0]\nhide\nrepeat until <(backdrop [number v]) = [8]>\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\nwhen backdrop switches to [thumbnail9 v]\nshow variable [die v]\nshow variable [timer v]\n\n
Use arrow keys to move the pirate !\n50 fav and lov for new part !\n
Jelly - A Platformer Reimagined #games
@Stage\n\nwhen flag clicked\nbroadcast (music tick v)\n\nwhen I receive [music tick v]\nplay sound (pick random (1) to (5)) until done\nbroadcast (music tick but cooler v)\n\nwhen I receive [music tick but cooler v]\nswitch backdrop to (1 v)\nplay sound (pick random (1) to (5)) until done\nbroadcast (music tick v)\n\n@Character\n\nwhen flag clicked\nset size to (50) %\nhide\nwait (.1) seconds\nshow\nforever\n go to (hitbox v)\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 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 end\nend\n\nwhen I receive [jump v]\nwait (.05) seconds\nswitch costume to (jump v)\nrepeat (4)\n wait (.05) seconds\n next costume\nend\nwait (.07) seconds\nswitch costume to (orange v)\n\n@Level\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\ngo to [front v] layer\n\nwhen I receive [next lvl v]\nswitch costume to (Level)\ngo to [front v] layer\n\n@Spikes\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next lvl v]\nswitch costume to (Level)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\n@Bouncer\n\nwhen flag clicked\nset [level v] to [1]\nswitch costume to (1 v)\n\nwhen flag clicked\ngo to x: (0) y: (0)\n\nwhen I receive [next lvl v]\nswitch costume to (Level)\ngo to x: (0) y: (0)\n\nwhen flag clicked\nforever\n if <touching (character v)?> then\nend\n\n@hitbox\n\nwhen flag clicked\nclear graphic effects\npoint in direction (90)\ngo to x: (-185) y: (-80)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (50) %\nswitch backdrop to (1 v)\nswitch costume to (orange v)\nshow\nset [ghost v] effect to (99.99)\nset [x velocity v] to [0]\nset [y velocity v] to [1.5]\nforever\n change [y velocity v] by (-.3)\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 (.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 [x velocity v] by (-.5)\n end\n set [x velocity v] to ((X Velocity) * (0.9))\n change x by (X Velocity)\n if <touching (level v)?> then\n change y by (1)\n switch costume to (orange v)\n if <touching (level v)?> then\n change y by (1)\n switch costume to (orange v)\n if <touching (level v)?> then\n change y by (1)\n switch costume to (orange v)\n if <touching (level v)?> then\n change y by (1)\n switch costume to (orange v)\n if <touching (level v)?> then\n change y by (1)\n switch costume to (orange v)\n if <touching (level v)?> then\n change x by ((X Velocity) * (-.8))\n change x by (-.8)\n change y by (-5)\n change x by (.8)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-2]\n else\n set [x velocity v] to [2]\n end\n switch costume to (jumpprep v)\n set [y velocity v] to [1.7]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Y Velocity)\n if <touching (level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n switch costume to (costume1 v)\n end\n change y by (-1)\n if <touching (level v)?> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<mouse down?> and <(mouse y) > (y position)>>> then\n set [y velocity v] to [8]\n broadcast (jump v)\n end\n end\n change y by (1)\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n go to x: (-185) y: (-100)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (bouncer v)?> then\n broadcast (jump v)\n set [y velocity v] to [12]\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [11]> then\nend\n\nwhen flag clicked\nset size to (50) %\n\nif <<<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 (.5)\n point in direction (90)\nend\nif <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n change [x velocity v] by (-.5)\n point in direction (-90)\nend\n\nset [x velocity v] to [0]\nset [y velocity v] to [0]\n\n@THUMBNAIL\n\nwhen flag clicked\nshow\nclear graphic effects\ngo to [front v] layer\nwait (.3) seconds\nrepeat (20)\n change [ghost v] effect by (5)\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@stuff\n\n
Please check out Chromatic Platformer! Its better\nhttps://scratch.mit.edu/projects/1006017578\n- - - - - - - The Jellified Goalify! - - - - - - - - - - - - - - - - - - \nYou, a jelly have to wonder through this odd world. Explore dungeons (possibly) bounce off of green jello, and more! Click that green flag to see what the jelly world is all truly about.\n- - - - -- - - - - - Other notes or extra incentives - - - - - \nEvery extra 25 likes is a new level (I will always try to add a few daily anyway).\nHow many levels are there? 11 \nAlso this is to whoever made the uhh mole jelly in the og game, uhh who are you again I want to add it
Massive Multiplayer Platformer Extended
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\n\nif <not <<(username) = [griffpatch]> or <(username) = [griffpatch_tutor]>>> then\n stop [all v]\nend\n\nwhen I receive [message - show v]\nswitch backdrop to (reload v)\n\n@Blank\n\nset [debug v] to [0]\nset [@best time v] to [0]\n\nwhen [m v] key pressed\nif <(DEBUG) = [1]> then\n set [@spawn x v] to (@Player X)\n set [@spawn y v] to (@Player Y)\nend\n\n@Game\n\ndefine fix player (x) (y)\nset [t v] to [1]\nrepeat ((length of [fix v]) / (2))\n set [@player x v] to ((x) + (item (t) of [fix v]))\n set [@player y v] to ((y) + (item ((t) + (1)) of [fix v]))\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\n change [t v] by (2)\nend\nset [@player x v] to (x)\nset [@player y v] to (y)\n\ndefine Move Out Of Collision dir x,y: (dx) (dy) limit: (limit)\nset [lim v] to [1]\nrepeat until <<(lim) > (limit)> or <(touch) < [100]>>\n change [@player x v] by (dx)\n change [@player y v] by (dy)\n change [lim v] by (1)\n Check Collide\nend\nif <(lim) > (limit)> then\n change [@player x v] by ((0) - ((dx) * (limit)))\n change [@player y v] by ((0) - ((dy) * (limit)))\n if <<(@Player SX) = [0]> or <not <(dx) = [0]>>> then\n set [@player die v] to [1]\n else\n Check Collide\n if <(@Player SX) > []> then\n if <(@Player SX) > [0.01]> then\n Move Out Of Collision dir x,y: (-1) (0) limit: (24)\n else\n if <(@Player SX) < [-0.01]> then\n Move Out Of Collision dir x,y: (1) (0) limit: (24)\n end\n end\n end\n set [@player sx v] to [0]\n end\n set [lim v] to [999]\nend\n\ndefine Check Collide\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <touching (level v)?> then\n set [touch v] to [101]\nelse\n if <touching (moving platform v)?> then\n set [touch v] to [102]\n else\n set [touch v] to [0]\n end\nend\n\ndefine Scroll Level\nchange [@scroll x v] by (round (((@Player X) - (@Scroll X)) * (0.1)))\nif <(@Scroll X) < [-370]> then\n set [@scroll x v] to [-370]\nend\nchange [@scroll y v] by (round (((@Player Y) - (@Scroll Y)) * (0.1)))\nif <(@Scroll Y) < [0]> then\n set [@scroll y v] to [0]\nend\n\ndefine Player Tick\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> then\n change [jump key v] by (1)\nelse\n set [jump key v] to [0]\nend\nset [pushed sx v] to [0]\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n set [key left right v] to [1]\n set [mouse inactive v] to [0]\nelse\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set [key left right v] to [-1]\n set [mouse inactive v] to [0]\n else\n set [key left right v] to [0]\n end\nend\nPlayer Tick - Fix Up\nPlayer Tick - Crouch / Jump Key\nPlayer Tick - Left / Right\nPlayer Tick - Up / Down\nif <touching (lava v)?> then\n set [@player die v] to [1]\nend\n\ndefine Reset Player\nset [@player x v] to (@Spawn X)\nset [@player y v] to (@Spawn Y)\nset [@scroll x v] to (@Player X)\nset [@scroll y v] to (@Player Y)\nset [@player sx v] to [0]\nset [@player sy v] to [0]\nset [@falling v] to [0]\nset [@walking v] to [-1]\nset [@player die v] to [0]\nset [@player mode v] to [0]\nset [onground v] to [100]\nset [@slope v] to [0]\nset [@crouching v] to [0]\ndelete all of [debug v]\ndelete all of [slope history v]\nScroll Level\n\nwhen flag clicked\ndelete all of [emoji spawn v]\nset [@best time v] to [0]\nset [last user v] to (username)\nif <<(username) = [apple-sock8]> or <(username) = [griffpatch]>> then\n set [reload v] to [29]\n set [☁ online v] to (reload)\nelse\n if <not <(reload) = (☁ ONLINE)>> then\n \n broadcast (Message - Show v) and wait\n end\n end\nend\nbroadcast (Green Flag v) and wait\nbroadcast (Cloud - Setup v) and wait\nset [frame v] to [0]\nset [fps time v] to [1]\nset [ghost v] effect to (100)\nset [@level v] to [1]\nset [@totalflags v] to [0]\nset [@timer v] to [0]\nset [@player dir v] to [90]\nif <(DEBUG) < [1]> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\nend\nset [clock v] to [0]\nReset Player\nbroadcast (setup level v) and wait\nbroadcast (game loop tick v) and wait\ngo to [front v] layer\nbroadcast (pre game loop v)\nrepeat until << or <(@Player Y) > [10000]>> or <(MOUSE INACTIVE) > [10000]>>\n broadcast (Player - pre-move v)\n broadcast (Player - Begin Frame v)\n broadcast (game loop tick v)\n broadcast (Cloud - tick v)\n broadcast (Players - Tick v)\n if <(DEBUG) = [1]> then\n if <key (p v) pressed?> then\n wait until <not <key (p v) pressed?>>\n repeat until <key (p v) pressed?>\n broadcast (game loop tick v)\n end\n wait until <not <key (p v) pressed?>>\n end\n end\nend\nbroadcast (Message - Show v) and wait\n\nwhen I receive [player - pre-move v]\nset [last fastest v] to (@Fastest Player)\nif <<(@Fastest Time) > [0]> and <(@Fastest Time) < [9999999]>> then\n Show Time (@Fastest Time)\n set [fastest v] to (join (join (@Fastest Player) [: ]) (TIME))\n set [fastest v] to (join [Fastest: ] (TIME))\nelse\n set [fastest v] to [Awaiting Fastest Time...]\nend\nget speed (@Player SX) (@Player SY)\nset [active players v] to [1]\nset [@platform sx v] to []\nset [@platform sy v] to []\nchange [@timer v] by (1)\nif <<not <(@Player X) = [-500]>> and <(FLAG COUNT) > [0]>> then\n change [clock v] by (1)\nend\nShow Time (clock)\nchange [mouse inactive v] by (1)\nif <not <<(mouse x) = (mouse x)> and <(mouse y) = (mouse y)>>> then\n set [mouse x v] to (mouse x)\n set [mouse y v] to (mouse y)\n set [mouse inactive v] to [0]\nend\nif <(@Best Time) > [0]> then\n set [@fastest time v] to (@Best Time)\n set [@fastest player v] to (username)\nelse\n set [@fastest time v] to [9999999]\n set [@fastest player v] to []\nend\n\nwhen I receive [player - begin frame v]\nswitch costume to (hitbox v)\nif <(@Player Die) = [0]> then\n Player Tick\n if <(@Player Y) < [-200]> then\n set [@player die v] to [25]\n end\nelse\n change [@player die v] by (1)\n if <(@Player Die) > [60]> then\n Reset Player\n end\nend\nif <<key (q v) pressed?> and <key (r v) pressed?>> then\n set [@spawn x v] to [-500]\n set [@spawn y v] to [76]\n set [clock v] to [0]\n Reset Player\n broadcast (Reset v)\nend\nif <(@crouching) = [2]> then\n Check Slide []\nend\nSlope Detect\nScroll Level\n\ndefine Show Time (frame)\nset [t v] to ([floor v] of (((frame) / (30)) * (10)) )\nset [time v] to ((t) mod (10))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join [.] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nset [time v] to (join ((t) mod (6)) (TIME))\nset [t v] to ([floor v] of ((t) / (6)) )\nset [time v] to (join ['] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <(t) = [0]> then\n stop [this script v]\nend\nset [time v] to (join ((t) mod (10)) (TIME))\nset [time v] to (join [:] (TIME))\nset [time v] to (join ((t) mod (10)) (TIME))\nset [t v] to ([floor v] of ((t) / (10)) )\nif <((t) mod (10)) > [0]> then\n set [time v] to (join ((t) mod (10)) (TIME))\nend\n\ndefine Slope Detect\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <<(@Falling) > [2]> or <(@walking) > [-1]>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n next costume\n end\n end\n end\n end\n set [@slope v] to ((costume [number v]) - (7))\n switch costume to (slope4 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope3 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope2 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope1 v)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n switch costume to (slope-1 v)\n end\n end\n end\n end\n change [@slope v] by ((costume [number v]) - (6))\nend\ndelete (3) of [slope history v]\ninsert (@Slope) at (1) of [slope history v] \nchange [@slope v] by (item (2) of [slope history v])\nchange [@slope v] by (item (3) of [slope history v])\nset [@slope v] to (round ((@Slope) / (length of [slope history v])))\nswitch costume to (hitbox v)\n\ndefine Player Tick - Fix Up\nif <(on platform) = []> then\n Check Collide\n if <(touch) = [102]> then\n set [pushed sx v] to (@Player X)\n change [@player x v] by (@Platform SX)\n Check Collide\n if <(touch) > [100]> then\n if <(touch) = [102]> then\n fix player (@Player X) (@Player Y)\n else\n Move Out Of Collision dir x,y: (0) (1) limit: (([abs v] of (@Platform SX) ) + (2))\n if <(@Player Die) > [0]> then\n set [pushed sx v] to [0]\n stop [this script v]\n end\n set [@player sy v] to [0]\n set [@falling v] to [0]\n end\n end\n set [pushed sx v] to ((@Player X) - (pushed sx))\n set [@platform sx v] to [0]\n end\nelse\n Check Collide\n if <(touch) > [0]> then\n fix player (@Player X) (@Player Y)\n end\nend\n\ndefine Player Tick - Crouch / Jump Key\nif <(DEBUG) > [0]> then\n if <key (2 v) pressed?> then\n set [@player sy v] to [8]\n set [@falling v] to [4]\n set [@player mode v] to []\n stop [this script v]\n end\nend\nset [t v] to <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key (z v) pressed?>>>\nif <<(t) = [true]> and <<(@Falling) < [3]> or <(@crouching) > [1]>>> then\n set [@on wall v] to [0]\n \n Check Slide ((@Player SX) / ([abs v] of (@Player SX) ))\n end\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [0]>> then\n if <([abs v] of (@Slope) ) > [1]> then\n if <<(@Slope) < [0]> = <(@Player SX) < [0]>> then\n set [@crouching v] to [2]\n end\n end\n end\n if <(@crouching) < [2]> then\n if <([abs v] of (@Slope) ) < [2]> then\n set [@crouching v] to [1]\n else\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n end\n end\nelse\n if <(@crouching) > [0]> then\n set [@crouching v] to [-3]\n end\n if <(@crouching) < [0]> then\n change [@crouching v] by (1)\n end\n if <<(t) = [true]> and <(@On Wall) > [0]>> then\n set [@on wall v] to [0]\n end\nend\nif <<(JUMP KEY) > [0]> and <(@Falling) < [3]>> then\n set [@falling v] to [3]\n set [onground v] to [0]\n if <<not <(@crouching) = [0]>> and <(JUMP KEY) < [2]>> then\n set [@crouching v] to [0]\n if <<not <(key left right) = [0]>> and <([abs v] of (@Player SX) ) > [1]>> then\n accelerate ((7) * ((@Player SX) / ([abs v] of (@Player SX) ))) percent [1]\n set [@player sy v] to [10]\n set [@player mode v] to [long jump]\n if <([abs v] of (@Player SX) ) > [9]> then\n set [@player sx v] to ((10) * ((@Player SX) / ([abs v] of (@Player SX) )))\n end\n else\n set [@player sy v] to [17]\n set [@player mode v] to [High jump]\n end\n else\n set [@crouching v] to [0]\n set [@player sy v] to [14]\n set [@player mode v] to [jump]\n end\nelse\n if <(@On Wall) > [0]> then\n if <(JUMP KEY) = [1]> then\n Wall Kick / Jump\n else\n if <<(JUMP KEY) > [0]> and <((key left right) * (-90)) = (@Player Dir)>> then\n Wall Kick / Jump\n end\n end\n end\nend\n\ndefine Player Tick - Up / Down\nif <(@Player SY) > [-16]> then\n if <<(@Player Mode) = [long jump]> and <(@Player SY) > [-10]>> then\n change [@player sy v] by (-0.6)\n else\n if <<(@On Wall) > [0]> and <(@Player SY) < [1]>> then\n change [@player sy v] by (((-5) - (@Player SY)) * (0.1))\n else\n change [@player sy v] by (-1.2)\n end\n end\nend\nif <<(@Player SY) < [-8]> and <<key (space v) pressed?> and <(FLAG COUNT) < [1]>>> then\n set [@player mode v] to [Parachute]\nend\nif <(@Player Mode) = [Parachute]> then\n set [@player sy v] to ((@Player SY) * (0.6))\n if <not <key (space v) pressed?>> then\n set [@player mode v] to []\n end\nend\nchange [@player y v] by (@Player SY)\nif <not <(on platform) = []>> then\n change [@player y v] by (-5)\n Check Collide\n if <not <(touch) = [102]>> then\n change [@player y v] by (5)\n end\nend\nset [on platform v] to [0]\nif <(@crouching) = [2]> then\n change [@player y v] by (-4)\nend\nCheck Collide\nif <(touch) = [102]> then\n set [on platform v] to (@Platform SX)\nelse\n set [on platform v] to []\nend\nchange [onground v] by (1)\nif <(onGround) > [4]> then\n set [@player mode v] to []\nend\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n if <(@Player SY) > [0]> then\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n set [@player sy v] to ((@Player SY) / (2))\n set [@falling v] to [0]\n else\n set [@falling v] to [3]\n set [@player sy v] to [0]\n end\n set [onground v] to [0]\n else\n slide off ledge\n if <(@Player Mode) = [Parachute]> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (22)\n if <(@Player Die) > [0]> then\n set [@player die v] to [0]\n Move Out Of Collision dir x,y: (0) (-1) limit: (22)\n set [@falling v] to [3]\n set [@player sy v] to ((@Platform SY) - (2))\n else\n if <(@crouching) = [2]> then\n set [@player sy v] to ((@Player SY) / (1.5))\n else\n set [@player sy v] to ((@Player SY) / (2))\n end\n set [@falling v] to [0]\n end\n end\nelse\n set [onground v] to [0]\n change [@falling v] by (1)\nend\n\ndefine Player Tick - Left / Right\nif <<<(@Player Mode) = [long jump]> or <(@Player Mode) = [Wall jump]>> and <(@Player SY) > [5]>> then\nchange [@player x v] by (@Player SX)\nCheck Collide\nif <(touch) > [100]> then\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n set [@player mode v] to []\n end\n Move Out Of Collision dir x,y: (0) (1) limit: (round ((([abs v] of (@Player SX) ) * (2)) + (2)))\n if <<(lim) > [2]> and <(lim) < [999]>> then\n set [@player sx v] to ((@Player SX) * (0.6))\n Check Still On Wall\n else\n if <<(@Falling) > [2]> and <(@Player SY) < [6]>> then\n if <not <(@Player Mode) = [Parachute]>> then\n change [@on wall v] by (1)\n set [@player mode v] to []\n end\n else\n set [@on wall v] to [0]\n end\n end\nelse\n Check Still On Wall\nend\nif <not <(pushed sx) = [0]>> then\n accelerate (pushed sx) percent [0.5]\nend\nif <(@Player X) < [-605]> then\n set [@player x v] to [-605]\nend\n\ndefine Check Still On Wall\nif <(@On Wall) = [0]> then\n stop [this script v]\nend\nif <(@Falling) < [1]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\nchange [@player x v] by ((@Player Dir) / (45))\nCheck Collide\nchange [@player x v] by ((@Player Dir) / (-45))\nif <(touch) = [0]> then\n set [@on wall v] to [0]\n stop [this script v]\nend\n\ndefine Wall Kick / Jump\nset [@falling v] to [3]\nset [onground v] to [0]\nset [@player dir v] to ((-1) * (@Player Dir))\nset [@player sx v] to ((7) * ((@Player Dir) / ([abs v] of (@Player Dir) )))\nset [@player sy v] to [14]\nset [@player mode v] to [wall jump]\nset [@crouching v] to [0]\nset [@on wall v] to [0]\n\ndefine Check Slide (dir1)\nswitch costume to (hitbox v)\nset [t v] to (@Player Y)\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nrepeat (2)\n change [@player y v] by (-1)\n change y by (-1)\n if <<touching (level v)?> or <touching (moving platform v)?>> then\n change y by (1)\n change [@player y v] by (1)\n set [@falling v] to [0]\n stop [this script v]\n end\nend\nset [@player y v] to (t)\nset [@slope v] to [0]\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\nelse\n switch costume to (slope-8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope8 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\n set [@crouching v] to [0]\n else\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n set [@crouching v] to [0]\n set [@player y v] to (t)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\nswitch costume to (hitbox v)\nif <not <(t) = (@Player Y)>> then\n set [@falling v] to [0]\nend\nstop [this script v]\n\nif <not <(@Slope) = [0]>> then\n stop [this script v]\nend\n\ndefine accelerate (target) percent (friction)\nset [lim v] to (((target) - (@Player SX)) * (friction))\nif <<(@Falling) < [3]> or <(key left right) = [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\nif <<(key left right) > [0]> = <(lim) > [0]>> then\n change [@player sx v] by (lim)\n stop [this script v]\nend\n\nswitch costume to (slope0 v)\nif <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [0]\nelse\n switch costume to (slope-4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-4]\n else\n switch costume to (slope4 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [4]\n else\n switch costume to (slope-3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-3]\n else\n switch costume to (slope3 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [3]\n else\n switch costume to (slope-2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-2]\n else\n switch costume to (slope2 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [2]\n else\n switch costume to (slope-1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [-1]\n else\n switch costume to (slope1 v)\n if <not <<touching (level v)?> or <touching (moving platform v)?>>> then\n set [@slope v] to [1]\n else\n set [@slope v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine slide off ledge\nchange [@player x v] by (-2)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (3)\nchange [@player y v] by (-5)\nCheck Collide\nchange [@player y v] by (5)\nchange [@player x v] by (-1)\nif <(touch) = [0]> then\n Check Collide\n if <(touch) = [0]> then\n stop [this script v]\n end\nend\nchange [@player x v] by (-1)\n\nset [@crouching v] to [0]\n\ndefine get speed (dx) (dy)\nset [player speed v] to ([sqrt v] of (((dx) * (dx)) + ((dy) * (dy))) )\nset [start x v] to (@Player X)\nset [start y v] to (@Player Y)\n\n@Player\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [setup level v]\nset rotation style [left-right v]\ndelete all of [record v]\nshow\nwait (0.1) seconds\ngo to [front v] layer\n\nwhen I receive [game loop tick v]\ngo to x: (round ((@Player X) - (@Scroll X))) y: (round ((@Player Y) - (@Scroll Y)))\nif <(@Player Die) = [0]> then\n if <(last Die) > [0]> then\n set size to (100) %\n set [ghost v] effect to (0)\n end\n if <<(@Player Mode) = [Long Jump]> or <(@Player Mode) = [Wall Jump]>> then\n Set Costume (14)\n turn right ((20) * ((@Player SX) / ([abs v] of (@Player SX) ))) degrees\n change y by (12)\n else\n if <<(@Player Mode) = [High Jump]> and <(@Falling) > [2]>> then\n if <(@Player SY) > [12]> then\n Set Costume (2)\n else\n set [t v] to (item ((round (((12) - (@Player SY)) / (1.3))) + (1)) of [flip costumes v])\n if <(t) > []> then\n Set Costume (t)\n else\n Set Costume (4)\n end\n end\n else\n if <(@On Wall) > [0]> then\n Set Costume (20)\n else\n if <(@Player Mode) = [Parachute]> then\n Set Costume (13)\n else\n if <(@crouching) > [0]> then\n if <(@crouching) = [2]> then\n Set Costume (21)\n else\n Set Costume (8)\n end\n else\n if <(@Falling) > [3]> then\n if <(@Player SY) > [0]> then\n Set Costume (2)\n else\n if <(@Player SY) > [-2]> then\n Set Costume (3)\n else\n Set Costume (4)\n end\n end\n else\n if <(@walking) < [0]> then\n if <(@Slope) = [0]> then\n Set Costume (1)\n else\n if <(@Slope) < [0]> then\n set [@player dir v] to [90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n else\n set [@player dir v] to [-90]\n Set Costume ((8) + ([abs v] of (@Slope) ))\n end\n end\n else\n if <((@walking) mod (9)) < [3]> then\n Set Costume (5)\n else\n if <((@walking) mod (9)) < [6]> then\n Set Costume (6)\n else\n Set Costume (7)\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <(@Player Dir) = (direction)>> then\n point in direction (@Player Dir)\n end\n end\nelse\n if <(@Player Die) < [25]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n change [@player y v] by (-1)\n else\n change [ghost v] effect by (100)\n end\n set [last die v] to [1]\nend\nif <((@timer) mod (2)) = [0]> then\n add (round (@Player X)) to [record v]\n add (round (@Player Y)) to [record v]\n if <(@Player Die) > [0]> then\n add [0] to [record v]\n else\n if <(@Player Emoji) > [0]> then\n add ((@Player Emoji) + (100)) to [record v]\n set [@player emoji v] to []\n else\n if <(direction) < [0]> then\n add ((0) - (costume [number v])) to [record v]\n else\n add (costume [number v]) to [record v]\n end\n end\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (0)\nend\n\n@Cloud Players\n\nwhen I receive [players - tick v]\nif <(pid) > [0]> then\n Player Tick (item (pid) of [player names v])\nend\n\ndefine Player Tick (name)\nif <not <(name) = (username)>> then\n set [username v] to (name)\n set [¬inactive v] to [0]\n delete all of [parsenext v]\n set [player best v] to [0]\n set [parsestr v] to []\n set [lastframestart v] to []\n if <(name) = []> then\n hide\n else\n init\n end\nend\nif <(name) = []> then\n stop [this script v]\nend\nif <[] = [griffpatch]> then\n say (¬inactive)\nend\nchange [active players v] by (1)\nif <(item (pid) of [pdata v]) > []> then\n if <not <(skip) < [7]>> then\n set [parsestr v] to []\n end\n set [skip v] to [0]\n set [¬inactive v] to [0]\n add (item (pid) of [pdata v]) to [parsenext v]\n add (item (pid) of [pidx v]) to [parsenext v]\n replace item (pid) of [pdata v] with []\n if <(length of [parsenext v]) > [12]> then\n repeat until <(length of [parsenext v]) < [7]>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n end\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n skip forward (¬frame)\n else\n set [parsestr v] to []\n end\n end\n if <(parseStr) = []> then\n Catch up\n end\nend\nif <(parseStr) > []> then\n if <((((¬frame) - (@timer)) + (0)) mod (SYNC FRAMES)) = [0]> then\n change [¬frame v] by (1)\n if <(skip) < [7]> then\n if <((¬frame) mod (2)) = [0]> then\n Process Tick [2]\n else\n change [~x v] by (sx)\n change [~y v] by (sy)\n end\n else\n change [parseidx v] by (3)\n end\n end\nelse\n change [¬inactive v] by (1)\n if <(¬inactive) > [30]> then\n replace item (pid) of [player names v] with []\n hide\n stop [this script v]\n end\nend\nif <(~y) < [-240]> then\n hide\n if <[] = [griffpatch]> then\n show\n say (~y)\n end\n stop [this script v]\nend\nif <(costume) = [0]> then\n set size to ((size) + (10)) %\n change [ghost v] effect by (4)\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\nelse\n Set Costume ([abs v] of (costume) )\n set [ghost v] effect to (0)\n if <(costume [number v]) = [14]> then\n turn right ((20) * ((sx) / ([abs v] of (sx) ))) degrees\n position ((~x) - (@Scroll X)) (((~y) - (@Scroll Y)) + (12))\n else\n if <<(costume) < [0]> = <(direction) > [0]>> then\n point in direction ((0) - (direction))\n end\n position ((~x) - (@Scroll X)) ((~y) - (@Scroll Y))\n end\nend\nif <<(player best) > [0]> and <(player best) < (@Fastest Time)>> then\n if <<(~y) < [10000]> and <(¬ok) > [25]>> then\n set [@fastest time v] to (player best)\n set [@fastest player v] to (username)\n end\nend\nif <(username) = ([last fastest v] of [game v])> then\n change [color v] effect by (10)\nelse\n set [color v] effect to (-110)\nend\n\nwhen I start as a clone\nchange [clones v] by (1)\nset [pid v] to (CLONES)\nset [~x v] to [0]\nset [~y v] to [0]\nset [action v] to []\nset [team v] to []\nset [color v] to [0xff7000]\nset [immune v] to [0]\nset [costume v] to [1]\n\nwhen I receive [green flag v]\nset [color v] effect to (-110)\nhide\nset [show names v] to [2]\nset [pid v] to [0]\nset [clones v] to [0]\nset [username v] to (username)\nset [action v] to []\nset [team v] to []\nset [lastcmd v] to []\nset [immune v] to [0]\nset [player best v] to [0]\ninit\n\ndefine init\nset [¬frame v] to [0]\nset [¬ok v] to [0]\nset [skip v] to [0]\nif <<(username) = [griffpatch]> or <(username) = [apple-sock8]>> then\n set [color v] effect to (15)\nelse\n set [color v] effect to (-110)\nend\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\ndefine Read Change\nset [?val v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\nchange [parseidx v] by (2)\nif <(?Val) = [0]> then\n Read Number\nelse\n change [?val v] by (-50)\nend\n\ndefine position (x) (y)\nshow\nif <<([abs v] of (x) ) > [250]> or <([abs v] of (y) ) > [190]>> then\n if <(skip) < [1]> then\n set [skip v] to ([ceiling v] of ((([abs v] of (x) ) + ([abs v] of (y) )) / (180)) )\n end\n switch costume to (offscreen v)\n set rotation style [left-right v]\n set size to (100) %\n set [_i v] to (((y) / ([abs v] of (x) )) * (235))\n if <([abs v] of (_i) ) < [175]> then\n go to x: ((235) * ((x) / ([abs v] of (x) ))) y: (_i)\n else\n set [_i v] to (((x) / ([abs v] of (y) )) * (175))\n go to x: (_i) y: ((175) * ((y) / ([abs v] of (y) )))\n end\nelse\n set [skip v] to [0]\n if <(costume) = [0]> then\n go to x: (round (x)) y: (round (y))\n else\n go to x: (round (x)) y: (round (y))\n if <not <(size) = [100]>> then\n set size to (100) %\n end\n end\n if <<(distance to [mouse-pointer v]) < [50]> and <(MOUSE INACTIVE) < [45]>> then\n if <(name time) < [1]> then\n say (username)\n end\n set [name time v] to [30]\n end\nend\nif <(name time) > [0]> then\n change [name time v] by (-1)\n if <not <(name time) > [0]>> then\n say []\n end\nend\n\ndefine Process Tick (rate)\nrepeat until <(parseIdx) < (length of (parseStr))>\n if <(length of [parsenext v]) = [0]> then\n set [parsestr v] to []\n stop [this script v]\n end\n Catch up\nend\nRead Change\nset [sx v] to ((?Val) / (rate))\nchange [~x v] by (sx)\nRead Change\nset [sy v] to ((?Val) / (rate))\nchange [~y v] by (sy)\nRead Change\nif <(?Val) > [100]> then\n add (?Val) to [emoji spawn v]\n add (~x) to [emoji spawn v]\n add (~y) to [emoji spawn v]\nelse\n set [costume v] to (?Val)\nend\n\ndefine Catch up\nset [parsestr v] to (item (3) of [parsenext v])\nset [parseidx v] to (item (4) of [parsenext v])\nRead Number\nrepeat until <<(?Val) > (¬frame)> or <(?Val) = []>>\n delete (1) of [parsenext v]\n delete (1) of [parsenext v]\n set [parsestr v] to (item (3) of [parsenext v])\n set [parseidx v] to (item (4) of [parsenext v])\n Read Number\nend\nset [parsestr v] to (item (1) of [parsenext v])\nset [parseidx v] to (item (2) of [parsenext v])\nset [t v] to (parseIdx)\ndelete (1) of [parsenext v]\ndelete (1) of [parsenext v]\nRead Number\nif <not <(lastFrameStart) < (?Val)>> then\n set [¬ok v] to [0]\n set [parsestr v] to []\n stop [this script v]\nend\nchange [¬ok v] by (1)\nset [lastframestart v] to (?Val)\nRead Number\nset [player best v] to (?Val)\nif <(lastFrameStart) < (¬frame)> then\n set [_i v] to ((¬frame) - (lastFrameStart))\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n repeat ([floor v] of (((_i) / (2)) - (1)) )\n Read Change\n if <(?Val) < [-49]> then\n Catch up\n stop [this script v]\n end\n change [~x v] by (?Val)\n Read Change\n change [~y v] by (?Val)\n Read Change\n end\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nelse\n set [¬frame v] to (lastFrameStart)\n Read Number\n set [~x v] to (?Val)\n Read Number\n set [~y v] to (?Val)\n Read Change\n set [costume v] to (?Val)\n set [sx v] to [0]\n set [sy v] to [0]\nend\n\ndefine skip forward (from frame)\nCatch up\nset [¬frame v] to ((lastFrameStart) + ((from frame) mod (SYNC FRAMES)))\n\nwhen I receive [setup level v]\nwait (0.05) seconds\ngo to [front v] layer\n\ndefine Set Costume (costume#)\nif <not <(costume#) = (costume [number v])>> then\n switch costume to (costume#)\n if <(costume#) = [14]> then\n point in direction (90)\n set rotation style [all around v]\n else\n set rotation style [left-right v]\n end\nend\n\nset [parsestr v] to [15424325242256505042555314638505038505038505038505038505038505038505038505038505038505038505038505038505038505038505038]\nset [parseidx v] to [14]\n\nRead Number\n\nRead Change\n\n@background\n\nwhen I receive [setup level v]\nset [ghost v] effect to (95)\ngo [backward v] (1000) layers\nshow\n\nswitch costume to (costume1 v)\nset [x v] to [0]\nset [showing v] to [0]\n\nwhen I receive [game loop tick v]\nposition (round ((0) - (((@Scroll X) * (0.75)) mod (36)))) (round ((0) - (((@Scroll Y) * (0.75)) mod (36))))\n\nif <(showing) = [0]> then\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\ncreate clone of (_myself_ v)\nset [x v] to [470]\n\n@Level\n\nwhen I receive [setup level v]\nsetup\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (round ((x) * (460)))\nset [y v] to (round ((y) * (340)))\nset [costume v] to (costume [number v])\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nif <(showing) = [0]> then\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine setup\ngo to [front v] layer\nswitch costume to ((1) + (1))\nrepeat until <(costume [number v]) = [1]>\n set [t v] to (costume [name v])\n if <(letter (1) of (t)) = [L]> then\n set [y v] to (join (letter (4) of (t)) (letter (5) of (t)))\n set [x v] to (join (letter (7) of (t)) (letter (8) of (t)))\n setup clone at x,y: (round (x)) (round (y))\n end\n next costume\nend\nset [showing v] to [-1]\nnext costume\n\nwhen I start as a clone\nswitch costume to (big v)\n\n@moving platform\n\nwhen I receive [setup level v]\nset rotation style [all around v]\npoint in direction (90)\nswitch costume to (barrier v)\nsetup clone at x,y: (-238) (78) typ [1] width [20] time [0.5] costume [] mul []\nsetup clone at x,y: (50) (14) typ [21] width [105] time [0] costume [] mul []\nsetup clone at x,y: (-50) (173) typ [20] width [105] time [0.7] costume [] mul []\nsetup clone at x,y: (308) (2) typ [14] width [180] time [0] costume [] mul []\nsetup clone at x,y: (1320) (321) typ [13] width [220] time [0] costume [] mul []\nsetup clone at x,y: (1850) (260) typ [20] width [100] time [0] costume [] mul []\nsetup clone at x,y: (2100) (200) typ [21] width [100] time [0.125] costume [] mul []\nsetup clone at x,y: (3750) (0) typ [10] width [40] time [0.5] costume [] mul []\nsetup clone at x,y: (4100) (787) typ [21] width [105] time [0] costume [] mul [0.5]\nsetup clone at x,y: (4300) (870) typ [20] width [105] time [0] costume [] mul [0.43]\nsetup clone at x,y: (5150) (0) typ [10] width [40] time [0.5] costume [] mul []\nset [showing v] to [-1]\n\ndefine move to (x) (y) cycle (cycle)\nif <([abs v] of ((@Player X) - (x)) ) < (width)> then\n if <([abs v] of ((@Player Y) - (y)) ) < (height)> then\n set [@platform sx v] to (((((x) - (x)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n set [@platform sy v] to (((((y) - (y)) + ((cycle) / (2))) mod (cycle)) - ((cycle) / (2)))\n end\nend\nset [x v] to (x)\nset [y v] to (y)\n\ndefine setup clone at x,y: (x) (y) typ (typ) width (width) time (time) costume (costume) mul (mul)\ngo to x: (0) y: (0)\npoint in direction (90)\nhide\nset [typ v] to (typ)\nset [time iterations v] to [1]\nset [width v] to (width)\nset [ox v] to (x)\nset [oy v] to (y)\nset [x v] to (x)\nset [y v] to (y)\nset [time v] to (time)\nset [showing v] to [0]\nset [height v] to [48]\nif <(typ) < [10]> then\n if <(typ) = [1]> then\n switch costume to (barriernew v)\n else\n switch costume to (barrier2 v)\n if <(typ) = [3]> then\n set [time iterations v] to [2]\n else\n if <(typ) = [4]> then\n switch costume to (stomper v)\n end\n end\n end\nelse\n if <(typ) < [20]> then\n if <(typ) < [12]> then\n switch costume to (lift2 v)\n set [height v] to [1000]\n else\n if <(typ) = [13]> then\n switch costume to (3white v)\n else\n if <(typ) = [14]> then\n set [time iterations v] to [0.25]\n set [height v] to (width)\n switch costume to (escalator v)\n end\n end\n end\n else\n if <(width) = [100]> then\n set [time iterations v] to [1]\n switch costume to (squareeye v)\n else\n if <(costume) = []> then\n switch costume to (circle4 v)\n else\n switch costume to (costume)\n end\n end\n set [height v] to (width)\n end\nend\nif <(mul) > []> then\n set [time iterations v] to (mul)\nend\npre move (@timer)\ncreate clone of (_myself_ v)\n\ndefine position (x) (y)\nif <(showing) = [1]> then\n switch costume to (big v)\nend\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n set [showing v] to [1]\n switch costume to (costume)\n show\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I receive [player - pre-move v]\nif <(showing) > [-1]> then\n pre move ((((@timer) / ((SYNC FRAMES) * (time iterations))) + (time)) mod (1))\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine moving platform? (timer)\nif <(typ) = [1]> then\n move to (ox) (round ((oy) + ((20) + ((20) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\nelse\n if <(typ) = [2]> then\n move to (round ((ox) + ((64) + (([sin v] of ((timer) * (360)) ) * (64))))) (oy) cycle []\n else\n if <(typ) = [3]> then\n move to (round ((ox) + ((128) + (([sin v] of ((timer) * (360)) ) * (128))))) (round ((oy) + ((0) + (([cos v] of ((timer) * (360)) ) * (90))))) cycle []\n else\n if <(typ) = [4]> then\n move to (ox) (round ((oy) + ((24) + ((24) * ([sin v] of (([sin v] of ((timer) * (360)) ) * (90)) ))))) cycle []\n end\n end\n end\nend\n\ndefine barrier (percent) run length (len)\nif <(percent) < [0.15]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((0.15) - (percent)) * (800)))) cycle []\nelse\n if <(percent) > [0.85]> then\n move to (round ((ox) + ((percent) * (len)))) (round ((oy) - (((percent) - (0.85)) * (800)))) cycle []\n else\n move to (round ((ox) + ((percent) * (len)))) (round (oy)) cycle []\n end\nend\nset [ox v] to (round ((7.9) * (460)))\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nend\n\ndefine move lift (timer)\nif <(typ) = [10]> then\n move to (ox) ((round ((oy) + ((timer) * (96)))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\nelse\n if <(typ) = [11]> then\n move to (ox) ((round ((oy) + ((48) + ((48) * ([sin v] of ((timer) * (360)) ))))) + ((96) * ([floor v] of ((@Scroll Y) / (96)) ))) cycle []\n else\n if <(typ) = [12]> then\n move to (round ((ox) + (((1) - (timer)) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [13]> then\n move to (round ((ox) + ((timer) * (170)))) (oy) cycle [170]\n else\n if <(typ) = [14]> then\n move to (round ((ox) + ((timer) * (32)))) (round ((oy) + (((1) - (timer)) * (32)))) cycle [32]\n end\n end\n end\n end\nend\n\ndefine pre move (time)\nif <(typ) > [0]> then\n if <(typ) < [10]> then\n moving platform? (time)\n else\n if <(typ) < [20]> then\n move lift (time)\n else\n if <(typ) = [20]> then\n rotate (((1) - (time)) mod (1))\n else\n if <(typ) = [21]> then\n rotate (time)\n end\n end\n end\n end\nend\n\ndefine rotate (timer)\nset [t v] to (direction)\npoint in direction ((timer) * (90))\nset [t v] to (((((direction) - (t)) + (45)) mod (90)) - (45))\nset [ox v] to (((@Player X) - (x)) * (1))\nif <([abs v] of (ox) ) < (width)> then\n set [oy v] to (((@Player Y) - (y)) * (1))\n if <([abs v] of (oy) ) < (height)> then\n set [@platform sx v] to ((ox) - (((ox) * ([cos v] of (t) )) - ((oy) * ([sin v] of (t) ))))\n set [@platform sy v] to ((oy) - (((ox) * ([sin v] of (t) )) + ((oy) * ([cos v] of (t) ))))\n end\nend\n\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\nwhen I start as a clone\nset [costume v] to (costume [number v])\nswitch costume to (big v)\nset [showing v] to [0]\n\nsetup clone at x,y: (3880) (200) typ [21] width [270] time [0.5] costume [4eyes] mul []\nsetup clone at x,y: (4010) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.2] costume [] mul []\nsetup clone at x,y: (540) (200) typ [3] width [60] time [0.7] costume [] mul []\nsetup clone at x,y: (1046) (0) typ [10] width [40] time [0.08] costume [] mul []\nsetup clone at x,y: (3414) (14) typ [4] width [60] time [0.8] costume [] mul []\nsetup clone at x,y: (3912) (0) typ [11] width [40] time [0.8] costume [] mul []\n\nsetup clone at x,y: (3750) (200) typ [21] width [270] time [0] costume [4eyes] mul []\n\n@Cloud\n\ndefine Cloud Tick\nProcess Cloud [1] (join [=] (☁ CLOUD1))\nProcess Cloud [2] (join [=] (☁ CLOUD2))\nProcess Cloud [3] (join [=] (☁ CLOUD3))\nProcess Cloud [4] (join [=] (☁ CLOUD4))\nProcess Cloud [5] (join [=] (☁ CLOUD5))\nProcess Cloud [6] (join [=] (☁ CLOUD6))\nProcess Cloud [7] (join [=] (☁ CLOUD7))\nProcess Cloud [8] (join [=] (☁ CLOUD8))\nProcess Cloud [9] (join [=] (☁ CLOUD9))\nif <<(timer) < (next post)> or <((@timer) mod (2)) = [1]>> then\n stop [this script v]\nend\nset [next post v] to ((timer) + (pick random (0.5) to (0.7)))\nEncode Player\nset [_i v] to (pick random (1) to (length of [cloud data v]))\nif <(_i) < [5]> then\n if <(_i) < [3]> then\n if <(_i) < [2]> then\n set [☁ cloud1 v] to (parseStr)\n else\n set [☁ cloud2 v] to (parseStr)\n end\n else\n if <(_i) < [4]> then\n set [☁ cloud3 v] to (parseStr)\n else\n set [☁ cloud4 v] to (parseStr)\n end\n end\nelse\n if <(_i) < [7]> then\n if <(_i) < [6]> then\n set [☁ cloud5 v] to (parseStr)\n else\n set [☁ cloud6 v] to (parseStr)\n end\n else\n if <(_i) < [8]> then\n set [☁ cloud7 v] to (parseStr)\n else\n if <(_i) < [9]> then\n set [☁ cloud8 v] to (parseStr)\n else\n set [☁ cloud9 v] to (parseStr)\n end\n end\n end\nend\n\ndefine Write Number (val)\nif <(val) < [0]> then\n if <(val) < [-99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (join [0] ([abs v] of (round (val)) ))\n end\nelse\n if <(val) > [99999999]> then\n set [?val v] to [0]\n else\n set [?val v] to (round (val))\n end\nend\nset [parsestr v] to (join (parseStr) (join (length of (?Val)) (?Val)))\n\ndefine Init Reader (text)\nset [parsestr v] to (text)\nset [parseidx v] to [1]\n\ndefine Write String (txt)\nWrite Number (length of (txt))\nset [?val v] to []\nset [i3 v] to [1]\nrepeat (length of (txt))\n set [i2 v] to (item # of (letter (i3) of (txt)) in [_encode v])\n if <(i2) < [10]> then\n set [?val v] to (join (?Val) (join [0] (i2)))\n else\n set [?val v] to (join (?Val) (i2))\n end\n change [i3 v] by (1)\nend\nset [parsestr v] to (join (parseStr) (?Val))\n\ndefine Skip String\nRead Number\nchange [parseidx v] by ((?Val) * (2))\n\ndefine Read String\nRead Number\nif <((parseIdx) + ((?Val) * (2))) > ((length of (parseStr)) + (1))> then\n set [i2 v] to ((((length of (parseStr)) + (1)) - (parseIdx)) / (2))\nelse\n set [i2 v] to (?Val)\nend\nset [?val v] to []\nrepeat (i2)\n set [i2 v] to (join (letter (parseIdx) of (parseStr)) (letter ((parseIdx) + (1)) of (parseStr)))\n set [?val v] to (join (?Val) (item (i2) of [_encode v]))\n change [parseidx v] by (2)\nend\n\nset [_chars v] to [ !"#$%&'\(\)*+,-./0123456789:;<=>?@ABCDEFGHIJKLMNOPQRSTUVWXYZ\[\\]^_`abcdefghijklmnopqrstuvwxyz{|}~]\n\ndefine Read Number\nset [?val v] to []\nrepeat (letter (parseIdx) of (parseStr))\n change [parseidx v] by (1)\n set [?val v] to (join (?Val) (letter (parseIdx) of (parseStr)))\nend\nif <(letter (1) of (?Val)) = [0]> then\n set [?val v] to ((0) - (?Val))\nend\nchange [parseidx v] by (1)\n\nwhen I receive [cloud - setup v]\nhide variable [tag player v]\nset [show names v] to [0]\nshow list [player names v]\ndelete all of [player names v]\ndelete all of [pidx v]\ndelete all of [pdata v]\ndelete all of [say v]\nInit Reader []\nWrite String (username)\nset [encoded name v] to (parseStr)\nset [next post v] to ((timer) + (0.2))\nInit Cloud Data\nif <(TEST) > [0]> then\n add (username) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\nend\n\ndefine Process Cloud (id) (var)\nif <(var) = (item (id) of [cloud data v])> then\n stop [this script v]\nend\nreplace item (id) of [cloud data v] with (var)\nInit Reader (var)\nchange [parseidx v] by (1)\nRead String\nif <(?Val) = (username)> then\n stop [this script v]\nend\nset [pid v] to (item # of (?Val) in [player names v])\nif <(pid) = [0]> then\n set [pid v] to (item # of [] in [player names v])\n if <(pid) = [0]> then\n if <(length of [player names v]) = [199]> then\n stop [this script v]\n end\n add (?Val) to [player names v]\n add [] to [pidx v]\n add [] to [pdata v]\n set [pid v] to (length of [player names v])\n create clone of (cloud players v)\n else\n replace item (pid) of [player names v] with (?Val)\n end\nend\nreplace item (pid) of [pidx v] with (parseIdx)\nreplace item (pid) of [pdata v] with (parseStr)\n\nwhen I receive [cloud - tick v]\nCloud Tick\n\ndefine Init Cloud Data\ndelete all of [cloud data v]\nadd (join [=] (☁ CLOUD1)) to [cloud data v]\nadd (join [=] (☁ CLOUD2)) to [cloud data v]\nadd (join [=] (☁ CLOUD3)) to [cloud data v]\nadd (join [=] (☁ CLOUD4)) to [cloud data v]\nadd (join [=] (☁ CLOUD5)) to [cloud data v]\nadd (join [=] (☁ CLOUD6)) to [cloud data v]\nadd (join [=] (☁ CLOUD7)) to [cloud data v]\nadd (join [=] (☁ CLOUD8)) to [cloud data v]\nadd (join [=] (☁ CLOUD9)) to [cloud data v]\n\ndefine Encode Player\nInit Reader (Encoded Name)\nset [i2 v] to (((length of [record v]) / (3)) - (1))\nWrite Number ((@timer) - ((i2) * (2)))\nWrite Number (@Best Time)\nset [nx v] to (item (1) of [record v])\nset [ny v] to (item (2) of [record v])\nWrite Number (nx)\nWrite Number (ny)\nWrite Change (item (3) of [record v])\nset [_i v] to [4]\nrepeat (i2)\n set [lx v] to (nx)\n set [ly v] to (ny)\n set [nx v] to (item (_i) of [record v])\n set [ny v] to (item ((_i) + (1)) of [record v])\n Write Change ((nx) - (lx))\n Write Change ((ny) - (ly))\n Write Change (item ((_i) + (2)) of [record v])\n change [_i v] by (3)\nend\nrepeat ((length of [record v]) - ((3) * (15)))\n delete (1) of [record v]\nend\n\ndefine Write Change (val)\nif <([abs v] of (val) ) < [50]> then\n if <(val) < [-40]> then\n set [parsestr v] to (join (parseStr) (join [0] ((val) + (50))))\n else\n set [parsestr v] to (join (parseStr) ((val) + (50)))\n end\nelse\n set [parsestr v] to (join (parseStr) [00])\n Write Number (val)\nend\n\nwhen [n v] key pressed\nif <(show names) > [0]> then\n set [show names v] to [0]\n show list [player names v]\nelse\n set [show names v] to [1]\n hide list [player names v]\nend\n\n@YouTube\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (0.06) seconds\ngo to [front v] layer\nwait (10) seconds\nhide\n\n@Emoji\n\nwhen flag clicked\nset size to (40) %\nhide\nset [id v] to []\nset [e frame v] to [0]\nset [@player emoji v] to []\n\nwhen I receive [pre game loop v]\nforever\n wait until <<key (e v) pressed?> or <key (r v) pressed?>>\n set [@player emoji v] to [0]\n if <key (r v) pressed?> then\n spawn ui [34] [60]\n else\n spawn ui [1] [33]\n end\n hide\n wait until <not <<key (e v) pressed?> or <key (r v) pressed?>>>\n set [@player emoji v] to []\n wait (0.4) seconds\nend\n\ndefine spawn ui (from) (to)\nset [id v] to [0]\nset size to (40) %\nclear graphic effects\nset y to (-75)\ngo to [front v] layer\nshow\nswitch costume to (from)\nset [ghost v] effect to (100)\nrepeat (3)\n set x to (((11) - (1)) * (-20))\n repeat (11)\n create clone of (_myself_ v)\n if <(costume [number v]) = (to)> then\n set [id v] to []\n stop [this script v]\n end\n change x by (40)\n next costume\n end\n change y by (-40)\nend\nset [id v] to []\n\nwhen I start as a clone\nif <(id) = [0]> then\n UI\nelse\n set size to (20) %\n change [y v] by (22)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n repeat (5)\n change [ghost v] effect by (-20)\n change size by (4)\n end\n wait (1.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n change size by (-5)\n end\n delete this clone\nend\n\ndefine UI\nset size to (40) %\nrepeat (5)\n change size by (4)\n change y by (1)\n change [ghost v] effect by (-20)\nend\nrepeat until <not <(@Player Emoji) = [0]>>\n if <(distance to [mouse-pointer v]) < [20]> then\n if <(size) < [90]> then\n change size by (10)\n end\n else\n if <(size) > [60]> then\n change size by (-5)\n end\n end\nend\nif <(distance to [mouse-pointer v]) < [20]> then\n set [@player emoji v] to (costume [number v])\n set [id v] to [1]\n set [x v] to (@Player X)\n set [y v] to (@Player Y)\n create clone of (_myself_ v)\n set [id v] to []\nend\nrepeat (5)\n change [ghost v] effect by (10)\n change y by (-1)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [game loop tick v]\nif <(id) > [0]> then\n change [y v] by (1)\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\nelse\n if <(id) = []> then\n spawn emoji\n end\nend\n\ndefine spawn emoji\nset [id v] to [1]\nrepeat until <(length of [emoji spawn v]) = [0]>\n set [x v] to (item (2) of [emoji spawn v])\n set [y v] to (item (3) of [emoji spawn v])\n if <<([abs v] of ((x) - (@Scroll X)) ) < [280]> and <([abs v] of ((y) - (@Scroll Y)) ) < [200]>> then\n switch costume to ((item (1) of [emoji spawn v]) - (100))\n create clone of (_myself_ v)\n end\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\n delete (1) of [emoji spawn v]\nend\nset [id v] to []\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\nelse\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\nend\n\n@Closest\n\ndefine insert (d) (x) (y)\nif <(d) > [5.5]> then\n stop [this script v]\nend\nset [i v] to (length of [xy v])\nrepeat until <not <(d) < (item (i) of [xy v])>>\n change [i v] by (-1)\nend\nchange [i v] by (1)\ninsert (d) at (i) of [xy v] \ninsert (y) at (((i) * (2)) - (1)) of [fix v] \ninsert (x) at (((i) * (2)) - (1)) of [fix v] \n\ndefine create fixer (rad)\ndelete all of [xy v]\ndelete all of [fix v]\nset [y v] to ((-0.1) - (rad))\nrepeat (((rad) * (2)) + (1))\n set [x v] to ((0) - (rad))\n repeat (((rad) * (2)) + (1))\n set [t v] to ([sqrt v] of (((x) * (x)) + ((y) * (y))) )\n insert (t) (x) (round (y))\n change [x v] by (1)\n end\n change [y v] by (1)\nend\n\ncreate fixer [3]\n\n@Lava\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\n\nwhen I receive [game loop tick v]\nset [x v] to (@Scroll X)\nset [y v] to ((0) + ((5) * ([sin v] of ((timer) * (110)) )))\nposition (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n\n@Splash\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nshow\ngo to [front v] layer\nset [ghost v] effect to (0)\ngo to x: (0) y: (0)\n\n@Music\n\nwhen flag clicked\nset [sync frames v] to [63]\nif <not > then\n forever\n play sound [906563_Twenty-Six-O-Eight-Loop v] until done\n end\nend\n\n@Check Points\n\ndefine setup clone at x,y: (x) (y)\ngo to x: (0) y: (0)\nhide\nset [showing v] to [0]\nset [x v] to (x)\nset [y v] to (y)\nset [spawn y v] to (y)\nchange [@totalflags v] by (1)\nchange [flag count v] by (1)\nset [flag id v] to (FLAG COUNT)\ncreate clone of (_myself_ v)\n\nwhen I receive [game loop tick v]\nif <(showing) > [-1]> then\n position (round ((x) - (@Scroll X))) (round ((y) - (@Scroll Y)))\n if <(showing) > [25]> then\n set [showing v] to [-2]\n hide\n end\nend\n\nwhen I receive [setup level v]\nset size to (100) %\nsetup\n\ndefine on screen\nif <((@timer) mod (5)) = [0]> then\n next costume\nend\nif <touching (game v)?> then\n set [showing v] to [2]\n set [@spawn x v] to (x)\n set [@spawn y v] to (y)\n change [@totalflags v] by (-1)\n if <(flag id) = [1]> then\n set [flag count v] to [0]\n if <<(@Best Time) = [0]> or <([clock v] of [game v]) < (@Best Time)>> then\n set [@best time v] to ([clock v] of [game v])\n end\n end\n if <(flag id) = (FLAG COUNT)> then\n set [flag count v] to [1]\n end\nend\n\ndefine position (x) (y)\nif <<(flag id) = [1]> and <(FLAG COUNT) > [1]>> then\n stop [this script v]\nend\ngo to x: (x) y: (y)\nif <(showing) < [2]> then\n if <<(x) = (x position)> and <(y) = (y position)>> then\n if <(showing) = [0]> then\n set [showing v] to [1]\n show\n end\n on screen\n else\n if <(showing) = [1]> then\n set [showing v] to [0]\n hide\n end\n end\nelse\n set size to ((size) + (15)) %\n change [ghost v] effect by (4)\n change [y v] by (5)\n change [showing v] by (1)\nend\n\nwhen I receive [reset v]\nif <(showing) = [-1]> then\n setup\nelse\n delete this clone\nend\n\ndefine setup\nswitch costume to (costume1 v)\nset [flag count v] to [0]\nsetup clone at x,y: (-518) (77)\nsetup clone at x,y: (1150) (337)\nsetup clone at x,y: (2336) (228)\nsetup clone at x,y: (3601) (101)\nsetup clone at x,y: (5014) (475)\nsetup clone at x,y: (7800) (350)\nsetup clone at x,y: (11000) (530)\nsetup clone at x,y: (12500) (65)\nset [showing v] to [-1]\n\n
Join and see how many players we get on this game!\n\nRun the course - collect the flags, and then make it back to the beginning to collect the final flag to get your time.\n\n*** CONTROLS ***\n* Use arrow keys or WASD to control the player\n* Z is alternative crouch, SPACE alternative jump\n* Press 'N' to show all players names\n* Hold E or R to open Emoji panels\n* Complete the speed run and back to the start will report your time and reward you with a parachute - use space to use it :)\n* Mouse over a player to see their individual name\n* Q + R to reset level for speed runs\n\n*** SPECIAL MOVES ***\nHigh Jump - Hold down then Up\nLong Jump - Run then quickly press Down, then Up\nSlide - On a slope press Down and Left or Right\nWall Jump - Jump against a wall, then press Up again\n\n\n\nCredits:\nEmoji - Openmoji\nMusic - Twenty Six 0 Eight by Tripledigit
[2K FOLLOWERS SPECIAL] Travel - A Platformer #Games #All
@Stage\n\nwhen flag clicked\nforever\n if <(backdrop [name v]) = [backdrop2]> then\n set [color v] effect to (color)\n else\n set [color v] effect to (color)\n set [color v] to [0]\n end\nend\n\nwhen flag clicked\nset [color v] to [0]\nswitch backdrop to (backdrop2 v)\nplay sound [IMG_2398 v] until done\nbroadcast (message1 v)\nforever\n switch backdrop to (1 v)\n play sound [Prismo - In My Mind MODIFIED v] until done\nend\n\n@intro//squarexyz\n\ndefine smooth glide (x) (y) (smooth) (size) (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n change size by (((size) - (size)) / (smooth))\n turn right (((dir) - (direction)) / (smooth)) degrees\nend\ngo to x: (x) y: (y)\npoint in direction (dir)\nset size to (size) %\n\nwhen flag clicked\nset [color v] to [0]\nhide\ngo to [front v] layer\nclear graphic effects\ngo to x: (0) y: (400)\npoint in direction (0)\nset size to (0) %\nshow\nsmooth glide [0] [0] [5] [100] [90]\nrepeat (1)\n change [color v] by (10)\nend\nwait (0.5) seconds\nhide\nwait (1.87) seconds\nshow\nwait until <(timer) > [5.7]>\ngo to x: (0) y: (0)\npoint in direction (0)\nset size to (300) %\nchange [color v] by (25)\ncreate clone of (intro//effect2 v)\nsmooth glide [0] [0] [10] [100] [90]\ngo to x: (0) y: (0)\npoint in direction (180)\nset size to (300) %\nchange [color v] by (25)\ncreate clone of (intro//effect2 v)\nsmooth glide [0] [0] [10] [100] [90]\nwait (1.1) seconds\ngo to x: (0) y: (0)\npoint in direction (0)\nset size to (300) %\nchange [color v] by (20)\ncreate clone of (intro//effect2 v)\nsmooth glide [0] [0] [7] [100] [90]\ngo to x: (0) y: (0)\npoint in direction (180)\nset size to (300) %\nchange [color v] by (20)\ncreate clone of (intro//effect2 v)\nsmooth glide [0] [0] [10] [100] [90]\nwait (1) seconds\nsmooth glide [0] [-400] [10] [100] [0]\n\nwhen flag clicked\nforever\n set [color v] effect to (color)\nend\n\nwhen flag clicked\nwait (12.2) seconds\nchange [color v] by (20)\ncreate clone of (intro//effect3 v)\nwait (0.4) seconds\nchange [color v] by (20)\ncreate clone of (intro//effect5 v)\nwait (0.4) seconds\nchange [color v] by (20)\ncreate clone of (intro//effect4 v)\n\nwhen flag clicked\nwait (9) seconds\nchange [color v] by (25)\ncreate clone of (intro//effect3 v)\nwait (0.4) seconds\nchange [color v] by (25)\ncreate clone of (intro//effect5 v)\n\nwhen flag clicked\nrepeat (20)\n change [color v] by (10)\nend\n\n@intro//viewport\n\nwhen flag clicked\ngo to x: (0) y: (400)\nforever\n go to [front v] layer\n smooth glide [0] [0] [2.5] [100]\nend\n\ndefine smooth glide (x) (y) (smooth) (size)\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 flag clicked\nshow\nwait (16) seconds\nhide\n\n@intro//top half\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (top v)\nclear graphic effects\ngo to [front v] layer\nhide\nwait (0.98) seconds\nshow\nwait (0.5) seconds\nsmooth glide [-400] [0] [2.5]\ngo to x: (400) y: (0)\nsmooth glide [0] [0] [2.5]\nwait (1) seconds\nhide\n\ndefine smooth glide (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\n@intro//bottom half\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (bottom v)\nclear graphic effects\ngo to [front v] layer\nhide\nwait (0.98) seconds\nshow\nwait (1.5) seconds\nsmooth glide [400] [0] [2.5]\ngo to x: (-400) y: (0)\nsmooth glide [0] [0] [2.5]\nhide\n\ndefine smooth glide (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\n@intro//effect1\n\nwhen flag clicked\nhide\nrepeat (35)\n wait (0.3) seconds\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(timer) > [8.8]> then\n go to x: (0) y: (400)\n repeat until <(y position) < [-400]>\n change y by (-10)\n point in direction (-90)\n end\nelse\n go to x: (0) y: (-400)\n repeat until <(y position) > [400]>\n change y by (10)\n point in direction (90)\n if <(timer) > [9.3]> then\n delete this clone\n end\n end\nend\ndelete this clone\n\ndefine smooth glide (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\n@intro//effect2\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen I start as a clone\nshow\nset size to (3) %\nclear graphic effects\nsmooth glide [0] [0] [5] [200] [90]\ndelete this clone\n\ndefine smooth glide (x) (y) (smooth) (size) (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n change size by (((size) - (size)) / (smooth))\n turn right (((dir) - (direction)) / (smooth)) degrees\n change [fisheye v] effect by (25)\nend\ngo to x: (x) y: (y)\npoint in direction (dir)\nset size to (size) %\n\n@intro//effect3\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen I start as a clone\nshow\nset size to (3) %\ngo to x: (-160) y: (0)\nclear graphic effects\nsmooth glide [-160] [0] [5] [100] [90]\ndelete this clone\n\ndefine smooth glide (x) (y) (smooth) (size) (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n change size by (((size) - (size)) / (smooth))\n turn right (((dir) - (direction)) / (smooth)) degrees\n change [fisheye v] effect by (50)\nend\ngo to x: (x) y: (y)\npoint in direction (dir)\nset size to (size) %\n\n@intro//effect4\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen I start as a clone\nshow\nset size to (3) %\ngo to x: (0) y: (0)\nclear graphic effects\nsmooth glide [0] [0] [5] [100] [90]\ndelete this clone\n\ndefine smooth glide (x) (y) (smooth) (size) (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n change size by (((size) - (size)) / (smooth))\n turn right (((dir) - (direction)) / (smooth)) degrees\n change [fisheye v] effect by (50)\nend\ngo to x: (x) y: (y)\npoint in direction (dir)\nset size to (size) %\n\n@intro//effect5\n\nwhen flag clicked\nforever\n go to [back v] layer\n hide\nend\n\nwhen I start as a clone\nshow\nset size to (3) %\ngo to x: (160) y: (0)\nclear graphic effects\nsmooth glide [160] [0] [5] [100] [90]\ndelete this clone\n\ndefine smooth glide (x) (y) (smooth) (size) (dir)\nrepeat until <<<(round (x position)) = (x)> and <(round (y position)) = (y)>> and <<(round (size)) = (size)> and <(round (direction)) = (dir)>>>\n change x by (((x) - (x position)) / (smooth))\n change y by (((y) - (y position)) / (smooth))\n change size by (((size) - (size)) / (smooth))\n turn right (((dir) - (direction)) / (smooth)) degrees\n change [fisheye v] effect by (50)\nend\ngo to x: (x) y: (y)\npoint in direction (dir)\nset size to (size) %\n\n@Player\n\ndefine X velocity\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x velocity v] by (1)\nend\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x velocity v] by (-1)\nend\nset [x velocity v] to ((X velocity) * (.9))\nchange x by (X velocity)\n\ndefine Collision and Wall Jump\nif <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change y by (1)\n if <touching (ground v)?> then\n change x by ((X velocity) * (-1))\n change y by (-5)\n Wall jump\n end\n change [x velocity v] by (1)\n end\n end\n end\n end\nend\nchange [y velocity v] by (-1)\nchange y by (Y velocity)\nif <touching (ground v)?> then\n change y by ((Y velocity) * (-1))\n set [y velocity v] to [0]\nend\nchange y by (-1)\n\ndefine Y velocity\nif <touching (ground v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n change [y velocity v] by (14)\n end\nend\nchange y by (1)\n\ndefine Wall jump\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X velocity) > [0]> then\n set [x velocity v] to [-7]\n else\n set [x velocity v] to [7]\n end\n set [y velocity v] to [10]\nelse\n set [x velocity v] to [0]\nend\n\ndefine Trail\ncreate clone of (trail v)\n\ndefine Death\nif <touching (spikes. lava, holes, etc. v)?> then\n go to x: (-190) y: (55)\nend\n\ndefine Trampoline Jump\nif <touching (trampoline v)?> then\n if <(Y velocity) < [0]> then\n set [y velocity v] to [18]\n end\nend\n\ndefine Level Change\nif <(x position) > [235]> then\n if <(LEVEL) < [10]> then\n go to x: (-190) y: (55)\n change [level v] by (1)\n end\nend\n\nwhen I receive [message1 v]\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 Trail\n Death\n Trampoline Jump\n Level Change\nend\n\nwhen flag clicked\nhide\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [ghost v] effect by (5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (LEVEL)\nend\n\n@Spikes. Lava, Holes, etc.\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Trampoline\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n@Love fave2\n\nwhen flag clicked\nhide\nwait (20) seconds\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@PTE Ultra+2\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\n\nwhen I receive [message1 v]\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 [You're in an airport!!!]\n end\n if <(LEVEL) = [3]> then\n Print | Pos (-220) (140) Size (20) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [You're late for your flight!]\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 lava and walljump!]\n end\n if <(LEVEL) = [5]> then\n Print | Pos (-220) (140) Size (15) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Use the trampoline to avoid the spikes!]\n end\n if <(LEVEL) = [6]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Go up!]\n end\n if <(LEVEL) = [7]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Go down!]\n end\n if <(LEVEL) = [9]> then\n Print | Pos (-220) (140) Size (25) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Last level!]\n end\n if <(LEVEL) = [10]> then\n Print | Pos (-170) (120) Size (18) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [Love, favorite and follow!]\n end\n if <(LEVEL) = [10]> then\n Print | Pos (-170) (155) Size (13) Width (1) RGB (0) (0) (0) WSU (1) (0) (0) CSpace (1) Align [l] Text [You arrived at the plane on time!]\n end\nend\n\n@Time\n\nwhen flag clicked\nhide\nreset timer\nset [time v] to [0]\nforever\n set [time v] to (timer)\nend\n\nwhen [timer v] > (TIME)\ngo to [front v] layer\nshow\n\n@Ground2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nforever\n switch costume to (LEVEL)\n go to [back v] layer\nend\n\n
NEW GAME OUT: https://scratch.mit.edu/projects/898875958/\n\nALSO SEE MY FRIEND (@Crimson-Code) GAME:\nhttps://scratch.mit.edu/projects/900344218/\n\nOriginal Date: Sep 17, 2023\n\n(Sep 23, 2023)\n3k views!!!!!!\n#6 on Trending - Games!!!!!!!\n\n(Sep 27, 2023)\n7k views!!!!!!!\n#3 on Trending - Games!!!!!!!\n\nTravel - A Platformer\nWASD or arrow keys to move\nAvoid spikes and lava\nArrive at the plane on time!!!\n\nA love, a favorite and a follow would be very appreciated!
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@Stage\n\n@Sprite1\n\nshow variable [sho v]\n\nwhen flag clicked\nset [song v] to [1]\nset [time v] to [0]\nforever\n play sound (song) until done\nend\n\nwhen [space v] key pressed\n\nif <(song) = [1]> then\n set [song v] to [2]\nend\n\nstop all sounds\nchange [song v] by (1)\nif <(song) = [3]> then\n set [song v] to [1 ]\nend\nwait (0.5) seconds\n\nwait (2) seconds\n\nwait (1) seconds\n\nwhen I receive [newsong v]\nstop all sounds\n\nwhen flag clicked\nforever\n set volume to (Volume) %\n if <(pausedn) = [0]> then\n hide\n show variable [volume v]\n end\nend\n\nclear graphic effects\nset [whirl v] effect to (300)\nrepeat (30)\n change [whirl v] effect by (-10)\nend\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [sho v] to [0]\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume v] to [100]\nset [pausedn v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-150)\npoint in direction (90)\nshow\nforever\n go to [front v] layer\n if <(pausedn) = [1]> then\n hide variable [volume v]\n show\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n switch costume to (costume3 v)\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n switch costume to (costume2 v)\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#003fff)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-150)\n change [level v] by (1)\n broadcast (NXTLVL v)\n end\n if <key (r v) pressed?> then\n go to x: (-223) y: (-150)\n end\n if <touching color (#00ffff)?> then\n if <<key (down arrow v) pressed?> or <key (up arrow v) pressed?>> then\n if <key (down arrow v) pressed?> then\n set [yv v] to [-5]\n end\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n end\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-150)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n set [. v] to (join [Level ] (costume [number v]))\n go to x: (0) y: (0)\nend\n\nwhen I receive [nxtlvl v]\nnext costume\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(pausedn) = [0]> then\n go [backward v] (1) layers\n end\nend\n\nhide\nshow variable [volume v]\n\n@Sprite7\n\nwhen this sprite clicked\nset [song v] to [1]\nbroadcast (newsong v)\n\nwhen I receive [play v]\nhide\n\nwhen I receive [pause v]\nshow\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Sprite3\n\nforever\n\nshow\n\nclear graphic effects\nset [pixelate v] effect to (300)\nrepeat (30)\n change [pixelate v] effect by (-10)\nend\n\nwhen flag clicked\nhide\n\nhide variable [volume v]\nhide variable [. v]\nshow\ngo to [front v] layer\nstop [all v]\n\nwhen flag clicked\nshow variable [. v]\nhide\n\n@Sprite4\n\nwhen [space v] key pressed\nchange [pausedn v] by (1)\nif <[1] < (pausedn)> then\n set [pausedn v] to [0]\nend\nif <(pausedn) = [1]> then\n broadcast (play v)\n hide\nelse\n show\n broadcast (pause v)\nend\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n if <(pausedn) = [0]> then\n show\n else\n hide\n end\nend\n\nif then\nend\n\n@Sprite15\n\n
1/21/2022: I don't want to get into copyright troubles, so I removed most of the songs :c\n12/16/15: new songs added c:\n <<Controls:>>\n[Up Arrow]: Jump (Or Swim Up)\n[Right Arrow]: Go Right\n[Left Arrow]: Go Left\n[Down Arrow]: Swim Down\n[R] Restart level\n[SPACE]: Change Music (And Pause)\n****the music "Coward starts of very quietly, so dont say that it's broken because you didn't hear it at first.\n\nPlot;\n You are n control of a block that needs to be guided back to his dimension he was doing a science experiment, that failed, and blasted him into a separate dimension. it is your job to get him home.
Normal PLATFORMER
@Stage\n\n@地形\n\nwhen flag clicked\nshow variable [time v]\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]) = [15]>\n wait (1) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (あああ v)\n end\nend\n\nwhen I receive [あああ v]\n\nwhen flag clicked\nforever\n if <<(costume [number v]) = [15]> and <(time) < (☁ 世界記録)>> then\n set [☁ 世界記録 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@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 [Sneeze2 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\nset [☁ time v] to [29]\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (1)\nhide\n\nwhen flag clicked\nforever\n play sound [野良猫は宇宙を目指した v] until done\n wait (0.1) seconds\nend\n\n@スプライト1\n\nwhen flag clicked\nforever\n go to [front v] layer\n show\n set [ghost v] effect to (100)\nend\n\n
(※日本語は下にあります。)\n‖English\n▶Right key → Go right\n▶Left key → Go left\n▶ Up key →go up\n▶Down key→go down\n\n‖日本語\n▶右向きキー→右に進む\n▶左向きキー→左に進む\n▶上向きキー→上に行く\n▶下向きキー→下へ行く
Parkour Dodge a Platformer #all #trending
@Stage\n\nwhen flag clicked\nwait (2) seconds\nset [gravapply v] to [-1]\nforever\n set [enemyspawn v] to (pick random (1) to (9))\n broadcast (email v)\n wait (1) seconds\n broadcast (enemySpawns v) and wait\n wait (1) seconds\nend\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [8]> then\n wait (2) seconds\n set [gravapply v] to [0.1]\n wait (5) seconds\n set [gravapply v] to [-1]\nend\n\nwhen flag clicked\nforever\n play sound [Hitman\(chosic v] until done\nend\n\n@decoration\n\nwhen flag clicked\ndraw\n\ndefine draw\nset size to (200) %\nhide\nerase all\nbroadcast (сообщение1 v)\ngo to x: (-221) y: (161)\nset [y v] to [1]\nrepeat (9)\n set [x v] to [1]\n set x to (-221)\n repeat (12)\n switch costume to (letter (x) of (item (y) of [world v]))\n if <not <(letter (x) of (item (y) of [world v])) = [8]>> then\n create clone of (_myself_ v)\n end\n change x by (40)\n change [x v] by (1)\n end\n change y by (-40)\n change [y v] by (1)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [сообщение1 v]\ndelete this clone\n\nshow\n\n@hitboxes\n\nwhen flag clicked\ndraw\n\ndefine draw\nset [ghost v] effect to (100)\nset size to (200) %\nhide\nerase all\nbroadcast (2 v)\ngo to x: (-221) y: (161)\nset [y v] to [1]\nrepeat (9)\n set [x v] to [1]\n set x to (-221)\n repeat (12)\n if <[solid v] contains (letter (x) of (item (y) of [world v]))?> then\n create clone of (_myself_ v)\n end\n change x by (40)\n change [x v] by (1)\n end\n change y by (-40)\n change [y v] by (1)\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [2 v]\ndelete this clone\n\nshow\n\n@Спрайт 3\n\nwhen flag clicked\ngo to x: (-23) y: (-4)\nset [gravity v] to [0]\nset size to (70) %\nforever\n gravity\n redGround(black)\n controls\n if <(y position) < [-175]> then\n set y to (180)\n end\nend\n\ndefine gravity\nchange y by (gravity)\nchange [gravity v] by (gravApply)\n\ndefine redGround(black)\nif <<(gravity) < [0]> or <(gravity) = [0]>> then\n repeat until <not <touching (hitboxes v)?>>\n change y by (1)\n set [gravity v] to [0]\n if <key (up arrow v) pressed?> then\n set [gravity v] to [12]\n end\n end\nelse\n repeat until <not <touching (hitboxes v)?>>\n change y by (-1)\n set [gravity v] to [-1]\n end\nend\n\ndefine controls\nif <key (right arrow v) pressed?> then\n change x by (5)\n if <touching (hitboxes v)?> then\n change x by (-5)\n end\nend\nif <key (left arrow v) pressed?> then\n change x by (-5)\n if <touching (hitboxes v)?> then\n change x by (5)\n end\nend\n\nif <(y position) < [-180]> then\n set y to (180)\nend\n\n@Спрайт 4\n\nwhen flag clicked\nhide\n\n@alert\n\nwhen flag clicked\nclear graphic effects\nset size to (100) %\ngo to x: (0) y: (0)\nhide\nset [enemyspawn v] to [1]\n\nwhen I receive [email v]\nshow\nswitch costume to (enemySpawn)\nset size to (50) %\nset [ghost v] effect to (100)\nrepeat (50)\n change [ghost v] effect by (-2)\n change size by (1)\nend\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (2)\n change size by (-1)\nend\nhide\n\nbroadcast (enemySpawns v)\n\n@meteor rain\n\nwhen I start as a clone\nshow\nrepeat until <(y position) < [-180]>\n switch costume to (hitbox v)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n switch costume to (pick random (1) to (5))\n change y by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [1]> then\n set size to (50) %\n repeat (5)\n go to x: (pick random (-248) to (248)) y: (188)\n switch costume to (meteor v)\n create clone of (_myself_ v)\n wait (pick random (0.1) to (0.5)) seconds\n end\nend\n\n@lava raise\n\nwhen flag clicked\ngo to x: (0) y: (-126)\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [2]> then\n show\n repeat (100)\n change y by (2)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n end\n repeat (100)\n change y by (-2)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n end\n hide\nend\n\n@Спрайт 1\n\nwhen flag clicked\ngo to x: (-127) y: (0)\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [3]> then\n show\n repeat (50)\n change x by (2)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n end\n repeat (50)\n change x by (-2)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n end\n hide\nend\n\n@Спрайт 2\n\nwhen flag clicked\ngo to x: (500) y: (0)\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [3]> then\n show\n repeat (50)\n change x by (-2)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n end\n repeat (50)\n change x by (2)\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n end\n hide\nend\n\n@meteor rain2\n\nwhen I start as a clone\nshow\nrepeat until <(x position) < [-250]>\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n change x by (-5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [4]> then\n set size to (50) %\n repeat (5)\n go to x: (254) y: (pick random (176) to (-176))\n switch costume to (костюм 1 v)\n create clone of (_myself_ v)\n wait (pick random (0.2) to (0.5)) seconds\n end\nend\n\n@meteor rain3\n\nwhen I start as a clone\nshow\nwait (pick random (1) to (2)) seconds\nnext costume\nif <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\nend\nwait (0.1) seconds\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [5]> then\n set size to (50) %\n repeat (10)\n set [go v] to (pick random (1) to (2))\n if <(go) = [1]> then\n point in direction (90)\n go to x: (254) y: (pick random (176) to (-176))\n point in direction (pick random (45) to (135))\n end\n if <(go) = [2]> then\n point in direction (0)\n go to x: (pick random (-240) to (240)) y: (180)\n point in direction (pick random (-45) to (45))\n end\n switch costume to (костюм 1 v)\n create clone of (_myself_ v)\n wait (pick random (0.5) to (1.5)) seconds\n end\nend\n\nrepeat until <(x position) < [-250]>\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\n change x by (-3)\nend\n\ndelete this clone\n\nshow\n\n@Спрайт 5\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [6]> then\n set [go v] to (pick random (1) to (3))\n if <(go) = [1]> then\n go to x: (-148) y: (106)\n end\n if <(go) = [2]> then\n go to x: (-147) y: (-94)\n end\n if <(go) = [3]> then\n go to x: (161) y: (24)\n end\n point in direction (0)\n set [ghost v] effect to (100)\n show\n repeat (30)\n turn right (3) degrees\n change [ghost v] effect by (-3)\n end\n wait (3) seconds\n if <not <touching (спрайт 3 v)?>> then\n stop [all v]\n end\n repeat (30)\n turn right (-3) degrees\n change [ghost v] effect by (3)\n end\n hide\nend\n\nshow\n\nif <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\nend\n\n@Спрайт 6\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\ngo to x: (10000) y: (10000)\nif <(enemySpawn) = [7]> then\n show\n repeat (3)\n set [ghost v] effect to (50)\n set rotation style [left-right v]\n glide (2) secs to (random position v)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\nend\n\n@Спрайт 7\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [8]> then\n wait (3) seconds\n show\n wait (5) seconds\nend\nhide\n\nwhen flag clicked\nforever\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\nend\n\n@Спрайт 8\n\nwhen flag clicked\nhide\n\nwhen I receive [enemyspawns v]\nif <(enemySpawn) = [9]> then\n repeat (15)\n go to x: (pick random (-230) to (230)) y: (-175)\n set size to (pick random (30) to (130)) %\n set [color v] effect to (pick random (1) to (10))\n create clone of (_myself_ v)\n wait (0.3) seconds\n end\nend\nhide\n\nwhen I start as a clone\nshow\nset [xspeed v] to (pick random (-3) to (3))\nset [grav v] to (pick random (7) to (25))\nforever\n change y by (gRav)\n change [grav v] by (-1)\n change x by (xSpeed)\n if <(y position) < [-175]> then\n delete this clone\n end\n if <<touching (спрайт 3 v)?> or <touching (спрайт 4 v)?>> then\n stop [all v]\n end\nend\n\nshow\nset size to (30) %\n\n@Спрайт 9\n\nwhen flag clicked\nhide\n\n
Love and Fav Pls! ⭐\nControl Player With the Arrow Keys.\n9 ATTACKS!\nSurvive as long as u can!\nWoah! Explore page!!!
Woods - A platformer #Games #Trending
@Stage\n\nwhen flag clicked\nforever\n play sound [Alkali - Lively v] until done\nend\n\nwhen I receive [start v]\n\nif <(Start?) = [1]> then\nend\n\n@player\n\nwhen flag clicked\nhide\n\nchange x by (-470)\n\ndefine Reset player\ngo to x: (-180) y: (0)\npoint in direction (90)\nset rotation style [left-right v]\nset [xvel v] to [0]\nset [yvel v] to [0]\n\nwhen I start as a clone\nrepeat (4)\n change [ghost v] effect by (20)\n change size by (-4)\nend\ndelete this clone\n\nwhen I receive [start v]\n\ngo to x: (0) y: (0)\n\nmove (10) steps\n\nwhen flag clicked\nset [set start v] to [0]\nset [level v] to [1]\n\nif <(Start?) = [1]> then\nend\n\nchange [set start v] by (1)\n\nwhen flag clicked\nwait (0) seconds\nchange [start? v] by (1)\nset [set start v] to [1]\nshow\ngo to [back v] layer\nset size to (70) %\nReset player\nbroadcast (game loop v)\nforever\n create clone of (_myself_ v)\n change [xvel v] by ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (2))\n if <<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> or <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>> then\n point in direction ((<<<key (right arrow v) pressed?> or <<(mouse x) > ((x position) + (15))> and <mouse down?>>> or <key (d v) pressed?>> - <<<<(mouse x) < ((x position) + (-15))> and <mouse down?>> or <key (left arrow v) pressed?>> or <key (a v) pressed?>>) * (90))\n end\n set [xvel v] to ((Xvel) * (0.8))\n change x by (Xvel)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change y by (1)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change x by ((Xvel) * (-1))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n start sound [Zoop v]\n if <(Xvel) > [0]> then\n set [xvel v] to [-13]\n else\n set [xvel v] to [13]\n end\n set [yvel v] to [10]\n else\n set [xvel v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [yvel v] by (-1)\n change y by (Yvel)\n if <<touching (level v)?> or <touching (wall v)?>> then\n change y by ((Yvel) * (-1))\n set [yvel v] to [0]\n end\n change y by (-1)\n if <<touching (level v)?> or <touching (wall v)?>> then\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > ((y position) + (20))> and <mouse down?>>> then\n set [yvel v] to [13]\n end\n end\n if <(y position) < [-175]> then\n Reset player\n start sound [Crunch v]\n end\n if <(x position) > [235]> then\n broadcast (next level v)\n change [level v] by (1)\n set x to (-180)\n set y to (-20)\n end\n if <<touching (bad v)?> or <<touching (boss v)?> or <touching (enemy v)?>>> then\n Reset player\n start sound [Crunch v]\n end\n if <touching (treasure v)?> then\n repeat (2)\n set [treasure v] to [1]\n end\n stop [all v]\n end\n change y by (1)\nend\n\n@Level\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nforever\n\nwhen I receive [next level v]\nswitch costume to (join [costume] (level))\n\nwhen flag clicked\nhide\nswitch costume to (costume1 v)\n\nwhen I receive [start v]\n\nwhen flag clicked\nshow\n\n@level2\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (join [costume] (level))\n\nwhen flag clicked\n\ngo to [front v] layer\n\nwait (0.1) seconds\n\nhide\n\n@Level3\n\nwhen I receive [start v]\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (join [costume] (level))\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nhide\n\n@Text\n\nwhen I receive [start v]\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (join [costume] (level))\n\nwhen flag clicked\nshow\ngo to [front v] layer\ngo to [front v] layer\nforever\n go to [front v] layer\n go to [front v] layer\nend\n\nwhen flag clicked\nset [ghost v] effect to (25)\nforever\n \nend\n\nwhen [timer v] > (0)\nhide\n\nwhen flag clicked\nforever\n reset timer\nend\n\nhide\n\n@Bad\n\nwhen I receive [start v]\n\nwhen flag clicked\nshow\nswitch costume to (costume1 v)\n\nwhen I receive [next level v]\nswitch costume to (join [costume] (level))\n\nwhen flag clicked\ngo to [back v] layer\n\nhide\n\n@light\n\nwhen I receive [start v]\n\nwhen flag clicked\nshow\nset [level v] to [0]\nset [ghost effect v] to [22]\nforever\n set [ghost v] effect to (ghost effect)\n go to (player v)\nend\n\ngo to [front v] layer\n\ngo to [front v] layer\n\ngo to [front v] layer\n\nwhen flag clicked\n\nhide\nforever\n\ngo to [front v] layer\n\nwhen flag clicked\nset [level v] to [0]\nforever\n if <(level) > [9]> then\n if <(level) = [10]> then\n set [ghost effect v] to [40]\n else\n if <(level) = [11]> then\n set [ghost effect v] to [55]\n else\n if <(level) = [12]> then\n set [ghost effect v] to [999]\n end\n end\n end\n end\nend\n\n\n\n\n\n@Thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (3423)\nforever\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\n go to [front v] layer\n go [forward v] (1) layers\n go [forward v] (1) layers\nend\n\nchange [ghost v] effect by (45435)\n\n
- Woods-\n I am finally done with my platformer! And yes, this game is mobile. Wasd or arrow keys to move. \n Please dont advertise and no hate. And I know this platformer is short.\nPlease report any bugs to me\n -Goals-\n100 views ✔️\n 200 views ✔️\n 300 views ✔️\n 500 views ✔️\n 750 views ✔️\n1000 views✔️\n1500 views✔️\n2000+ views✔️\nI fixed the bug where you reset to level 2 after you clear level 4.\n\n\n \n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHello\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHello again\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\n\nHello again (x2)
Minecraft✕ Cave Platformer マインクラフト✕洞窟プラットフォーマー
@Stage\n\n@プレイヤー\n\nwhen flag clicked\nforever\n wait until <touching (水 v)?>\n start sound [水1 v]\n wait until <not <touching (水 v)?>>\n start sound [水2 v]\nend\n\ndefine また一瞬\nbroadcast (next v)\nset [x v] to [0]\nset [y v] to [0]\nchange [ステージ v] by (1)\nhide\nglide (1.2) secs to x: (-110) y: (-96)\nset [y v] to [0]\nshow\n\nwhen flag clicked\nset [ステージ v] to [1]\nforever\n if <(x position) = [331]> then\n また一瞬\n end\nend\n\nwhen I start as a clone\nrepeat (30)\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 flag clicked\nforever\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1.2))\n change y by (-6)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<(mouse y) > (y position)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [-4]\n else\n set [x v] to [4]\n end\n start sound [壁キック v]\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n if <touching (地面 v)?> then\n set [y v] to [13]\n end\n end\n change y by (y)\n change [y v] by (-1)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\nend\n\nwhen flag clicked\nset rotation style [don't rotate v]\npoint in direction (90)\ngo to x: (-110) y: (-96)\nset size to (70) %\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nset [y v] to [0]\nset [x v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<[0] < (mouse x)> and <mouse down?>>> then\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n point in direction (90)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < [0]> and <mouse down?>>> then\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n point in direction (-90)\n end\n change x by (x)\n set [x v] to ((x) * (0.9))\nend\n\ndefine タヒんだおっ( ^ω^)\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-110) y: (-96)\n\nwhen flag clicked\nforever\n if <(y position) = [-154]> then\n タヒんだおっ( ^ω^)\n end\n if <touching (マグマ v)?> then\n タヒんだおっ( ^ω^)\n end\n if <touching (ゾンビ v)?> then\n タヒんだおっ( ^ω^)\n end\n if <key (r v) pressed?> then\n タヒんだおっ( ^ω^)\n end\n if <touching (ゾンビ2 v)?> then\n タヒんだおっ( ^ω^)\n end\nend\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n change [y v] by (0.4)\n if <<<key (up arrow v) pressed?> or <key (w v) pressed?>> or <<[0] < (mouse y)> and <mouse down?>>> then\n set [y v] to [4.5]\n end\n end\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (rock v)\ngo to x: (0) y: (0)\ngo to [front v] layer\ngo [backward v] (1) layers\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nshow variable [time v]\nset [time v] to [0]\nforever\n repeat until <(ステージ) = [11]>\n wait (1) seconds\n set [time v] to ((time) + (1))\n end\nend\n\nwhen [timer v] > (0.01)\nhide variable [time v]\n\n@背景\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nshow\nset [brightness v] effect to (0)\ngo to x: (0) y: (0)\ngo to [back v] layer\nset [brightness v] effect to (-23)\nforever\n if <(ステージ) = [7]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム1 v)\n end\nend\n\n@マグマ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <(ステージ) = [2]> then\n go to x: (16) y: (-162)\n switch costume to (コスチューム1 v)\n show\n end\n if <(ステージ) = [3]> then\n hide\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム2 v)\n show\n end\n if <(ステージ) = [5]> then\n hide\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム3 v)\n show\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\n@松明\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nswitch costume to (コスチューム1 v)\ngo to x: (-73) y: (-26)\nforever\n if <(ステージ) = [1]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [4]> then\n switch costume to (コスチューム2 v)\n end\n if <(ステージ) = [5]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (コスチューム3 v)\n end\n if <(ステージ) = [7]> then\n switch costume to (コスチューム1 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (コスチューム4 v)\n end\n if <(ステージ) = [9]> then\n switch costume to (コスチューム5 v)\n end\n if <(ステージ) = [10]> then\n switch costume to (コスチューム6 v)\n end\n if <(ステージ) = [11]> then\n switch costume to (コスチューム1 v)\n end\nend\n\n@NEXT\n\nwhen I receive [next v]\nchange [ry v] by (1)\nset [move v] to [0]\ngo to [front v] layer\nshow\nswitch costume to (コスチューム1 v)\nstart sound [Coin v]\nrepeat (5)\n next costume\nend\nwait (1) seconds\nrepeat (5)\n next costume\nend\nset [move v] to [1]\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ry v] to [1]\nhide\n\n@看板\n\nwhen flag clicked\ngo to x: (172) y: (-92)\ngo to [back v] layer\ngo [forward v] (1) layers\nhide\nforever\n if <(ステージ) = [2]> then\n switch costume to (30 v)\n show\n end\n if <(ステージ) = [3]> then\n hide\n end\n if <(ステージ) = [5]> then\n go to x: (-66) y: (-94)\n show\n switch costume to (2 v)\n end\n if <(ステージ) = [6]> then\n hide\n end\n if <(ステージ) = [10]> then\n go to x: (-66) y: (-94)\n show\n switch costume to (3 v)\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\n@音楽\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (-195) y: (154)\nswitch costume to (button3-a \(1\) v)\nstop all sounds\nset volume to (100) %\nshow\nforever\n play sound [RockmanForteOpeningStage v] until done\n if <(timer) = [0.01]> then\n set volume to (0) %\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n set volume to (100) %\n end\n if <(costume [number v]) = [2]> then\n set volume to (0) %\n end\nend\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <(ステージ) = [2]> then\n hide\n end\nend\n\n@ゾンビ\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (ゾンビ v)\ngo to x: (213) y: (-36)\nhide\nforever\n if <(ステージ) = [5]> then\n show\n switch costume to (ゾンビ v)\n glide (1.5) secs to x: (21) y: (-36)\n wait (0.2) seconds\n switch costume to (ゾンビ2 v)\n glide (1.5) secs to x: (213) y: (-36)\n wait (0.2) seconds\n end\n if <(ステージ) = [6]> then\n hide\n end\n if <(ステージ) = [9]> then\n go to x: (217) y: (-115)\n show\n switch costume to (ゾンビ v)\n glide (1) secs to x: (89) y: (-115)\n wait (0.2) seconds\n switch costume to (ゾンビ2 v)\n glide (1) secs to x: (217) y: (-115)\n wait (0.2) seconds\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n@水\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\ngo to x: (-61) y: (-121)\nswitch costume to (10 v)\nhide\nforever\n if <(ステージ) = [6]> then\n show\n end\n if <(ステージ) = [7]> then\n hide\n end\n if <(ステージ) = [8]> then\n switch costume to (2 v)\n show\n end\n if <(ステージ) = [9]> then\n hide\n end\nend\n\n@ゾンビ2\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (ゾンビ v)\ngo to x: (-28) y: (-115)\nhide\nforever\n if <(ステージ) = [9]> then\n go to x: (-28) y: (-115)\n show\n switch costume to (ゾンビ v)\n glide (0.9) secs to x: (-121) y: (-115)\n wait (0.2) seconds\n switch costume to (ゾンビ2 v)\n glide (0.9) secs to x: (-28) y: (-115)\n wait (0.2) seconds\n end\n if <(ステージ) = [10]> then\n hide\n end\nend\n\n@隠し\n\nwhen flag clicked\ngo to x: (36) y: (28)\nset [ghost v] effect to (0)\ngo to [front v] layer\nhide\nforever\n if <(ステージ) = [10]> then\n show\n end\n if <(ステージ) = [11]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [10]> and <touching (プレイヤー v)?>> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (0)\n end\nend\n\n@アウトロ\n\nwhen flag clicked\nreset timer\ngo to x: (0) y: (368)\nset [ghost v] effect to (100)\ngo to [front v] layer\ngo [forward v] (100) layers\nhide\nstop all sounds\nset volume to (0) %\nforever\n reset timer\nend\n\nwhen [timer v] > (0.01)\nshow\nclear graphic effects\ngo to [front v] layer\ngo [forward v] (100) layers\nglide (0.5) secs to x: (0) y: (0)\nset volume to (100) %\nforever\n play sound [Rockman5 title v] until done\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nforever\n go to [front v] layer\nend\n\n@ターボ検知\n\nwhen flag clicked\nreset timer\nswitch costume to (コスチューム1 v)\nset [あ v] to [0]\nset [ghost v] effect to (100)\nforever\n switch costume to (コスチューム1 v)\n go to [front v] layer\n set size to (100) %\n change [あ v] by (1)\n wait () seconds\nend\n\nwhen flag clicked\nforever\n wait (0.5) seconds\n set [あ v] to [0]\nend\n\nwhen flag clicked\nforever\n if <[25] < (あ)> then\n broadcast (ターボ撲滅 v)\n stop [all v]\n end\nend\n\nwhen I receive [ターボ撲滅 v]\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\n\n
https://scratch.mit.edu/projects/900904493\n↑新作 new work\n日本語説明は↓(絶対見て下さい。メモクレも)\n宣伝する海外ニキがいるので、コメ欄は封鎖しました\nhttps://scratch.mit.edu/projects/889230555\n↑Publicity is this way. 宣伝はこっち\n【English】\nCannot be done in turbo mode!Congrats!\nPress the flag twice to press\nArrow keys or wad, tap to move\nTouching magma or zombies will bring you back\nR key to reset\nQUIZ: How many ore blocks are there? Tell me in the comments with your time!\nStars and hearts, please follow and spread the word!\nI thought a regular cave wasn't enough, so I incorporated the world of Minecraft.\nI made an outro.\n\n【日本語】\nターボモードでできないようにしました!おめでとう!\n旗を二回押して押して下さい\n矢印キー、またはwad、タップで移動\nマグマに触れたりゾンビに触れると戻されます\nRキーでリセットします\nクイズ:鉱石ブロックはいくつある?自分のタイムと一緒にコメントで教えてね\n星とハート、フォロー、拡散よろしくお願いします!!\n普通の洞窟だけでは物足りないと思ったのでマインクラフトの世界を取り入れてみました\nアウトロを作ってみました
Mello 2 UA// A Platformer #games
@Stage\n\nwhen I receive [__render level v]\nif <(_GAME LEVEL) < [51]> then\n if <(_GAME LEVEL) < [41]> then\n switch backdrop to (grid gradient v)\n else\n switch backdrop to (red backdrop v)\n end\n set [color v] effect to (_COLOUR - GLOBAL)\nelse\n clear graphic effects\n switch backdrop to (nor v)\nend\n\nwhen I receive [__main menu v]\nswitch backdrop to (menu backdrop v)\n\nwhen I receive [@menu buttons tick v]\nchange [_colour - global v] by (1)\nset [color v] effect to (_COLOUR - GLOBAL)\nif <(_COLOUR - GLOBAL) > [200]> then\n set [_colour - global v] to [0]\nend\n\n@Thumbnail\n\nwhen flag clicked\nset size to (101) %\nhide\nforever\n set [time track v] to (timer)\nend\n\nwhen [timer v] > ((time track) + (0.2))\ngo to x: (0) y: (0)\nswitch costume to (thumbnail v2 v)\ngo to [front v] layer\nshow\n\nwhen I receive [___game complete v]\nhide\nwait (3) seconds\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nswitch costume to (thumbnail v2 v)\ngo to [front v] layer\nshow\nrepeat (200)\n change [ghost v] effect by (-0.5)\nend\n\n@Player\n\ndefine Change Y by (y)\nchange [_player y v] by (y)\nGet IsSolid\nrepeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) = [0]> then\n stop [this script v]\n end\n change [_player y v] by ((0) - ((y) / ([abs v] of (y) )))\n if <((y) * (_GRAVITY)) > [0]> then\n set [jumping v] to [9999]\n else\n if <(falling) > [2]> then\n if <<(_GRAVITY) > [0]> and <(_PLAYER YV) < [-4]>> then\n start sound [Land v]\n else\n if <(_PLAYER YV) > [4]> then\n start sound [Land v]\n end\n end\n end\n set [jumping v] to [0]\n set [falling v] to [0]\n end\n Get IsSolid\n set [_player yv v] to [0]\nend\n\ndefine Position\ngo to x: (((round (_PLAYER X)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (_PLAYER Y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\ndefine Get IsSolid\nPosition\nif <<<touching (level v)?> or <touching (mob v)?>> or <touching (door v)?>> then\n set [is solid v] to [1]\nelse\n set [is solid v] to [0]\nend\n\ndefine Change X by (x)\nchange [_player x v] by (x)\nrepeat ([ceiling v] of ((7) * (_SIZE)) )\n Get IsSolid\n if <(is solid) = [1]> then\n change [_player y v] by ((1) * (_GRAVITY))\n else\n stop [this script v]\n end\nend\nchange [_player y v] by (((0) - ([ceiling v] of ((7) * (_SIZE)) )) * (_GRAVITY))\nrepeat ([ceiling v] of ([abs v] of (x) ) )\n if <(is solid) = [0]> then\n stop [this script v]\n end\n set [_player xv v] to [0]\n change [_player x v] by ((0) - ((x) / ([abs v] of (x) )))\n Get IsSolid\nend\n// [Wall Jumping]\nif <<(falling) > [2]> and <[_controls v] contains [Up]?>> then\n set [_player yv v] to [12]\n set [_player xv v] to ((0) - (((direction) / ([abs v] of (direction) )) * (20)))\nend\n\ndefine Animate\nif <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n if <<(falling) > [2]> or <(jumping) > [0]>> then\n if <((_PLAYER YV) * (_GRAVITY)) > [0]> then\n set [costume v] to ((3) + (19))\n else\n set [costume v] to ((4) + (19))\n end\n else\n if <([abs v] of (_PLAYER XV) ) > [0.1]> then\n set [costume v] to ((([floor v] of (((timer) * (12)) mod (4)) ) + (5)) + (19))\n else\n set [costume v] to ((([floor v] of (((timer) * (5)) mod (2)) ) + (1)) + (19))\n end\n end\n if <(_GRAVITY) = [1]> then\n switch costume to (costume)\n else\n switch costume to ((costume) + (8))\n end\nelse\n if <<(falling) > [2]> or <(jumping) > [0]>> then\n if <((_PLAYER YV) * (_GRAVITY)) > [0]> then\n set [costume v] to [3]\n else\n set [costume v] to [4]\n end\n else\n if <([abs v] of (_PLAYER XV) ) > [0.1]> then\n set [costume v] to (([floor v] of (((timer) * (12)) mod (4)) ) + (5))\n else\n set [costume v] to (([floor v] of (((timer) * (5)) mod (2)) ) + (1))\n end\n end\n if <(_GRAVITY) = [1]> then\n switch costume to (costume)\n else\n switch costume to ((costume) + (8))\n end\nend\n\ndefine Spawn\nclear graphic effects\nset [_player yv v] to [0]\nset [_player xv v] to [0]\nset [_player x v] to [0]\nset [_player y v] to [0]\nset [_player x v] to (_PLAYER SPAWN X)\nset [_player y v] to (_PLAYER SPAWN Y)\nset [_death v] to [0]\nset [_gravity v] to [1]\nset rotation style [left-right v]\nif <(_PLAYER X) > [0]> then\n point in direction (-90)\nelse\n point in direction (90)\nend\nset size to ((101) * (_SIZE)) %\nset [_level x v] to [0]\nset [_level y v] to [0]\nset [_level shake v] to [0]\nset [_level shake y v] to [0]\nset [_level shake x v] to [0]\nset [_moving platform xv v] to [0]\nset [_moving platform yv v] to [0]\nset [_keys collected v] to [0]\nset [_keys total v] to [0]\nset [_game mode v] to [1]\nset [_timer v] to [0]\nbroadcast (_RESET LEVEL MOBS v) and wait\nbroadcast (_DOOR v)\nerase all\nbroadcast (__MUSIC UPDATE v)\nbroadcast (__RENDER LEVEL v)\nbroadcast (_FIND SPAWN POSITION v)\n\nwhen I receive [player tick v]\nif <(_DEATH) = [0]> then\n if <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (hitbox v)\n switch costume to ((costume [number v]) + (19))\n else\n switch costume to (hitbox v)\n end\n show\n Get IsSolid\n if <(is solid) > [0]> then\n change [_player x v] by (_MOVING PLATFORM XV)\n change [_player y v] by (_MOVING PLATFORM YV)\n Get IsSolid\n if <(is solid) > [0]> then\n Find Available Space | X: (_PLAYER X) Y: (_PLAYER Y) Max Distance: ([ceiling v] of ((12) * (_SIZE)) )\n if <(is solid) > [0]> then\n set [_death v] to [1]\n end\n end\n else\n Change X by (_MOVING PLATFORM XV)\n Change Y by (_MOVING PLATFORM YV)\n end\n set [_moving platform xv v] to [0]\n set [_moving platform yv v] to [0]\n if <(_GAME MODE) = [1]> then\n Timer Tick\n if <[_controls v] contains [Right]?> then\n point in direction (90)\n change [_player xv v] by (1.8)\n else\n if <[_controls v] contains [Left]?> then\n point in direction (-90)\n change [_player xv v] by (-1.8)\n end\n end\n if <([abs v] of (_PLAYER XV) ) > [0.4]> then\n Change X by ((_PLAYER XV) * (_SIZE))\n else\n set [_player xv v] to [0]\n end\n if <<<(_GRAVITY) = [1]> and <[_controls v] contains [Up]?>> or <<(_GRAVITY) = [-1]> and <[_controls v] contains [Down]?>>> then\n if <<(falling) < [4]> or <(jumping) > [0]>> then\n if <(jumping) < [8]> then\n if <(jumping) = [0]> then\n start sound [Jump v]\n end\n change [jumping v] by (1)\n if <([abs v] of (_PLAYER YV) ) < [7.5]> then\n set [_player yv v] to ((7.5) * (_GRAVITY))\n if <([floor v] of ((jumping) / (2)) ) = ((jumping) / (2))> then\n end\n end\n end\n else\n set [jumping v] to [0]\n end\n end\n set [_player xv v] to ((_PLAYER XV) * (0.75))\n change [falling v] by (1)\n Change Y by ((_PLAYER YV) * (_SIZE))\n change [_player yv v] by ((-1) * (_GRAVITY))\n if <(_PLAYER YV) < [-24]> then\n set [_player yv v] to [-24]\n else\n if <(_PLAYER YV) > [24]> then\n set [_player yv v] to [24]\n end\n end\n if <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (large v)\n switch costume to ((costume [number v]) + (19))\n else\n switch costume to (large v)\n end\n Position\n if <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (danger hitbox v)\n switch costume to ((costume [number v]) + (19))\n else\n switch costume to (danger hitbox v)\n end\n if <<touching (spikes v)?> or <touching (moving spikes v)?>> then\n set [_death v] to [1]\n end\n if <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (hitbox v)\n switch costume to ((costume [number v]) + (19))\n else\n switch costume to (hitbox v)\n end\nend\n\ndefine // (comment)\n\nwhen I receive [player editor tick v]\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <key ((join [в] []) v) pressed?>>> then\n change [_player x v] by (12)\nelse\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key ((join [ф] []) v) pressed?>>> then\n change [_player x v] by (-12)\n end\nend\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key ((join [ц] []) v) pressed?>>> then\n change [_player y v] by (12)\nelse\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key ((join [і] []) v) pressed?>>> then\n change [_player y v] by (-12)\n end\nend\nPosition\nAnimate\n\ndefine Find Available Space | X: (x) Y: (y) Max Distance: (max dist)\nset [distance v] to [1]\nrepeat (max dist)\n if <(_GRAVITY) > [0]> then\n set [direction v] to [0]\n else\n set [direction v] to [-180]\n end\n repeat (16)\n set [_player x v] to ((x) + (([sin v] of (direction) ) * (distance)))\n set [_player y v] to ((y) + (([cos v] of (direction) ) * (distance)))\n Get IsSolid\n if <(is solid) > [0]> then\n change [direction v] by (22.5)\n else\n stop [this script v]\n end\n end\n change [distance v] by (1)\nend\n\nwhen I receive [__game start v]\nset [__is mobile? v] to [1]\nset [_editor v] to [0]\nset [_level shake v] to [0]\nset [_light v] to [100]\nif <(_GAME LEVEL) = [1]> then\n set [done intro v] to [0]\nelse\n set [done intro v] to [1]\nend\nset [__speedrun timer v] to [0]\nset [__speedrun time display v] to [0'00]\nforever\n broadcast (_DELETE TEXT v) and wait\n broadcast (_DELETE PARTICLES v) and wait\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n delete all of [_controls v]\n delete all of [_particle spawns v]\n Spawn\n go to [front v] layer\n if <(_EXIT) = [1]> then\n broadcast (_FADE IN v)\n end\n if <(done intro) = [0]> then\n Intro\n set [done intro v] to [1]\n end\n set [_exit v] to [0]\n repeat until <(_EXIT) > [0]>\n if then\n Toggle Editor\n wait until <not <key (e v) pressed?>>\n end\n Switch Levels\n if <(_DEATH) = [1]> then\n // [Death]\n broadcast (_DELETE TEXT v) and wait\n set [_game mode v] to [1]\n start sound [Hit v]\n hide\n Particle Dot Shower [20]\n Particle | X: (_PLAYER X) Y: (_PLAYER Y) Id: [4]\n set [_level shake v] to [5]\n repeat (20)\n Game Tick\n end\n Spawn\n Game Tick\n end\n if <(_EDITOR) > [0]> then\n // [Editor Tick]\n if <(_GAME MODE) > [0]> then\n broadcast (First Tick v)\n broadcast (Player Editor Tick v)\n broadcast (Moving Spikes Tick v)\n broadcast (Mob Tick v)\n broadcast (Background Particles Tick v)\n broadcast (Light Tick v)\n broadcast (Particle Tick v)\n broadcast (Animate v)\n end\n else\n // [Normal Game Tick]\n Game Tick\n end\n end\n // [Level Complete]\n change [_game level v] by (1)\n broadcast (_FADE OUT v)\n if <(_GAME LEVEL) > [50]> then\n if <(_GAME LEVEL) = [51]> then\n // [Entry to the Kingdom of Nor]\n set [_music v] to [6]\n start sound [Connect v]\n broadcast (__MUSIC UPDATE v)\n wait (3) seconds\n else\n // [Game Complete]\n repeat (15)\n set [speech # v] to [1]\n broadcast (_DELETE TEXT v) and wait\n broadcast (_DELETE PARTICLES v) and wait\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n delete all of [_controls v]\n delete all of [_particle spawns v]\n hide\n broadcast (_FADE IN v)\n repeat (length of [conclusion text v])\n set [_outro frame v] to (speech #)\n broadcast (_FADE IN v)\n repeat until <not <<<key (z v) pressed?> or <key ((join [я] []) v) pressed?>> or <mouse down?>>>\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n repeat (15)\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n add (item (speech #) of [conclusion text v]) to [_text to write v]\n repeat until <<<key (z v) pressed?> or <key ((join [я] []) v) pressed?>> or <mouse down?>>\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n add [] to [_text to write v]\n change [speech # v] by (1)\n wait (0) seconds\n repeat (15)\n broadcast (Text Animate v)\n broadcast (_CONCLUSION v)\n end\n broadcast (_FADE OUT v) and wait\n end\n broadcast (___GAME COMPLETE v)\n stop [this script v]\n end\n else\n start sound [Connect v]\n repeat (15)\n Timer Tick\n end\n end\nend\n\nwhen flag clicked\nerase all\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [first tick v]\nif <(__IS MOBILE?) > [0]> then\n if <key (any v) pressed?> then\n set [__is mobile? v] to [0]\n end\nend\nchange [_timer v] by (0.033)\nif <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (large v)\n switch costume to ((costume [number v]) + (19))\nelse\n switch costume to (large v)\nend\nPosition\nif <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (hitbox v)\n switch costume to ((costume [number v]) + (19))\nelse\n switch costume to (hitbox v)\nend\n\ndefine Particle | X: (x) Y: (y) Id: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\ndefine Particle Dot Shower (size)\nrepeat (size)\n Particle | X: (_PLAYER X) Y: (_PLAYER Y) Id: [1]\nend\n\ndefine Switch Levels\nif <((_PLAYER X) - ((_LEVEL X) * (480))) > [240]> then\n change [_level x v] by (1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\nelse\n if <((_PLAYER X) - ((_LEVEL X) * (480))) < [-240]> then\n change [_level x v] by (-1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\n end\nend\nif <((_PLAYER Y) - ((_LEVEL Y) * (360))) > [180]> then\n change [_level y v] by (1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\nelse\n if <((_PLAYER Y) - ((_LEVEL Y) * (360))) < [-180]> then\n change [_level y v] by (-1)\n broadcast (_DELETE PARTICLES v) and wait\n erase all\n broadcast (__RENDER LEVEL v)\n end\nend\n\nwhen I receive [shake level v]\nset [_level shake x v] to (round (pick random (_LEVEL SHAKE) to ((0) - (_LEVEL SHAKE))))\nset [_level shake y v] to (round (pick random (_LEVEL SHAKE) to ((0) - (_LEVEL SHAKE))))\n\ndefine Intro\nset [_game mode v] to [2]\nset [speech # v] to [1]\nset [speech v] to [Останнє, що міг пригадати Мелло, це сліпуче світло, яке з’явилося в небі.]\nadd (speech) to [_text to write v]\nrepeat until <(speech) = []>\n if <<<key (z v) pressed?> or <<key ((join [я] []) v) pressed?> or <mouse down?>>> and <(z pressed) = [0]>> then\n change [speech # v] by (1)\n if <(speech #) = [2]> then\n set [speech v] to [ Тепер Мелло прокинувся в незвичному, але дещо знайомому місці.]\n else\n if <(speech #) = [3]> then\n set [speech v] to [ Але цього разу все виглядає інакше.]\n else\n if <(speech #) = [4]> then\n set [speech v] to [Цього разу це воно не дозволить Мелло втекти.]\n else\n if <(speech #) = [5]> then\n set [speech v] to []\n end\n end\n end\n end\n if <(speech) > []> then\n add (speech) to [_text to write v]\n end\n end\n if <<key (x v) pressed?> or <key ((join [ч] []) v) pressed?>> then\n delete all of [_text to write v]\n add [] to [_text to write v]\n set [_game mode v] to [1]\n stop [this script v]\n end\n if <<key (z v) pressed?> or <<mouse down?> or <key ((join [ч] []) v) pressed?>>> then\n set [z pressed v] to [1]\n else\n set [z pressed v] to [0]\n end\n Game Tick\nend\ndelete all of [_text to write v]\nadd [] to [_text to write v]\nset [_game mode v] to [1]\n\ndefine Tick - Player Can't Move\nbroadcast (First Tick v)\nbroadcast (Shake Level v)\nbroadcast (Position Level v)\nbroadcast (Moving Platform Tick v)\nbroadcast (Moving Spikes Tick v)\nbroadcast (Mob Tick v)\nbroadcast (Background Particles Tick v)\nbroadcast (Light Tick v)\nbroadcast (Particle Tick v)\nbroadcast (Text Animate v)\nbroadcast (Animate v)\n\ndefine Toggle Editor\nerase all\nset [_game mode v] to [1]\nbroadcast (_DELETE PARTICLES v) and wait\nif <(_EDITOR) = [0]> then\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n set [_editor v] to [1]\nelse\n broadcast (_SAVE MOB LEVEL v) and wait\n set [_editor v] to [0]\n broadcast (_DELETE MOBS v) and wait\n broadcast (_LOAD LEVEL v) and wait\n set [_keys collected v] to [0]\n set [_keys total v] to [0]\n broadcast (_RESET LEVEL MOBS v) and wait\n broadcast (__MUSIC UPDATE v)\n if <(_KEYS TOTAL) > [0]> then\n broadcast (_DOOR v)\n end\nend\nset size to ((101) * (_SIZE)) %\nset [_level shake x v] to [0]\nset [_level shake y v] to [0]\nbroadcast (__RENDER LEVEL v) and wait\n\nwhen I receive [animate v]\nif <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (large v)\n switch costume to ((costume [number v]) + (19))\n Position\n Animate\nelse\n switch costume to (large v)\n Position\n Animate\nend\n\ndefine Game Tick\nif <(_GAME MODE) > [0]> then\n if <(round (_LEVEL SHAKE)) > [0]> then\n broadcast (Shake Level v)\n broadcast (Position Level v)\n broadcast (First Tick v)\n broadcast (Moving Platform Tick v)\n broadcast (Moving Spikes Tick v)\n broadcast (Control Tick v)\n broadcast (Player Tick v)\n broadcast (Mob Tick v)\n broadcast (Background Particles Tick v)\n broadcast (Light Tick v)\n broadcast (Particle Tick v)\n broadcast (Animate v)\n broadcast (Text Animate v)\n erase all\n set [_level shake v] to ((_LEVEL SHAKE) * (0.88))\n broadcast (__RENDER LEVEL v) and wait\n else\n broadcast (First Tick v)\n broadcast (Moving Platform Tick v)\n broadcast (Moving Spikes Tick v)\n broadcast (Control Tick v)\n broadcast (Player Tick v)\n broadcast (Mob Tick v)\n broadcast (Background Particles Tick v)\n broadcast (Light Tick v)\n broadcast (Particle Tick v)\n broadcast (Animate v)\n broadcast (Text Animate v)\n if <(_LEVEL SHAKE) > [0]> then\n set [_level shake v] to [0]\n set [_level shake x v] to [0]\n set [_level shake y v] to [0]\n erase all\n broadcast (__RENDER LEVEL v) and wait\n end\n end\nend\n\nwhen I receive [_find spawn position v]\nshow\nif <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (hitbox v)\n switch costume to ((costume [number v]) + (19))\nelse\n switch costume to (hitbox v)\nend\nChange Y by [-10]\nAnimate\n\ndefine Timer Tick\nif <(_GAME LEVEL) < [51]> then\n change [__speedrun timer v] by ((1) / (30))\n if <(length of ([floor v] of ((__SPEEDRUN TIMER) mod (60)) )) < [2]> then\n set [__speedrun time display v] to (join (join ([floor v] of ((__SPEEDRUN TIMER) / (60)) ) ['0]) ([floor v] of ((__SPEEDRUN TIMER) mod (60)) ))\n else\n set [__speedrun time display v] to (join (join ([floor v] of ((__SPEEDRUN TIMER) / (60)) ) [']) ([floor v] of ((__SPEEDRUN TIMER) mod (60)) ))\n end\nend\n\nwhen I receive [_set sfx volume v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\n@Level\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n show\n if <(_GAME LEVEL) < [51]> then\n Outline | Width ([ceiling v] of ((20) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [97] Brightness: [0]\n Outline | Width ([ceiling v] of ((14) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [97] Brightness: [0]\n if <(_LEVEL SHAKE) > [0]> then\n Outline | Width ([ceiling v] of ((9) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [95] Brightness: [0]\n Outline | Width ([ceiling v] of ((6) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [87] Brightness: [0]\n Outline | Width ([ceiling v] of ((3) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [87] Brightness: [0]\n else\n Outline | Width ([ceiling v] of ((9) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [96] Brightness: [0]\n Outline | Width ([ceiling v] of ((8) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [99] Brightness: [0]\n Outline | Width ([ceiling v] of ((7) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [97] Brightness: [0]\n Outline | Width ([ceiling v] of ((6) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [95] Brightness: [0]\n Outline | Width ([ceiling v] of ((5) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [90] Brightness: [0]\n end\n Outline | Width ([ceiling v] of ((3) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [70] Brightness: [0]\n Outline | Width ([ceiling v] of ((2) * (_SIZE)) ) Colour: (_COLOUR - GLOBAL) Transparency: [0] Brightness: [20]\n Outline | Width ((1) * (_SIZE)) Colour: (_COLOUR - GLOBAL) Transparency: [0] Brightness: [85]\n clear graphic effects\n set [brightness v] effect to (-100)\n else\n clear graphic effects\n if <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n switch costume to (join [W ] (join (costume) [ Decor]))\n else\n switch costume to (join (costume) [ Decor])\n end\n set size to (200) %\n stamp\n set size to (101) %\n set [ghost v] effect to (100)\n switch costume to (costume)\n end\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nelse\n hide\nend\n\ndefine Outline | Width (width) Colour: (colour) Transparency: (transp) Brightness: (bright)\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nset [brightness v] effect to (bright)\nset [color v] effect to (colour)\nset [ghost v] effect to (transp)\nchange y by (width)\nstamp\nchange x by (width)\nstamp\nchange y by ((0) - (width))\nstamp\nchange y by ((0) - (width))\nstamp\nchange x by ((0) - (width))\nstamp\nchange x by ((0) - (width))\nstamp\nchange y by (width)\nstamp\nchange y by (width)\nstamp\n\nwhen flag clicked\nset size to (101) %\ngo to [front v] layer\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\nwhen flag clicked\nhide\n\n@Spikes\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n set size to (101) %\n show\n clear graphic effects\n set [color v] effect to (_COLOUR - GLOBAL)\n set [brightness v] effect to (100)\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nelse\n hide\nend\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\nwhen flag clicked\nhide\n\n@Moving Spikes\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n set size to (101) %\n show\n go to x: (_LEVEL SHAKE X) y: ((round (_LEVEL SHAKE Y)) + ([floor v] of ((move y) * (_SIZE)) ))\n clear graphic effects\n set [color v] effect to (_COLOUR - GLOBAL)\n set [brightness v] effect to (100)\nelse\n hide\nend\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: ((round (_LEVEL SHAKE Y)) + ([floor v] of ((move y) * (_SIZE)) ))\n\nwhen I receive [moving spikes tick v]\nif <(_EDITOR) > [0]> then\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\nelse\n go to x: (_LEVEL SHAKE X) y: ((round (_LEVEL SHAKE Y)) + ([floor v] of ((move y) * (_SIZE)) ))\n if <(mode) = [0]> then\n // [Going Down]\n change [move y v] by (((-25) - (move y)) / (4))\n if <(time) > [35]> then\n // [Switch to Going Up]\n set [mode v] to [1]\n set [time v] to [0]\n end\n change [time v] by (1)\n else\n if <(mode) = [1]> then\n // [Going Up]\n change [move y v] by (((0) - (move y)) / (5))\n if <(time) > [35]> then\n // [Switch to Going Down]\n set [mode v] to [0]\n set [time v] to [0]\n end\n change [time v] by (1)\n end\n end\nend\n\nwhen I receive [_reset level mobs v]\nset [move y v] to [0]\nset [mode v] to [1]\nset [time v] to [0]\n\ndefine // (comment)\n\nwhen flag clicked\nhide\n\n@Mob Barriers\n\nwhen I receive [__render level v]\nset [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n set size to (101) %\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n if <(_EDITOR) > [0]> then\n set [ghost v] effect to (40)\n else\n set [ghost v] effect to (100)\n end\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to [front v] layer\nhide\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\n@Mob\n\nwhen I receive [record mob data v]\nif <(id) > []> then\n add (x) to [_mob data v]\n add (y) to [_mob data v]\n add (id) to [_mob data v]\n add (data) to [_mob data v]\nend\n\ndefine Mob | X (x) Y (y) Id (id)\nset [x v] to (x)\nset [y v] to (y)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I receive [mob tick v]\nif <(id) > []> then\n if <<([abs v] of ((x) - ((_LEVEL X) * (480))) ) < [240]> and <([abs v] of ((y) - ((_LEVEL Y) * (360))) ) < [180]>> then\n if <(_EDITOR) > [0]> then\n set [show? v] to [1]\n Position\n go to [front v] layer\n show\n Editor - Set Tile Costume (id)\n if <mouse down?> then\n if <(mouse down) = [0]> then\n if <(_EDITOR BRUSH) = [0]> then\n if <touching (mouse-pointer v)?> then\n delete this clone\n end\n end\n end\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n if <(id) = [26]> then\n if <touching (mouse-pointer v)?> then\n say (data)\n if <key ((join [/] []) v) pressed?> then\n set [_game mode v] to [0]\n ask (join [Enter New Data | Current: ] (data)) and wait\n set [_game mode v] to [1]\n set [data v] to (answer)\n end\n else\n say []\n end\n end\n end\n else\n if <(is moving platform) = [0]> then\n set [show? v] to [1]\n Position\n show\n if <(id) < [3]> then\n if <(id) = [1]> then\n // [Flag]\n switch costume to (([floor v] of (((timer) * (10)) mod (8)) ) + (1))\n if <(_DEATH) = [0]> then\n if <<([abs v] of ((x) - (_PLAYER X)) ) < ((15) * (_SIZE))> and <([abs v] of ((y) - (_PLAYER Y)) ) < ((30) * (_SIZE))>> then\n set [_exit v] to [1]\n end\n end\n else\n if <(id) = [2]> then\n // [Spawn]\n delete this clone\n end\n end\n else\n if <(id) < [9]> then\n if <(id) = [5]> then\n // [Arrow Right]\n change x by (([sin v] of (((timer) + (y)) * (140)) ) * (5))\n switch costume to (arrow right v)\n else\n if <(id) = [6]> then\n // [Arrow Left]\n change x by (([sin v] of (((timer) + (y)) * (140)) ) * (5))\n switch costume to (arrow left v)\n else\n if <(id) = [7]> then\n // [Arrow Up]\n change y by (([sin v] of (((timer) + (x)) * (140)) ) * (5))\n switch costume to (arrow up v)\n else\n if <(id) = [8]> then\n // [Arrow Down]\n change y by (([sin v] of (((timer) + (x)) * (140)) ) * (5))\n switch costume to (arrow down v)\n end\n end\n end\n end\n else\n if <(id) < [12]> then\n if <(id) = [9]> then\n // [Trampoline]\n if <(stop time) > [0]> then\n switch costume to (bounced v)\n Particle | X: (_PLAYER X) Y: ((_PLAYER Y) - (8)) Id: [2]\n change [stop time v] by (-1)\n else\n switch costume to (bounce v)\n if <touching (player v)?> then\n set [_player yv v] to [18]\n set [stop time v] to [6]\n start sound [Big Boing v]\n end\n end\n else\n if <(id) = [10]> then\n // [Key]\n if <(collected) = [0]> then\n switch costume to (white key v)\n change y by ((([sin v] of (((timer) + (x)) * (140)) ) * (5)) * (_SIZE))\n if <<([abs v] of ((x) - (_PLAYER X)) ) < ((30) * (_SIZE))> and <([abs v] of ((y) - (_PLAYER Y)) ) < ((30) * (_SIZE))>> then\n set [collected v] to [1]\n change [_keys collected v] by (1)\n Particle Dot Shower | X: (x) Y: (y) Size: [5]\n start sound [Clang v]\n end\n set [show? v] to [1]\n show\n else\n set [show? v] to [0]\n hide\n end\n else\n if <(id) = [11]> then\n // [Sawblade]\n switch costume to (saw v)\n set rotation style [all around v]\n turn right (10) degrees\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n end\n end\n end\n else\n if <(id) < [15]> then\n if <(id) = [12]> then\n // [Wizard NPC]\n if <(_GAME LEVEL) < [51]> then\n set [pixelate v] effect to (pick random (0) to (pick random (0) to (pick random (0) to (30))))\n set [mosaic v] effect to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (30))))))))\n switch costume to (pick random (29) to (pick random (29) to (pick random (29) to (31))))\n else\n switch costume to (join [Real Wizard] (([floor v] of (((timer) * (7)) mod (3)) ) + (1)))\n end\n Tick NPC\n else\n if <(id) = [14]> then\n // [Swinging Club]\n switch costume to (club hitbox v)\n set rotation style [all around v]\n turn right (5) degrees\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n switch costume to (club v)\n end\n end\n else\n if <(id) < [22]> then\n if <(id) = [15]> then\n // [Cannon]\n point towards (player v)\n set rotation style [all around v]\n if <(stop time) > [35]> then\n if <<(_GAME MODE) = [1]> and <(_DEATH) = [0]>> then\n switch costume to (join [Cannon Shoot] ([floor v] of (((stop time) - (35)) / (2)) ))\n if <(stop time) > [45]> then\n set [stop time v] to [0]\n set [id v] to [16]\n set [direction v] to (direction)\n change [x v] by (([sin v] of (direction) ) * ((7) * (_SIZE)))\n change [y v] by (([cos v] of (direction) ) * ((7) * (_SIZE)))\n start sound [Shot v]\n create clone of (_myself_ v)\n set [id v] to [15]\n change [x v] by (([sin v] of (direction) ) * ((-7) * (_SIZE)))\n change [y v] by (([cos v] of (direction) ) * ((-7) * (_SIZE)))\n end\n else\n set [stop time v] to [0]\n end\n else\n if <(stop time) < [11]> then\n switch costume to (join [Cannon] ((((stop time) / (2)) mod (5)) + (1)))\n else\n switch costume to (cannon1 v)\n end\n end\n change [stop time v] by (1)\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n set rotation style [all around v]\n turn right (10) degrees\n change [x v] by (([sin v] of (direction) ) * ((7) * (_SIZE)))\n change [y v] by (([cos v] of (direction) ) * ((7) * (_SIZE)))\n change [stop time v] by (1)\n Position\n switch costume to (cannon ball hitbox v)\n if <(stop time) > [3]> then\n Get IsSolid\n if <(is solid) > [0]> then\n Particle Dot Shower | X: (x) Y: (y) Size: [4]\n delete this clone\n else\n if <touching (player v)?> then\n set [_death v] to [1]\n Particle Dot Shower | X: (x) Y: (y) Size: [4]\n delete this clone\n end\n end\n end\n switch costume to (cannon ball v)\n else\n if <(id) = [21]> then\n // [Chicken]\n switch costume to (chickenhitbox v)\n if <(mode) = [1]> then\n change [stop time v] by (1)\n Tick Walker [1]\n if <(falling) = [0]> then\n switch costume to (chicken edge check v)\n Get IsSolid\n if <(is solid) = [0]> then\n set [direction v] to ((0) - (direction))\n end\n end\n switch costume to (chickensquishbox v)\n if <touching (player v)?> then\n if <(_PLAYER YV) < [-2]> then\n start sound [Pluck v]\n set [_player yv v] to [15]\n set [mode v] to [2]\n set [stop time v] to [0]\n else\n if <(stop time) > [15]> then\n switch costume to (chickenhitbox v)\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n end\n end\n end\n if <([abs v] of (xv) ) > [0.2]> then\n switch costume to (([floor v] of (((timer) * (6)) mod (2)) ) + (54))\n else\n switch costume to (chickenstand v)\n end\n else\n change [stop time v] by (1)\n if <(stop time) < [6]> then\n switch costume to (join [ChickenSquish] ([ceiling v] of ((stop time) / (2)) ))\n else\n if <(stop time) > [37]> then\n switch costume to (join [ChickenUnsquish] ([ceiling v] of (((stop time) - (37)) / (2)) ))\n if <(stop time) > [45]> then\n set [mode v] to [1]\n set [stop time v] to [0]\n end\n else\n switch costume to (chickensquish2 v)\n end\n end\n end\n end\n end\n end\n else\n if <(id) < [26]> then\n if <(id) = [22]> then\n // [Axe]\n set rotation style [all around v]\n point in direction ((([sin v] of (((_TIMER) + ((x) * (0.2342525526))) * (100)) ) * (90)) + (90))\n switch costume to (axe hitbox v)\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n switch costume to (axe v)\n else\n if <(id) = [23]> then\n // [Floater]\n point in direction (direction)\n switch costume to (floater hitbox v)\n Tick Floater [2.5]\n change y by ((([sin v] of (((_TIMER) + ((starting x) + (starting y))) * (200)) ) * (6)) * (_SIZE))\n if <touching (player v)?> then\n set [_death v] to [1]\n end\n if <(([floor v] of ((((timer) + ((starting x) + (starting y))) * (14)) mod (20)) ) - (15)) < [1]> then\n switch costume to (floater1 v)\n else\n switch costume to (join [Floater] (([floor v] of ((((timer) + ((starting x) + (starting y))) * (14)) mod (20)) ) - (15)))\n end\n else\n if <(id) = [24]> then\n // [Gravity - Upside Down]\n if <(_GRAVITY) = [1]> then\n switch costume to (gravity flip hitbox v)\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n set [_gravity v] to [-1]\n set [_player yv v] to ((_PLAYER YV) * (0.4))\n Particle Dot Shower | X: (x) Y: (y) Size: [10]\n start sound [Futuristic Terminal v]\n end\n else\n set [ghost v] effect to (50)\n end\n switch costume to (join [Upside Down] (([floor v] of (((timer) * (12)) mod (7)) ) + (1)))\n else\n if <(id) = [25]> then\n // [Gravity - Right Side Up]\n if <(_GRAVITY) = [-1]> then\n switch costume to (gravity flip hitbox v)\n set [ghost v] effect to (0)\n if <touching (player v)?> then\n set [_gravity v] to [1]\n set [_player yv v] to ((_PLAYER YV) * (0.4))\n Particle Dot Shower | X: (x) Y: (y) Size: [10]\n start sound [Futuristic Terminal v]\n end\n else\n set [ghost v] effect to (50)\n end\n switch costume to (join [Right Side Up] (([floor v] of ((((timer) * (12)) + (2)) mod (7)) ) + (1)))\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n hide\n hide\n end\n end\n stop [this script v]\n else\n if <(_EDITOR) > [0]> then\n set [show? v] to [0]\n hide\n else\n if <(is moving platform) = [0]> then\n set [show? v] to [0]\n hide\n end\n end\n end\n if <(id) = [16]> then\n // [Cannon balls delete if offscreen]\n delete this clone\n end\nelse\n if <(_EDITOR) > [0]> then\n go to (mouse-pointer v)\n set [ghost v] effect to (60)\n if <(_EDITOR BRUSH) > [0]> then\n show\n if <mouse down?> then\n if <(mouse down) = [0]> then\n set [data v] to [0]\n Mob | X ((x position) + ((_LEVEL X) * (480))) Y ((y position) + ((_LEVEL Y) * (360))) Id (_EDITOR BRUSH)\n end\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n end\n else\n hide\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nset [id v] to []\nhide\n\ndefine Encode Mob Data\nset [encoded v] to []\nset [i v] to [1]\nrepeat (length of [_mob data v])\n set [encoded v] to (join (encoded) (join (item (i) of [_mob data v]) [_]))\n change [i v] by (1)\nend\n\ndefine Load Mob Data\nset [i v] to [1]\nrepeat until <(letter (i) of (item (_GAME LEVEL) of [_save codes v])) = [|]>\n change [i v] by (1)\n if <not <(i) < (length of (item (_GAME LEVEL) of [_save codes v]))>> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\nrepeat until <not <(i) < (length of (item (_GAME LEVEL) of [_save codes v]))>>\n set [x v] to []\n set [y v] to []\n set [id v] to []\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [x v] to (encoded)\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [y v] to (encoded)\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [id v] to (encoded)\n Read Save Code Data (item (_GAME LEVEL) of [_save codes v])\n set [data v] to (encoded)\n if <(id) = [2]> then\n set [_player spawn x v] to (x)\n set [_player spawn y v] to (y)\n end\n set [starting x v] to (x)\n set [starting y v] to (y)\n create clone of (_myself_ v)\nend\nset [id v] to []\n\nwhen I receive [_load mob level v]\nif <(id) = []> then\n Load Mob Data\nend\n\nwhen I receive [_delete mobs v]\ndelete this clone\n\nwhen I start as a clone\nclear graphic effects\nset size to ((100) * (_SIZE)) %\nset rotation style [left-right v]\npoint in direction (90)\nset [is moving platform v] to [0]\nset [stop time v] to [0]\nif <(id) = [3]> then\n // [Horizontal Wide Platform]\n set [direction v] to [90]\n set [is moving platform v] to [1]\nelse\n if <(id) = [4]> then\n // [Vertical Wide Platform]\n set [direction v] to [0]\n set [is moving platform v] to [1]\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n set [ghost v] to [100]\n set [stop time v] to [0]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n else\n if <(id) = [14]> then\n // [Swinging Club]\n go to [front v] layer\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n hide\n else\n if <(id) = [17]> then\n // [Crusher - Down]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [-180]\n else\n if <(id) = [18]> then\n // [Crusher - Up]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [0]\n else\n if <(id) = [19]> then\n // [Crusher - Right]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [90]\n else\n if <(id) = [20]> then\n // [Crusher - Left]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n set [direction v] to [-90]\n else\n if <(id) = [21]> then\n // [Chicken]\n set [mode v] to [1]\n set [direction v] to [90]\n set [start direction v] to (direction)\n else\n if <(id) = [22]> then\n // [Swinging Axe]\n go to [front v] layer\n else\n if <(id) = [23]> then\n // [Floater]\n set [direction v] to [90]\n set [start direction v] to (direction)\n else\n if <(id) = [24]> then\n // [Gravity Flip]\n else\n if <(id) = [26]> then\n // [Snake Platforms]\n set [is moving platform v] to [1]\n set [i v] to [1]\n Read Mob Data (data)\n set [information v] to (encoded)\n Read Mob Data (data)\n set [information 2 v] to (encoded)\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\nif <(is moving platform) = [1]> then\n set [starting x v] to (x)\n set [starting y v] to (y)\n set [start direction v] to (direction)\nend\n\nwhen [i v] key pressed\nif <(id) = []> then\n change [_editor brush v] by (1)\n if <(_EDITOR BRUSH) > [26]> then\n set [_editor brush v] to [0]\n end\n Editor - Set Tile Costume (_EDITOR BRUSH)\nend\n\ndefine Editor - Set Tile Costume (id)\nset size to ((100) * (_SIZE)) %\nclear graphic effects\nset rotation style [all around v]\npoint in direction (90)\nif <(id) = [1]> then\n // [Flag Goal]\n switch costume to (flag1 v)\nelse\n if <(id) = [2]> then\n // [Player Spawning Position]\n switch costume to (player spawn v)\n else\n if <(id) = [3]> then\n // [Moving Platform - Horizontal Wide]\n switch costume to (horizontal wide v)\n set [color v] effect to (_COLOUR - GLOBAL)\n else\n if <(id) = [4]> then\n // [Moving Platform - Vertical Wide]\n switch costume to (vertical wide v)\n set [color v] effect to (_COLOUR - GLOBAL)\n else\n if <(id) = [5]> then\n // [Arrow Right]\n switch costume to (arrow right v)\n else\n if <(id) = [6]> then\n // [Arrow Left]\n switch costume to (arrow left v)\n else\n if <(id) = [7]> then\n // [Arrow Up]\n switch costume to (arrow up v)\n else\n if <(id) = [8]> then\n // [Arrow Down]\n switch costume to (arrow down v)\n else\n if <(id) = [9]> then\n // [Trampoline]\n switch costume to (bounce v)\n else\n if <(id) = [10]> then\n // [Key]\n switch costume to (white key v)\n else\n if <(id) = [11]> then\n // [Sawblade]\n switch costume to (saw v)\n else\n if <(id) = [12]> then\n // [Wizard NPC]\n switch costume to (wizard npc v)\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n switch costume to (breaking platform v)\n set [color v] effect to (_COLOUR - GLOBAL)\n else\n if <(id) = [14]> then\n // [Swinging Club]\n switch costume to (club v)\n else\n if <(id) = [15]> then\n // [Cannon]\n switch costume to (cannon shoot1 v)\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n switch costume to (cannon ball v)\n else\n if <<(id) > [16]> and <(id) < [21]>> then\n // [Crushers]\n switch costume to (crusher v)\n set [color v] effect to (_COLOUR - GLOBAL)\n if <(id) = [17]> then\n point in direction (90)\n else\n if <(id) = [18]> then\n point in direction (-90)\n else\n if <(id) = [19]> then\n point in direction (0)\n else\n if <(id) = [20]> then\n point in direction (180)\n end\n end\n end\n end\n else\n if <(id) = [21]> then\n // [Chicken]\n switch costume to (chickenstand v)\n else\n if <(id) = [22]> then\n // [Swinging Axe]\n switch costume to (axe v)\n else\n if <(id) = [23]> then\n // [Floater]\n switch costume to (floater1 v)\n else\n if <(id) = [24]> then\n // [Gravity Flip]\n switch costume to (upside down1 v)\n else\n if <(id) = [25]> then\n // [Gravity Flip]\n switch costume to (right side up1 v)\n else\n if <(id) = [26]> then\n // [Snake Blocks]\n set [color v] effect to (_COLOUR - GLOBAL)\n switch costume to (snake v)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine // (comment)\n\ndefine Position\ngo to x: (((round (x)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\ndefine Moving Platform - Check for Player\nchange y by ((1) * (_GRAVITY))\nif <touching (player v)?> then\n set [_moving platform xv v] to ((x) - (last x))\n set [_moving platform yv v] to ((y) - (last y))\nend\nchange y by ((-1) * (_GRAVITY))\n\nwhen I receive [moving platform tick v]\nif <(id) > []> then\n if <(is moving platform) = [1]> then\n show\n set [show? v] to [1]\n if <<([abs v] of ((starting x) - ((_LEVEL X) * (480))) ) < [240]> and <([abs v] of ((starting y) - ((_LEVEL Y) * (360))) ) < [180]>> then\n if <(id) = [3]> then\n // [Horizontal Wide]\n switch costume to (([floor v] of (((timer) * (5)) mod (5)) ) + (10))\n set [color v] effect to (_COLOUR - GLOBAL)\n set rotation style [don't rotate v]\n Tick Moving Platform | Speed: [3.5]\n else\n if <(id) = [4]> then\n // [Vertical Wide]\n switch costume to (([floor v] of (((timer) * (5)) mod (5)) ) + (15))\n set [color v] effect to (_COLOUR - GLOBAL)\n set rotation style [don't rotate v]\n Tick Moving Platform | Speed: [3.5]\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n Position\n switch costume to (breaking platform v)\n set [color v] effect to (_COLOUR - GLOBAL)\n set [ghost v] effect to (ghost)\n if <(mode) = [1]> then\n if <(ghost) > [0]> then\n change [ghost v] by (-20)\n end\n change y by (2)\n if <touching (player v)?> then\n set [mode v] to [2]\n set [stop time v] to [0]\n end\n change y by (-2)\n else\n if <(mode) = [2]> then\n if <(ghost) > [0]> then\n change [ghost v] by (-20)\n end\n change x by ((pick random (-2) to (2)) * (_SIZE))\n change y by ((pick random (-2) to (2)) * (_SIZE))\n change [stop time v] by (1)\n if <(stop time) > [15]> then\n start sound [Breaking v]\n set [mode v] to [3]\n set [stop time v] to [0]\n Particle Dot Shower | X: ((x) + ((20) * (_SIZE))) Y: (y) Size: [7]\n Particle Dot Shower | X: ((x) - ((20) * (_SIZE))) Y: (y) Size: [7]\n end\n else\n if <(mode) = [3]> then\n set [ghost v] to [100]\n change [stop time v] by (1)\n if <(stop time) > [35]> then\n show\n if <touching (player v)?> then\n end\n set [show? v] to [0]\n hide\n end\n end\n end\n else\n if <<(id) > [16]> and <(id) < [21]>> then\n // [Crusher]\n set [color v] effect to (_COLOUR - GLOBAL)\n set rotation style [all around v]\n point in direction ((start direction) - (90))\n if <(mode) = [1]> then\n Tick Crusher Movement | [11]\n else\n Tick Crusher Movement | [2.5]\n end\n if <(mode) = [1]> then\n switch costume to (crusher v)\n else\n if <(stop time) < [6]> then\n switch costume to (crusher v)\n else\n switch costume to (crusher blink v)\n end\n end\n else\n if <(id) = [26]> then\n // [Snake platforms]\n Position\n set [color v] effect to (_COLOUR - GLOBAL)\n set [show? v] to [1]\n if <((([floor v] of ((_TIMER) / (1.25)) ) mod (information 2)) + (1)) = (information)> then\n switch costume to (snake v)\n show\n if <touching (player v)?> then\n hide\n end\n else\n if <((([floor v] of (((_TIMER) + (0.7)) / (1.25)) ) mod (information 2)) + (1)) = (information)> then\n switch costume to (snake3 v)\n hide\n else\n switch costume to (snake2 v)\n hide\n end\n end\n end\n end\n end\n end\n end\n else\n set [show? v] to [0]\n hide\n end\n else\n hide\n end\nend\n\ndefine Tick Moving Platform | Speed: (speed)\nset [is moving platform v] to [1]\nset [last x v] to (x)\nset [last y v] to (y)\nif <(stop time) < [1]> then\n change [x v] by (((speed) * ([sin v] of (direction) )) * (_SIZE))\n change [y v] by (((speed) * ([cos v] of (direction) )) * (_SIZE))\n Moving Platform - Check for Player\n Position\n if <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>> then\n set [stop time v] to [5]\n change [direction v] by (180)\n repeat ([ceiling v] of ([abs v] of (speed) ) )\n change [x v] by ((((speed) * ([sin v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([sin v] of (direction) )) * (_SIZE)) ))\n change [y v] by ((((speed) * ([cos v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([cos v] of (direction) )) * (_SIZE)) ))\n Position\n if <not <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>>> then\n Moving Platform - Check for Player\n stop [this script v]\n end\n end\n end\n Moving Platform - Check for Player\nelse\n change [stop time v] by (-1)\nend\nPosition\n\ndefine Particle | X: (x) Y: (y) Id: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\ndefine Particle Dot Shower | X: (x) Y: (y) Size: (size)\nrepeat (size)\n Particle | X: (x) Y: (y) Id: [1]\nend\n\nwhen I receive [_reset level mobs v]\nif <(id) > []> then\n set [stop time v] to [0]\n if <(id) = [10]> then\n // [Key]\n set [collected v] to [0]\n change [_keys total v] by (1)\n else\n if <(id) = [14]> then\n // [Swinging Club]\n point in direction (90)\n else\n if <(id) = [15]> then\n // [Cannon]\n set [stop time v] to [0]\n else\n if <(id) = [13]> then\n // [Breaking Platform]\n set [ghost v] to [100]\n set [is moving platform v] to [1]\n set [mode v] to [1]\n else\n if <(id) = [16]> then\n // [Cannon Ball]\n delete this clone\n else\n if <(id) = [21]> then\n // [Chicken]\n set [mode v] to [1]\n set [x v] to (starting x)\n set [y v] to (starting y)\n set [direction v] to (start direction)\n else\n if <(id) = [23]> then\n // [Floater]\n set [x v] to (starting x)\n set [y v] to (starting y)\n set [direction v] to (start direction)\n else\n if <(is moving platform) > [0]> then\n set [x v] to (starting x)\n set [y v] to (starting y)\n set [direction v] to (start direction)\n if <<(id) > [16]> and <(id) < [21]>> then\n // [Crushers]\n set [mode v] to [1]\n set [stop time v] to [0]\n else\n if <(id) = [26]> then\n set [i v] to [1]\n Read Mob Data (data)\n set [information v] to (encoded)\n Read Mob Data (data)\n set [information 2 v] to (encoded)\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Read Save Code Data (input)\nset [encoded v] to []\nrepeat until <(letter (i) of (input)) = [_]>\n set [encoded v] to (join (encoded) (letter (i) of (input)))\n change [i v] by (1)\n if <(i) > (length of (input))> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\n\nwhen [o v] key pressed\nif <(id) = []> then\n change [_editor brush v] by (-1)\n if <(_EDITOR BRUSH) < [0]> then\n set [_editor brush v] to [26]\n end\n Editor - Set Tile Costume (_EDITOR BRUSH)\nend\n\ndefine Tick NPC\nif <(_PLAYER X) > (x)> then\n point in direction (90)\nelse\n point in direction (-90)\nend\nif <(_GAME MODE) = [1]> then\n say []\n set [npc is active? v] to [0]\n if <(length of [z coords v]) = [0]> then\n if <([abs v] of ((x) - (_PLAYER X)) ) < ((40) * (_SIZE))> then\n if <([abs v] of ((y) - (_PLAYER Y)) ) < ((40) * (_SIZE))> then\n add (x) to [z coords v]\n add (y) to [z coords v]\n if <<<key (z v) pressed?> or <<key ((join [я] []) v) pressed?> or <<mouse down?> and <(distance to [mouse-pointer v]) < [25]>>>> and <(z pressed) = [0]>> then\n set [_game mode v] to [2]\n set [speech # v] to [1]\n set [speech v] to (item ((item # of (join [РІВЕНЬ_] (_GAME LEVEL)) in [npc speech v]) + (speech #)) of [npc speech v])\n set [npc is active? v] to [1]\n delete all of [_text to write v]\n add (speech) to [_text to write v]\n say []\n end\n end\n end\n end\n if <<key (z v) pressed?> or <<key ((join [я] []) v) pressed?> or <<mouse down?> and <(distance to [mouse-pointer v]) < [25]>>>> then\n set [z pressed v] to [1]\n else\n set [z pressed v] to [0]\n end\nelse\n if <(npc is active?) > [0]> then\n if <<key (x v) pressed?> or <key ((join [ч] []) v) pressed?>> then\n delete all of [_text to write v]\n add [] to [_text to write v]\n set [_game mode v] to [1]\n stop [this script v]\n end\n if <<<key (z v) pressed?> or <<key ((join [я] []) v) pressed?> or <mouse down?>>> and <(z pressed) = [0]>> then\n change [speech # v] by (1)\n set [speech v] to (item ((item # of (join [РІВЕНЬ_] (_GAME LEVEL)) in [npc speech v]) + (speech #)) of [npc speech v])\n if <(speech) > []> then\n if <(speech) = [<|]> then\n set [_exit v] to [1]\n add [] to [_text to write v]\n else\n add (speech) to [_text to write v]\n end\n else\n set [_game mode v] to [1]\n add [] to [_text to write v]\n end\n end\n if <<key (z v) pressed?> or <<mouse down?> or <key ((join [я] []) v) pressed?>>> then\n set [z pressed v] to [1]\n else\n set [z pressed v] to [0]\n end\n end\nend\n\ndefine Tick Crusher Movement | (speed)\nset [is moving platform v] to [1]\nset [last x v] to (x)\nset [last y v] to (y)\nif <(stop time) < [1]> then\n change [x v] by (((speed) * ([sin v] of (direction) )) * (_SIZE))\n change [y v] by (((speed) * ([cos v] of (direction) )) * (_SIZE))\nelse\n change [stop time v] by (-1)\nend\nswitch costume to (crusher v)\nMoving Platform - Check for Player\nPosition\nswitch costume to (crusher hitbox v)\nif <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>> then\n if <(mode) = [1]> then\n // [Crush]\n if <(_SIZE) > [0.5]> then\n if <(_LEVEL SHAKE) < ((4) * (_SIZE))> then\n set [_level shake v] to ((4) * (_SIZE))\n end\n end\n Particle Dot Shower | X: ((x) + (10)) Y: ((y) - (10)) Size: [2]\n Particle Dot Shower | X: ((x) - (10)) Y: ((y) - (10)) Size: [2]\n set [stop time v] to [20]\n set [mode v] to [2]\n start sound (pick random (6) to (10))\n else\n set [stop time v] to [30]\n set [mode v] to [1]\n end\n change [direction v] by (180)\n repeat ([abs v] of (speed) )\n change [x v] by ((((speed) * ([sin v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([sin v] of (direction) )) * (_SIZE)) ))\n change [y v] by ((((speed) * ([cos v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([cos v] of (direction) )) * (_SIZE)) ))\n Position\n if <not <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>>> then\n switch costume to (crusher v)\n Moving Platform - Check for Player\n stop [this script v]\n end\n end\nend\nswitch costume to (crusher v)\nMoving Platform - Check for Player\n\nwhen I receive [animate v]\nif <(id) > []> then\n if <(show?) > [0]> then\n show\n else\n hide\n end\nend\n\ndefine Get IsSolid\nPosition\nif <<<touching (level v)?> or <touching (mob v)?>> or <touching (door v)?>> then\n set [is solid v] to [1]\nelse\n set [is solid v] to [0]\nend\n\ndefine Change X by (x)\nset [wall collision v] to [0]\nchange [x v] by (x)\nrepeat (7)\n Get IsSolid\n if <(is solid) = [1]> then\n change [y v] by (1)\n else\n stop [this script v]\n end\nend\nchange [y v] by (-7)\nrepeat ([ceiling v] of ([abs v] of (x) ) )\n set [wall collision v] to [1]\n if <(is solid) = [0]> then\n stop [this script v]\n end\n change [x v] by ((0) - ((x) / ([abs v] of (x) )))\n set [xv v] to [0]\n Get IsSolid\nend\n\ndefine Change Y by (y)\nchange [y v] by (y)\nGet IsSolid\nrepeat ([ceiling v] of ([abs v] of (y) ) )\n if <(is solid) = [0]> then\n stop [this script v]\n end\n change [y v] by ((0) - ((y) / ([abs v] of (y) )))\n if <(y) > [0]> then\n Get IsSolid\n set [yv v] to [0]\nend\n\ndefine Tick Walker (speed)\npoint in direction (direction)\nchange [falling v] by (1)\nif <(direction) > [0]> then\n change [xv v] by (speed)\nelse\n change [xv v] by ((0) - (speed))\nend\nif <([abs v] of (xv) ) > [0.4]> then\n Change X by ((round (xv)) * (_SIZE))\n if <(wall collision) > [0]> then\n set [direction v] to ((0) - (direction))\n else\n if <(direction) > [0]> then\n if <((x) - ((_LEVEL X) * (480))) > [230]> then\n set [direction v] to [-90]\n change [x v] by (((x) - ((_LEVEL X) * (480))) - (230))\n end\n else\n if <((x) - ((_LEVEL X) * (480))) < [-230]> then\n set [direction v] to [90]\n change [x v] by (((x) - ((_LEVEL X) * (480))) + (230))\n end\n end\n end\n set [xv v] to ((xv) * (0.75))\nelse\n set [xv v] to [0]\nend\nChange Y by ((yv) * (_SIZE))\nchange [yv v] by (-1)\nif <(yv) < [-16]> then\n set [yv v] to [-16]\nend\n\ndefine Tick Floater (speed)\nchange [x v] by (((speed) * ([sin v] of (direction) )) * (_SIZE))\nchange [y v] by (((speed) * ([cos v] of (direction) )) * (_SIZE))\nPosition\nif <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>> then\n set [direction v] to ((0) - (direction))\n repeat ([abs v] of (speed) )\n change [x v] by ((((speed) * ([sin v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([sin v] of (direction) )) * (_SIZE)) ))\n change [y v] by ((((speed) * ([cos v] of (direction) )) * (_SIZE)) / ([abs v] of (((speed) * ([cos v] of (direction) )) * (_SIZE)) ))\n Position\n if <not <<<touching (level v)?> or <touching (mob barriers v)?>> or <touching (door v)?>>> then\n stop [this script v]\n end\n end\nend\nif <(direction) > [0]> then\n if <((x) - ((_LEVEL X) * (480))) > [230]> then\n set [direction v] to [-90]\n end\nelse\n if <((x) - ((_LEVEL X) * (480))) < [-230]> then\n set [direction v] to [90]\n end\nend\n\ndefine Add Data to Save Codes\nset [i v] to [1]\nset [encoded v] to []\nrepeat until <(letter (i) of (item (_GAME LEVEL) of [_save codes v])) = [|]>\n set [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\n change [i v] by (1)\nend\nset [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\nchange [i v] by (1)\nrepeat until <not <(i) < (length of (item (_GAME LEVEL) of [_save codes v]))>>\n repeat (4)\n repeat until <(letter (i) of (item (_GAME LEVEL) of [_save codes v])) = [_]>\n set [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\n change [i v] by (1)\n end\n set [encoded v] to (join (encoded) (letter (i) of (item (_GAME LEVEL) of [_save codes v])))\n change [i v] by (1)\n end\n set [encoded v] to (join (encoded) [0_])\nend\n\ndefine Read Mob Data (input)\nset [encoded v] to []\nrepeat until <(letter (i) of (input)) = [/]>\n set [encoded v] to (join (encoded) (letter (i) of (input)))\n change [i v] by (1)\n if <(i) > (length of (input))> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\n\nwhen I receive [_set sfx volume v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\n@Fade\n\nwhen I receive [_fade in v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (0)\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n change x by (((528) - (x position)) / (8))\n change [ghost v] effect by (7)\nend\n\nwhen I receive [_fade out v]\ngo to x: (-550) y: (0)\ngo to [front v] layer\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nrepeat (15)\n change x by (((0) - (x position)) / (6))\n change [ghost v] effect by (-7)\nend\nclear graphic effects\ngo to x: (0) y: (0)\n\nwhen flag clicked\nhide\n\n@Light\n\nwhen I receive [light tick v]\nif <(init) > [0]> then\n set [init v] to [0]\n set [light size v] to (_LIGHT)\nelse\n change [light size v] by (((_LIGHT) - (light size)) / (4))\nend\nif <(light size) > [99]> then\n hide\nelse\n switch costume to (costume2 v)\n set size to (((light size) * (6)) + (100)) %\n switch costume to (costume1 v)\n go to (player v)\n set [ghost v] effect to (((light size) * (1.2)) - (20))\n show\nend\n\nwhen flag clicked\nhide\nset [init v] to [1]\n\n@Background\n\nwhen I receive [background particles tick v]\nif <(_GAME LEVEL) < [51]> then\n if <(id) = []> then\n if <(pick random (1) to (7)) = [1]> then\n set [y v] to ((-200) * (_GRAVITY))\n create clone of (_myself_ v)\n end\n else\n set [color v] effect to (_COLOUR - GLOBAL)\n change [y v] by ((speed) * (_GRAVITY))\n set size to ((size) * (_SIZE)) %\n switch costume to (large v)\n set y to (y)\n switch costume to (costume)\n if <(_GAME LEVEL) > [40]> then\n set [pixelate v] effect to (pick random (0) to (pick random (0) to (pick random (0) to (pick random (0) to (200)))))\n switch costume to (spark v)\n end\n if <(_GRAVITY) = [1]> then\n if <(y) > [200]> then\n delete this clone\n end\n else\n if <(y) < [-200]> then\n delete this clone\n end\n end\n show\n end\nelse\n delete this clone\nend\n\nwhen flag clicked\nset [id v] to []\nhide\n\nwhen I start as a clone\nset [id v] to [1]\nset x to (pick random (-240) to (240))\ngo to [back v] layer\nset [size v] to (pick random (70) to (130))\nset [ghost v] effect to (pick random (40) to (70))\nset [speed v] to (pick random (1.000) to (2.000))\nset [costume v] to [1]\n\ndefine Create First Clones\nrepeat (40)\n set [y v] to (pick random (-180) to (180))\n create clone of (_myself_ v)\nend\n\nwhen I receive [__background particles init v]\nCreate First Clones\n\n@Particles\n\ndefine Create Clones\nrepeat (45)\n create clone of (_myself_ v)\nend\n\nwhen I receive [__game start v]\nset [id v] to []\nCreate Clones\n\nwhen I receive [particle tick v]\nif <(id) > []> then\n if <(id) = [1]> then\n // [Explode]\n switch costume to (large v)\n change [x v] by ((xv) * (_SIZE))\n change [y v] by ((yv) * (_SIZE))\n change [yv v] by (-1.5)\n Position\n Fade [6]\n show\n switch costume to (explode v)\n else\n if <(id) = [2]> then\n // [Jump]\n switch costume to (large v)\n if <(mode) > [0]> then\n change [mode v] by (-1)\n Point Towards X (_PLAYER X) Y (_PLAYER Y)\n end\n Position\n Fade [6]\n show\n switch costume to (jump v)\n change size by (-4)\n else\n if <(id) = [3]> then\n // [Doors Unlocked]\n if <(_KEYS COLLECTED) < (_KEYS TOTAL)> then\n set [id v] to []\n stop [this script v]\n end\n switch costume to (doors unlocked v)\n show\n if <(mode) = [1]> then\n change y by (((0) - (y position)) / (12))\n Fade [-10]\n if <([abs v] of ((0) - (y position)) ) < [1]> then\n set [mode v] to [2]\n end\n else\n if <(mode) = [2]> then\n change y by (((80) - (y position)) / (8))\n Fade [10]\n end\n end\n else\n if <(id) = [4]> then\n // [Hat]\n switch costume to (large v)\n change [y v] by (((yv) * (hat gravity)) * (_SIZE))\n if <(yv) < [-10]> then\n set [yv v] to [-10]\n else\n if <(yv) > [10]> then\n set [yv v] to [10]\n end\n end\n change [x v] by ((xv) * (_SIZE))\n set [xv v] to ((xv) * (0.95))\n change [yv v] by (-1)\n turn right (xv) degrees\n Position\n end\n if <<(current [month v]) = [12]> or <<(current [month v]) = [1]> or <(current [month v]) = [2]>>> then\n if <(hat gravity) > [0]> then\n switch costume to (hat v)\n switch costume to ((costume [number v]) + (3))\n if <([direction v] of [player v]) = [-90]> then\n switch costume to ((costume [number v]) + (2))\n end\n else\n switch costume to (hat2 v)\n switch costume to ((costume [number v]) + (3))\n if <([direction v] of [player v]) = [-90]> then\n switch costume to ((costume [number v]) + (2))\n end\n end\n else\n if <(hat gravity) > [0]> then\n switch costume to (hat v)\n else\n switch costume to (hat2 v)\n end\n end\n show\n if <<([abs v] of ((y) - ((_LEVEL Y) * (360))) ) > [200]> or <([abs v] of ((x) - ((_LEVEL X) * (480))) ) > [240]>> then\n set [id v] to []\n end\n end\n end\n end\nelse\n if <(length of [_particle spawns v]) > [0]> then\n set [x v] to (item (1) of [_particle spawns v])\n set [y v] to (item (2) of [_particle spawns v])\n set [id v] to (item (3) of [_particle spawns v])\n Init Particle\n delete (1) of [_particle spawns v]\n delete (1) of [_particle spawns v]\n delete (1) of [_particle spawns v]\n end\n hide\nend\n\ndefine Init Particle\nset [ghost v] to [0]\npoint in direction (90)\ngo to [front v] layer\nclear graphic effects\nif <(id) = [1]> then\n set [xv v] to (pick random (-6.000) to (6.000))\n set [yv v] to (pick random (-4) to (15))\n set size to ((pick random (60) to (100)) * (_SIZE)) %\nelse\n if <(id) = [2]> then\n set [mode v] to [2]\n set rotation style [all around v]\n set size to ((100) * (_SIZE)) %\n else\n if <(id) = [3]> then\n set size to (100) %\n set [mode v] to [1]\n set [ghost v] to [100]\n go to x: (0) y: (-80)\n else\n if <(id) = [4]> then\n set [ghost v] to [0]\n set size to ((100) * (_SIZE)) %\n set [yv v] to [10]\n set [xv v] to (_PLAYER XV)\n set [hat gravity v] to (_GRAVITY)\n end\n end\n end\nend\n\ndefine Fade (speed)\nchange [ghost v] by (speed)\nset [ghost v] effect to (ghost)\nif <(ghost) > [99]> then\n set [id v] to []\nelse\n if <(ghost) < [0]> then\n set [ghost v] to [0]\n end\nend\n\nwhen I receive [_delete particles v]\nset [id v] to []\n\nwhen flag clicked\nhide\n\ndefine // (comment)\n\ndefine Position\ngo to x: (((round (x)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\ndefine Point Towards X (x) Y (y)\npoint in direction (([atan v] of (((x) - (x)) / ((y) - (y))) ) + ((180) * <(y) > (y)>))\n\n@Door\n\nwhen flag clicked\nset size to (101) %\nhide\n\nwhen I receive [position level v]\ngo to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n\nwhen I receive [_door v]\nif <(_KEYS TOTAL) > [0]> then\n set [level v] to (_GAME LEVEL)\n wait until <not <(_KEYS COLLECTED) < (_KEYS TOTAL)>>\n if <not <(_GAME LEVEL) = (level)>> then\n stop [this script v]\n end\n wait (0.1) seconds\n if <not <(_KEYS COLLECTED) < (_KEYS TOTAL)>> then\n Particle | X: [0] Y: [0] Id: [3]\n start sound [Door Unlocking v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n hide\n end\nend\n\nwhen I receive [__render level v]\nif <not <(_KEYS COLLECTED) < (_KEYS TOTAL)>> then\n hide\nelse\n set [costume v] to (join (join [Level_] (_GAME LEVEL)) (join (join [ x] (_LEVEL X)) (join [ y] (_LEVEL Y))))\n switch costume to (costume)\n if <(costume [name v]) = (costume)> then\n show\n clear graphic effects\n go to x: (round (_LEVEL SHAKE X)) y: (round (_LEVEL SHAKE Y))\n else\n hide\n end\nend\n\ndefine Particle | X: (x) Y: (y) Id: (id)\nadd (x) to [_particle spawns v]\nadd (y) to [_particle spawns v]\nadd (id) to [_particle spawns v]\n\n@Save/Load\n\ndefine Save Level Data\nrepeat until <not <(length of [_save codes v]) < (_GAME LEVEL)>>\n add [] to [_save codes v]\nend\nreplace item (_GAME LEVEL) of [_save codes v] with (encoded)\n\ndefine Encode Mob Data\nset [encoded v] to []\nset [i v] to [1]\nrepeat (length of [_mob data v])\n set [encoded v] to (join (encoded) (join (item (i) of [_mob data v]) [_]))\n change [i v] by (1)\nend\n\nwhen I receive [_save mob level v]\ndelete all of [_mob data v]\nbroadcast (RECORD MOB DATA v) and wait\nEncode Mob Data\nset [encoded v] to (join (join (join (join (join (_SIZE) [_]) (join (_COLOUR - GLOBAL) [_])) (join (_MUSIC) [_])) [|]) (encoded))\nSave Level Data\n\nwhen I receive [_load level v]\nset [i v] to [1]\nRead Data (item (_GAME LEVEL) of [_save codes v])\nset [_size v] to (encoded)\nRead Data (item (_GAME LEVEL) of [_save codes v])\nset [_colour - global v] to (encoded)\nRead Data (item (_GAME LEVEL) of [_save codes v])\nset [_music v] to (encoded)\nbroadcast (_LOAD MOB LEVEL v) and wait\n\ndefine Read Data (input)\nset [encoded v] to []\nrepeat until <(letter (i) of (input)) = [_]>\n set [encoded v] to (join (encoded) (letter (i) of (input)))\n change [i v] by (1)\n if <(i) > (length of (input))> then\n stop [this script v]\n end\nend\nchange [i v] by (1)\n\n@Music\n\nwhen I receive [__music update v]\nset volume to ((70) * (_MUSIC ON/OFF)) %\nif <(_MUSIC) = []> then\n stop all sounds\n stop [this script v]\nend\nif <not <(music) = (_MUSIC)>> then\n if <(music) > []> then\n repeat (20)\n change volume by (-3.5)\n end\n wait (1) seconds\n end\n set [music v] to (_MUSIC)\n stop all sounds\nend\n\nwhen flag clicked\nset [music v] to []\nforever\n if <(music) > [0]> then\n set volume to ((70) * (_MUSIC ON/OFF)) %\n play sound (music) until done\n end\nend\n\n@Controls\n\nwhen I receive [control tick v]\nif <(id) > []> then\n delete all of [_controls v]\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <key ((join [в] []) v) pressed?>>> then\n add [Right] to [_controls v]\n else\n if <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <key ((join [ф] []) v) pressed?>>> then\n add [Left] to [_controls v]\n end\n end\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key ((join [ц] []) v) pressed?>>> then\n add [Up] to [_controls v]\n else\n if <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <key ((join [і] []) v) pressed?>>> then\n add [Down] to [_controls v]\n end\n end\n if <(__IS MOBILE?) > [0]> then\n go to [front v] layer\n show\n if <(_GAME MODE) = [2]> then\n hide\n else\n set [ghost v] effect to (15)\n if <(grabbed?) = [0]> then\n change x by ((([x position v] of [controls v]) - (x position)) / (2))\n change y by ((([y position v] of [controls v]) - (y position)) / (2))\n if <<(distance to [mouse-pointer v]) < ((15) * ((size) / (100)))> and <<(mouse down) = [0]> and <mouse down?>>> then\n set [grabbed? v] to [1]\n end\n switch costume to (idle v)\n else\n switch costume to (grabbed v)\n go to (mouse-pointer v)\n if <(distance to [controls v]) > ((27) * ((size) / (100)))> then\n go to (controls v)\n point towards (mouse-pointer v)\n move ((27) * ((size) / (100))) steps\n go to x: (round (x position)) y: (round (y position))\n end\n set [stick x v] to ((x position) - ([x position v] of [controls v]))\n set [stick y v] to ((y position) - ([y position v] of [controls v]))\n if <(stick x) > [7]> then\n add [Right] to [_controls v]\n else\n if <(stick x) < [-7]> then\n add [Left] to [_controls v]\n end\n end\n if <(stick y) > [9]> then\n add [Up] to [_controls v]\n else\n if <(stick y) < [-9]> then\n add [Down] to [_controls v]\n end\n end\n if <not <mouse down?>> then\n set [grabbed? v] to [0]\n end\n end\n if <mouse down?> then\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n end\n end\n else\n hide\n end\nelse\n go to x: (_JOYSTICK X) y: (-110)\n if <(__IS MOBILE?) > [0]> then\n if <(_GAME MODE) = [2]> then\n hide\n else\n if <(_GAME LEVEL) < [51]> then\n set [color v] effect to (_COLOUR - GLOBAL)\n switch costume to (base v)\n else\n set [color v] effect to (0)\n switch costume to (base2 v)\n end\n set [ghost v] effect to (70)\n go to [front v] layer\n go [backward v] (1) layers\n show\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nhide\nset size to (150) %\nset [grabbed? v] to [0]\nset [mouse down v] to [0]\nset [id v] to [1]\ncreate clone of (_myself_ v)\nset [id v] to []\n\n@Main Menu\n\nwhen flag clicked\nbroadcast (__BACKGROUND PARTICLES INIT v)\nbroadcast (__MAIN MENU v) and wait\n\nwhen I receive [@menu buttons tick v]\nif <(id) > []> then\n show\n if <(id) < [6]> then\n Page 0 Tick\n change size by (((size) - (size)) / (8))\n else\n if <(id) < [10]> then\n Page 1 Tick\n set size to (size) %\n else\n if <<(id) > [9]> and <(id) < [15]>> then\n Position\n switch costume to ((17) + ((id) - (9)))\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (101) %\n end\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_game level v] to ((((id) - (9)) * (10)) - (9))\n set [_exit v] to [1]\n end\n else\n if <(id) = [15]> then\n switch costume to (credits v)\n Position\n end\n end\n end\n end\nelse\n if <(_MENU PAGE) > [0]> then\n go to x: (-205) y: (150)\n switch costume to (back v)\n show\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n else\n set size to (100) %\n end\n set [is clicked v] to [0]\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(mouse down) = [0]>>> then\n set [_menu page v] to [0]\n end\n else\n hide\n end\n if <mouse down?> then\n set [mouse down v] to [1]\n else\n set [mouse down v] to [0]\n end\n change [_menu scroll x v] by ((((_MENU PAGE) * (480)) - (_MENU SCROLL X)) / (8))\nend\n\nwhen I receive [_delete menu v]\nhide\ndelete this clone\n\nwhen I receive [__main menu v]\nset [_colour - global v] to [0]\nset [_exit v] to [0]\nset [_music on/off v] to [1]\nset [_sounds on/off v] to [1]\nset [_game level v] to [1]\nset [_size v] to [1]\nset [_music v] to [1]\nset [_menu scroll x v] to [0]\nset [_menu page v] to [0]\nset [is clicked v] to [0]\nset [_joystick x v] to [170]\nset [__speedrun time display v] to [0'00]\nset [_timer on/off v] to [0]\nhide variable [__speedrun time display v]\nCreate Menu Clones\nbroadcast (__MUSIC UPDATE v)\nhide\nrepeat until <(_EXIT) > [0]>\n broadcast (@Menu Buttons Tick v)\n broadcast (Background Particles Tick v)\nend\nbroadcast (_SET SFX VOLUME v) and wait\nbroadcast (_FADE OUT v)\nrepeat (15)\n broadcast (@Menu Fade Tick v)\n broadcast (Background Particles Tick v)\nend\nbroadcast (_DELETE MENU v) and wait\nbroadcast (__GAME START v) and wait\n\ndefine Create Menu Clones\n// [Play Button]\nMenu Object | X: [-110] Y: [0] Id: [1] Page: [0]\n// [Logo]\nMenu Object | X: [0] Y: [0] Id: [2] Page: [0]\n// [Settings]\nMenu Object | X: [-110] Y: [-90] Id: [3] Page: [0]\n// [Select Level]\nMenu Object | X: [110] Y: [0] Id: [4] Page: [0]\n// [Credits]\nMenu Object | X: [110] Y: [-90] Id: [5] Page: [0]\n// [Music On/Off]\nMenu Object | X: [-110] Y: [30] Id: [6] Page: [1]\n// [Music On/Off]\nMenu Object | X: [-110] Y: [-60] Id: [7] Page: [1]\n// [Mobile Left/Right]\nMenu Object | X: [110] Y: [20] Id: [8] Page: [1]\n// [Timer On/off]\nMenu Object | X: [110] Y: [-90] Id: [9] Page: [1]\n// [Level Select]\nMenu Object | X: [-190] Y: [-10] Id: [10] Page: [2]\nMenu Object | X: [-95] Y: [-10] Id: [11] Page: [2]\nMenu Object | X: [0] Y: [-10] Id: [12] Page: [2]\nMenu Object | X: [95] Y: [-10] Id: [13] Page: [2]\nMenu Object | X: [190] Y: [-10] Id: [14] Page: [2]\nMenu Object | X: [0] Y: [0] Id: [15] Page: [3]\n\ndefine Get Is Clicked\nclear graphic effects\nif <([floor v] of (((x) + (240)) / (480)) ) = (_MENU PAGE)> then\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n end\n set [is clicked v] to [0]\n if <<touching (mouse-pointer v)?> and <<mouse down?> and <(mouse down) = [0]>>> then\n start sound [Wood Tap v]\n set [is clicked v] to [1]\n end\nend\nif <mouse down?> then\n set [mouse down v] to [1]\nelse\n set [mouse down v] to [0]\nend\n\ndefine // (comment)\n\ndefine Position\ngo to x: ((x) - (_MENU SCROLL X)) y: (y)\n\ndefine Menu Object | X: (x) Y: (y) Id: (id) Page: (page)\nset [size v] to [101]\nset [x v] to ((x) + ((480) * (page)))\nset [y v] to (y)\nset [id v] to (id)\nif <(id) < [6]> then\n set size to (0) %\nelse\n set size to (size) %\nend\ncreate clone of (_myself_ v)\nset [id v] to []\n\ndefine Button Effects\nset [color v] effect to (_COLOUR - GLOBAL)\nif <(pick random (1) to (20)) = [1]> then\n set [pixelate v] effect to (pick random (8) to (60))\nend\n\ndefine Page 0 Tick\nif <(id) = [1]> then\n // [Play New Game]\n switch costume to (play new game v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_exit v] to [1]\n end\n Button Effects\nelse\n if <(id) = [2]> then\n // [Logo]\n switch costume to (join [Page] (_MENU PAGE))\n set [x v] to ((_MENU PAGE) * (480))\n Position\n change y by (([sin v] of ((timer) * (120)) ) * (7))\n else\n if <(id) = [3]> then\n // [Settings]\n switch costume to (settings v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_menu page v] to [1]\n end\n Button Effects\n else\n if <(id) = [4]> then\n // [Select Level]\n switch costume to (select level v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_menu page v] to [2]\n end\n Button Effects\n else\n if <(id) = [5]> then\n // [Credits Button]\n switch costume to (credits button v)\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n set [_menu page v] to [3]\n end\n Button Effects\n end\n end\n end\n end\nend\n\nwhen I receive [_set sfx volume v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\ndefine Page 1 Tick\nif <(id) = [6]> then\n // [Music On/Off]\n if <(_MUSIC ON/OFF) > [0]> then\n switch costume to (music on v)\n else\n switch costume to (music off v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_MUSIC ON/OFF) > [0]> then\n set [_music on/off v] to [0]\n else\n set [_music on/off v] to [1]\n end\n broadcast (__MUSIC UPDATE v)\n end\n Button Effects\nelse\n if <(id) = [7]> then\n // [Sounds On/Off]\n if <(_SOUNDS ON/OFF) > [0]> then\n switch costume to (sounds on v)\n else\n switch costume to (sounds off v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_SOUNDS ON/OFF) > [0]> then\n set [_sounds on/off v] to [0]\n else\n set [_sounds on/off v] to [1]\n end\n broadcast (_SET SFX VOLUME v)\n end\n Button Effects\n else\n if <(id) = [8]> then\n // [Mobile Left/Right]\n if <(_JOYSTICK X) > [0]> then\n switch costume to (mobile right v)\n else\n switch costume to (mobile left v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_JOYSTICK X) > [0]> then\n set [_joystick x v] to [-170]\n else\n set [_joystick x v] to [170]\n end\n end\n Button Effects\n else\n if <(id) = [9]> then\n // [Timer On/Off]\n if <(_TIMER ON/OFF) > [0]> then\n switch costume to (timer on v)\n else\n switch costume to (timer off v)\n end\n Position\n Get Is Clicked\n if <(is clicked) > [0]> then\n if <(_TIMER ON/OFF) > [0]> then\n set [_timer on/off v] to [0]\n else\n set [_timer on/off v] to [1]\n end\n end\n Button Effects\n end\n end\n end\nend\n\nhide variable [__speedrun time display v]\n\nshow variable [__speedrun time display v]\n\nwhen I receive [@menu fade tick v]\nif <(id) > []> then\n if <(y) > [0]> then\n change [y v] by (((300) - (y)) / (12))\n else\n change [y v] by (((-300) - (y)) / (12))\n end\n Position\n change [ghost v] effect by (7)\nelse\n hide\nend\n\n@Z\n\nwhen I receive [particle tick v]\nif <(length of [z coords v]) > [0]> then\n set [x v] to (item (1) of [z coords v])\n set [y v] to (item (2) of [z coords v])\n delete all of [z coords v]\n Position\n set size to ((100) * (_SIZE)) %\n change y by (([sin v] of ((timer) * (120)) ) * ((5) * (_SIZE)))\n point in direction (90)\n switch costume to (z or tap v)\n show\nelse\n hide\nend\n\ndefine Position\ngo to x: (((round (x)) - ((_LEVEL X) * (480))) + (round (_LEVEL SHAKE X))) y: (((round (y)) - ((_LEVEL Y) * (360))) + (round (_LEVEL SHAKE Y)))\n\nwhen flag clicked\ndelete all of [z coords v]\nhide\n\n@Story\n\nwhen flag clicked\nswitch costume to (slide 1 v)\nset size to (202) %\nhide\n\nwhen I receive [_conclusion v]\nif <(_OUTRO FRAME) > [10]> then\n switch costume to (slide 5 v)\nelse\n Switch Costume (costume [name v])\nend\ngo to x: (0) y: (0)\nshow\n\ndefine Switch Costume (costume)\nset [costume v] to (join [Slide ] (_OUTRO FRAME))\nswitch costume to (costume)\nif <(costume [name v]) = (costume)> then\n\n@Timer\n\ndefine Create Clones\nset [type v] to [1]\nset [id v] to [10]\nrepeat (10)\n create clone of (_myself_ v)\n change [id v] by (-1)\nend\n\nwhen I receive [animate v]\nif <(id) > []> then\n Draw\nelse\n hide\nend\n\nwhen I start as a clone\nDraw\nswitch costume to (costume)\nset size to (101) %\nhide\n\ndefine Draw\nif <(_TIMER ON/OFF) > [0]> then\n go to x: ((((id) - (1)) * (15)) + (85)) y: (155)\n set [ghost v] effect to ((100) - (((distance to [player v]) / (2)) + (10)))\n set [num v] to ((id) - ((10) - (length of (__SPEEDRUN TIME DISPLAY))))\n if <(num) < [0]> then\n hide\n else\n show\n if <(num) = [0]> then\n switch costume to (stopwatch v)\n else\n set [costume v] to (letter (num) of (__SPEEDRUN TIME DISPLAY))\n change size by (((101) - (size)) / (4))\n if <not <(costume [name v]) = (costume)>> then\n set size to (150) %\n switch costume to (costume)\n end\n end\n go to [front v] layer\n end\nelse\n hide\nend\n\nwhen I receive [@menu buttons tick v]\nif <(id) > []> then\n Draw\nelse\n hide\nend\n\nwhen flag clicked\nset [frame v] to [0]\nCreate Clones\n\n@Text Engine\n\ndefine Write Text (text) At X: (x) Y: (y) | Width: (width) Size: (size) Colour: (clr) Brightness: (bright)\nset [text i v] to [1]\nset [x v] to (x)\nset [y v] to (y)\nset size to (size) %\nset [color v] effect to (clr)\nset [brightness v] effect to (bright)\nforever\n Position\n set [new i v] to (text i)\n repeat until <<(letter (new i) of (text)) = [ ]> or <(new i) > (length of (text))>>\n set [id v] to (letter (new i) of (text))\n switch costume to (id)\n change x by (((item (costume [number v]) of [letter width v]) - (1)) * ((size) / (100)))\n change [new i v] by (1)\n end\n if <(x position) > ((x) + (width))> then\n set [x v] to (x)\n change [y v] by ((-22) * ((size) / (100)))\n end\n repeat until <(letter (text i) of (text)) = [ ]>\n Position\n set [id v] to (letter (text i) of (text))\n if <<(x position) > ((x) + ((width) + (30)))> or <(id) = [|]>> then\n set [x v] to (x)\n change [y v] by ((-22) * ((size) / (100)))\n end\n if <not <(id) = [|]>> then\n create clone of (_myself_ v)\n switch costume to (id)\n change [x v] by (((item (costume [number v]) of [letter width v]) - (1)) * ((size) / (100)))\n end\n change [text i v] by (1)\n if <(text i) > (length of (text))> then\n set [id v] to []\n stop [this script v]\n end\n end\n change [x v] by (((item (length of [letter width v]) of [letter width v]) - (1)) * ((size) / (100)))\n change [text i v] by (1)\n if <(text i) > (length of (text))> then\n set [id v] to []\n stop [this script v]\n end\nend\n\nwhen I start as a clone\nswitch costume to (id)\ngo to [front v] layer\nset [ghost v] effect to (100)\nshow\nPosition\nchange y by (-50)\n\nwhen I receive [_delete text v]\nset [frame v] to [0]\nset [ghost v] to [100]\nhide\ndelete this clone\n\ndefine Position\ngo to x: (x) y: (y)\n\nwhen I receive [text animate v]\nif <(id) > []> then\n if <(length of [_text to write v]) > [0]> then\n delete this clone\n end\n if <(text i) > [0]> then\n change [text i v] by (-3)\n else\n change [ghost v] effect by (-10)\n change y by (((y) - (y position)) / (8))\n end\nelse\n if <(length of [_text to write v]) > [0]> then\n if <(item (1) of [_text to write v]) > []> then\n clear graphic effects\n go to [front v] layer\n if <(_GAME LEVEL) < [51]> then\n Write Text (item (1) of [_text to write v]) At X: [-130] Y: [135] | Width: [260] Size: [100] Colour: [130] Brightness: [100]\n else\n Write Text (item (1) of [_text to write v]) At X: [-130] Y: [135] | Width: [260] Size: [100] Colour: [130] Brightness: [-100]\n end\n start sound [Low Whoosh v]\n go to x: (0) y: (10)\n if <(frame) = [0]> then\n set [frame v] to [1]\n set [ghost v] to [100]\n end\n else\n set [frame v] to [0]\n end\n delete all of [_text to write v]\n end\n if <(frame) > [0]> then\n if <(_GAME LEVEL) < [51]> then\n switch costume to (frame v)\n else\n if <(_GAME LEVEL) = [52]> then\n switch costume to (frame3 v)\n else\n switch costume to (frame2 v)\n end\n end\n set [brightness v] effect to (0)\n set [color v] effect to (0)\n set x to (0)\n change [ghost v] by (((5) - (ghost)) / (8))\n set [ghost v] effect to (ghost)\n change y by (((([sin v] of ((timer) * (120)) ) * (4)) - (y position)) / (8))\n show\n else\n if <(ghost) < [99]> then\n change [ghost v] by (((100) - (ghost)) / (4))\n change y by (((-50) - (y position)) / (4))\n set [ghost v] effect to (ghost)\n show\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [id v] to []\nset [text i v] to [0]\nset [ghost v] to [100]\nhide\n\nwhen I receive [__game start v]\nset volume to ((100) * (_SOUNDS ON/OFF)) %\n\n
This project was translated so that Ukrainians could understand the game, if you don't understand something, go to the original project.
Minecraft Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Minecraft BGM v] until done\nend\n\n@画面\n\nwhen flag clicked\nbroadcast (朝 v)\nswitch costume to (コスチューム1 v)\nforever\n if <([x position v] of [プレイヤー v]) > [235]> then\n broadcast (メッセージ1 v)\n next costume\n change [コースクリア数 v] by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) > [9]> then\n broadcast (夜 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(コースクリア数) = [22]> then\n set [コースクリア数 v] to [0]\n change [ゲームクリア数 v] by (1)\n end\nend\n\n@プレイヤー\n\nwhen flag clicked\nset [グラベぃティ v] to [-1.5]\nset [ジャンプフォート v] to [12]\nset [あクレーテーション v] to [2]\nset [レシタンス v] to [0.8]\nset [加速度y v] to [0]\ngo to x: (-200) y: (-50)\nforever\n if <key (w v) pressed?> then\n if <(フライング) < [3]> then\n set [加速度y v] to [17]\n end\n end\n if <key (a v) pressed?> then\n change [加速度x v] by ((0) - (あクレーテーション))\n point in direction (-90)\n end\n if <key (d v) pressed?> then\n change [加速度x v] by (あクレーテーション)\n point in direction (90)\n end\n set [加速度x v] to ((加速度X) * (レシタンス))\n change [加速度y v] by (グラベぃティ)\n Move - in steps (([abs v] of (加速度X) ) + ([abs v] of (加速度Y) ))\nend\n\ndefine Move - in steps (steps)\nchange [フライング v] by (1)\nrepeat (steps)\n set [最終値 v] to (x position)\n change x by ((加速度X) / (steps))\n if <touching (画面 v)?> then\n set x to (最終値)\n set [加速度x v] to [0]\n end\n set [最終値 v] to (y position)\n change y by ((加速度Y) / (steps))\n if <touching (画面 v)?> then\n set y to (最終値)\n if <(加速度Y) < [0]> then\n set [フライング v] to [0]\n end\n set [加速度y v] to [0]\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (スティーブ v)\nset rotation style [left-right v]\nset size to (75) %\ngo to [front v] layer\nset [コースクリア数 v] to [0]\nset [ゲームクリア数 v] to [0]\n\nwhen I receive [メッセージ1 v]\ngo to x: (-200) y: (-50)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nchange [brightness v] effect by (10)\nrepeat (20)\n change size by (-3)\n change [ghost v] effect by (5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n if <(y position) < [-184]> then\n go to x: (-200) y: (-50)\n start sound [落ちた v]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (マグマ v)?> then\n go to x: (-200) y: (-50)\n start sound [落ちた v]\n end\nend\n\nwhen flag clicked\nforever\n if <(ゲームクリア数) > [1]> then\n switch costume to (スティーブ2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n play sound (pick random (5) to (6)) until done\n end\nend\n\nstart sound [落ちた v]\n\n@スプライト1\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen I receive [朝 v]\nswitch costume to (コスチューム1 v)\n\nwhen I receive [夜 v]\nswitch costume to (コスチューム2 v)\n\n@ブロック\n\n@マグマ\n\nwhen flag clicked\nforever\n switch costume to ([costume # v] of [画面 v])\nend\n\n@幽霊\n\nwhen I start as a clone\nshow\nforever\n glide (1) secs to x: ([x position v] of [プレイヤー v]) y: ([y position v] of [プレイヤー v])\nend\n\nwhen I receive [朝 v]\ndelete this clone\n\nwhen flag clicked\nforever\n if <([costume # v] of [画面 v]) > [10]> then\n create clone of (_myself_ v)\n end\n go to (プレイヤー v)\nend\n\n@logo\n\nwhen flag clicked\nhide\n\n@お願い\n\nwhen flag clicked\ngo to x: (-203) y: (-165)\nset size to (75) %\nshow\n\n
日本語は2個下↓↓\nEnglish is one place below↓\n\n[ W ]↑\n[ A ]←\n[ D ]→\n\n□⇨Next\n\n〜〜English〜〜\nMove the screen with WAD. If you go to the right, you can go to the next course.\n\n〜〜日本語〜〜\nWADで移動画面。右側にいくと次のコースにいける
In the water#platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景だぜぇ!!! v)\nforever\n play sound [ゲーム v] until done\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nhide variable [タイム/time v]\nswitch backdrop to (サムネイル v)\n\n@プレイヤー\n\nwhen I receive [メッセージ3 v]\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I receive [始まり v]\ngo to [front v] layer\nshow\ngo [backward v] (2) layers\nshow\nswitch costume to (正面 v)\nset size to (105) %\ngo to x: (-200) y: (25)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nforever\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n point in direction (90)\n change [x v] by (1.75)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n point in direction (-90)\n change [x v] by (-1.75)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <(x position) > [225]> then\n start sound [Rip v]\n broadcast (メッセージ1 v)\n go to x: (-200) y: (25)\n show\n wait (0.5) seconds\n end\n if <<<touching (障害物 v)?> or <(y position) < [-184]>> or <touching (マグマ v)?>> then\n start sound [やられる v]\n go to x: (-200) y: (25)\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n show\n end\n if <touching (地面 v)?> then\n start sound [壁キック v]\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((x) * (-1))\n change y by (-5)\n set [x v] to [0]\n if <<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(x) > [0]> then\n set [x v] to [15]\n else\n set [x v] to [-15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <touching (地面 v)?> then\n change y by ((y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<<<key (up arrow v) pressed?> or <<key (w v) pressed?> or <key (space v) pressed?>>> or <<(y position) < (mouse y)> and <mouse down?>>> and <touching (地面 v)?>> then\n set [y v] to [14]\n start sound [ジャンプ v]\n end\n change y by (1)\n if <<touching (地面 v)?> and <touching color (#004cff)?>> then\n set [y v] to [0]\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n start sound [ジャンプ v]\n end\n if <touching (水 v)?> then\n change [y v] by (1)\n if <key (up arrow v) pressed?> then\n change [y v] by (0.6)\n end\n if <key (down arrow v) pressed?> then\n change [y v] by (-0.6)\n end\n end\nend\n\nwhen flag clicked\nbroadcast (始まり v)\nhide\n\nwhen backdrop switches to [サムネイル v]\nhide\n\ngo to x: (-150) y: (0)\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nswitch costume to (1 v)\n\nwhen I receive [メッセージ1 v]\ngo to [front v] layer\nnext costume\n\nwhen backdrop switches to [サムネイル v]\nhide\n\n\n\nwhen flag clicked\nset [タイム/time v] to [0]\nrepeat until <(costume [number v]) = [15]>\n change [タイム/time v] by (1)\n wait (1) seconds\nend\n\n@バネ\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nwait until <([costume # v] of [障害物 v]) = [10]>\nshow\nwait until <([costume # v] of [障害物 v]) = [11]>\nhide\n\nwhen backdrop switches to [サムネイル v]\nhide\n\nwait until <([x position v] of [障害物 v]) = [10]>\nswitch costume to (コスチューム2 v)\nshow\nwait until <([x position v] of [障害物 v]) = [11]>\nhide\n\n@水\n\nwhen flag clicked\nshow\nset [ghost v] effect to (25)\ngo to [front v] layer\n\nwhen backdrop switches to [サムネイル v]\nhide\n\n
プラフォ好きは❤と⭐宜しく!!\n他のシリーズ \n〜操作方法〜\n←↑→,WASD \n上に行ってすり抜けるバグは出来ないです!\nYou can't go to the top and get a bug that slips through!\n良ければ応援お願いします!!❤と⭐も押してね!!\nPlease support me if you like!! Please press ❤ and ⭐ too!! \n拡散も宜しく!!\nPlease spread the word!! \n傾向1p目指してます!!コメントもご自由にどうぞ!!\nI'm aiming for trend 1p!! Please feel free to comment!
アイテムを使えるプラットフォーマー / Platformer where you can use items #all #game
@Stage\n\nwhen I receive [かわれ v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\n\nwhen flag clicked\nswitch backdrop to (くろ v)\nset [brightness v] effect to (-100)\n\nwhen I receive [イントロ終了 v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nnext backdrop\nclear graphic effects\n\n@BGM\n\nwhen I receive [本編 v]\nset volume to (50) %\nclear sound effects\nforever\n play sound [Peace Out Delight by Ikson v] until done\nend\n\nwhen I receive [本編 v]\nset [雑用 | ピッチ v] to [0]\nforever\n if <(制御 | ストップ) = [1]> then\n change [雑用 | ピッチ v] by (((-100) - (雑用 | ピッチ)) / (5))\n change volume by (((20) - (volume)) / (5))\n else\n change [雑用 | ピッチ v] by (((0) - (雑用 | ピッチ)) / (5))\n change volume by (((20) - (volume)) / (5))\n end\n set [pitch v] effect to (雑用 | ピッチ)\nend\n\n@プレイヤー\n\nwhen flag clicked\nhide\n\nwhen I receive [本編 v]\nset [共通 | 雲 v] to [0]\nset [共通 | 雲 v] to [0]\nset [共通 | 縮小 v] to [0]\nset [共通 | 猫手ある? v] to [0]\nbroadcast (アイテムリセット v)\nset [共通 | 鍵ゲット v] to [0]\nshow\nswitch costume to (共通 | 現在選んでいるもの)\nset [制御 | ストップ v] to [0]\ngo to x: (-184) y: (-17)\nset [速さ | x速さ v] to [0]\nset [速さ | y速さ v] to [0]\nset [制御 | 上入力中 v] to [0]\nset [制御 | 残りjump回数 v] to [0]\nforever\n set rotation style [left-right v]\n if <(制御 | ストップ) = [0]> then\n if <(共通 | 縮小) = [0]> then\n set size to (80) %\n else\n set size to (40) %\n end\n switch costume to (当たり判定 v)\n 向き判定\n set [保存 | 向き v] to (direction)\n point in direction (90)\n if <(共通 | 縮小) = [1]> then\n 一つの操作(縮小版)\n else\n 一つの操作\n end\n point in direction (保存 | 向き)\n if <(共通 | 猫手ある?) = [0]> then\n switch costume to (共通 | 現在選んでいるもの)\n else\n switch costume to (join (共通 | 現在選んでいるもの) [n])\n end\n end\nend\n\nset volume to (50) %\n\ndefine 一つの操作\ngo to [front v] layer\ngo [backward v] (1) layers\nif <<(速さ | y速さ) < [-4]> and <<(入力 | 上入力) = [1]> and <(共通 | 雲) = [1]>>> then\n change [速さ | y速さ v] by (((-4) - (速さ | y速さ)) / (5))\nelse\n if <(共通 | 現在選んでいるもの) = [3]> then\n change [速さ | y速さ v] by (-0.9)\n else\n if <(共通 | 現在選んでいるもの) = [2]> then\n change [速さ | y速さ v] by (-1)\n else\n change [速さ | y速さ v] by (-0.9)\n end\n end\nend\nchange y by (速さ | y速さ)\nif <<touching (地面2 v)?> or <touching (地面 v)?>> then\n if <[0] < (速さ | y速さ)> then\n if <<touching color (#4f7cd6)?> or <<touching color (#c04fd6)?> or <<touching color (#84d64f)?> or <touching color (#c04fd6)?>>>> then\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to ((速さ | y速さ) * (-0.9))\n else\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to ((速さ | y速さ) * (-0.5))\n end\n else\n if <<touching color (#4f7cd6)?> or <<touching color (#c04fd6)?> or <<touching color (#84d64f)?> or <touching color (#c04fd6)?>>>> then\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to ((速さ | y速さ) * (-0.5))\n else\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to [0]\n end\n if <(共通 | 現在選んでいるもの) = [2]> then\n set [制御 | 残りjump回数 v] to [2]\n else\n set [制御 | 残りjump回数 v] to [1]\n end\n end\nend\nif <(入力 | 上入力) = [0]> then\n set [制御 | 上入力中 v] to [0]\nend\nif <<[0] < (制御 | 残りjump回数)> and <<(制御 | 上入力中) = [0]> and <(入力 | 上入力) = [1]>>> then\n if <(共通 | 現在選んでいるもの) = [3]> then\n point in direction (保存 | 向き)\n switch costume to (ゲージ v)\n create clone of (_myself_ v)\n switch costume to (指す v)\n create clone of (_myself_ v)\n if <(共通 | 猫手ある?) = [0]> then\n switch costume to (共通 | 現在選んでいるもの)\n else\n switch costume to (join (共通 | 現在選んでいるもの) [n])\n end\n wait until <(入力 | 上入力) = [0]>\n switch costume to (当たり判定 v)\n set [速さ | y速さ v] to ((雑用 | ジャンプの高さ) * (1.5))\n start sound [Motion-Pop42-1 v]\n point in direction (90)\n else\n if <<(制御 | 残りjump回数) = [1]> and <(共通 | 現在選んでいるもの) = [2]>> then\n set [速さ | y速さ v] to [10]\n start sound [Motion-Pop42-2 v]\n else\n set [速さ | y速さ v] to [15]\n start sound [Motion-Pop42-1 v]\n end\n end\n change [制御 | 残りjump回数 v] by (-1)\n set [制御 | 上入力中 v] to [1]\n start sound [SNES-Action01-06\(Land\) v]\nend\nif <touching (台風 v)?> then\n change [速さ | y速さ v] by (2)\nend\nset [雑用 | 本物x座標 v] to (x position)\nset [雑用 | 本物y座標 v] to (y position)\nif <(共通 | 現在選んでいるもの) = [2]> then\n set [速さ | x速さ v] to ((速さ | x速さ) * (0.8))\nelse\n set [速さ | x速さ v] to ((速さ | x速さ) * (0.9))\nend\nif <(共通 | 現在選んでいるもの) = [1]> then\n change [速さ | x速さ v] by ((1.4) * ((入力 | 右入力) - (入力 | 左入力)))\nelse\n if <(共通 | 現在選んでいるもの) = [2]> then\n change [速さ | x速さ v] by ((1.5) * ((入力 | 右入力) - (入力 | 左入力)))\n else\n change [速さ | x速さ v] by ((1.2) * ((入力 | 右入力) - (入力 | 左入力)))\n end\nend\nchange x by (速さ | x速さ)\nif <<touching (地面2 v)?> or <touching (地面 v)?>> then\n if <(共通 | 猫手ある?) = [1]> then\n change x by (() - (速さ | x速さ))\n set [速さ | x速さ v] to [0]\n set [制御 | 残りjump回数 v] to [0]\n if <(入力 | 上入力) = [1]> then\n change [速さ | y速さ v] by (1)\n change [速さ | y速さ v] by (((8) - (速さ | y速さ)) / (8))\n else\n change [速さ | y速さ v] by (((5) - (速さ | y速さ)) / (8))\n end\n else\n start sound [壁にぶつかった時 v]\n if <<touching color (#4f7cd6)?> or <<touching color (#c04fd6)?> or <<touching color (#84d64f)?> or <touching color (#c04fd6)?>>>> then\n change x by (() - (速さ | x速さ))\n set [速さ | x速さ v] to ((-1.5) * (速さ | x速さ))\n else\n change x by ((-1) * (速さ | x速さ))\n set [速さ | x速さ v] to ((-0.9) * (速さ | x速さ))\n end\n end\nend\n死 <<<touching (針 v)?> or <(y position) < [-180]>> or <<touching (地面2 v)?> or <touching (地面 v)?>>>\nset [共通 | 鍵に触れた v] to ((0) + <<touching color (#f2de00)?> and <touching (出口と鍵 v)?>>)\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n go to [front v] layer\n set size to (80) %\n show\n wait until <(入力 | 上入力) = [0]>\n repeat (30)\n change x by (((雑用 | 本物x座標) - (x position)) / (5))\n change y by (((雑用 | 本物y座標) - (y position)) / (5))\n change [ghost v] effect by (3.4)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [5]> then\n go to [front v] layer\n set size to (80) %\n show\n set [雑用 | y保存 v] to (y position)\n repeat until <(入力 | 上入力) = [0]>\n set y to ((雑用 | y保存) + ((([cos v] of ((timer) * (500)) ) * (25)) - (26)))\n end\n set [雑用 | y保存 v] to ((雑用 | 本物y座標) - (y position))\n set [雑用 | ジャンプの高さ v] to ((4) + ((((([cos v] of ((timer) * (500)) ) * (25)) - (26)) + (51)) / (7)))\n repeat (30)\n change x by (((雑用 | 本物x座標) - (x position)) / (5))\n change y by ((((雑用 | 本物y座標) - (雑用 | y保存)) - (y position)) / (5))\n change [ghost v] effect by (3.4)\n end\n delete this clone\nend\n\nwhen I receive [次のステージ v]\nset [共通 | 雲 v] to [0]\nset [制御 | ストップ v] to [0]\ngo to x: (-184) y: (-17)\nset [速さ | x速さ v] to [0]\nset [速さ | y速さ v] to [0]\nset [制御 | 上入力中 v] to [0]\nset [制御 | 残りjump回数 v] to [0]\nset [共通 | 現在選んでいるもの v] to (共通 | 最初に選んだもの)\nset [共通 | 猫手ある? v] to [0]\nset [共通 | 縮小 v] to [0]\n\nset [共通 | 最初に選んだもの v] to [1]\n\ndefine 向き判定\nif <((0) + <<key (d v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>>>) = [1]> then\n point in direction (90)\nelse\n if <((0) + <<key (a v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>>>) = [1]> then\n point in direction (-90)\n end\nend\n\ndefine 一つの操作(縮小版)\ngo to [front v] layer\nif <<(速さ | y速さ) < [0]> and <<(入力 | 上入力) = [1]> and <(共通 | 雲) = [1]>>> then\n change [速さ | y速さ v] by (((-2) - (速さ | y速さ)) / (5))\nelse\n if <(共通 | 現在選んでいるもの) = [3]> then\n change [速さ | y速さ v] by (-0.6)\n else\n if <(共通 | 現在選んでいるもの) = [2]> then\n change [速さ | y速さ v] by (-0.7)\n else\n change [速さ | y速さ v] by (-0.6)\n end\n end\nend\nchange y by (速さ | y速さ)\nif <<touching (地面2 v)?> or <touching (地面 v)?>> then\n if <[0] < (速さ | y速さ)> then\n if <<touching color (#4f7cd6)?> or <<touching color (#c04fd6)?> or <<touching color (#84d64f)?> or <touching color (#c04fd6)?>>>> then\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to ((速さ | y速さ) * (-0.5))\n else\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to ((速さ | y速さ) * (-0.2))\n end\n else\n if <<touching color (#4f7cd6)?> or <<touching color (#c04fd6)?> or <<touching color (#84d64f)?> or <touching color (#c04fd6)?>>>> then\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to ((速さ | y速さ) * (-0.3))\n else\n change y by (() - (速さ | y速さ))\n set [速さ | y速さ v] to [0]\n end\n if <(共通 | 現在選んでいるもの) = [2]> then\n set [制御 | 残りjump回数 v] to [2]\n else\n set [制御 | 残りjump回数 v] to [1]\n end\n end\nend\nif <(入力 | 上入力) = [0]> then\n set [制御 | 上入力中 v] to [0]\nend\nif <<[0] < (制御 | 残りjump回数)> and <<(制御 | 上入力中) = [0]> and <(入力 | 上入力) = [1]>>> then\n if <(共通 | 現在選んでいるもの) = [3]> then\n point in direction (保存 | 向き)\n switch costume to (ゲージ v)\n create clone of (_myself_ v)\n switch costume to (指す v)\n create clone of (_myself_ v)\n if <(共通 | 猫手ある?) = [0]> then\n switch costume to (共通 | 現在選んでいるもの)\n else\n switch costume to (join (共通 | 現在選んでいるもの) [n])\n end\n wait until <(入力 | 上入力) = [0]>\n switch costume to (当たり判定 v)\n set [速さ | y速さ v] to (雑用 | ジャンプの高さ)\n start sound [Motion-Pop42-1 v]\n point in direction (90)\n else\n if <<(制御 | 残りjump回数) = [1]> and <(共通 | 現在選んでいるもの) = [2]>> then\n set [速さ | y速さ v] to [7]\n start sound [Motion-Pop42-2 v]\n else\n set [速さ | y速さ v] to [10]\n start sound [Motion-Pop42-1 v]\n end\n end\n change [制御 | 残りjump回数 v] by (-1)\n set [制御 | 上入力中 v] to [1]\n start sound [SNES-Action01-06\(Land\) v]\nend\nif <touching (台風 v)?> then\n change [速さ | y速さ v] by (2)\nend\nset [雑用 | 本物x座標 v] to (x position)\nset [雑用 | 本物y座標 v] to (y position)\nif <(共通 | 現在選んでいるもの) = [2]> then\n set [速さ | x速さ v] to ((速さ | x速さ) * (0.8))\nelse\n set [速さ | x速さ v] to ((速さ | x速さ) * (0.9))\nend\nif <(共通 | 現在選んでいるもの) = [1]> then\n change [速さ | x速さ v] by ((1) * ((入力 | 右入力) - (入力 | 左入力)))\nelse\n if <(共通 | 現在選んでいるもの) = [2]> then\n change [速さ | x速さ v] by ((1.7) * ((入力 | 右入力) - (入力 | 左入力)))\n else\n change [速さ | x速さ v] by ((0.9) * ((入力 | 右入力) - (入力 | 左入力)))\n end\nend\nchange x by (速さ | x速さ)\nif <<touching (地面2 v)?> or <touching (地面 v)?>> then\n if <(共通 | 猫手ある?) = [1]> then\n change x by (() - (速さ | x速さ))\n set [速さ | x速さ v] to [0]\n set [制御 | 残りjump回数 v] to [0]\n if <(入力 | 上入力) = [1]> then\n change [速さ | y速さ v] by (1)\n change [速さ | y速さ v] by (((8) - (速さ | y速さ)) / (8))\n else\n change [速さ | y速さ v] by (((5) - (速さ | y速さ)) / (8))\n end\n else\n start sound [壁にぶつかった時 v]\n if <<touching color (#4f7cd6)?> or <<touching color (#c04fd6)?> or <<touching color (#84d64f)?> or <touching color (#c04fd6)?>>>> then\n change x by (() - (速さ | x速さ))\n set [速さ | x速さ v] to ((-1.5) * (速さ | x速さ))\n else\n change x by ((-1) * (速さ | x速さ))\n set [速さ | x速さ v] to ((-0.9) * (速さ | x速さ))\n end\n end\nend\n死 <<<touching (針 v)?> or <(y position) < [-180]>> or <<touching (地面2 v)?> or <touching (地面 v)?>>>\nset [共通 | 鍵に触れた v] to ((0) + <<touching color (#f2de00)?> and <touching (出口と鍵 v)?>>)\n\ndefine 死 <死>\nif <死> then\n set [共通 | 縮小 v] to [0]\n start sound [Motion-Pop40-1 v]\n set [共通 | 猫手ある? v] to [0]\n go to x: (-184) y: (-17)\n set [速さ | x速さ v] to [0]\n set [速さ | y速さ v] to [0]\n set [制御 | 上入力中 v] to [0]\n set [制御 | 残りjump回数 v] to [0]\n broadcast (アイテムリセット v)\n broadcast (更新 v)\n set [共通 | 雲 v] to [0]\n set [共通 | 現在選んでいるもの v] to (共通 | 最初に選んだもの)\nend\n\nwhen I receive [本編 v]\nforever\n set [入力 | 上入力 v] to ((0) + <<key (w v) pressed?> or <<key (space v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (up arrow v) pressed?>>>>)\n set [入力 | 右入力 v] to ((0) + <<key (d v) pressed?> or <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>>>)\n set [入力 | 左入力 v] to ((0) + <<key (a v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>>>)\nend\n\n@針\n\nwhen flag clicked\nhide\n\nwhen I receive [本編 v]\npoint in direction (90)\ngo to x: (0) y: (0)\nswitch costume to (1 v)\nshow\ngo to [back v] layer\ngo [forward v] (1) layers\nwait until <(costume [number v]) = [3]>\nrepeat until <not <(costume [number v]) = [3]>>\n point in direction (90)\n go to x: (57) y: (-80)\n repeat (25)\n change y by (((-10) - (y position)) / (7))\n end\n repeat (10)\n change y by (((-80) - (y position)) / (4))\n end\n go to x: (57) y: (-80)\n point in direction (-90)\n repeat (25)\n change y by (((-150) - (y position)) / (7))\n end\n repeat (10)\n change y by (((-80) - (y position)) / (4))\n end\nend\n\nwhen I receive [次のステージ v]\nif <(costume [number v]) = [3]> then\n stop [other scripts in sprite v]\nend\npoint in direction (90)\ngo to x: (0) y: (0)\nnext costume\n\nswitch costume to (14 v)\nshow\ngo to [front v] layer\n\n@地面\n\nwhen flag clicked\nswitch costume to (1 v)\nhide\n\nwhen I receive [本編 v]\nshow\n\nwhen I receive [次のステージ v]\nnext costume\nbroadcast (アイテムリセット v)\n\nswitch costume to (15 v)\ngo to [front v] layer\nshow\n\nwhen flag clicked\nhide variable [☁ 世界記録 v]\nhide variable [あなたの記録 v]\nwait until <(costume [number v]) = [15]>\nset [あなたの記録 v] to (timer)\nif <(あなたの記録) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (あなたの記録)\nend\nshow variable [☁ 世界記録 v]\nshow variable [あなたの記録 v]\n\n@アイテム\n\nwhen flag clicked\nアイテム座標追加\nhide\nset size to (70) %\n\ndefine アイテム座標追加\ndelete all of [保存 | アイテムリスト v]\nadd [,,,,,,] to [保存 | アイテムリスト v]\nadd [,,187^94^:,,,,] to [保存 | アイテムリスト v]\nadd [,,,,,,] to [保存 | アイテムリスト v]\nadd [,,,0^-100^:,,,] to [保存 | アイテムリスト v]\nadd [,,,,,,] to [保存 | アイテムリスト v]\nadd [,-190^-90^:,,,,,] to [保存 | アイテムリスト v]\nadd [,-190^-90^:,,177^-100^:,,,] to [保存 | アイテムリスト v]\nadd [,,,-143^-96^:,,,] to [保存 | アイテムリスト v]\nadd [,,,,-102^-120^:,,] to [保存 | アイテムリスト v]\nadd [,,,,-116^150^:,-116^101^:,] to [保存 | アイテムリスト v]\nadd [,,,,,,] to [保存 | アイテムリスト v]\nadd [,,,,-150^-35:,,] to [保存 | アイテムリスト v]\nadd [,,,,,-150^-35:,] to [保存 | アイテムリスト v]\nadd [,,,,-195^-28^:,,] to [保存 | アイテムリスト v]\n\nwhen I receive [アイテムリセット v]\nif <[] = []> then\n delete this clone\nend\n([costume # v] of [地面 v]) 番目のデータ\nswitch costume to (1 v)\nset [雑用 | index1 v] to [0]\nrepeat (length of [保存 | 猫x v])\n change [雑用 | index1 v] by (1)\n go to x: (item (雑用 | index1) of [保存 | 猫x v]) y: (item (雑用 | index1) of [保存 | 猫y v])\n create clone of (_myself_ v)\nend\nswitch costume to (2 v)\nset [雑用 | index1 v] to [0]\nrepeat (length of [保存 | ゴボx v])\n change [雑用 | index1 v] by (1)\n go to x: (item (雑用 | index1) of [保存 | ゴボx v]) y: (item (雑用 | index1) of [保存 | ゴボy v])\n create clone of (_myself_ v)\nend\nswitch costume to (3 v)\nset [雑用 | index1 v] to [0]\nrepeat (length of [保存 | ナノx v])\n change [雑用 | index1 v] by (1)\n go to x: (item (雑用 | index1) of [保存 | ナノx v]) y: (item (雑用 | index1) of [保存 | ナノy v])\n create clone of (_myself_ v)\nend\nswitch costume to (4 v)\nset [雑用 | index1 v] to [0]\nrepeat (length of [保存 | 猫手x v])\n change [雑用 | index1 v] by (1)\n go to x: (item (雑用 | index1) of [保存 | 猫手x v]) y: (item (雑用 | index1) of [保存 | 猫手y v])\n create clone of (_myself_ v)\nend\nswitch costume to ((4) + (共通 | 最初に選んだもの))\nset [雑用 | index1 v] to [0]\nrepeat (length of [保存 | 縮小x v])\n change [雑用 | index1 v] by (1)\n go to x: (item (雑用 | index1) of [保存 | 縮小x v]) y: (item (雑用 | index1) of [保存 | 縮小y v])\n create clone of (_myself_ v)\nend\nswitch costume to (8 v)\nset [雑用 | index1 v] to [0]\nrepeat (length of [保存 | 雲x v])\n change [雑用 | index1 v] by (1)\n go to x: (item (雑用 | index1) of [保存 | 雲x v]) y: (item (雑用 | index1) of [保存 | 雲y v])\n create clone of (_myself_ v)\nend\n\ndefine (番目) 番目のデータ\ndelete all of [保存 | 猫x v]\ndelete all of [保存 | 猫y v]\ndelete all of [保存 | ゴボx v]\ndelete all of [保存 | ゴボy v]\ndelete all of [保存 | ナノx v]\ndelete all of [保存 | ナノy v]\ndelete all of [保存 | 猫手x v]\ndelete all of [保存 | 猫手y v]\ndelete all of [保存 | 縮小x v]\ndelete all of [保存 | 縮小y v]\ndelete all of [保存 | 雲x v]\ndelete all of [保存 | 雲y v]\n文字列 (item (番目) of [保存 | アイテムリスト v]) を [,] ごとに区切る\nset [雑用 | index2 v] to [0]\ndelete all of [雑用 | 雑用1 v]\nrepeat (6)\n change [雑用 | index2 v] by (1)\n add (item (雑用 | index2) of [雑用 | 結果 v]) to [雑用 | 雑用1 v]\nend\nset [雑用 | index2 v] to [0]\nrepeat (6)\n change [雑用 | index2 v] by (1)\n 文字列 (item (雑用 | index2) of [雑用 | 雑用1 v]) を [:] ごとに区切る\n set [雑用 | index1 v] to [0]\n delete all of [雑用 | 雑用2 v]\n repeat (length of [雑用 | 結果 v])\n change [雑用 | index1 v] by (1)\n add (item (雑用 | index1) of [雑用 | 結果 v]) to [雑用 | 雑用2 v]\n end\n set [雑用 | index3 v] to [0]\n repeat (length of [雑用 | 雑用2 v])\n change [雑用 | index3 v] by (1)\n 文字列 (item (雑用 | index3) of [雑用 | 雑用2 v]) を [^] ごとに区切る\n if <(雑用 | index2) = [1]> then\n add (item (1) of [雑用 | 結果 v]) to [保存 | 猫x v]\n add (item (2) of [雑用 | 結果 v]) to [保存 | 猫y v]\n else\n if <(雑用 | index2) = [2]> then\n add (item (1) of [雑用 | 結果 v]) to [保存 | ゴボx v]\n add (item (2) of [雑用 | 結果 v]) to [保存 | ゴボy v]\n else\n if <(雑用 | index2) = [3]> then\n add (item (1) of [雑用 | 結果 v]) to [保存 | ナノx v]\n add (item (2) of [雑用 | 結果 v]) to [保存 | ナノy v]\n else\n if <(雑用 | index2) = [4]> then\n add (item (1) of [雑用 | 結果 v]) to [保存 | 猫手x v]\n add (item (2) of [雑用 | 結果 v]) to [保存 | 猫手y v]\n else\n if <(雑用 | index2) = [5]> then\n add (item (1) of [雑用 | 結果 v]) to [保存 | 縮小x v]\n add (item (2) of [雑用 | 結果 v]) to [保存 | 縮小y v]\n else\n if <(雑用 | index2) = [6]> then\n add (item (1) of [雑用 | 結果 v]) to [保存 | 雲x v]\n add (item (2) of [雑用 | 結果 v]) to [保存 | 雲y v]\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine 文字列 (文字列) を (区切り文字) ごとに区切る\nset [雑用 | index1 v] to [0]\nset [雑用 | 文字保存用 v] to []\ndelete all of [雑用 | 結果 v]\nrepeat (length of (文字列))\n change [雑用 | index1 v] by (1)\n if <(letter (雑用 | index1) of (文字列)) = (区切り文字)> then\n add (雑用 | 文字保存用) to [雑用 | 結果 v]\n set [雑用 | 文字保存用 v] to []\n else\n set [雑用 | 文字保存用 v] to (join (雑用 | 文字保存用) (letter (雑用 | index1) of (文字列)))\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [4]> then\n show\n repeat until <touching (プレイヤー v)?>\n point in direction ((90) + ((15) * ([sin v] of ((timer) * (200)) )))\n end\n set [共通 | 現在選んでいるもの v] to (costume [number v])\n repeat (30)\n change size by (-4)\n change [ghost v] effect by (10)\n point in direction ((90) + ((30) * ([sin v] of ((timer) * (360)) )))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [4]> then\n show\n repeat until <touching (プレイヤー v)?>\n point in direction ((90) + ((15) * ([sin v] of ((timer) * (200)) )))\n end\n set [共通 | 猫手ある? v] to [1]\n repeat (30)\n change size by (-4)\n change [ghost v] effect by (10)\n point in direction ((90) + ((30) * ([sin v] of ((timer) * (360)) )))\n end\n delete this clone\nend\n\nwhen I start as a clone\nif < [5,6,7,] contains (costume [number v])?> then\n show\n repeat until <touching (プレイヤー v)?>\n point in direction ((90) + ((15) * ([sin v] of ((timer) * (200)) )))\n end\n set [共通 | 縮小 v] to [1]\n repeat (30)\n change size by (-4)\n change [ghost v] effect by (10)\n point in direction ((90) + ((30) * ([sin v] of ((timer) * (360)) )))\n end\n delete this clone\nend\n\n[14] 番目のデータ\n\nwhen I start as a clone\nif <(costume [number v]) = [8]> then\n show\n repeat until <touching (プレイヤー v)?>\n point in direction ((90) + ((15) * ([sin v] of (((20) + (timer)) * (200)) )))\n end\n set [共通 | 雲 v] to [1]\n repeat (30)\n change size by (-4)\n change [ghost v] effect by (10)\n point in direction ((90) + ((30) * ([sin v] of ((timer) * (360)) )))\n end\n delete this clone\nend\n\n[14] 番目のデータ\n\n@出口と鍵\n\nwhen flag clicked\nhide\n出口のデータ\n\nwhen I receive [本編 v]\nswitch costume to (2 v)\nrepeat (2)\n next costume\n create clone of (_myself_ v)\nend\n\ndefine 出口のデータ\ndelete all of [保存 | 出口x v]\ndelete all of [保存 | 出口y v]\ndelete all of [保存 | 鍵x v]\ndelete all of [保存 | 鍵y v]\nadd [184] to [保存 | 出口x v]\nadd [-4] to [保存 | 出口y v]\nadd [-75] to [保存 | 鍵x v]\nadd [122] to [保存 | 鍵y v]\nadd [206] to [保存 | 出口x v]\nadd [-50] to [保存 | 出口y v]\nadd [-60] to [保存 | 鍵x v]\nadd [-20] to [保存 | 鍵y v]\nadd [206] to [保存 | 出口x v]\nadd [-50] to [保存 | 出口y v]\nadd [-60] to [保存 | 鍵x v]\nadd [-20] to [保存 | 鍵y v]\nadd [185] to [保存 | 出口x v]\nadd [0] to [保存 | 出口y v]\nadd [-60] to [保存 | 鍵x v]\nadd [-20] to [保存 | 鍵y v]\nadd [206] to [保存 | 出口x v]\nadd [100] to [保存 | 出口y v]\nadd [0] to [保存 | 鍵x v]\nadd [50] to [保存 | 鍵y v]\nadd [206] to [保存 | 出口x v]\nadd [100] to [保存 | 出口y v]\nadd [0] to [保存 | 鍵x v]\nadd [0] to [保存 | 鍵y v]\nadd [110] to [保存 | 出口x v]\nadd [95] to [保存 | 出口y v]\nadd [40] to [保存 | 鍵x v]\nadd [-80] to [保存 | 鍵y v]\nadd [193] to [保存 | 出口x v]\nadd [61] to [保存 | 出口y v]\nadd [-172] to [保存 | 鍵x v]\nadd [105] to [保存 | 鍵y v]\nadd [185] to [保存 | 出口x v]\nadd [60] to [保存 | 出口y v]\nadd [215] to [保存 | 鍵x v]\nadd [-70] to [保存 | 鍵y v]\nadd [155] to [保存 | 出口x v]\nadd [-66] to [保存 | 出口y v]\nadd [-52] to [保存 | 鍵x v]\nadd [-32] to [保存 | 鍵y v]\nadd [180] to [保存 | 出口x v]\nadd [-33] to [保存 | 出口y v]\nadd [-32] to [保存 | 鍵x v]\nadd [124] to [保存 | 鍵y v]\nadd [180] to [保存 | 出口x v]\nadd [-36] to [保存 | 出口y v]\nadd [0] to [保存 | 鍵x v]\nadd [-45] to [保存 | 鍵y v]\nadd [200] to [保存 | 出口x v]\nadd [60] to [保存 | 出口y v]\nadd [0] to [保存 | 鍵x v]\nadd [0] to [保存 | 鍵y v]\nadd [200] to [保存 | 出口x v]\nadd [100] to [保存 | 出口y v]\nadd [0] to [保存 | 鍵x v]\nadd [14] to [保存 | 鍵y v]\nadd [211] to [保存 | 出口x v]\nadd [19] to [保存 | 出口y v]\nadd [100] to [保存 | 鍵x v]\nadd [-155] to [保存 | 鍵y v]\n\nwhen I start as a clone\npoint in direction (90)\ngo to [front v] layer\ngo [forward v] (3) layers\nif <(costume [number v]) = [1]> then\n go to x: (item ([costume # v] of [地面 v]) of [保存 | 出口x v]) y: (item ([costume # v] of [地面 v]) of [保存 | 出口y v])\n show\n wait until <<(共通 | 鍵ゲット) = [1]> and <touching (プレイヤー v)?>>\n start sound [SNES-Action01-09\(Door\) v]\n set [共通 | 猫手ある? v] to [0]\n broadcast (次のステージ v)\n broadcast (更新 v)\n set [共通 | 鍵ゲット v] to [0]\nelse\n show\n repeat until <<(共通 | 鍵に触れた) = [1]> and <touching (プレイヤー v)?>>\n go to x: ((item ([costume # v] of [地面 v]) of [保存 | 鍵x v]) + (([sin v] of (((timer) + (50)) * (70)) ) * (5))) y: ((item ([costume # v] of [地面 v]) of [保存 | 鍵y v]) + (([sin v] of ((timer) * (80)) ) * (5)))\n point in direction ((90) + (([sin v] of (((timer) + (15)) * (80)) ) * (13)))\n end\n start sound [SNES-Action01-15\(Item\) v]\n set [共通 | 鍵ゲット v] to [1]\n repeat (10)\n change [ghost v] effect by (10)\n change y by (2)\n end\n delete this clone\nend\n\nwhen I receive [更新 v]\nset [共通 | 鍵ゲット v] to [0]\nif <[] = []> then\n delete this clone\nend\nswitch costume to (2 v)\nrepeat (2)\n next costume\n create clone of (_myself_ v)\nend\n\n@装飾\n\nwhen flag clicked\nhide\n\nwhen I receive [本編 v]\nリスト追加\nswitch costume to (1 v)\ncreate clone of (_myself_ v)\nswitch costume to (join [説明] (共通 | 現在選んでいるもの))\nshow\nset size to (70) %\npoint in direction (pick random (85) to (95))\ngo to [back v] layer\nset [雑用 | 場所 v] to (pick random (1) to (6))\ngo to x: (item (雑用 | 場所) of [雑用 | 看板x v]) y: (item (雑用 | 場所) of [雑用 | 看板y v])\nchange y by (10)\nwait until <([costume # v] of [地面 v]) = [8]>\nset size to (100) %\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\ngo [backward v] (10) layers\nshow\ngo to x: (-84) y: (150)\npoint in direction (90)\nwait until <not <([costume # v] of [地面 v]) = [8]>>\nhide\n\ndefine リスト追加\ndelete all of [雑用 | 看板x v]\ndelete all of [雑用 | 看板y v]\nadd [-106] to [雑用 | 看板x v]\nadd [-92] to [雑用 | 看板y v]\nadd [-156] to [雑用 | 看板x v]\nadd [-92] to [雑用 | 看板y v]\nadd [-152] to [雑用 | 看板x v]\nadd [-90] to [雑用 | 看板y v]\nadd [38] to [雑用 | 看板x v]\nadd [18] to [雑用 | 看板y v]\nadd [104] to [雑用 | 看板x v]\nadd [15] to [雑用 | 看板y v]\nadd [153] to [雑用 | 看板x v]\nadd [16] to [雑用 | 看板y v]\n\nwhen this sprite clicked\nif <(join [説明] (共通 | 現在選んでいるもの)) = (costume [name v])> then\n set [制御 | ストップ v] to [1]\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(join [説明] (共通 | 現在選んでいるもの)) = (costume [name v])> then\n set [雑用 | 移動中 v] to [1]\n go to [front v] layer\n point in direction (90)\n switch costume to (join (join [説明] (共通 | 現在選んでいるもの)) [<])\n set size to (100) %\n go to x: (0) y: (360)\n repeat (30)\n change y by (((0) - (y position)) / (5))\n end\n set [雑用 | 移動中 v] to [0]\nend\n\nwhen this sprite clicked\nif <<(雑用 | 移動中) = [0]> and <(join (join [説明] (共通 | 現在選んでいるもの)) [<]) = (costume [name v])>> then\n set [制御 | ストップ v] to [0]\n repeat (30)\n switch costume to (移動用 v)\n change y by (((-420) - (y position)) / (5))\n switch costume to (join (join [説明] (共通 | 現在選んでいるもの)) [<])\n end\n delete this clone\nend\n\nwhen I receive [次のステージ v]\nif <(costume [number v]) < [7]> then\n hide\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [1]> then\n show\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n go to [front v] layer\n go [backward v] (15) layers\n wait until <([costume # v] of [地面 v]) = [2]>\n delete this clone\nend\n\n@サムネイル\n\nwhen flag clicked\nforever\n switch costume to (コスチューム3 v)\n show\n set size to (100) %\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n go to [front v] layer\nend\n\n@イントロ\n\nwhen flag clicked\nshow\ngo to x: (0) y: (-193)\nswitch backdrop to (くろ v)\nswitch costume to (コスチューム2 v)\nset [雑用 | y速さ v] to [25]\nrepeat (25)\n change [雑用 | y速さ v] by (-1)\n change y by (雑用 | y速さ)\nend\nrepeat (85)\n change [雑用 | y速さ v] by (-1)\n change y by (雑用 | y速さ)\n if <(y position) < [0]> then\n change y by (() - (雑用 | y速さ))\n set [雑用 | y速さ v] to ((() - (雑用 | y速さ)) * (0.7))\n set volume to ((10) * ([abs v] of (雑用 | y速さ) )) %\n start sound [Tap Conga v]\n end\nend\nrepeat (5)\n change [雑用 | y速さ v] by (-1)\n change y by (雑用 | y速さ)\nend\nswitch costume to (コスチューム1 v)\nset [雑用 | 明るさ v] to [0]\nbroadcast (かわれ v)\nrepeat (20)\n change [雑用 | 明るさ v] by (((-100) - (雑用 | 明るさ)) / (3))\n change y by (((0) - (y position)) / (3))\nend\nwait (0.5) seconds\nrepeat (10)\n change [ghost v] effect by (((-3) - (雑用 | 明るさ)) / (3))\n change [雑用 | 明るさ v] by (((-3) - (雑用 | 明るさ)) / (3))\n change y by (((10) - (y position)) / (3))\nend\nhide\nbroadcast (イントロ終了 v)\n\n@選択画面\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終了 v]\nset [選ぶの完了 v] to [0]\nset [共通 | 現在選んでいるもの v] to [1]\nwait (0.3) seconds\nクローン\nrepeat until <(選ぶの完了) = [1]>\n if <not <(共通 | 現在選んでいるもの) = [1]>> then\n if <key (left arrow v) pressed?> then\n change [共通 | 現在選んでいるもの v] by (-1)\n start sound (pick random (1) to (pick random (1) to (10)))\n end\n wait until <not <key (left arrow v) pressed?>>\n end\n if <not <(共通 | 現在選んでいるもの) = [3]>> then\n if <key (right arrow v) pressed?> then\n change [共通 | 現在選んでいるもの v] by (1)\n start sound (pick random (1) to (pick random (1) to (10)))\n end\n wait until <not <key (right arrow v) pressed?>>\n end\n set volume to (50) %\nend\n\nwhen I start as a clone\nif <(costume [number v]) < [4]> then\n show\n set size to (150) %\n go to x: (0) y: (0)\n set [雑用 | 幽霊の効果 v] to [0]\n repeat until <(選ぶの完了) = [1]>\n if <touching (mouse-pointer v)?> then\n change size by (((180) - (size)) / (5))\n else\n change size by (((150) - (size)) / (5))\n end\n change x by (((((costume [number v]) - (共通 | 現在選んでいるもの)) * (50)) - (x position)) / (5))\n change [雑用 | 幽霊の効果 v] by ((([abs v] of (((costume [number v]) - (共通 | 現在選んでいるもの)) * (40)) ) - (雑用 | 幽霊の効果)) / (5))\n set [ghost v] effect to (雑用 | 幽霊の効果)\n change size by ((([abs v] of (((2) - ([abs v] of ((共通 | 現在選んでいるもの) - (costume [number v])) )) * (70)) ) - (size)) / (5))\n point in direction (90)\n if <(共通 | 現在選んでいるもの) = (costume [number v])> then\n go to [front v] layer\n point in direction ((90) + (([sin v] of ((timer) * (200)) ) * (5)))\n change y by (((([sin v] of ((timer) * (194)) ) * (3)) - (y position)) / (3))\n change x by (((([sin v] of ((timer) * (179)) ) * (3)) - (x position)) / (3))\n end\n end\nend\n\nwhen I start as a clone\nif < [_右_左_] contains (join [_] (join (costume [name v]) [_]))?> then\n show\n set size to (150) %\n forever\n set [ghost v] effect to (30)\n point in direction ((90) + (([sin v] of ((timer) * (230)) ) * ((3) * (((costume [number v]) - (4.5)) * (2)))))\n go to x: ((((costume [number v]) - (4.5)) * (-300)) + (([sin v] of ((timer) * (320)) ) * (5))) y: (0)\n end\nend\n\nwhen this sprite clicked\nif < [_右_左_] contains (join [_] (join (costume [name v]) [_]))?> then\n set volume to (50) %\n show\n set size to (150) %\n if <(costume [name v]) = [右]> then\n if <not <(共通 | 現在選んでいるもの) = [3]>> then\n change [共通 | 現在選んでいるもの v] by (1)\n start sound (pick random (1) to (pick random (1) to (10)))\n end\n end\n if <(costume [name v]) = [左]> then\n if <not <(共通 | 現在選んでいるもの) = [1]>> then\n change [共通 | 現在選んでいるもの v] by (-1)\n start sound (pick random (1) to (pick random (1) to (10)))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [説明1]> then\n forever\n show\n set size to (100) %\n go to x: (0) y: (130)\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [説明2]> then\n forever\n show\n set size to (80) %\n go to x: (-15) y: (100)\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) < [4]> then\n set [共通 | 現在選んでいるもの v] to (costume [number v])\n start sound (pick random (1) to (pick random (1) to (10)))\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [選択完了]> then\n show\n set size to (100) %\n go to x: (0) y: (-120)\n forever\n if <touching (mouse-pointer v)?> then\n change size by (((120) - (size)) / (5))\n else\n change size by (((100) - (size)) / (5))\n end\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [背景]> then\n forever\n show\n go to x: (0) y: (0)\n go to [back v] layer\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [特徴枠]> then\n forever\n show\n set size to (150) %\n go to x: (-150) y: (-110)\n end\nend\n\nwhen I start as a clone\nif < [_特徴1_特徴2_特徴3_] contains (join [_] (join (costume [name v]) [_]))?> then\n set [雑用 | 幽霊の効果 v] to [0]\n forever\n show\n set size to (100) %\n go to x: (-150) y: (-110)\n if <(join [特徴] (共通 | 現在選んでいるもの)) = (costume [name v])> then\n change [雑用 | 幽霊の効果 v] by (((0) - (雑用 | 幽霊の効果)) / (5))\n else\n change [雑用 | 幽霊の効果 v] by (((100) - (雑用 | 幽霊の効果)) / (5))\n end\n set [ghost v] effect to (雑用 | 幽霊の効果)\n end\nend\n\ndefine クローン\nswitch costume to (bgm v)\nrepeat (14)\n next costume\n create clone of (_myself_ v)\nend\n\nwhen this sprite clicked\nset [共通 | 最初に選んだもの v] to (共通 | 現在選んでいるもの)\nif <(costume [name v]) = [選択完了]> then\n broadcast (選択完了 v)\n set [選ぶの完了 v] to [1]\nend\n\nwhen I receive [選択完了 v]\nif <not <(costume [name v]) = [背景]>> then\n stop [other scripts in sprite v]\n if <(costume [name v]) = [選択完了]> then\n repeat (10)\n change [ghost v] effect by (10)\n change size by (10)\n end\n broadcast (本編 v)\n stop all sounds\n delete this clone\n else\n repeat (20)\n change [ghost v] effect by (5)\n change volume by (-5)\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [BGM]> then\n set volume to (30) %\n forever\n play sound [Specification v] until done\n end\nend\n\n@空白\n\n@台風\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [地面 v]) = [12]>\nrepeat until <not <([costume # v] of [地面 v]) = [12]>>\n set [雑用 | x v] to (([sin v] of ((timer) * (100)) ) * (50))\nend\nrepeat until <not <([costume # v] of [地面 v]) = [13]>>\n set [雑用 | x v] to ((([sin v] of ((timer) * (100)) ) * (50)) + (90))\nend\n\nwhen I start as a clone\nif <([costume # v] of [地面 v]) = [12]> then\n show\n go [backward v] (31) layers\n set [雑用 | y v] to [-100]\n set [雑用 | 乱数 v] to (pick random (-30) to (30))\n set [ghost v] effect to (pick random (50) to (10))\n repeat (30)\n change [雑用 | y v] by (5)\n go to x: ((([sin v] of (((timer) + (雑用 | 乱数)) * (300)) ) * (((雑用 | y) / (5)) + (20))) + (雑用 | x)) y: (雑用 | y)\n end\n delete this clone\nelse\n show\n go [backward v] (31) layers\n set [雑用 | y v] to [-150]\n set [雑用 | 乱数 v] to (pick random (-30) to (30))\n set [ghost v] effect to (pick random (50) to (10))\n repeat (30)\n change [雑用 | y v] by (7)\n go to x: ((([sin v] of (((timer) + (雑用 | 乱数)) * (300)) ) * (((雑用 | y) / (5)) + (30))) + (雑用 | x)) y: (雑用 | y)\n end\n delete this clone\nend\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <([costume # v] of [地面 v]) = [12]>\nrepeat until <not <([costume # v] of [地面 v]) = [12]>>\n create clone of (_myself_ v)\nend\nrepeat until <not <([costume # v] of [地面 v]) = [13]>>\n create clone of (_myself_ v)\nend\n\n@地面2\n\nwhen flag clicked\nhide\nwait (1) seconds\n\nwhen I receive [次のステージ v]\nwait (0.001) seconds\nif <not < [,5,] contains (join (join [,] ([costume # v] of [地面 v])) [,])?>> then\n stop [other scripts in sprite v]\n hide\nend\n\nwhen I receive [次のステージ v]\nwait (0.001) seconds\nif <([costume # v] of [地面 v]) = [5]> then\n show\n switch costume to (コスチューム1 v)\n go to x: (70) y: (70)\n forever\n wait (0.7) seconds\n go to x: (-70) y: (-70)\n wait (0.7) seconds\n go to x: (0) y: (0)\n wait (0.7) seconds\n go to x: (70) y: (70)\n end\nelse\nend\n\n
アイテムを使えるプラットフォーマー\nPlatformer where you can use items\n\n日本語の説明は下にあります。\n\nEnglish\n✏How to operate\nOperate with arrow keys or WASD keys.\nWall kicks are not allowed.\nYou can jump in the air.\n\n✏Character\nCat: moves fast\nGobo: You can double jump by pressing the up key twice.\nTerra: You can adjust the jump height by releasing the up key at just the right time.\n\n✏Item\nCat, Gobo, Terra: You can transform into them.\nNekote: Can climb walls\nShrink: become smaller\nClouds: Press the up key to increase flight time\n\n\n日本語\n\n✏操作方法\n矢印キーかWASDキーで操作します。\n壁キックはできません。\n空中でジャンプをする事ができます。\n\n✏キャラクター\n猫:動くのが速い\nゴボ:二段ジャンプができる 二回上キーを押す\nテラ:ジャンプの高さを調節できる 上キーをちょうどいいタイミングで離す\n\n✏アイテム\n猫,ゴボ,テラ:それに変身できる\n猫手:壁を上ることができる\n縮小:小さくなる\n雲:上キーを押すと滞空時間が長くなる
Adventure Platformer
@Stage\n\n@player\n\nwhen flag clicked\nhide\nset volume to (100) %\nset size to (80) %\ngo to x: (-220) y: (60)\nset rotation style [left-right v]\n\nwhen I receive [start v]\nbroadcast (player on v)\nshow\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nrepeat until <(GOAL) = [1]>\n バネジャン\n if <touching (水 v)?> then\n if <not <<key (w v) pressed?> or <key (up arrow v) pressed?>>> then\n set [y v] to [-2]\n end\n if <<key (w v) pressed?> or <key (up arrow v) pressed?>> then\n set [y v] to [5]\n end\n end\n if <<touching (障害物 v)?> or <touching (障害物2 v)?>> then\n hide\n play sound [ショット v] until done\n go to x: (-220) y: (45)\n show\n end\n if <touching (敵 v)?> then\n hide\n set [player kill v] to [1]\n play sound [ショット v] until done\n go to x: (-220) y: (-67)\n set [player kill v] to [0]\n show\n end\n if <(y position) < [-179]> then\n hide\n set [player kill v] to [1]\n play sound [ショット v] until done\n go to x: (-220) y: (50)\n show\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [x v] by (0.8)\n end\n set [x v] to ((X) * (0.9))\n change x by (X)\n はねとび\n change y by (-1)\n jump [13]\n change y by (1)\n change [y v] by (-1)\n change y by (Y)\n if <touching (stage v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n next [-220] [45]\nend\n\ndefine jump (ジャンプ力)\nif <touching (stage v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [ジャンプ v]\n set [y v] to (ジャンプ力)\n end\nend\n\ndefine next (x) (y)\nif <(x position) > [239]> then\n hide\n broadcast (next v)\n wait (0.6) seconds\n go to x: (x) y: (y)\n set [x v] to [0]\n set [y v] to [0]\n show\nend\n\nif <(next number) = [13]> then\n hide\n broadcast (最終シーン v)\n forever\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-210) y: (-67)\n end\nend\n\ndefine はねとび\nif <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change y by (1)\n if <touching (stage v)?> then\n change x by ((X) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n start sound [ジャンプの着地 v]\n if <(X) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [12]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\n\ndefine player body movements\nif <(キャラ) = [1]> then\n switch costume to (pkayer\(黒\) v)\nend\nif <(キャラ) = [2]> then\n switch costume to (pkayer\(青\)1 v)\nend\nif <(キャラ) = [3]> then\n switch costume to (pkayer\(赤\)1 v)\nend\nif <(キャラ) = [4]> then\n switch costume to (pkayer\(ピンク\)1 v)\nend\nif <(キャラ) = [5]> then\n switch costume to (pkayer\(緑\)2 v)\nend\nif <(キャラ) = [6]> then\n switch costume to (pkayer\(黄色\)7 v)\nend\nplayer 右向き\nplayer 左向き\nplayer 上向き\nplayer 上右向き\nplayer 上左向き\n\nwhen I receive [player on v]\nforever\n player body movements\nend\n\ndefine player 右向き\nif <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n if <(キャラ) = [1]> then\n switch costume to (pkayer\(黒\)2 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (pkayer\(青\)2 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (pkayer\(赤\)9 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (pkayer\(ピンク\)2 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (pkayer\(緑\)3 v)\n end\n if <(キャラ) = [6]> then\n switch costume to (pkayer\(黄色\)8 v)\n end\nend\n\ndefine player 左向き\nif <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n if <(キャラ) = [1]> then\n switch costume to (pkayer\(黒\)3 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (pkayer\(青\)6 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (pkayer\(赤\)10 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (pkayer\(ピンク\)3 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (pkayer\(緑\)4 v)\n end\n if <(キャラ) = [6]> then\n switch costume to (pkayer\(黄色\)9 v)\n end\nend\n\ndefine player 上向き\nif <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(キャラ) = [1]> then\n switch costume to (pkayer\(黒\)6 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (pkayer\(青\)4 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (pkayer\(赤\)2 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (pkayer\(ピンク\)6 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (pkayer\(緑\)7 v)\n end\n if <(キャラ) = [6]> then\n switch costume to (pkayer\(黄色\)2 v)\n end\nend\n\ndefine player 上右向き\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(キャラ) = [1]> then\n switch costume to (pkayer\(黒\)4 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (pkayer\(青\)7 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (pkayer\(赤\)11 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (pkayer\(ピンク\)4 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (pkayer\(緑\)5 v)\n end\n if <(キャラ) = [6]> then\n switch costume to (pkayer\(黄色\)10 v)\n end\nend\n\ndefine player 上左向き\nif <<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(キャラ) = [1]> then\n switch costume to (pkayer\(黒\)5 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (pkayer\(青\)8 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (pkayer\(赤\)12 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (pkayer\(ピンク\)5 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (pkayer\(緑\)6 v)\n end\n if <(キャラ) = [6]> then\n switch costume to (pkayer\(黄色\)11 v)\n end\nend\n\ndefine バネジャン\nif <touching (バネ v)?> then\n set [y v] to [18]\nend\n\nwhen I receive [ロード2 v]\nhide\nset volume to (100) %\nset size to (80) %\ngo to x: (-220) y: (60)\nset rotation style [left-right v]\n\nwhen I receive [goal v]\nhide\n\n@stage\n\nwhen flag clicked\nset [goal v] to [0]\nset [next number v] to [0]\nswitch costume to (stage v)\nhide\n\nwhen I receive [start v]\nshow\nchange [next number v] by (1)\n\nwhen I receive [next v]\nwait (0.5) seconds\nchange [next number v] by (1)\nbroadcast (バネ v)\nbroadcast (障害物 v)\nbroadcast (水 v)\nbroadcast (背景 v)\nnext costume\nif <(next number) = [31]> then\n broadcast (GOAL v)\n set [goal v] to [1]\nend\n\nwhen I receive [ロード2 v]\nset [goal v] to [0]\nset [next number v] to [0]\nswitch costume to (stage v)\nhide\n\n@バネ\n\nwhen flag clicked\ngo to x: (-162) y: (-78)\nswitch costume to (コスチューム1 v)\nset size to (50) %\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [バネ v]\nswitch costume to (コスチューム1 v)\nif <(next number) = [12]> then\n go to [front v] layer\n show\n go to x: (-162) y: (-78)\n repeat until <not <(next number) = [12]>>\n バネジャンプ\n end\nend\nif <(next number) = [21]> then\n go to [front v] layer\n go to x: (45) y: (-78)\n show\n repeat until <not <(next number) = [21]>>\n バネジャンプ\n end\nend\nif <(next number) = [22]> then\n go to [front v] layer\n go to x: (-140) y: (-60)\n show\n repeat until <not <(next number) = [22]>>\n バネジャンプ\n end\nend\nhide\n\ndefine バネジャンプ\nif <touching (player v)?> then\n start sound [ジャンプ v]\n switch costume to (コスチューム1 v)\n wait (0.02) seconds\n switch costume to (コスチューム2 v)\n wait (0.02) seconds\n switch costume to (コスチューム3 v)\n wait (0.02) seconds\n switch costume to (コスチューム1 v)\n wait (0.02) seconds\n wait until <not <touching (player v)?>>\nend\n\nwhen I receive [ロード2 v]\ngo to x: (-162) y: (-78)\nswitch costume to (コスチューム1 v)\nset size to (50) %\nhide\n\n@障害物\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [障害物 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nnext costume\nif <(next number) = [17]> then\n go to x: (0) y: (-75)\n go to [back v] layer\n repeat until <not <(next number) = [17]>>\n repeat (25)\n change y by (3)\n end\n wait (0.5) seconds\n repeat (25)\n change y by (-3)\n end\n wait (0.5) seconds\n end\nend\n\nwhen I receive [ロード2 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\n@水\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (35)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [ロード2 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nset [ghost v] effect to (35)\nhide\n\nwhen I receive [goal v]\nhide\ngo to [back v] layer\n\nwhen I receive [水 v]\nhide\nif <(next number) = [29]> then\n go to [back v] layer\n show\n repeat until <not <(next number) = [29]>>\n if <touching (player v)?> then\n start sound [水面に石投げ2 v]\n wait until <not <touching (player v)?>>\n start sound [水面に浮かび上がる \(1\) v]\n end\n end\nend\n\n@背景\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nshow\n\nwhen I receive [障害物 v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nnext costume\n\nwhen I receive [ロード2 v]\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [背景 v]\n\n@障害物2\n\nwhen flag clicked\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [next v]\nwait (0.55) seconds\nhide\nnext costume\nif <(next number) = [9]> then\n go to x: (7) y: (-90)\n switch costume to (コスチューム1 v)\n go to [back v] layer\n show\n repeat until <not <(next number) = [9]>>\n turn right (3) degrees\n end\nend\nif <(next number) = [11]> then\n go to x: (-19) y: (19)\n switch costume to (コスチューム2 v)\n go to [back v] layer\n show\n repeat until <not <(next number) = [11]>>\n turn left (2) degrees\n end\nend\nif <(next number) = [24]> then\n go to x: (91) y: (59)\n switch costume to (コスチューム2 v)\n go to [back v] layer\n show\n repeat until <not <(next number) = [24]>>\n turn left (2) degrees\n end\nend\n\nwhen I receive [ロード2 v]\npoint in direction (90)\nswitch costume to (コスチューム1 v)\nhide\n\n@ロード\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\npoint in direction (90)\ngo to x: (0) y: (0)\n\ndefine ロード中\ngo to [front v] layer\nshow\npoint in direction (90)\nrepeat (pick random (15) to (35))\n turn right (40) degrees\nend\nhide\n\nwhen I receive [ロード v]\nロード中\nbroadcast (start v)\n\nwhen I receive [ロード2 v]\nロード中\nbroadcast (タイトル画面 v)\n\n@画面\n\nwhen flag clicked\nhide\n\nwhen I receive [ロード v]\nshow\n\nwhen I receive [start v]\nhide\n\nwhen I receive [ロード2 v]\nshow\n\nwhen I receive [タイトル画面 v]\nhide\n\n@スタートボタン\n\nwhen flag clicked\nset [ボタン v] to [0]\nhide\nswitch costume to (startボタン v)\nset [brightness v] effect to (0)\ngo to x: (-141) y: (30)\n\nwhen I receive [タイトル画面 v]\nshow\nrepeat until <(ボタン) = [1]>\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(詳細 switch) = [1]>>> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す52 v]\n set [ボタン v] to [1]\n broadcast (ロード v)\n end\n end\nend\nhide\n\nwhen I receive [ロード2 v]\nset [ボタン v] to [0]\nhide\nswitch costume to (startボタン v)\nset [brightness v] effect to (0)\ngo to x: (-141) y: (30)\n\n@詳細ボタン\n\nwhen flag clicked\nhide\nset [詳細 switch v] to [0]\nset [音量 v] to [100]\nset volume to (100) %\nset size to (100) %\nswitch costume to (?ボタン v)\nset [brightness v] effect to (0)\ngo to x: (-141) y: (-70)\n\nwhen I receive [タイトル画面 v]\nshow\nrepeat until <(ボタン) = [1]>\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(詳細 switch) = [1]>>> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す52 v]\n create clone of (_myself_ v)\n end\n end\nend\nhide\n\nwhen I start as a clone\nset [詳細 switch v] to [1]\ngo to x: (0) y: (0)\nhide\nset size to (0) %\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nshow\nrepeat (10)\n change size by ((30) / (3))\nend\nwait until <mouse down?>\nwait until <not <mouse down?>>\nset [詳細 switch v] to [0]\ndelete this clone\n\nwhen I receive [ロード2 v]\nset [詳細 switch v] to [0]\nset [音量 v] to [100]\nset volume to (100) %\nset size to (100) %\nhide\nswitch costume to (?ボタン v)\nset [brightness v] effect to (0)\ngo to x: (-141) y: (-70)\n\n@text\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\n\nwhen I receive [タイトル画面 v]\nshow\n\nwhen I receive [ロード v]\nhide\n\nwhen I receive [ロード2 v]\nhide\n\n@キャラ選択ボタン(左)2\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-60)\n\nwhen I receive [タイトル画面 v]\nshow\nrepeat until <(ボタン) = [1]>\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(詳細 switch) = [1]>>> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す35 v]\n change [キャラ v] by (-1)\n if <(キャラ) = [0]> then\n set [キャラ v] to [6]\n end\n end\n end\nend\nhide\n\nwhen I receive [ロード2 v]\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-60)\n\n@キャラ選択ボタン(右)\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (197) y: (-60)\n\nwhen I receive [タイトル画面 v]\nshow\nrepeat until <(ボタン) = [1]>\n set [brightness v] effect to (0)\n if <<touching (mouse-pointer v)?> and <not <(詳細 switch) = [1]>>> then\n set [brightness v] effect to (10)\n if <mouse down?> then\n wait until <not <mouse down?>>\n start sound [決定ボタンを押す35 v]\n change [キャラ v] by (1)\n if <(キャラ) = [7]> then\n set [キャラ v] to [1]\n end\n end\n end\nend\nhide\n\nwhen I receive [ロード2 v]\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (197) y: (-60)\n\n@player選択\n\nwhen flag clicked\nset [キャラ v] to [1]\nhide\ngo to x: (98) y: (-60)\n\nwhen I receive [タイトル画面 v]\nshow\nrepeat until <(ボタン) = [1]>\n if <(キャラ) = [1]> then\n switch costume to (player1 v)\n end\n if <(キャラ) = [2]> then\n switch costume to (player2 v)\n end\n if <(キャラ) = [3]> then\n switch costume to (player3 v)\n end\n if <(キャラ) = [4]> then\n switch costume to (player4 v)\n end\n if <(キャラ) = [5]> then\n switch costume to (player5 v)\n end\n if <(キャラ) = [6]> then\n switch costume to (player6 v)\n end\nend\nhide\n\nwhen I receive [ロード2 v]\nset [キャラ v] to [1]\nhide\ngo to x: (98) y: (-60)\n\n@サムネ・イル\n\nwhen flag clicked\nshow\nrepeat (20)\n change [ghost v] effect by (5)\nend\nbroadcast (intro start! v)\nwait (3) seconds\nclear graphic effects\nhide\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\n@intro\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [1]> then\n go to [front v] layer\n set [brightness v] effect to (100)\n set size to (1) %\n go to x: (240) y: (0)\n point in direction (90)\n repeat until <(size) > [140]>\n turn right (5) degrees\n change size by ((size) / (4))\n change x by (((0) - (x position)) / (7))\n end\n point in direction (90)\n wait (3) seconds\n delete this clone\nelse\n if <(costume [number v]) = [2]> then\n go to [front v] layer\n set size to (1) %\n go to x: (240) y: (0)\n point in direction (90)\n repeat until <(size) > [140]>\n turn right (5) degrees\n change size by ((size) / (4))\n change x by (((0) - (x position)) / (7))\n end\n point in direction (90)\n wait (3) seconds\n delete this clone\n else\n if <(costume [number v]) = [3]> then\n go to [front v] layer\n set size to (1) %\n go to x: (240) y: (0)\n point in direction (90)\n repeat until <(size) > [140]>\n turn right (5) degrees\n change size by ((size) / (4))\n change x by (((0) - (x position)) / (7))\n end\n point in direction (90)\n wait until <[11] < (timer)>\n repeat until <[2] > (size)>\n turn right (-5) degrees\n change size by ((size) / (-4))\n end\n delete this clone\n else\n if <(costume [number v]) = [4]> then\n go to [front v] layer\n set size to (100) %\n go to x: (2405) y: (0)\n point in direction (90)\n broadcast (メッセージ1 v)\n repeat until <[0.5] > (x position)>\n change x by (((0) - (x position)) / (4))\n end\n wait until <[8] < (timer)>\n set x to (-1)\n repeat until <[-449] > (x position)>\n change x by ((x position) / (4))\n end\n go to x: (2405) y: (0)\n switch costume to (star heart v)\n repeat until <[0.5] > (x position)>\n change x by (((0) - (x position)) / (4))\n end\n wait until <[11] < (timer)>\n repeat until <[3] > (size)>\n turn right (-5) degrees\n change size by ((size) / (-4))\n end\n hide\n wait (1) seconds\n broadcast (タイトル画面 v)\n delete this clone\n end\n end\n end\nend\n\nwhen I receive [メッセージ1 v]\nif <(costume [number v]) = [4]> then\n set [w v] to [0]\n repeat until <[11] < (timer)>\n change [w v] by (17.5)\n point in direction ((([sin v] of (w) ) * (5)) + (90))\n end\nend\n\nwhen I receive [intro start! v]\nreset timer\nstart sound [Fox Stevenson & Curbi - Hoohah \(VIP Edit\)2 v]\nrepeat (7)\n switch costume to (square2 v)\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (square v)\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\nswitch costume to (square3 v)\ncreate clone of (_myself_ v)\nwait (0.5) seconds\nswitch costume to (icon name v)\ncreate clone of (_myself_ v)\nwait (0.1) seconds\n\n@タイトル画面\n\nwhen flag clicked\ngo to x: (0) y: (-50)\nhide\ngo to [back v] layer\n\nwhen I receive [タイトル画面 v]\nshow\nrepeat until <(ボタン) = [1]>\n repeat (30)\n change y by (((1) + (2)) / (3))\n end\n repeat (30)\n change y by (((1) - (4)) / (3))\n end\nend\nhide\n\nwhen I receive [start v]\nhide\n\nwhen I receive [ロード2 v]\ngo to x: (0) y: (-50)\nhide\ngo to [back v] layer\n\n@ホームボタン\n\nwhen flag clicked\nhide\nset [brightness v] effect to (0)\nswitch costume to (コスチューム1 v)\ngo to x: (-184) y: (-125)\n\nwhen I receive [goal v]\nwait (1) seconds\nshow\ngo to [front v] layer\nrepeat until <(GOAL) = [0]>\n set [brightness v] effect to (0)\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (5)\n if <mouse down?> then\n set [goal v] to [0]\n set [main bgm v] to [0]\n start sound [決定ボタンを押す52 v]\n broadcast (ロード2 v)\n end\n end\nend\n\nwhen I receive [ロード2 v]\nhide\nset [brightness v] effect to (0)\nswitch costume to (コスチューム1 v)\ngo to x: (-184) y: (-125)\n\n@BGM/SONG\n\nwhen I receive [タイトル画面 v]\nset volume to (100) %\nstop all sounds\nstart sound [Plugged \(post mastering\) v]\n\nwhen I receive [start v]\nset volume to (35) %\nset [main bgm v] to [1]\nstop all sounds\nrepeat until <(main BGM) = [0]>\n play sound [Inferno v] until done\nend\n\nwhen flag clicked\nset [main bgm v] to [0]\n\n@スプライト1\n\n@スプライト2\n\nwhen flag clicked\nhide\n\n@スプライト3\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset [pixelate v] effect to (100)\n\nwhen I receive [goal v]\nshow\ngo to [front v] layer\nrepeat (20)\n change [pixelate v] effect by (-5)\nend\nwait until <not <(GOAL) = [1]>>\nhide\n\nwhen I receive [ロード2 v]\nhide\ngo to x: (0) y: (0)\nset [pixelate v] effect to (100)\n\n
If you find it even a little fun, please give us a ♡ and ☆ and follow us!\n【advebture world】\n操作方法は?ボタンを押して確認してみてください。\n
BEE - The platformer #1
@Stage\n\nwhen I receive [next v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nset [level v] to [0]\nswitch backdrop to (thumbnail v)\n\nwhen backdrop switches to [backdrop1 v]\nset [level v] to [0]\nset [level v] to [0]\n\nwhen I receive [1 v]\nforever\n play sound [Starship v] until done\nend\n\nwhen backdrop switches to [thumbnail9 v]\nshow variable [die v]\nshow variable [timer v]\n\n@Sprite1\n\nwhen I receive [1 v]\nset rotation style [left-right v]\ngo to x: (-211) y: (-95)\nswitch costume to (costume1 v)\nshow\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n go to [front v] layer\n forever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [speedx v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [speedx v] by (1)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nforever\n set [speedx v] to ((speedx) * (0.9))\n change x by (speedx)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-5)\n change x by ((speedx) * (-1))\n if <key (up arrow v) pressed?> then\n if <(speedx) > [0]> then\n set [speedx v] to [-12]\n else\n set [speedx v] to [12]\n end\n set [speedy v] to [15]\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [speedy v] by (-1)\n change y by (speedy)\n if <touching color (#ffffff)?> then\n change y by ((speedy) * (-1))\n set [speedy v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#ffffff)?>> then\n set [speedy v] to [15]\n end\n change y by (1)\n if <<<touching color (#ffeb7f)?> or <<touching color (#fae464)?> or <touching color (#fae464)?>>> or <(y position) < [-160]>> then\n change [die v] by (1)\n go to x: (-211) y: (-95)\n end\n if <(x position) > [225]> then\n broadcast (Next v)\n go to x: (-211) y: (-95)\n end\nend\n\nwhen flag clicked\nhide\n\n@Free Intro\n\nwhen I start as a clone\nif <(Clone ID) = [Screen]> then\n go to [front v] layer\n switch costume to (size hack v)\n set size to (140) %\n show\n repeat (50)\n go to [front v] layer\n go [forward v] (1000) layers\n switch costume to (size hack v)\n change size by (((100) - (size)) / (5))\n switch costume to (screen v)\n end\n wait (7) seconds\n delete this clone\nend\n\nwhen flag clicked\nhide\ngo to x: (0) y: (0)\nset size to (100) %\npoint in direction (90)\nclear graphic effects\nset [color v] effect to (0)\nset [ghost v] effect to (0)\nset [brightness v] effect to (0)\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n go to x: (-1000) y: (-1000)\n point in direction (0)\n go to [front v] layer\n switch costume to (name v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (15) seconds\nstop [all v]\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 (15) seconds\nbroadcast (1 v)\n\n@Sprite2\n\nwhen flag clicked\nset [die v] to [0]\nset [level v] to [0]\nset [timer v] to [0]\nhide\nhide variable [die v]\nhide variable [timer v]\n\nwhen I receive [1 v]\ngo to [front v] layer\nrepeat until <(Level) = [8]>\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\n
Use arrow keys to move !\nDodge the bear !\nGUYS I TRY ALL MY BEST PLS DON'T CALL IT BAD OR TRASH !\n
Pause To Play - A Platformer
@Stage\n\n@Blank\n\n@Player\n\ndefine walk (steps)\nchange x by (steps)\nset [ground lift v] to [0]\nrepeat until <<not <touching (ground v)?>> or <(ground lift) = [8]>>\n change y by (1)\n change [ground lift v] by (1)\nend\nif <(ground lift) = [8]> then\n change x by ((-1) * (steps))\n change y by (-8)\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nset [y velocity v] to [0]\nforever\n change [y velocity v] by (-2)\n change y by (y velocity)\n change [in air v] by (1)\n handle ground <(y velocity) > [0]>\nend\n\ndefine handle ground <moving up>\nswitch costume to (high res v)\nrepeat until <not <<<touching (ground v)?> or <touching (sliders//music slider v)?>> or <<touching (sliders//size slider v)?> or <touching (sliders//graphics slider v)?>>>>\n if <moving up> then\n change y by (-1)\n else\n change y by (1)\n set [in air v] to [0]\n end\n set [y velocity v] to [0]\nend\nswitch costume to (costume1 v)\n\nwhen flag clicked\nset [deaths v] to [0]\nforever\n if <(y position) < [-170]> then\n set [y velocity v] to [0]\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n end\n change [deaths v] by (1)\n change [lives v] by (-1)\n broadcast (reboot level v)\n end\nend\n\ndefine die / next level\nif <(x position) > [230]> then\n set x to (-230)\n if <(y position) < [-100]> then\n set y to (-100)\n else\n if <[-5] < (y position)> then\n set y to (-5)\n end\n end\n broadcast (next level v)\nend\n\nwhen flag clicked\ngo to x: (-230) y: (5)\nforever\n die / next level\nend\n\nwhen flag clicked\nset [size v] to [60]\nforever\n set size to (Size) %\nend\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Quality) = [3]> then\n switch costume to (high res v)\n end\n if <(Quality) = [2]> then\n switch costume to (costume1 v)\n end\n if <(Quality) = [1]> then\n switch costume to (low res v)\n end\nend\n\nwhen [r v] key pressed\nset [y velocity v] to [0]\nset x to (-230)\nif <(y position) < [-100]> then\n set y to (-100)\nend\nchange [deaths v] by (1)\nchange [lives v] by (-1)\n\nset [☁ world record v] to [102]\n\nwhen flag clicked\nforever\n if <(Idle Timer) = [100]> then\n say [Hello?] for (4) seconds\n say [Are You Still There?] for (6) seconds\n end\n if <(Idle Timer) = [150]> then\n say [You Might As Well Just Restart At This Point...] for (6) seconds\n say [You're Really Just Gonna Leave Me Like That?] for (5) seconds\n say [Please Play...] for (3) seconds\n say [Or Pause?] for (3) seconds\n say [idk anymore] for (5) seconds\n end\nend\n\nwhen flag clicked\nforever\n if <(Idle Timer) = [70]> then\n say [You Will Be Considered AFK in: 10] for (1) seconds\n end\n if <(Idle Timer) = [71]> then\n say [You Will Be Considered AFK in: 9] for (1) seconds\n end\n if <(Idle Timer) = [72]> then\n say [You Will Be Considered AFK in: 8] for (1) seconds\n end\n if <(Idle Timer) = [73]> then\n say [You Will Be Considered AFK in: 7] for (1) seconds\n end\n if <(Idle Timer) = [74]> then\n say [You Will Be Considered AFK in: 6] for (1) seconds\n end\n if <(Idle Timer) = [75]> then\n say [You Will Be Considered AFK in: 5] for (1) seconds\n end\n if <(Idle Timer) = [76]> then\n say [You Will Be Considered AFK in: 4] for (1) seconds\n end\n if <(Idle Timer) = [77]> then\n say [You Will Be Considered AFK in: 3] for (1) seconds\n end\n if <(Idle Timer) = [78]> then\n say [You Will Be Considered AFK in: 2] for (1) seconds\n end\n if <(Idle Timer) = [79]> then\n say [You Will Be Considered AFK in: 1] for (1) seconds\n end\n if <(Idle Timer) = [80]> then\n say [You Are AFK] for (8) seconds\n end\nend\n\nwhen I receive [start game v]\nforever\n if <<<(STICK BUTTON) > [0]> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> and <(in air) < [8]>> then\n set [y velocity v] to [14]\n end\nend\n\nwhen I receive [start game v]\ngo to x: (-230) y: (5)\nforever\n walk ((STICK X) * (6))\n point in direction ((STICK X) * (90))\nend\n\nwhen I receive [start game v]\nset [idle timer v] to [0]\nforever\n change [idle timer v] by (1)\n wait (1) seconds\nend\n\nwhen I receive [mainmenu v]\nrepeat until <(Game Started) = [yes]>\n set [idle timer v] to [0]\nend\n\nwhen flag clicked\nset [idle timer v] to [0]\n\nwhen flag clicked\nforever\n if <mouse down?> then\n set [idle timer v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <key (any v) pressed?> then\n set [idle timer v] to [0]\n end\nend\n\n@Ground\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nset [win v] to [0]\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [28]> then\n set [win v] to [100]\n end\nend\n\nwhen flag clicked\nif <(Win) = [100]> then\n broadcast (Win v)\nend\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\n\nwhen I receive [mainmenu v]\nswitch costume to (costume1 v)\n\n@Instructions\n\nwhen I receive [next level v]\nnext costume\n\nwhen flag clicked\nswitch costume to (costume1 v)\ngo to [back v] layer\n\nwhen I receive [restart v]\nswitch costume to (costume1 v)\n\nwhen I receive [mainmenu v]\nswitch costume to (costume1 v)\n\nwhen I receive [start game v]\nswitch costume to (costume1 v)\ngo to [back v] layer\n\n@Thumbnail\n\nwhen flag clicked\nforever\n show\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@Pause Menu//Pause\n\nwhen [p v] key pressed\nif <(Paused) = [1]> then\n set [paused v] to [0]\nelse\n set [paused v] to [1]\nend\n\nwhen flag clicked\nset [paused v] to [0]\nset [ghost v] effect to (30)\nhide\n\nwhen I receive [next level v]\nset [paused v] to [0]\nset [ghost v] effect to (30)\nhide\n\nwhen flag clicked\nset [_optionsopen v] to [no]\nset [game started v] to [no]\nforever\n if <(Paused) = [1]> then\n go to x: (0) y: (0)\n show\n switch costume to (menu v)\n set [ghost v] effect to (30)\n end\n if <(Paused) = [0]> then\n set [ghost v] effect to (30)\n hide\n end\nend\n\nwhen I receive [open options v]\nset [paused v] to [0]\nset [_optionsopen v] to [yes]\n\nwhen [e v] key pressed\nif <(Paused) = [1]> then\n set [paused v] to [0]\nelse\n set [paused v] to [1]\nend\n\nwhen I receive [start game v]\nset [game started v] to [yes]\nset [paused v] to [0]\n\nwhen flag clicked\nforever\n if <(Game Started) = [no]> then\n hide\n end\nend\n\nwhen I receive [mainmenu v]\nset [game started v] to [no]\nset [paused v] to [0]\n\n@Pause Menu//Options\n\nwhen flag clicked\nforever\n if <(Paused) = [1]> then\n go to x: (0) y: (0)\n show\n switch costume to (options v)\n end\n if <(Paused) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((70) + ((size) / (2))) %\n else\n set size to ((50) + ((size) / (2))) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (Open Options v)\n\nwhen flag clicked\nforever\n if <(Game Started) = [no]> then\n hide\n end\nend\n\n@Pause Menu//End Game\n\nwhen flag clicked\nforever\n if <(Paused) = [1]> then\n go to x: (0) y: (50)\n show\n switch costume to (options v)\n end\n if <(Paused) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((70) + ((size) / (2))) %\n else\n set size to ((50) + ((size) / (2))) %\n end\nend\n\nwhen this sprite clicked\nbroadcast (MainMenu v)\n\nwhen flag clicked\nforever\n if <(Game Started) = [no]> then\n hide\n end\nend\n\n@Pause Menu//Help\n\nwhen flag clicked\nforever\n if <(Paused) = [1]> then\n go to x: (0) y: (-50)\n show\n switch costume to (help v)\n end\n if <(Paused) = [0]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((70) + ((size) / (2))) %\n else\n set size to ((50) + ((size) / (2))) %\n end\nend\n\nwhen this sprite clicked\nsay (item (pick random (1) to (11)) of [help v]) for (3) seconds\n\nwhen flag clicked\ndelete all of [help v]\nadd [Try a different spot...] to [help v]\nadd [Maybe options will help?] to [help v]\nadd [Hmmm....] to [help v]\nadd [Click me again...] to [help v]\nadd [Struggling? Maybe ask the comments...] to [help v]\nadd [Struggling? Read the instructions...] to [help v]\nadd [Maybe try a different spot...] to [help v]\nadd [You should try a different spot...] to [help v]\nadd [Your so close...] to [help v]\nadd [Maybe move your mouse up?] to [help v]\nadd [Um... I think you can move...] to [help v]\n\nwhen flag clicked\nforever\n if <(Game Started) = [no]> then\n hide\n end\nend\n\n@Pause Menu//Options Menu\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\nset [ghost v] effect to (30)\n\nwhen I receive [open options v]\nshow\n\nwhen [p v] key pressed\nbroadcast (Close Options v)\n\nwhen I receive [next level v]\nbroadcast (Close Options v)\nhide\n\nwhen [e v] key pressed\nbroadcast (Close Options v)\nhide\n\nwhen I receive [close options v]\nhide\n\n@Sliders//Music\n\nwhen flag clicked\nswitch costume to (music v)\nhide\n\nwhen I receive [open options v]\nshow\ngo to x: (130) y: (0)\n\nwhen I receive [close options v]\nset [_optionsopen v] to [no]\nhide\n\n@Sliders//Size\n\nwhen flag clicked\nswitch costume to (size v)\nhide\n\nwhen I receive [open options v]\nshow\ngo to x: (0) y: (0)\n\nwhen I receive [close options v]\nhide\n\n@Sliders//Graphics\n\nwhen flag clicked\nswitch costume to (graphics v)\nhide\n\nwhen I receive [open options v]\nshow\ngo to x: (-130) y: (0)\n\nwhen I receive [close options v]\nhide\n\n@Sliders//Size Slider\n\nwhen I receive [open options v]\nset x to (-130)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n if <<(VOLUME Sliding) = [false]> and <(GRAPHICS Sliding) = [false]>> then\n set [size sliding v] to [true]\n set y to (mouse y)\n if <(mouse y) > [85]> then\n set y to (85)\n end\n if <(mouse y) < [-82]> then\n set y to (-82)\n end\n end\n end\n set [size sliding v] to [false]\n end\nend\n\nwhen I receive [close options v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset y to (85)\n\nwhen flag clicked\nset [size sliding v] to [false]\nforever\n set [size v] to (((y position) + (80)) * ((60) / (162)))\nend\n\n@Sliders//Graphics Slider\n\nwhen I receive [open options v]\nset x to (0)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n if <<(VOLUME Sliding) = [false]> and <(SIZE Sliding) = [false]>> then\n set [graphics sliding v] to [true]\n set y to (mouse y)\n if <(mouse y) > [85]> then\n set y to (85)\n end\n if <(mouse y) < [-82]> then\n set y to (-82)\n end\n end\n end\n set [graphics sliding v] to [false]\n end\nend\n\nwhen I receive [close options v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset y to (0)\n\nwhen flag clicked\nset [graphics sliding v] to [false]\nforever\n if <[23] < (y position)> then\n set [quality v] to [3]\n end\n if <<(y position) > [-34]> and <[23] > (y position)>> then\n set [quality v] to [2]\n end\n if <<(y position) > [-85]> and <[-34] > (y position)>> then\n set [quality v] to [1]\n end\nend\n\n@Sliders//Music Slider\n\nwhen I receive [open options v]\nset x to (130)\nshow\nforever\n if <touching (mouse-pointer v)?> then\n repeat until <not <mouse down?>>\n if <<(GRAPHICS Sliding) = [false]> and <(SIZE Sliding) = [false]>> then\n set [volume sliding v] to [true]\n set y to (mouse y)\n if <(mouse y) > [85]> then\n set y to (85)\n end\n if <(mouse y) < [-82]> then\n set y to (-82)\n end\n end\n end\n set [volume sliding v] to [false]\n end\nend\n\nwhen I receive [close options v]\nhide\n\nwhen flag clicked\ngo to [front v] layer\nhide\nset y to (0)\n\nwhen flag clicked\nset [volume sliding v] to [false]\nforever\n set [volume slider v] to (((y position) + (80)) * ((60) / (162)))\nend\n\nwhen flag clicked\nwait (0.25) seconds\ncreate clone of (_myself_ v)\nforever\n set [\(music\) loopable? v] to [0]\n start sound [pause2play_playing v]\n wait (14) seconds\n change [\(music\) loopable? v] by (1)\n wait until <(\(Music\) loopAble?) = [2]>\nend\n\nwhen flag clicked\nforever\n if <<(Paused) = [1]> or <(optionsOpen?) = [1]>> then\n change [vol v] by (((0) - (vol)) / (3))\n else\n change [vol v] by (((VOLUME SLIDER) - (vol)) / (3))\n end\n set volume to (vol) %\nend\n\nwhen I start as a clone\nforever\n start sound [pause2play_paused v]\n wait (14) seconds\n change [\(music\) loopable? v] by (1)\n wait until <(\(Music\) loopAble?) = [2]>\nend\n\nwhen I start as a clone\nforever\n if <<(Paused) = [1]> or <(optionsOpen?) = [1]>> then\n change [vol v] by (((VOLUME SLIDER) - (vol)) / (3))\n else\n change [vol v] by (((0) - (vol)) / (3))\n end\n set volume to (vol) %\nend\n\nwhen I receive [close options v]\nset [optionsopen? v] to [0]\n\nwhen I receive [open options v]\nset [optionsopen? v] to [1]\n\n@World Record System\n\nwhen flag clicked\nhide\n\nset [☁ world record v] to [9999999]\n\nwhen I receive [start game v]\nswitch backdrop to (backdrop1 v)\nreset timer\nrepeat until <<(Win) = [100]> or <(Admin) = [on]>>\n set [time v] to (timer)\nend\nif <(Time) < (☁ World Record)> then\n set [☁ world record v] to (round (Time))\nend\n\n@Weekly Record System\n\nwhen flag clicked\nif <([floor v] of ((☁ day last viewed) / (7)) ) < ([floor v] of (([floor v] of (days since 2000) ) / (7)) )> then\n set [☁ weekly record v] to [99999]\nend\nset [☁ day last viewed v] to ([floor v] of (days since 2000) )\n\nwhen flag clicked\nhide\n\nwhen [i v] key pressed\nshow variable [☁ weekly record v]\n\nwhen [o v] key pressed\nhide variable [☁ weekly record v]\n\nwhen flag clicked\nwait until <(Win) = [100]>\nif <(Time) < (☁ Weekly Record)> then\n set [☁ weekly record v] to (round (Time))\nend\n\n@Love and Fav Detector\n\nwhen flag clicked\nshow\nset [ghost v] effect to (100)\nset [touching? v] to []\nset [love/fav v] to [0]\nforever\n set [touching? v] to []\n DETECT [love] at [-201] [-220]\n DETECT [fav] at [-201] [-220]\nend\n\ndefine DETECT (costume) at (x) (y)\nswitch costume to (costume1 v)\nset size to (28000) %\ngo to x: (x) y: (y)\nset size to (100) %\nswitch costume to (costume)\nif <touching (mouse-pointer v)?> then\n set [touching? v] to (costume [name v])\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [love]>\n wait (0.2) seconds\n if <(touching?) = [love]> then\n change [love/fav v] by (1)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n wait until <(touching?) = [fav]>\n wait (0.2) seconds\n if <(touching?) = [fav]> then\n change [love/fav v] by (1)\n stop [this script v]\n end\nend\n\n@Love/Fav Advertise\n\nwhen flag clicked\ngo to x: (0) y: (75)\nhide\n\nwhen I receive [start game v]\nrepeat until <(Win) = [100]>\n repeat until <(Love/Fav) = [2]>\n wait (50) seconds\n show\n glide (0.3) secs to x: (0) y: (0)\n wait (3) seconds\n glide (0.3) secs to x: (0) y: (75)\n hide\n end\nend\nstop [this script v]\n\n@TY Love/Fav\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to [front v] layer\nset [ghost v] effect to (100)\ngo to x: (0) y: (0)\n\nwhen I receive [start game v]\nforever\n if <(Love/Fav) = [2]> then\n switch costume to (luvfav v)\n if <not <(LevelNumber?) = [28]>> then\n broadcast (next level v)\n end\n repeat (100)\n change [ghost v] effect by (-5)\n end\n set [ghost v] effect to (0)\n wait (3) seconds\n repeat (100)\n change [ghost v] effect by (5)\n end\n set [love/fav v] to [0]\n switch costume to (costume2 v)\n end\nend\n\n@FPS\n\nwhen flag clicked\nforever\n change [frame v] by (1)\nend\n\nwhen flag clicked\nhide variable [fps v]\nforever\n wait (1) seconds\n if <(Frame) > [51]> then\n set [fps v] to [51]\n else\n set [fps v] to (Frame)\n end\n set [frame v] to [0]\nend\n\nwhen [k v] key pressed\nshow variable [fps v]\n\nwhen [l v] key pressed\nhide variable [fps v]\n\n@EasterEgg\n\nwhen flag clicked\nhide variable [eggs found v]\nset [levelnumber? v] to [1]\nswitch costume to (blank v)\n\nwhen I receive [next level v]\nchange [levelnumber? v] by (1)\n\nshow\n\nhide\n\nwhen flag clicked\nset [eggs found v] to [0/3]\nhide variable [eggs found v]\nforever\n if <touching (player v)?> then\n if <(LevelNumber?) = [2]> then\n show variable [eggs found v]\n switch costume to (blank v)\n set [eggs found v] to [1/3]\n wait (3) seconds\n hide variable [eggs found v]\n end\n end\nend\n\nwhen flag clicked\nforever\n if <not <<<(LevelNumber?) = [2]> or <(LevelNumber?) = [7]>> or <(LevelNumber?) = [17]>>> then\n switch costume to (blank v)\n end\nend\n\nwhen flag clicked\nhide variable [eggs found v]\nforever\n if <touching (player v)?> then\n if <(LevelNumber?) = [7]> then\n show variable [eggs found v]\n switch costume to (blank v)\n if <(Eggs Found) = [1/3]> then\n set [eggs found v] to [2/3]\n end\n if <(Eggs Found) = [0/3]> then\n set [eggs found v] to [1/3]\n end\n wait (3) seconds\n hide variable [eggs found v]\n end\n end\nend\n\nwhen flag clicked\nhide variable [eggs found v]\nforever\n if <touching (player v)?> then\n if <(LevelNumber?) = [17]> then\n show variable [eggs found v]\n switch costume to (blank v)\n if <(Eggs Found) = [1/3]> then\n set [eggs found v] to [2/3]\n end\n if <(Eggs Found) = [0/3]> then\n set [eggs found v] to [1/3]\n end\n if <(Eggs Found) = [2/3]> then\n set [eggs found v] to [3/3]\n end\n wait (3) seconds\n hide variable [eggs found v]\n end\n end\nend\n\nwhen flag clicked\n\nforever\n if <(Win) = [100]> then\n show variable [eggs found v]\n end\nend\n\nwhen flag clicked\nforever\n if <<(Win) = [100]> and <(Eggs Found) = [3/3]>> then\n switch backdrop to (all eggs! v)\n end\nend\n\nwhen flag clicked\nforever\n if <(Admin) = [off]> then\n if <key (space v) pressed?> then\n show variable [eggs found v]\n wait until <not <key (space v) pressed?>>\n hide variable [eggs found v]\n end\n end\nend\n\nwhen I receive [mainmenu v]\nswitch costume to (blank v)\nset [eggs found v] to [0/3]\nhide variable [eggs found v]\nset [levelnumber? v] to [1]\n\nwhen I receive [mainmenu v]\nforever\n if <(LevelNumber?) = [17]> then\n switch costume to (easteregg3 v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (10)\n change size by (-9)\n end\n glide (0.25) secs to x: (5) y: (-109)\n stop [this script v]\n end\nend\n\nwhen I receive [mainmenu v]\nforever\n if <(LevelNumber?) = [7]> then\n switch costume to (easteregg2 v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (10)\n change size by (-9)\n end\n glide (0.25) secs to x: (16) y: (144)\n stop [this script v]\n end\nend\n\nwhen I receive [mainmenu v]\nforever\n if <(LevelNumber?) = [2]> then\n switch costume to (easteregg1 v)\n set size to (100) %\n go to x: (0) y: (0)\n repeat (10)\n change size by (-9)\n end\n glide (0.25) secs to x: (140) y: (-118)\n stop [this script v]\n end\nend\n\n@Menu\n\nwhen I start as a clone\nif <(costume [name v]) = [slider]> then\n wait (1) seconds\n glide (1) secs to x: (-142) y: (-50)\n wait (1.5) seconds\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [animate]> then\n wait (1.5) seconds\n repeat (15)\n change size by (-5)\n change y by (-1.5)\n end\n glide (0.4) secs to x: (40) y: (9)\n glide (0.2) secs to x: (92) y: (-105)\n wait (1) seconds\n glide (1.5) secs to x: (240) y: (-105)\n delete this clone\nend\n\nwhen I start as a clone\nif <(costume [name v]) = [shade]> then\n wait (3.5) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\n delete this clone\nend\n\nwhen I receive [start game v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [mainmenu v]\nforever\n set [ghost v] effect to (0)\n point in direction (90)\n set size to (100) %\n switch costume to (bg v)\n go to x: (0) y: (0)\n show\n create clone of (_myself_ v)\n switch costume to (animate v)\n go to x: (-250) y: (-88)\n set size to (100) %\n wait (20) seconds\nend\n\nwhen flag clicked\nbroadcast (MainMenu v)\n\nwhen I receive [mainmenu v]\nforever\n if <(costume [name v]) = [animate]> then\n go to [front v] layer\n glide (1) secs to x: (-100) y: (-88)\n wait (2) seconds\n switch costume to (animateflip v)\n glide (0.2) secs to x: (-200) y: (-88)\n switch costume to (animate v)\n wait (3) seconds\n glide (0.4) secs to x: (-120) y: (-88)\n glide (0.2) secs to x: (-82) y: (15)\n glide (0.2) secs to x: (-31) y: (40)\n glide (0.7) secs to x: (18) y: (40)\n create clone of (_myself_ v)\n switch costume to (shade v)\n set [ghost v] effect to (100)\n repeat (20)\n change [ghost v] effect by (-5)\n end\n create clone of (_myself_ v)\n switch costume to (slider v)\n go to x: (-142) y: (30)\n create clone of (_myself_ v)\n switch costume to (mouse v)\n set size to (10) %\n go to x: (-71) y: (-38)\n glide (1) secs to x: (-130) y: (23)\n if <(costume [name v]) = [mouse]> then\n glide (1) secs to x: (-130) y: (-55)\n go to [front v] layer\n wait (3) seconds\n glide (1) secs to x: (6) y: (-31)\n change size by (-2)\n wait (0.3) seconds\n change size by (2)\n wait (1) seconds\n change size by (-2)\n wait (0.3) seconds\n change size by (2)\n wait (2) seconds\n hide\n delete this clone\n end\n end\nend\n\n@Play Button\n\nwhen this sprite clicked\nwait until <not <mouse down?>>\nbroadcast (Start Game v)\nhide\nshow variable [time v]\nshow variable [☁ world record v]\n\nwhen I receive [mainmenu v]\nshow\nset size to (175) %\ngo to x: (0) y: (-30)\nswitch costume to (play v)\ngo to [front v] layer\nhide variable [☁ weekly record v]\nhide variable [☁ world record v]\nhide variable [time v]\nhide variable [fps v]\n\nwhen I receive [mainmenu v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to ((100) + ((size) / (2))) %\n switch costume to (pause v)\n else\n set size to ((80) + ((size) / (2))) %\n switch costume to (play v)\n end\nend\n\n@2 Control Stick\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\nwhen flag clicked\nswitch costume to (base v)\ngo to [front v] layer\nset size to (80) %\nset [ghost v] effect to (60)\nhide\nset [range v] to ((size) / (2.5))\nforever\n go to x: (-174) y: (-118)\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)\nswitch costume to (base 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 (2 control stick v)\n change x by ((STICK X) * (range))\n change y by ((STICK Y) * (range))\n end\nend\ngo to x: (174) y: (-118)\nwait until <not <mouse down?>>\nswitch costume to (base active v)\nforever\n if <mouse down?> then\n set [ghost v] effect to (25)\n else\n set [ghost v] effect to (60)\n end\nend\n\nwhen flag clicked\nforever\n if <(_MobileControls) = [on]> then\n show\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 else\n hide\n Keyboard Controls\n end\nend\n\n@Mobile Toggle\n\nwhen I receive [open options v]\nshow\n\nwhen I receive [close options v]\nhide\n\nwhen flag clicked\ngo to x: (36) y: (120)\nswitch costume to (off v)\nset [_mobilecontrols v] to [off]\nhide\n\nwhen this sprite clicked\nnext costume\nif <(costume [name v]) = [On]> then\n set [_mobilecontrols v] to [on]\nelse\n set [_mobilecontrols v] to [off]\nend\n\n@Pause Mobile\n\nwhen flag clicked\ngo to x: (208) y: (120)\nhide\n\nwhen this sprite clicked\nif <(Paused) = [1]> then\n set [paused v] to [0]\nelse\n set [paused v] to [1]\nend\nbroadcast (Close Options v)\n\nwhen I receive [start game v]\nshow\n\nwhen flag clicked\nforever\n if <<(LevelNumber?) > [1]> and <(_MobileControls) = [off]>> then\n hide\n end\n if <(_MobileControls) = [on]> then\n show\n end\nend\n\n@Admin\n\nwhen I receive [admin v]\nif <(Admin) = [off]> then\n set [admin v] to [on]\n set [time v] to [N/A]\n forever\n if <key (space v) pressed?> then\n broadcast (next level v)\n wait until <not <key (space v) pressed?>>\n end\n end\nelse\n set [admin v] to [off]\n broadcast (Start Game v)\n stop [this script v]\nend\n\nwhen flag clicked\nset [admin v] to [off]\n\n
PLEASE read ALL of the Instructions before playing!\n(Fullscreen recomended for easiest gameplay)\n__________________________________________\nPlease Comment ❤️ and⭐!\n__________________________________________\nA new type of game that's NOWHERE on Scratch! Introducing Pause to Play, A game where you have to pause to play... \n__________________________________________\nControls\nArrow keys or WASD to move\nP to Pause/Unpause\nR to restart the level\nI and O to show and hide the Weekly Record\nK and L to show and hide FPS\nSpace to see Egg Count\n__________________________________________\nThe On Screen Pause Button disappears if you're not using Mobile Controls after level 1. Do not panic in the comments, just use the p key to pause the game.\n__________________________________________\nHint: You can jump on top of the sliders in the options menu.\n__________________________________________\nSpeedruning tips:\n- Only read these if you have already beaten the game or you want spoilers!!\n- If you're trying to set a high score make sure your logged in, I think only Scratchers can set world/weekly records (You need to have an account for around 2 weeks to become a Scratcher). I'm sorry if it still doesn't save.\n- Touchscreens are overpowered to use in the options menu! (but please don't go buy a touchscreen computer just so you can beat this)\n- In some of the newer levels (levels 13+) have you abuse some glitches. Find and master the glitches to be faster.\n- I'll tell you one glitch that is used to move really fast (it's how I set world records.) Abuse the size glitch, it's where you go up to a wall and increase your size to be able to teleport up walls.\n- Love/Fav Detector skips one level. Use it to skip your least favorite level... (By the way the World Record was set using the Love/Fav detector to skip a level)\n__________________________________________\n\nPlease ❤️ and⭐!\n__________________________________________\nIt might be easier to play with two players... One to do the options menu, and one to control the player.\n\n\n\n\n\n\n(Yes I know it is already a game, but it is nowhere on Scratch) \n\n(Thats a lie now, tons of people are copying my idea but I'm the OG!)
Ester in Battle - A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (horizon v)\n\n@Player\n\ndefine Up/Down Movement (jump height) (fall speed)\nchange y by (y/Velocity)\nif <<touching (levelsprite1 v)?> or <<touching (levelsprite2 v)?> or <touching (levelsprite3 v)?>>> then\n TouchingLava\n repeat ([ceiling v] of ([abs v] of (y/Velocity) ) )\n if <<touching (levelsprite1 v)?> or <<touching (levelsprite2 v)?> or <touching (levelsprite3 v)?>>> then\n change y by (((y/Velocity) / ([abs v] of (y/Velocity) )) * (-1))\n end\n end\n if <<not <(y/Velocity) > [0]>> and <key (up arrow v) pressed?>> then\n set [y/velocity v] to (jump height)\n else\n set [y/velocity v] to [0]\n end\nelse\n change [y/velocity v] by (fall speed)\nend\n\ndefine Right/Left Movement (move speed) (drag)\nchange x by (x/Velocity)\nif <touching (levelsprite1 v)?> then\n TouchingLava\n repeat ([ceiling v] of ([abs v] of (x/Velocity) ) )\n if <touching (levelsprite1 v)?> then\n change x by (((x/Velocity) / ([abs v] of (x/Velocity) )) * (-1))\n end\n end\n set [x/velocity v] to [0]\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n set [x/velocity v] to (move speed)\nelse\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n set [x/velocity v] to ((move speed) * (-1))\n end\nend\nset [x/velocity v] to ((x/Velocity) * (drag))\n\ndefine NextLevel\nif <(x position) > [235]> then\n broadcast (Next Level v)\n go to x: (Spawn X) y: (Spawn Y)\nend\n\ndefine TouchingLava\nif <touching color (#ff0000)?> then\n go to x: (Spawn X) y: (Spawn Y)\n broadcast (Reset v)\nend\n\ndefine FallOffScreen\nif <(y position) < [-170]> then\n go to x: (Spawn X) y: (Spawn Y)\n broadcast (Reset v)\nend\n\nwhen I receive [start v]\nshow\nset size to (50) %\nset [spawn x v] to [-198]\nset [spawn y v] to [-92]\ngo to x: (Spawn X) y: (Spawn Y)\nset rotation style [left-right v]\nset [y/velocity v] to [0]\nset [x/velocity v] to [0]\nforever\n switch costume to (hitbox v)\n Up/Down Movement [12] [-1]\n Right/Left Movement [10] [0.6]\n switch costume to (person v)\n NextLevel\n FallOffScreen\nend\n\n@LevelSprite1\n\nwhen I receive [next level v]\nchange [level v] by (1)\nnext costume\n\nset [level v] to [20]\nswitch costume to (bonus level v)\nset [coins v] to [20]\nbroadcast (Bonus Addition v)\n\nchange [level v] by (0)\n\nwhen I receive [bonus addition v]\nforever\n if <[] = [0]> then\n broadcast (LoseXWin v)\n switch costume to (you win v)\n go to [front v] layer\n end\nend\n\nswitch costume to (costume20 v)\n\nwhen flag clicked\nhide\nhide variable [coins v]\nhide variable [level v]\nforever\n set [color v] effect to (0)\nend\n\nwhen I receive [start v]\nshow\nshow variable [coins v]\nshow variable [level v]\nset [level v] to [1]\ngo to x: (0) y: (0)\nswitch costume to (costume1 v)\nforever\n if <[] = [0]> then\n broadcast (Lose v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(Level) = [21]> then\n if <(Coins) = [20]> then\n switch costume to (bonus level v)\n broadcast (Bonus Level v)\n hide variable [coins v]\n set [level v] to [Bonus]\n broadcast (Bonus Addition v)\n end\n if <not <(Coins) = [20]>> then\n switch costume to (you win v)\n broadcast (Bonus Level v)\n hide variable [coins v]\n hide variable [level v]\n end\n end\nend\n\nwhen I receive [start v]\nforever\n if <<(costume [number v]) = [22]> or <(costume [number v]) = [23]>> then\n hide variable [coins v]\n hide variable [level v]\n broadcast (Win v)\n end\nend\n\nwhen I receive [start v]\nforever\n if <(costume [number v]) = [22]> then\n broadcast (Bonus Complete v)\n end\nend\n\n@LevelSprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [bonus addition v]\ngo to x: (26) y: (-20)\nshow\nforever\n repeat (40)\n move (6) steps\n end\n repeat (40)\n move (-6) steps\n end\nend\n\nswitch costume to (bonus level v)\n\nwhen I receive [win v]\nhide\n\n@LevelSprite3\n\nwhen flag clicked\nhide\n\nwhen I receive [bonus addition v]\ngo to x: (215) y: (-75)\nshow\nforever\n turn right (15) degrees\nend\n\nrepeat (40)\n move (6) steps\nend\nrepeat (40)\n move (-6) steps\nend\n\nwhen I receive [win v]\nhide\n\n@Coin\n\nwhen I receive [next level v]\nshow\n\nwhen I receive [reset v]\n\nshow\nif <(Coins) = (Level)> then\n change [coins v] by (-1)\nend\n\nwhen I receive [bonus level v]\nhide\n\nset [lives v] to [100]\n\nset [coins v] to [20]\n\nset [level v] to [20]\n\nwhen I receive [win v]\nhide\n\nwhen I receive [start v]\nset [coins v] to [0]\nshow\nforever\n if <(Level) = [1]> then\n go to x: (-5) y: (57)\n end\n if <(Level) = [2]> then\n go to x: (-6) y: (47)\n end\n if <(Level) = [3]> then\n go to x: (-24) y: (67)\n end\n if <(Level) = [4]> then\n go to x: (-6) y: (85)\n end\n if <(Level) = [5]> then\n go to x: (197) y: (155)\n end\n if <(Level) = [6]> then\n go to x: (53) y: (90)\n end\n if <(Level) = [7]> then\n go to x: (-210) y: (95)\n end\n if <(Level) = [8]> then\n go to x: (211) y: (163)\n end\n if <(Level) = [9]> then\n go to x: (156) y: (135)\n end\n if <(Level) = [10]> then\n go to x: (-151) y: (63)\n end\n if <(Level) = [11]> then\n go to x: (10) y: (-100)\n end\n if <(Level) = [12]> then\n go to x: (-5) y: (57)\n end\n if <(Level) = [13]> then\n go to x: (-66) y: (-57)\n end\n if <(Level) = [14]> then\n go to x: (-114) y: (-113)\n end\n if <(Level) = [15]> then\n go to x: (-203) y: (151)\n end\n if <(Level) = [16]> then\n go to x: (210) y: (-12)\n end\n if <(Level) = [17]> then\n go to x: (45) y: (41)\n end\n if <(Level) = [18]> then\n go to x: (50) y: (15)\n end\n if <(Level) = [19]> then\n go to x: (11) y: (-102)\n end\n if <(Level) = [20]> then\n go to x: (-106) y: (17)\n end\nend\n\nwhen I receive [start v]\nforever\n if <touching (player v)?> then\n change [coins v] by (1)\n hide\n end\nend\n\n@lose\n\nwhen flag clicked\nhide\nswitch costume to (click here v)\nswitch costume to (click here v)\nswitch costume to (click here v)\nswitch costume to (click here v)\n\nwhen I receive [bonus complete v]\nshow\n\nwhen this sprite clicked\nsay [Little Birdling]\n\nswitch costume to (click here v)\n\nwhen I receive [clicked v]\nsay [His name is Hatchling]\n\n@lose2\n\nwhen flag clicked\nhide\nswitch costume to (click here v)\nswitch costume to (click here v)\nswitch costume to (click here v)\nswitch costume to (click here v)\n\nwhen I receive [bonus complete v]\nshow\n\nwhen this sprite clicked\nsay [The Code is QRFT]\n\nswitch costume to (click here v)\n\nwhen I receive [clicked v]\nsay [The Code is 3872]\n\n@Cover Page\n\nwhen flag clicked\nset [ghost v] effect to (0)\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nset [ghost v] effect to (100)\n\n@Start\n\nwhen flag clicked\ngo to x: (0) y: (-75)\nwait (0.1) seconds\ngo to [front v] layer\nshow\n\nwhen this sprite clicked\nbroadcast (Start v)\nhide\n\n
Ester is now in BATTLE. Use Arrow Keys to move. Reach the end to get to the next level. Collect coins to get a bonus level at the end!\n\n\n#All#Art#Animations#Games#Stories#Platformer#Play
GREEN PLATFORMER/新緑のプラットフォーマー
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nwait (0.01) seconds\nswitch backdrop to (背景1 v)\n\n@スプライト1\n\n@player\n\nwhen I receive [suta-to v]\nset volume to (100) %\n\nwhen I start as a clone\nswitch costume to (player3 v)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [z v] key pressed\n\nwhen flag clicked\ngo to x: (-210) y: (0)\nswitch costume to (player v)\nswitch backdrop to (background v)\nshow\nset size to (45) %\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset [x v] to [0]\nset [y v] to [0]\nforever\n go to [front v] layer\n if <<touching (とげ v)?> or <(y position) < [-164]>> then\n go to x: (-220) y: (-50)\n start sound [Rip v]\n end\n if <<<(x position) > (mouse x)> and <mouse down?>> or <key (left arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (-1)\n point in direction (-90)\n end\n if <<<(mouse x) > (x position)> and <mouse down?>> or <key (right arrow v) pressed?>> then\n create clone of (_myself_ v)\n change [xのやつ v] by (1)\n point in direction (90)\n end\n set [xのやつ v] to ((xのやつ) * (0.9))\n change x by (xのやつ)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((xのやつ) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n start sound [ニュッ v]\n if <(xのやつ) > [0]> then\n set [xのやつ v] to [-7]\n else\n set [xのやつ v] to [7]\n end\n set [yだー v] to [15]\n else\n set [xのやつ v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [yだー v] to [13]\n start sound [ニュッ v]\n if <(君に力を与えるっ\(。◕ˇдˇ​◕。\)/) = [与える!]> then\n if <key (space v) pressed?> then\n set [yだー v] to [25]\n end\n end\n end\n end\n change y by (1)\n change [yだー v] by (-1)\n change y by (yだー)\n if <touching (地面 v)?> then\n change y by ((yだー) * (-1))\n set [yだー v] to [0]\n end\n if <(x position) > [230]> then\n hide\n go to x: (-220) y: (-50)\n start sound [Rip v]\n wait (0) seconds\n show\n broadcast (NEXT v)\n end\n if <touching (ばね v)?> then\n if <key (up arrow v) pressed?> then\n set [yだー v] to [25]\n start sound [ワピチ v]\n else\n set [yだー v] to [17]\n start sound [ワピチ v]\n end\n end\n if <touching (敵! v)?> then\n if <([y position v] of [敵! v]) < (y position)> then\n set [敵 v] to [あっ]\n set [yだー v] to [10]\n else\n go to x: (-220) y: (-50)\n end\n end\nend\n\nwait (0.5) seconds\ngo to x: (-216) y: (50)\n\nwhen I receive [outro v]\nhide\n\n@スプライト2\n\nwhen flag clicked\nwait (0) seconds\nhide\ngo to x: (-121) y: (-61)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-61)\ncreate clone of (_myself_ v)\ngo to x: (121) y: (-61)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [2]>\ngo to x: (-62) y: (-34)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (-11)\ncreate clone of (_myself_ v)\ngo to x: (62) y: (-34)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [3]>\ngo to x: (0) y: (152)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [4]>\ngo to x: (-78) y: (-46)\ncreate clone of (_myself_ v)\ngo to x: (0) y: (6)\ncreate clone of (_myself_ v)\ngo to x: (78) y: (-46)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [5]>\ngo to x: (8) y: (-63)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [6]>\ngo to x: (-92) y: (17)\ncreate clone of (_myself_ v)\ngo to x: (92) y: (17)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [7]>\ngo to x: (-124) y: (-98)\ncreate clone of (_myself_ v)\ngo to x: (-28) y: (-120)\ncreate clone of (_myself_ v)\ngo to x: (67) y: (-141)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [8]>\ngo to x: (-80) y: (82)\ncreate clone of (_myself_ v)\ngo to x: (100) y: (82)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [9]>\ngo to x: (-14) y: (108)\ncreate clone of (_myself_ v)\ngo to x: (24) y: (151)\ncreate clone of (_myself_ v)\ngo to x: (85) y: (151)\ncreate clone of (_myself_ v)\ngo to x: (130) y: (108)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [10]>\ngo to x: (21) y: (29)\ncreate clone of (_myself_ v)\ngo to x: (83) y: (73)\ncreate clone of (_myself_ v)\ngo to x: (152) y: (61)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [11]>\ngo to x: (-64) y: (-19)\ncreate clone of (_myself_ v)\ngo to x: (101) y: (-19)\ncreate clone of (_myself_ v)\ngo to x: (16) y: (-66)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [12]>\nwait (0.2) seconds\ngo to x: (-32) y: (-66)\ncreate clone of (_myself_ v)\ngo to x: (32) y: (-26)\ncreate clone of (_myself_ v)\ngo to x: (94) y: (-6)\ncreate clone of (_myself_ v)\ngo to x: (156) y: (-26)\ncreate clone of (_myself_ v)\ngo to x: (220) y: (-66)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [13]>\ngo to x: (107) y: (-76)\ncreate clone of (_myself_ v)\ngo to x: (162) y: (-13)\ncreate clone of (_myself_ v)\ngo to x: (107) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (7) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (-93) y: (45)\ncreate clone of (_myself_ v)\ngo to x: (-64) y: (160)\ncreate clone of (_myself_ v)\ngo to x: (64) y: (160)\ncreate clone of (_myself_ v)\ngo to x: (192) y: (160)\ncreate clone of (_myself_ v)\nwait until <(ステージ) = [13]>\n\nwhen I start as a clone\ngo to [back v] layer\nshow\nset [ghost v] effect to (0)\nset size to (100) %\nforever\n if <touching (player v)?> then\n change [☁ コインを集めた数/number of coins collected v] by (1)\n broadcast (coin音 v)\n repeat (10)\n change [ghost v] effect by (10)\n change y by (3)\n end\n delete this clone\n end\nend\n\nwhen I receive [coin音 v]\nstart sound [Coin v]\n\nwhen I receive [next v]\ndelete this clone\n\n@スプライト3\n\nwhen flag clicked\ngo to x: (203) y: (-154)\nswitch costume to (コスチューム0 v)\ngo to [front v] layer\nshow\nset [ghost v] effect to (0)\n\nwhen I receive [coin音 v]\nrepeat (5)\n change [ghost v] effect by (20)\nend\nnext costume\nrepeat (5)\n change [ghost v] effect by (-20)\nend\n\n@とげ\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\n\nwhen I receive [next v]\ngo to [back v] layer\nset rotation style [left-right v]\npoint in direction (90)\nnext costume\n\n@スプライト4\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (1) layers\nforever\n if <(ステージ) = [5]> then\n show\n if <touching (player v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\n else\n hide\n end\nend\n\n@スプライト5\n\nwhen flag clicked\nshow\nswitch costume to (コスチューム1 v)\nforever\n go to [back v] layer\nend\n\nwhen I receive [next v]\nnext costume\n\n@地面\n\nwhen I receive [next v]\nchange [ステージ v] by (1)\nnext costume\nif <(ステージ) = [14]> then\n show variable [☁ コインを集めた数/number of coins collected v]\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nswitch costume to (コスチューム2 v)\nset [ステージ v] to [1]\nshow\nhide variable [☁ コインを集めた数/number of coins collected v]\n\n@スプライト6\n\nwhen flag clicked\nshow\ngo to [front v] layer\n\n@サムネ\n\nwhen flag clicked\nset [今のステージ v] to [1]\nswitch costume to (完成ー追加ー5 v)\ngo to x: (0) y: (0)\nhide\n\nwhen [timer v] > (0)\nhide variable [イマノㇲテ−ジ v]\nhide variable [☁ コインを集めた数/number of coins collected v]\nset [今のステージ v] to [1]\nhide variable [☁ world record v]\nhide variable [time v]\nset size to (100) %\ngo to x: (0) y: (0)\nset [fisheye v] effect to (100)\nset [brightness v] effect to (100)\nset [pixelate v] effect to (100)\nset [whirl v] effect to (100)\ngo to [front v] layer\nshow\nstart sound [対戦カード表示1 v]\nrepeat (10)\n change [fisheye v] effect by (-10)\n change [whirl v] effect by (-10)\n change [pixelate v] effect by (-10)\n change [brightness v] effect by (-10)\n set size to (pick random (97) to (100)) %\n go to x: (pick random (10) to (-10)) y: (pick random (10) to (-10))\nend\ngo to x: (0) y: (0)\nset size to (100) %\n\nwhen flag clicked\nforever\n reset timer\nend\n\n
※絶対にこの作品を見てください。\nhttps://scratch.mit.edu/projects/958187776/\n⬆例の作品⬆\n\n⚠日本語は下の方にあります⚠\nThis time, since the "Spring Platformer" of all works did not grow well, here is the second part!\n⬇By the way, this is the first one⬇\nhttps://scratch.mit.edu/projects/968303687/\n\nThis time you can collect coins! 41 photos in total! ?\n\nDifficulty: ★★☆☆☆\n\nTime: Average 1 minute\n\nIf anyone knows “Quest Hunt” in the comments, please post and say “Yaafuu”! I'm sure something good will happen!\n\n◆Soliloquy◆\nWell, I want to write about trends this time. Really, I'm looking forward to it. Press the heart and star (((press. God's work will be released on August 20th! Don't wait.\n\n\n今回は全作品の「春のプラットフォーマー」が伸びなかったので、第二弾!\n⬇ちなみに第一弾はこれ⬇\nhttps://scratch.mit.edu/projects/968303687/\n\n今回はコインを集められるよ!全部で41枚!?\n\n難易度:★★☆☆☆\n\n時間:平均1分\n\nコメントで「クエスト・ハント」を知っている人がいれば「いやっふー」とうって投稿しよう!きっといいことがあるよ!\n\n◆独り言◆\nいやぁ、今回は傾向載りたいなぁ。ほんと、たのむよ。ハートと星を押してね(((圧。神作は8/20配信だよ!待っててねぇ。
Scrolling platformer
@Stage\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(Start??) = [1]> then\n repeat until <(Time stop) = [1]>\n wait (0.999999999999999999999999999) seconds\n change [time v] by (1)\n end\n end\nend\n\nif then\nend\n\nif then\nend\n\nwhen flag clicked\nforever\n set [high score v] to (High score)\nend\n\nwhen flag clicked\nforever\n if <(Time stop) = [1]> then\n if <(☁ Time) > (Time)> then\n set [☁ time v] to (Time)\n end\n end\nend\n\nset [☁ time v] to [10000]\n\nshow variable [☁ cloud 1 v]\n\n@Figur2\n\nwhen I start as a clone\nforever\n hide\n go to x: (250) y: (pick random (50) to (150))\n wait (pick random (2.5) to (15)) seconds\n show\n switch costume to (pick random (1) to (3))\n repeat until <[-250] > (x position)>\n change x by (-4)\n end\nend\n\nwhen flag clicked\nrepeat (8)\n hide\n create clone of (_myself_ v)\nend\n\n@Figur1\n\nwhen I start as a clone\nif <(Klon flag) = [1]> then\n switch costume to (kostüm1 v)\n go to x: (0) y: (0)\n change [klon flag v] by (1)\n forever\n if <<[-450] < (1500)> and <[100] > (1500)>> then\n show\n set x to (1500)\n if <touching (figur10 v)?> then\n set [flagge v] to [2]\n switch costume to (stop2 v)\n end\n else\n hide\n end\n end\nend\nif <(Klon flag) = [2]> then\n switch costume to (kostüm2 v)\n go to x: (0) y: (0)\n change [klon flag v] by (1)\n forever\n if <<[-0] < (3840)> and <[500] > (3840)>> then\n show\n set x to (3840)\n if <touching (figur10 v)?> then\n set [flagge v] to [3]\n switch costume to (kostüm3 v)\n end\n else\n hide\n end\n end\nend\nif <(Klon flag) = [3]> then\n switch costume to (kostüm4 v)\n go to x: (0) y: (0)\n change [klon flag v] by (1)\n forever\n if <<[-480] < (6720)> and <[0] > (6720)>> then\n show\n set x to (6720)\n if <touching (figur10 v)?> then\n set [flagge v] to [4]\n switch costume to (kostüm5 v)\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nset [klon flag v] to [1]\n\nwhen flag clicked\nhide\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.01) seconds\nend\n\n@Spikes\n\nwhen flag clicked\nswitch costume to (1 v)\n\nwhen flag clicked\nwait (0.1) seconds\ngo to [front v] layer\nhide\n\nwhen I start as a clone\nif <(Klon Spike) = [0]> then\n change [klon spike v] by (1)\n go to x: (0) y: (0)\n switch costume to (1 v)\n forever\n if <<[-480] < (500)> and <[250] > (500)>> then\n show\n set x to (500)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [1]> then\n switch costume to (2 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-315] < (750)> and <[250] > (750)>> then\n show\n set x to (750)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [2]> then\n switch costume to (3 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-400] < (960)> and <[400] > (960)>> then\n show\n set x to (960)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [3]> then\n switch costume to (kostüm1 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (1500)> and <[500] > (1500)>> then\n show\n set x to (1500)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [4]> then\n switch costume to (kostüm2 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (1900)> and <[410] > (1900)>> then\n show\n set x to (1900)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [5]> then\n switch costume to (kostüm3 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (2400)> and <[355] > (2400)>> then\n show\n set x to (2400)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [6]> then\n change [klon spike v] by (1)\n switch costume to (kostüm4 v)\n go to x: (0) y: (0)\n forever\n if <<[-375] < (2880)> and <[335] > (2880)>> then\n show\n set x to (2880)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [7]> then\n switch costume to (kostüm5 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-300] < (3360)> and <[500] > (3360)>> then\n show\n set x to (3360)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [8]> then\n switch costume to (kostüm6 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-560] < (3840)> and <[400] > (3840)>> then\n show\n set x to (3840)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [9]> then\n switch costume to (kostüm7 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (4320)> and <[225] > (4320)>> then\n show\n set x to (4320)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [10]> then\n change [klon spike v] by (1)\n go to x: (0) y: (0)\n switch costume to (kostüm8 v)\n forever\n if <<[-400] < (4800)> and <[450] > (4800)>> then\n show\n set x to (4800)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [11]> then\n switch costume to (kostüm9 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (5280)> and <[450] > (5280)>> then\n show\n set x to (5280)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [12]> then\n switch costume to (kostüm10 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (5760)> and <[500] > (5760)>> then\n show\n set x to (5760)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [13]> then\n switch costume to (kostüm11 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-420] < (6240)> and <[350] > (6240)>> then\n show\n set x to (6240)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [14]> then\n switch costume to (kostüm12 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-350] < (6720)> and <[400] > (6720)>> then\n show\n set x to (6720)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [15]> then\n switch costume to (kostüm13 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (7200)> and <[400] > (7200)>> then\n show\n set x to (7200)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [16]> then\n switch costume to (kostüm14 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (7680)> and <[500] > (7680)>> then\n show\n set x to (7680)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [17]> then\n switch costume to (kostüm15 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (8160)> and <[500] > (8160)>> then\n show\n set x to (8160)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [18]> then\n switch costume to (kostüm16 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (8640)> and <[500] > (8640)>> then\n show\n set x to (8640)\n else\n hide\n end\n end\nend\nif <(Klon Spike) = [19]> then\n switch costume to (kostüm17 v)\n go to x: (0) y: (0)\n change [klon spike v] by (1)\n forever\n if <<[-480] < (9120)> and <[500] > (9120)>> then\n show\n set x to (9120)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\nrepeat (20)\n create clone of (_myself_ v)\nend\n\n@Figur25\n\nwhen flag clicked\nforever\n Mobile Control\nend\n\ndefine Mobile Control\nif <mouse down?> then\n hide\n go to (mouse-pointer v)\nelse\n go to x: (0) y: (0)\n wait until <mouse down?>\nend\n\nwhen flag clicked\nshow variable [time v]\n\n@Figur4\n\nwhen flag clicked\nhide\n\n@Figur5\n\nwhen flag clicked\ngo to x: () y: (-80)\nswitch costume to (kostüm1 v)\nset [klon pfeil v] to [0]\nrepeat (2)\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(Start??) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(Klon Pfeil) = [0]> then\n switch costume to (kostüm2 v)\n set [klon pfeil v] to [1]\n forever\n if <(Start??) = [0]> then\n point in direction (-90)\n go to x: (40) y: (-80)\n show\n if <<<touching (mouse-pointer v)?> or <touching (figur25 v)?>> and <mouse down?>> then\n broadcast (Farbwechsel rechts v)\n wait until <not <mouse down?>>\n end\n else\n hide\n end\n end\nend\nif <(Klon Pfeil) = [1]> then\n switch costume to (kostüm2 v)\n forever\n if <(Start??) = [0]> then\n go to x: (-40) y: (-83)\n show\n if <<<touching (mouse-pointer v)?> or <touching (figur25 v)?>> and <mouse down?>> then\n broadcast (Farbwechel links v)\n wait until <not <mouse down?>>\n end\n else\n hide\n end\n end\nend\n\nwhen flag clicked\n\nwhen I receive [farbwechsel rechts v]\nchange [color v] effect by (10)\n\nwhen I receive [farbwechel links v]\nchange [color v] effect by (-10)\n\nwait (1) seconds\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@Figur6\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nset [werbe stopp 🛑 v] to [0]\nhide\nforever\n if <not <(Werbe Stopp 🛑) = [1]>> then\n show\n wait (2) seconds\n hide\n wait (pick random (10) to (20)) seconds\n else\n hide\n end\nend\n\n\n\nforever\n\nwhen I receive [golden v]\nset [werbe stopp 🛑 v] to [1]\n\n@Figur7\n\nwhen flag clicked\nforever\n if <<<touching (mouse-pointer v)?> or <touching (figur25 v)?>> and <mouse down?>> then\n set [start?? v] to [1]\n end\nend\n\nwhen flag clicked\nforever\n if <(Start??) = [0]> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n set [start?? v] to [1]\n end\nend\n\nwhen flag clicked\nbroadcast (Cloud - Setup v) and wait\nbroadcast (GameLoop v)\n\n@Figur8\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nrepeat (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (kostüm1 v)\nforever\n go to x: (500) y: (0)\n repeat until <[-475] > (x position)>\n change x by ((X) / (2))\n end\nend\n\nchange y by (10)\n\nchange y by (10)\n\nwhen flag clicked\ngo to x: (0) y: (0)\nforever\n repeat until <[-475] > (x position)>\n change x by ((X) / (2))\n end\n go to x: (500) y: (0)\nend\n\nset x to (0)\n\n@Figur10\n\nwhen I receive [golden v]\nforever\n change [color v] effect by (1)\nend\n\nwhen flag clicked\nforever\n if <(Maus Rechts) = [1]> then\n repeat until <not <(Maus Rechts) = [1]>>\n if <<mouse down?> or <key (any v) pressed?>> then\n if <not <[-6.5] > (X)>> then\n change [x v] by (-0.5)\n end\n else\n set [x v] to [0]\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n wait until <(Start??) = [1]>\n if <not <<touching color (#10ff00)?> and <touching (floor2 v)?>>> then\n if <not <(Boden??) = [1]>> then\n set [y v] to [-2]\n repeat until <(Boden??) = [1]>\n change y by (Y)\n if <not <(Y) < [-12.5]>> then\n change [y v] by (-0.3)\n end\n end\n end\n set [y v] to [-5]\n change y by (Y)\n end\nend\n\nwhen flag clicked\nforever\n Wall Jump Mobile and pc\nend\n\nwhen flag clicked\nforever\n Pc and mobile rechts \nend\n\nwhen flag clicked\nforever\n Pc and mobile links\nend\n\nwhen flag clicked\nset [x v] to [0]\nforever\n if <(Maus links) = [1]> then\n repeat until <not <(Maus links) = [1]>>\n if <not <(X) > [6,5]>> then\n change [x v] by (0.5)\n end\n end\n set [x v] to [0]\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n if <[1] = (Flagge)> then\n go to x: (-100) y: (0)\n set [500 v] to [0]\n set [750 v] to [480]\n set [960 v] to [960]\n set [1500 v] to [1440]\n set [1900 v] to [1920]\n set [2400 v] to [2400]\n set [2880 v] to [2880]\n set [3360 v] to [3360]\n set [3840 v] to [3840]\n set [4320 v] to [4320]\n set [4800 v] to [4800]\n set [5280 v] to [5280]\n set [5760 v] to [5760]\n set [6240 v] to [6240]\n set [6720 v] to [6720]\n set [7200 v] to [7200]\n set [7680 v] to [7680]\n set [8160 v] to [8160]\n set [8640 v] to [8640]\n set [9120 v] to [9120]\n set [9600 v] to [9600]\n set [10080 v] to [10080]\n set [10560 v] to [10560]\n set [11040 v] to [11040]\n set [11520 v] to [11520]\n end\n if <[2] = (Flagge)> then\n go to x: (-100) y: (0)\n set [500 v] to [-1690]\n set [750 v] to [-1210]\n set [960 v] to [-730]\n set [1500 v] to [-250]\n set [1900 v] to [230]\n set [2400 v] to [710]\n set [2880 v] to [1190]\n set [3360 v] to [1670]\n set [3840 v] to [2150]\n set [4320 v] to [2630]\n set [4800 v] to [3110]\n set [5280 v] to [3590]\n set [5760 v] to [4070]\n set [6240 v] to [4550]\n set [6720 v] to [5030]\n set [7200 v] to [5510]\n set [7680 v] to [5990]\n set [8160 v] to [6470]\n set [8640 v] to [6950]\n set [9120 v] to [7430]\n set [9600 v] to [7910]\n set [10080 v] to [8390]\n set [10560 v] to [8870]\n set [11040 v] to [9350]\n set [11520 v] to [9830]\n end\n if <[3] = (Flagge)> then\n go to x: (-100) y: (0)\n set [500 v] to [-3720]\n set [750 v] to [-3240]\n set [960 v] to [-2760]\n set [1500 v] to [-2280]\n set [1900 v] to [-1800]\n set [2400 v] to [-1320]\n set [2880 v] to [-840]\n set [3360 v] to [-360]\n set [3840 v] to [120]\n set [4320 v] to [600]\n set [4800 v] to [1080]\n set [5280 v] to [1560]\n set [5760 v] to [2040]\n set [6240 v] to [2520]\n set [6720 v] to [3000]\n set [7200 v] to [3480]\n set [7680 v] to [3960]\n set [8160 v] to [4440]\n set [8640 v] to [4920]\n set [9120 v] to [5400]\n set [9600 v] to [5880]\n set [10080 v] to [6360]\n set [10560 v] to [6840]\n set [11040 v] to [7320]\n set [11520 v] to [7800]\n end\n if <[4] = (Flagge)> then\n go to x: (-100) y: (150)\n set [500 v] to [-7040]\n set [750 v] to [-6560]\n set [960 v] to [-6080]\n set [1500 v] to [-5600]\n set [1900 v] to [-5120]\n set [2400 v] to [-4640]\n set [2880 v] to [-4160]\n set [3360 v] to [-3680]\n set [3840 v] to [-3200]\n set [4320 v] to [-2720]\n set [4800 v] to [-2240]\n set [5280 v] to [-1760]\n set [5760 v] to [-1280]\n set [6240 v] to [-800]\n set [6720 v] to [-320]\n set [7200 v] to [160]\n set [7680 v] to [640]\n set [8160 v] to [1120]\n set [8640 v] to [1600]\n set [9120 v] to [2080]\n set [9600 v] to [2560]\n set [10080 v] to [3040]\n set [10560 v] to [3520]\n set [11040 v] to [4000]\n set [11520 v] to [4480]\n end\n end\n if <(y position) < [-176]> then\n if <[1] = (Flagge)> then\n go to x: (-100) y: (0)\n set [500 v] to [0]\n set [750 v] to [480]\n set [960 v] to [960]\n set [1500 v] to [1440]\n set [1900 v] to [1920]\n set [2400 v] to [2400]\n set [2880 v] to [2880]\n set [3360 v] to [3360]\n set [3840 v] to [3840]\n set [4320 v] to [4320]\n set [4800 v] to [4800]\n set [5280 v] to [5280]\n set [5760 v] to [5760]\n set [6240 v] to [6240]\n set [6720 v] to [6720]\n set [7200 v] to [7200]\n set [7680 v] to [7680]\n set [8160 v] to [8160]\n set [8640 v] to [8640]\n set [9120 v] to [9120]\n set [9600 v] to [9600]\n set [10080 v] to [10080]\n set [10560 v] to [10560]\n set [11040 v] to [11040]\n set [11520 v] to [11520]\n end\n if <[2] = (Flagge)> then\n go to x: (-100) y: (0)\n set [500 v] to [-1690]\n set [750 v] to [-1210]\n set [960 v] to [-730]\n set [1500 v] to [-250]\n set [1900 v] to [230]\n set [2400 v] to [710]\n set [2880 v] to [1190]\n set [3360 v] to [1670]\n set [3840 v] to [2150]\n set [4320 v] to [2630]\n set [4800 v] to [3110]\n set [5280 v] to [3590]\n set [5760 v] to [4070]\n set [6240 v] to [4550]\n set [6720 v] to [5030]\n set [7200 v] to [5510]\n set [7680 v] to [5990]\n set [8160 v] to [6470]\n set [8640 v] to [6950]\n set [9120 v] to [7430]\n set [9600 v] to [7910]\n set [10080 v] to [8390]\n set [10560 v] to [8870]\n set [11040 v] to [9350]\n set [11520 v] to [9830]\n end\n if <[3] = (Flagge)> then\n go to x: (-100) y: (0)\n set [500 v] to [-3720]\n set [750 v] to [-3240]\n set [960 v] to [-2760]\n set [1500 v] to [-2280]\n set [1900 v] to [-1800]\n set [2400 v] to [-1320]\n set [2880 v] to [-840]\n set [3360 v] to [-360]\n set [3840 v] to [120]\n set [4320 v] to [600]\n set [4800 v] to [1080]\n set [5280 v] to [1560]\n set [5760 v] to [2040]\n set [6240 v] to [2520]\n set [6720 v] to [3000]\n set [7200 v] to [3480]\n set [7680 v] to [3960]\n set [8160 v] to [4440]\n set [8640 v] to [6950]\n set [9120 v] to [4920]\n set [9600 v] to [5880]\n set [10080 v] to [6360]\n set [10560 v] to [6840]\n set [11040 v] to [7320]\n set [11520 v] to [7800]\n end\n if <[4] = (Flagge)> then\n go to x: (-100) y: (150)\n set [500 v] to [-7040]\n set [750 v] to [-6560]\n set [960 v] to [-6080]\n set [1500 v] to [-5600]\n set [1900 v] to [-5120]\n set [2400 v] to [-4640]\n set [2880 v] to [-4160]\n set [3360 v] to [-3680]\n set [3840 v] to [-3200]\n set [4320 v] to [-2720]\n set [4800 v] to [-2240]\n set [5280 v] to [-1760]\n set [5760 v] to [-1280]\n set [6240 v] to [-800]\n set [6720 v] to [-320]\n set [7200 v] to [160]\n set [7680 v] to [640]\n set [8160 v] to [1120]\n set [8640 v] to [1600]\n set [9120 v] to [2080]\n set [9600 v] to [2560]\n set [10080 v] to [3040]\n set [10560 v] to [3520]\n set [11040 v] to [4000]\n set [11520 v] to [4480]\n end\n end\nend\n\nwhen flag clicked\ngo to x: (-100) y: (-20)\n\nwhen I receive [next bild v]\nset [wider spawn punkte v] to (y position)\n\nwhen flag clicked\nforever\n if <touching (jump v)?> then\n repeat (10)\n change y by (20)\n end\n end\nend\n\nwhen flag clicked\nswitch costume to (kostüm1 v)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nset [ghost v] effect to (40)\nswitch costume to (kostüm2 v)\nrepeat (15)\n change [ghost v] effect by (5)\n change size by (-5)\n change x by (X)\nend\ndelete this clone\n\ndefine Pc and mobile rechts \nif <<key (right arrow v) pressed?> or <<([x position v] of [figur25 v]) > [50]> or <key (d v) pressed?>>> then\n set [maus rechts v] to [1]\nelse\n set [maus rechts v] to [0]\nend\n\ndefine Pc and mobile links\nif <<key (left arrow v) pressed?> or <<[-50] > ([x position v] of [figur25 v])> or <key (a v) pressed?>>> then\n set [maus links v] to [1]\nelse\n set [maus links v] to [0]\nend\n\ndefine Wall Jump Mobile and pc\nif <<<touching color (#054e00)?> or <touching color (#0a9a00)?>> and <touching (floor2 v)?>> then\n if <<(Maus links) = [1]> or <(Maus Rechts) = [1]>> then\n if <(Maus Rechts) = [1]> then\n repeat (6)\n change y by ((Y Wall Jump) + (15))\n set [y v] to [-2]\n change [x v] by (4)\n end\n set [x v] to [0]\n end\n if <(Maus links) = [1]> then\n repeat (6)\n change y by ((Y Wall Jump) + (15))\n set [y v] to [-2]\n change [x v] by (-4)\n end\n set [x v] to [0]\n end\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <([y position v] of [figur25 v]) > [0]>>> then\n set [15 v] to [16]\n repeat until <(15) = [0]>\n change y by (15)\n change [15 v] by (-1)\n end\n wait until <(Boden??) = [1]>\n end\nend\n\nchange x by (X)\n\nwhen flag clicked\nforever\n if <(Start??) = [1]> then\n show\n else\n hide\n go to x: (-100) y: (-20)\n end\nend\n\nwhen I receive [farbwechsel rechts v]\nchange [color v] effect by (10)\n\nwhen I receive [farbwechel links v]\nchange [color v] effect by (-10)\n\nwhen flag clicked\nset [y v] to [-5]\n\nwhen flag clicked\nforever\n if <<touching color (#10ff00)?> and <touching (floor2 v)?>> then\n set [boden?? v] to [1]\n else\n set [boden?? v] to [0]\n end\nend\n\nwhen flag clicked\nwait (1) seconds\nwait until <(Start??) = [1]>\nforever\n if <<touching color (#10ff00)?> and <touching (floor2 v)?>> then\n change y by ((Y) * (-1))\n end\nend\n\nwhen flag clicked\nforever\n if <touching (spikes v)?> then\n set [y v] to [-2]\n end\nend\n\nwhen flag clicked\nforever\n set [y wall jump v] to ((Y) * (-1))\nend\n\nwhen flag clicked\nforever\n hide variable [time v]\nend\n\n@Floor2\n\nwhen I start as a clone\nif <(Klon) = [0]> then\n change [klon v] by (1)\n go to x: (0) y: (0)\n switch costume to (kostüm1 v)\n forever\n if <<[-480] < (500)> and <[250] > (500)>> then\n show\n set x to (500)\n else\n hide\n end\n end\nend\nif <(Klon) = [1]> then\n switch costume to (kostüm2 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (750)> and <[500] > (750)>> then\n show\n set x to (750)\n else\n hide\n end\n end\nend\nif <(Klon) = [2]> then\n switch costume to (kostüm3 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (960)> and <[500] > (960)>> then\n show\n set x to (960)\n else\n hide\n end\n end\nend\nif <(Klon) = [3]> then\n switch costume to (kostüm4 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (1500)> and <[500] > (1500)>> then\n show\n set x to (1500)\n else\n hide\n end\n end\nend\nif <(Klon) = [4]> then\n switch costume to (kostüm5 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (1900)> and <[500] > (1900)>> then\n show\n set x to (1900)\n else\n hide\n end\n end\nend\nif <(Klon) = [5]> then\n switch costume to (kostüm6 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (2400)> and <[500] > (2400)>> then\n show\n set x to (2400)\n else\n hide\n end\n end\nend\nif <(Klon) = [6]> then\n switch costume to (kostüm7 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (2880)> and <[500] > (2880)>> then\n show\n set x to (2880)\n else\n hide\n end\n end\nend\nif <(Klon) = [7]> then\n switch costume to (kostüm8 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (3360)> and <[500] > (3360)>> then\n show\n set x to (3360)\n else\n hide\n end\n end\nend\nif <(Klon) = [8]> then\n switch costume to (kostüm9 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (3840)> and <[500] > (3840)>> then\n show\n set x to (3840)\n else\n hide\n end\n end\nend\nif <(Klon) = [9]> then\n switch costume to (kostüm10 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (4320)> and <[500] > (4320)>> then\n show\n set x to (4320)\n else\n hide\n end\n end\nend\nif <(Klon) = [10]> then\n change [klon v] by (1)\n go to x: (0) y: (0)\n switch costume to (kostüm11 v)\n forever\n if <<[-480] < (4800)> and <[500] > (4800)>> then\n show\n set x to (4800)\n else\n hide\n end\n end\nend\nif <(Klon) = [11]> then\n switch costume to (kostüm12 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (5280)> and <[500] > (5280)>> then\n show\n set x to (5280)\n else\n hide\n end\n end\nend\nif <(Klon) = [12]> then\n switch costume to (kostüm13 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (5760)> and <[500] > (5760)>> then\n show\n set x to (5760)\n else\n hide\n end\n end\nend\nif <(Klon) = [13]> then\n switch costume to (kostüm14 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (6240)> and <[500] > (6240)>> then\n show\n set x to (6240)\n else\n hide\n end\n end\nend\nif <(Klon) = [14]> then\n switch costume to (kostüm15 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (6720)> and <[500] > (6720)>> then\n show\n set x to (6720)\n else\n hide\n end\n end\nend\nif <(Klon) = [15]> then\n switch costume to (kostüm16 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (7200)> and <[500] > (7200)>> then\n show\n set x to (7200)\n else\n hide\n end\n end\nend\nif <(Klon) = [16]> then\n switch costume to (kostüm17 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-450] < (7680)> and <[500] > (7680)>> then\n show\n set x to (7680)\n else\n hide\n end\n end\nend\nif <(Klon) = [17]> then\n switch costume to (kostüm18 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (8160)> and <[500] > (8160)>> then\n show\n set x to (8160)\n else\n hide\n end\n end\nend\nif <(Klon) = [18]> then\n switch costume to (kostüm19 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (8640)> and <[400] > (8640)>> then\n show\n set x to (8640)\n else\n hide\n end\n end\nend\nif <(Klon) = [19]> then\n switch costume to (kostüm21 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-250] < (9120)> and <[350] > (9120)>> then\n show\n set x to (9120)\n else\n hide\n end\n end\nend\nif <(Klon) = [20]> then\n switch costume to (kostüm22 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (9600)> and <[350] > (9600)>> then\n show\n set x to (9600)\n else\n hide\n end\n end\nend\nif <(Klon) = [21]> then\n switch costume to (kostüm23 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-450] < (10080)> and <[500] > (10080)>> then\n show\n set x to (10080)\n else\n hide\n end\n end\nend\nif <(Klon) = [22]> then\n switch costume to (kostüm24 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (10560)> and <[400] > (10560)>> then\n show\n set x to (10560)\n else\n hide\n end\n end\nend\nif <(Klon) = [23]> then\n switch costume to (kostüm25 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (11040)> and <[250] > (11040)>> then\n show\n set x to (11040)\n else\n hide\n end\n end\nend\nif <(Klon) = [24]> then\n switch costume to (kostüm20 v)\n go to x: (0) y: (0)\n change [klon v] by (1)\n forever\n if <<[-480] < (11520)> and <[500] > (11520)>> then\n show\n set x to (11520)\n else\n hide\n end\n end\nend\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [klon v] to [0]\nset [500 v] to [0]\nset [750 v] to [480]\nset [960 v] to [960]\nset [klon spike v] to [0]\nset [1500 v] to [1440]\nset [1900 v] to [1920]\nset [2400 v] to [2400]\nset [2880 v] to [2880]\nset [3360 v] to [3360]\nset [3840 v] to [3840]\nset [4320 v] to [4320]\nset [4800 v] to [4800]\nset [5280 v] to [5280]\nset [5760 v] to [5760]\nset [6240 v] to [6240]\nset [6720 v] to [6720]\nset [7200 v] to [7200]\nset [7680 v] to [7680]\nset [8160 v] to [8160]\nset [8640 v] to [8640]\nset [9120 v] to [9120]\nset [9600 v] to [9600]\nset [10080 v] to [10080]\nset [10560 v] to [10560]\nset [11040 v] to [11040]\nset [11520 v] to [11520]\n\nwhen flag clicked\nforever\n change [500 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [750 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [960 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [1500 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [1900 v] by (X)\nend\n\nwhen flag clicked\nset [start?? v] to [0]\nset [time stop v] to [0]\nset [time v] to [0]\nwait until <(Start??) = [1]>\nrepeat until <(Time stop) = [1]>\n wait (0.9999999999999999999999999999999999999999999999999999999999) seconds\n change [time v] by (1)\nend\n\nwhen flag clicked\nforever\n change [2400 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [2880 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [3840 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [4320 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [3360 v] by (X)\nend\n\nwhen flag clicked\nset [flagge v] to [1]\n\nwhen flag clicked\nforever\n change [6240 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [5760 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [5280 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [4800 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [7680 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [7200 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [8160 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [9120 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [8640 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [6720 v] by (X)\nend\n\nwhen flag clicked\ngo to [front v] layer\nforever\n if <(Start??) = [1]> then\n repeat (20)\n create clone of (_myself_ v)\n wait (0.00000001) seconds\n end\n end\nend\n\n\n\nshow\n\nwhen flag clicked\nforever\n change [9600 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [11520 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [10560 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [11040 v] by (X)\nend\n\nwhen flag clicked\nforever\n change [10080 v] by (X)\nend\n\nwhen flag clicked\nforever\n if <(11520) < [-50]> then\n set [time stop v] to [1]\n else\n set [time stop v] to [0]\n end\nend\n\n\n\n
Hi welcome too my first scrolling Platformer \nComment your time\nIf anything not working click often of the green flag\nNew 10 skins and 1 Rainbow skin if you ❤️and⭐️\n\n\n\n\nTags:\n#Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile #Scrolling#platformer#all#fun#mobile
Dark I A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [musicy v] until done\nend\n\n@p\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (s2 v)?>> then\n broadcast (die v)\n end\n if <(x position) > [242]> then\n if <not <[] = [14]>> then\n if <not <[] = [15]>> then\n broadcast (lvl v)\n end\n end\n end\n if <(y position) < [-171]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (r v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [lvl 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 (l 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 (r 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 (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g 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 (g 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 (g 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 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 [die v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [lvl v]\nchange [lvl v] by (1)\ngo to x: (-180) y: (-50)\n\n@g\n\nwhen I receive [ed v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (lvl v)\n\ngo to x: (0) y: (100)\n\nwhen I receive [lvl v]\nnext costume\n\n@s2\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@tn\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\n\n@sb\n\nwhen flag clicked\nshow\nswitch costume to (s v)\nset [d v] to [0]\ngo to x: (-195) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(d) = [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 if <not <(d) = [1]>> then\n if <not <(lvl) = [15]>> then\n broadcast (lvl v)\n broadcast (die v)\n set [d v] to [1]\n switch costume to (s2 v)\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 [d v] to [0]\n switch costume to (s v)\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\n@s\n\nwhen I receive [lvl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n wait (0.5) seconds\n next costume\n end\n if <(costume [number v]) = [15]> then\n wait (0.5) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nclear graphic effects\nforever\n set [brightness v] effect to (-7)\n set [color v] effect to ((72) * (2))\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nbroadcast (lvl v)\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n
Click That Green Flag 2 Times For Better Gameplay!!!!\n\nStory - \nThe Sky was blue then after 1 hour The sky turned black That means the.. the darkness orb is ACTIVE You Have To find THIS LIGHT HEART TO KILL IT\n\n\n\nIf you want it to be more famous then add it to 5-10 studios
Minecraft-Multiplayer-Platformer
@Stage\n\nwhen flag clicked\nset volume to (75) %\nforever\n play sound [TheFatRat - Windfall.mp3 v] until done\nend\n\nwhen flag clicked\nset volume to (75) %\nforever\n set volume to (Volume) %\nend\n\n@Blank\n\nmove (10) steps\n\n@ Player\n\ndefine Chat\nif <(is the chat open) = [1]> then\n if <key (1 v) pressed?> then\n set [chat v] to [1]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (2 v) pressed?> then\n set [chat v] to [2]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (3 v) pressed?> then\n set [chat v] to [3]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (4 v) pressed?> then\n set [chat v] to [4]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (5 v) pressed?> then\n set [chat v] to [5]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (6 v) pressed?> then\n set [chat v] to [6]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (7 v) pressed?> then\n set [chat v] to [7]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (8 v) pressed?> then\n set [chat v] to [8]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (9 v) pressed?> then\n set [chat v] to [9]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (0 v) pressed?> then\n set [chat v] to [10]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n else\n if <key (p v) pressed?> then\n set [chat v] to [11]\n say (item (Chat) of [chat v])\n wait (2) seconds\n say []\n set [chat v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine Position\ngo to x: ((x) - (SCROLL X)) y: ((y) - (SCROLL Y))\n\nwhen flag clicked\nset [scroll y v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [scroll x v] to [0]\nshow list [chat v]\nbroadcast (GREEN FLAG v) and wait\nbroadcast (PLAY GAME v) and wait\n\ndefine CHANGE PLAYER Y BY (sy)\nchange [y v] by (sy)\nchange [inair v] by (1)\nPosition\nrepeat until <not <touching (platforms v)?>>\n if <(sy) > [0]> then\n change [y v] by (-1)\n else\n change [y v] by (1)\n set [inair v] to [0]\n end\n Position\n set [sy v] to [0]\nend\n\ndefine GAME ON\nset [x v] to [-50]\nset [y 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 [inair v] to [0]\nset [exit v] to []\nset size to (100) %\nset [ghost v] effect to (0)\nshow\n\nwhen I receive [green flag v]\nhide\ngo to [front v] layer\n\ndefine Game-Win\nhide\nchange [level v] by (1)\nwait (0.5) seconds\n\ndefine TICK\nif <<<(mouse x) < (x position)> and <mouse down?>> or <<key (left arrow v) pressed?> or <key (a v) pressed?>>> then\n if <(speed boost bought?) = [1]> then\n change [sx v] by (-5)\n else\n change [sx v] by (-2)\n end\nend\nif <<<(x position) < (mouse x)> and <mouse down?>> or <<key (right arrow v) pressed?> or <key (d v) pressed?>>> then\n if <(speed boost bought?) = [1]> then\n change [sx v] by (5)\n else\n change [sx v] by (2)\n end\nend\nset [sx v] to ((SX) * (0.8))\nif <[0.9] < ([abs v] of (SX) )> then\n CHANGE PLAYER X By (round (SX))\nend\nif <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(inair) < [1]> then\n if <(jump boost bought) = [1]> then\n set [sy v] to [35]\n else\n set [sy v] to [20]\n end\n end\nend\nif <(sy) > [-20]> then\n change [sy v] by (-2)\nend\nCHANGE PLAYER Y BY (sy)\nTEST-DIE\nchange [scroll x v] by (round (((x) - (SCROLL X)) / (8)))\nif <(SCROLL X) < [0]> then\n set [scroll x v] to [0]\nend\nif <[6000] < (SCROLL X)> then\n set [scroll x v] to [6000]\nend\nchange [scroll y v] by (round (((y) - (SCROLL Y)) / (8)))\nif <(SCROLL Y) < [0]> then\n set [scroll y v] to [0]\nend\nPosition\nif <(y) < [-175]> then\n set [exit v] to [die]\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [is the chat open v] to [0]\nshow list [chat v]\nforever\n Chat\n if <<key (t v) pressed?> or <<touching (mouse-pointer v)?> and <mouse down?>>> then\n if <(is the chat open) = [1]> then\n show list [chat v]\n set [is the chat open v] to [0]\n else\n set [is the chat open v] to [1]\n hide list [chat v]\n end\n wait until <<not <<touching (mouse-pointer v)?> and <mouse down?>>> and <not <key (t v) pressed?>>>\n end\nend\n\ndefine GAME - DIE\nset [exit v] to []\nhide\n\ndefine TEST-DIE\nif <touching (danger v)?> then\n set [exit v] to [die]\n change [coins v] by (-1)\nend\n\ndefine CHANGE PLAYER X By (sx)\nchange [x v] by (sx)\nPosition\nif <touching (platforms v)?> then\n repeat (18)\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 (-18)\n if <<<(y position) < (mouse y)> and <mouse down?>> or <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n if <(sx) > [0]> then\n set [sx v] to [-16]\n else\n set [sx v] to [16]\n end\n set [inair v] to [0]\n else\n set [sx v] to [0]\n end\n repeat until <not <touching (platforms v)?>>\n if <(sx) > [0]> then\n change [x v] by (-1)\n else\n change [x v] by (1)\n end\n Position\n end\nend\n\nwhen flag clicked\nset [max players v] to [8]\nset [my player # v] to [0]\nbroadcast (setups v) and wait\nbroadcast (joining v)\nbroadcast (join game v) and wait\nif <(My Player #) > [0]> then\n start sound [Connect v]\n broadcast (joined v)\nelse\n start sound [Disconnect v]\n broadcast (full v)\nend\nbroadcast (begin v)\n\ndefine write (val) to encoded\nset [letter # v] to [1]\nrepeat (length of (val))\n set [encodied v] to (join (encodied) (item # of (letter (letter #) of (val)) in [code v]))\n change [letter # v] by (1)\nend\nset [encodied v] to (join (encodied) [00])\n\nwhen I receive [begin v]\nset [level v] to [1]\nforever\n broadcast (reset v) and wait\n broadcast (SETUP v) and wait\n GAME ON\n repeat until <(EXIT) > []>\n TICK\n broadcast (tick v)\n if <(My Player #) > [0]> then\n send cloud data\n end\n end\n if <(EXIT) = [win]> then\n Game-Win\n else\n GAME - DIE\n end\nend\n\ndefine set cloud # (player) to (value)\nif <(player) = [1]> then\n set [☁ p1 v] to (value)\nelse\n if <(player) = [2]> then\n set [☁ p2 v] to (value)\n else\n if <(player) = [3]> then\n set [☁ p3 v] to (value)\n else\n if <(player) = [4]> then\n set [☁ p4 v] to (value)\n else\n if <(player) = [5]> then\n set [☁ p5 v] to (value)\n else\n if <(player) = [6]> then\n set [☁ p6 v] to (value)\n else\n if <(player) = [7]> then\n set [☁ p7 v] to (value)\n else\n if <(player) = [8]> then\n set [☁ p8 v] to (value)\n end\n end\n end\n end\n end\n end\n end\nend\n\ndefine send cloud data\nset [encodied v] to []\nwrite (username) to encoded\nwrite (round ((timer) * (10))) to encoded\nwrite (x) to encoded\nwrite (y) to encoded\nwrite (Chat) to encoded\nset cloud # (My Player #) to (encodied)\n\nwhen I receive [begin v]\nwait (5) seconds\nswitch backdrop to (blank v)\n\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nset [level v] to [1]\nforever\n if <(SCROLL X) > [6000]> then\n set [exit v] to [win]\n end\nend\n\nwhen I receive [begin v]\n\nwhen flag clicked\nset [skin? v] to [0]\n\n\n\nset [x v] to [4360]\nset [y v] to [500]\n\nset [coins v] to [20]\n\nwhen flag clicked\nset [color pig v] to [0]\nforever\n set [color v] effect to (Color Pig)\nend\n\n@other players\n\ndefine Decode chat (chat)\nif <(chat) = [0]> then\n\ndefine begin decode of (encode)\nset [encodied v] to (encode)\nset [letter # v] to [1]\n\ndefine value=read from encode\nset [value v] to []\nforever\n set [idx v] to (join (letter (letter #) of (encodied)) (letter ((letter #) + (1)) of (encodied)))\n change [letter # v] by (2)\n if <(idx) < [1]> then\n stop [this script v]\n end\n set [value v] to (join (value) (item (idx) of [code v]))\nend\n\ndefine setup players\nset [offline v] to [100]\nhide\nset [player # v] to [1]\nrepeat ((MAX PLAYERS) - (1))\n create clone of (_myself_ v)\n change [player # v] by (1)\nend\n\nwhen I receive [begin v]\ngo to [front v] layer\ngo [backward v] (1) layers\nforever\n if <(My Player #) = (player #)> then\n hide\n set [offline v] to [100]\n else\n tick\n end\nend\n\ndefine value=Cloud # (player)\nif <(player) = [1]> then\n set [value v] to (☁ P1)\nelse\n if <(player) = [2]> then\n set [value v] to (☁ P2)\n else\n if <(player) = [3]> then\n set [value v] to (☁ P3)\n else\n if <(player) = [4]> then\n set [value v] to (☁ P4)\n else\n if <(player) = [5]> then\n set [value v] to (☁ P5)\n else\n if <(player) = [6]> then\n set [value v] to (☁ P6)\n else\n if <(player) = [7]> then\n set [value v] to (☁ P7)\n else\n if <(player) = [8]> then\n set [value v] to (☁ P8)\n end\n end\n end\n end\n end\n end\n end\nend\n\nwhen I receive [setups v]\nsetup players\n\ndefine tick\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n change [offline v] by (1)\n if <(offline) = [100]> then\n hide\n end\nelse\n set [last value v] to (join [A] (value))\n if <(offline) > [99]> then\n show\n if <touching (_edge_ v)?> then\n hide\n end\n end\n set [offline v] to [0]\n if <touching (_edge_ v)?> then\n hide\n else\n show\n end\nend\nbegin decode of (value)\nvalue=read from encode\nif <<(names) = [1]> and <not <touching (_edge_ v)?>>> then\n say (join (player #) (join [:] (value)))\nelse\n say []\nend\nvalue=read from encode\nvalue=read from encode\nset x to ((value) - (SCROLL X))\nvalue=read from encode\nset y to ((value) - (SCROLL Y))\nvalue=read from encode\nbroadcast (Decode chat v)\n\nwhen I receive [join game v]\nvalue=Cloud # (player #)\nset [last value v] to (join [A] (value))\nwait (3) seconds\nvalue=Cloud # (player #)\nif <(join [A] (value)) = (last value)> then\n set [my player # v] to (player #)\nend\n\nwhen I receive [decode chat v]\nDecode chat (value)\n\nwhen I receive [begin v]\nset [names v] to [1]\nforever\n if <key (n v) pressed?> then\n if <(names) = [1]> then\n wait until <not <key (n v) pressed?>>\n set [names v] to [0]\n else\n wait until <not <key (n v) pressed?>>\n set [names v] to [1]\n end\n end\nend\n\n\n\nswitch costume to (costume3 v)\n\n@PLATFORMs\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n switch costume to (level 2 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\nwhen flag clicked\nforever\n hide\nend\n\n@Danger\n\nwhen I receive [green flag v]\nhide\n\nwhen I receive [tick v]\ngo to [back v] layer\nPOSTION ((x) - (SCROLL X)) ((y) - (SCROLL Y))\n\nwhen I receive [setup v]\nhide\nset [x v] to [0]\nset [y v] to [0]\nif <(LEVEL) = [1]> then\n switch costume to (level 1 1 v)\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\n CLONE AT X [360] Y [0]\nelse\n if <(LEVEL) = [2]> then\nend\n\ndefine POSTION (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\nwhen I receive [reset v]\ndelete this clone\n\ndefine CLONE AT X (x) Y (y)\ncreate clone of (_myself_ v)\nchange [x v] by (x)\nchange [y v] by (y)\nnext costume\n\n@Thumbnail\n\nwhen flag clicked\nforever\n go to [front v] layer\n go to x: (0) y: (0)\n set [ghost v] effect to (100)\nend\n\nset [ghost v] effect to (0)\n\n@connect\n\nwhen flag clicked\nhide\n\nwhen I receive [begin v]\ngo to [front v] layer\nwait (3) seconds\nhide\n\nwhen I receive [joining v]\nswitch costume to (joining v)\nshow\n\nwhen I receive [joined v]\nswitch costume to (joined v)\nshow\n\nwhen I receive [full v]\nswitch costume to (joined2 v)\nshow\n\n@Sprite1\n\n@Shop\n\nwhen flag clicked\ngo to x: (-180) y: (174)\nset [shop open? v] to [0]\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <(Shop Open?) = [0]> then\n set [shop open? v] to [1]\n else\n set [shop open? v] to [0]\n end\n wait until <not <mouse down?>>\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(Shop Open?) = [0]> then\n go to x: (-180) y: (174)\n switch costume to (costume1 v)\n else\n go to x: (-180) y: (0)\n switch costume to (costume2 v)\n end\nend\n\n@Coins\n\nwhen I start as a clone\nforever\n set size to (100) %\n change size by ((([sin v] of (((timer) + ((y2) - (-400))) * (900)) ) * (10)) - (() * (1000)))\nend\n\nwhen I receive [tick v]\nposition ((coin x) - (SCROLL X)) ((coin y) - (SCROLL Y))\nif <touching ( player v)?> then\n broadcast (coin v)\n change [coins v] by (1)\n hide\n set [coin x v] to [-99999999999]\n delete this clone\nend\n\ndefine position (x) (y)\ngo to x: (x) y: (y)\nif <<(x) = (x position)> and <(y) = (y position)>> then\n show\nelse\n hide\nend\n\ndefine Clone at (x) (y)\ncreate clone of (_myself_ v)\nset [coin x v] to (x)\nset [coin y v] to (y)\n\nwhen I receive [win v]\nhide\n\nwhen I receive [coin v]\nplay sound [Coin v] until done\n\nwhen I receive [setup v]\ndelete this clone\n\nwhen flag clicked\nset [coins v] to [0]\ndelete this clone\n\nwhen I receive [setup v]\nhide\nif <(LEVEL) = [1]> then\n set [coin x v] to [-99999]\n Clone at [-37] [-36]\n Clone at [60] [-36]\n Clone at [183] [-36]\n Clone at [462] [261]\n Clone at [921] [-38]\n Clone at [1178] [-40]\n Clone at [1442] [169]\n Clone at [2139] [61]\n Clone at [2448] [-39]\n Clone at [3573] [217]\n Clone at [4131] [296]\n set [coin x v] to [-9999999999999]\nend\n\nClone at [1189] [150]\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Shop Open?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [speed boost bought? v] to [0]\nforever\n if <(Shop Open?) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <[19] < (COINS)> then\n set [speed boost bought? v] to [1]\n change [coins v] by (-20)\n switch costume to (costume2 v)\n stop [this script v]\n end\n end\n end\n end\nend\n\n@Sprite3\n\nwhen flag clicked\nswitch costume to (costume1 v)\nforever\n if <(Shop Open?) = [0]> then\n hide\n else\n show\n end\nend\n\nwhen flag clicked\nset [jump boost bought v] to [0]\nforever\n if <(Shop Open?) = [1]> then\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n if <[29] < (COINS)> then\n set [jump boost bought v] to [1]\n change [coins v] by (-30)\n switch costume to (costume2 v)\n stop [this script v]\n end\n end\n end\n end\nend\n\n@achevinement minecraft\n\nwhen I receive [achevinement v]\ngo to x: (2) y: (64)\nset [ghost v] effect to (0)\nshow\nrepeat until <(y position) < [6]>\n change y by (((5) - (y position)) / (6))\nend\nwait (3.5) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\ngo to x: (2) y: (64)\n\nwhen flag clicked\nhide\n\n@Apple\n\n@sprite3\n\nwhen flag clicked\nset size to (45) %\nhide\nset [x position of numbers v] to [-70]\nset [the number v] to [1]\nset [maximum length v] to [10]\nset [width between numbers v] to [16]\ngo to x: (x position of numbers) y: (150)\nrepeat (maximum length)\n set [the number v] to (COINS)\n create clone of (_myself_ v)\n change x by (width between numbers)\nend\n\nwhen I start as a clone\nshow\nforever\n switch costume to (letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (COINS))\n if <(letter ((((x position) - (x position of numbers)) / (width between numbers)) + (1)) of (COINS)) = []> then\n hide\n else\n show\n end\nend\n\ngo to [front v] layer\n\nwhen I receive [transition v]\nhide\nwait (1.3) seconds\nshow\n\nwhen flag clicked\n\n@paramètre\n\nwhen this sprite clicked\nbroadcast (open paramètre v)\n\nwhen I receive [open paramètre v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (paramètre2 v)\nshow variable [color pig v]\nshow variable [volume v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nhide variable [volume v]\nhide variable [color pig v]\nshow\nset [ghost v] effect to (0)\nswitch costume to (paramètre v)\n\nwhen I receive [close paramètre v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nswitch costume to (paramètre v)\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Apple2\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nwhen I receive [open paramètre v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen this sprite clicked\nbroadcast (Close paramètre v)\nhide variable [volume v]\nhide variable [color pig v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n else\n set [brightness v] effect to (0)\n end\nend\n\n@Apple3\n\nwhen flag clicked\nforever\n if <touching (mouse-pointer v)?> then\n say [Hey! Find me on YouTube! Just type : chromatrix ;\)] for (0.01) seconds\n end\nend\n\nwhen flag clicked\nset [ghost v] effect to (0)\nforever\n point in direction ((90) + (([sin v] of (((timer) * (2)) * (150)) ) * (2)))\nend\n\nwhen I receive [open paramètre v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen I receive [close paramètre v]\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n
________Minecraft-Multiplayer-Platformer________\n\nBy mister3265\n\n☆☆☆☆Controls☆☆☆☆\n\n-Use the arrow keys to move, or touch if you are on mobile.\n\n-Press "T" if you want to chat using the numbers from "0" to "10" to send messages\n\n-Press the settings button to change the volume and color of your character\n\n-Collect as many coins as possible to buy jump or vistesse boosts by pressing the "shop" button\n\n\n
autumn platformer / 秋のプラットフォーマー
@Stage\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [time v] to [0]\nhide variable [☁ time v]\nhide variable [time v]\n\nwhen I receive [プロジェクトスタート v]\nforever\n wait (0.1) seconds\n change [time v] by (0.1)\n if <(ステージ) = [10]> then\n show variable [time v]\n show variable [☁ time v]\n if <(time) < (☁ time)> then\n set [☁ time v] to (time)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [次のステージ v]\nif <not <(ステージ) = [10]>> then\n change [ステージ v] by (1)\nend\n\nwhen I receive [プロジェクトスタート v]\nforever\n play sound [Thousand_Absolutes_Xaf_Remix v] until done\nend\n\n@player\n\ndefine 初期設定プログラム\nshow\npoint in direction (90)\nset [player: x v] to [0]\nset [player: y v] to [0]\ngo to x: (-220) y: (160)\n\ndefine 動作\nif <<key (right arrow v) pressed?> or <<<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>> or >> then\n point in direction (90)\n change [player: x v] by (1)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n point in direction (-90)\n change [player: x v] by (-1)\nend\nif <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\n if <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change x by ((player: x) * (-1))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > (y position)>>>> then\n if <(player: x) < [0]> then\n set [player: x v] to [10]\n else\n set [player: x v] to [-10]\n end\n set [player: y v] to [15]\n else\n set [player: x v] to [0]\n end\n end\n end\n end\n end\nend\nset [player: x v] to ((player: x) * (0.9))\nchange x by (player: x)\nif <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by (1)\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 (地面 v)?> or <touching (スプライト1 v)?>> then\n set [player: y v] to [15]\n end\nend\nchange y by (1)\nchange [player: y v] by (-1)\nchange y by (player: y)\nif <<touching (地面 v)?> or <touching (スプライト1 v)?>> then\n change y by ((player: y) * (-1))\n set [player: y v] to [0]\nend\nif <[240] < (x position)> then\n 初期設定プログラム\n broadcast (次のステージ v)\n wait (3) seconds\nend\nif <<touching (トゲ v)?> or <(y position) < [-154]>> then\n 初期設定プログラム\nend\n\nwhen I receive [プロジェクトスタート v]\n初期設定プログラム\nforever\n 動作\nend\n\nwhen I receive [プロジェクトスタート v]\nforever\n switch costume to (止まる v)\nend\n\nwhen flag clicked\nset [ステージ数 v] to [10]\nhide\n\n@地面\n\nwhen flag clicked\nset [ステージ数 v] to [1]\nhide\n\nwhen I receive [プロジェクトスタート v]\nshow\nforever\n switch costume to (ステージ数)\nend\n\nwhen I receive [プロジェクトスタート v]\ngo to x: (0) y: (-75)\nrepeat (50)\n change y by (((0) - (y position)) / (5))\nend\n\nwhen I receive [次のステージ v]\nwait (1) seconds\nchange [ステージ数 v] by (1)\n\nwhen flag clicked\nhide variable [time v]\n\nwhen I receive [プロジェクトスタート v]\nwait (1) seconds\nreset timer\nset [time v] to [0]\nrepeat until <(ステージ数) = [10]>\n repeat until <[1] < (timer)>\n if <(ステージ数) = [10]> then\n stop [this script v]\n end\n end\n change [time v] by (1)\n reset timer\nend\n\n@トゲ\n\nwhen I receive [プロジェクトスタート v]\ngo to [back v] layer\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\n@サムネ\n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@No turbo mode\n\nwhen flag clicked\nhide\nswitch costume to (no turbo mode v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n turn right (0.0001) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <[90.1] < (direction)> then\n show\n switch costume to (ターボモードになりました v)\n go to x: (0) y: (0)\n stop [all v]\n else\n hide\n switch costume to (no turbo mode v)\n end\nend\n\n@NEXTだお\n\nwhen I start as a clone\nif <<(costume [name v]) = [1]> or <<(costume [name v]) = [2]> or <<(costume [name v]) = [3]> or <(costume [name v]) = [next]>>>> then\n set [brightness v] effect to (0)\n go to [front v] layer\n set x to (-465)\n set y to (0)\n show\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\n wait (0.9) seconds\n delete this clone\nend\nif <<(costume [name v]) = [4]> or <<(costume [name v]) = [5]> or <(costume [name v]) = [6]>>> then\n go to [front v] layer\n change [color v] effect by (10)\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <<(costume [name v]) = [☆]> or <<(costume [name v]) = [♡]> or <(costume [name v]) = [👤]>>> then\n set [color v] effect to (0)\n go to [front v] layer\n set x to (0)\n set y to (345)\n show\n repeat until <(round (y position)) = [0]>\n change y by (((0) - (y position)) / (7))\n end\nend\nif <(costume [name v]) = [4]> then\n wait (0.3) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [5]> then\n wait (0.2) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [6]> then\n wait (0.1) seconds\n repeat until <[464] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [♡]> then\n wait (0.2) seconds\n repeat until <[319] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [👤]> then\n wait (0.125) seconds\n repeat until <[360] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [name v]) = [☆]> then\n wait (0.2) seconds\n repeat until <[185] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\n\ndefine クローン (名前)\nswitch costume to (名前)\ncreate clone of (_myself_ v)\n\nwhen I receive [次のステージ v]\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\nstart sound [Finger Snap v]\n\n@もみじ\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (1) to (3))\nset [a v] to (pick random (1) to (3))\nset size to (pick random (20) to (80)) %\nset [ghost v] effect to (pick random (30) to (50))\nshow\nif <(a) = [1]> then\n go to x: (pick random (400) to (0)) y: (200)\nend\nif <(a) = [2]> then\n go to x: (pick random (0) to (-270)) y: (200)\nend\nif <(a) = [3]> then\n go to x: (pick random (400) to (-270)) y: (200)\nend\nrepeat until <(y position) < [-170]>\n change y by (-3)\n change x by (-1)\n turn right (3) degrees\nend\ndelete this clone\n\nwhen I receive [プロジェクトスタート v]\nhide\nforever\n create clone of (_myself_ v)\n wait (0.1) seconds\nend\n\n@真イントロ素材\n\ndefine (秒) まで待つ\nwait until <(秒) < (timer)>\n\nwhen I start as a clone\nshow\nif <(ID) = [1]> then\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (まるう v)\n set [s v] to [100]\n repeat (30)\n change [fisheye v] effect by (S)\n change [s v] by (10)\n end\n delete this clone\nend\nif <(ID) = [2]> then\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (しかくう v)\n repeat (19)\n change [o v] by (((100) - (o)) / (3))\n next costume\n end\n delete this clone\nend\nif <(ID) = [3]> then\n switch costume to (透明 v)\n set [o v] to [100]\n switch costume to (フレーム v)\n set [y v] to [100]\n repeat (46)\n change [y v] by (((0) - (Y)) / (3))\n go to [front v] layer\n end\n repeat until <(END) = [1]>\n go to [front v] layer\n end\n repeat (46)\n change [y v] by (((93) - (Y)) / (3))\n end\n go to [front v] layer\n delete this clone\nend\nif <(ID) = [4]> then\n switch costume to (透明 v)\n set [o v] to [100]\n switch costume to (フレーム2 v)\n set [y v] to [-100]\n repeat (46)\n change [y v] by (((0) - (Y)) / (3))\n go to [front v] layer\n end\n repeat until <(END) = [1]>\n go to [front v] layer\n end\n repeat (46)\n change [y v] by (((-95) - (Y)) / (3))\n go to [front v] layer\n end\n delete this clone\nend\nif <(ID) = [5]> then\n set [o v] to [0]\n go to [back v] layer\n go [backward v] (3) layers\n switch costume to (形ぃ2 v)\n repeat until <(round (o)) = ((100) * (カメラZ))>\n change [o v] by ((((100) * (カメラZ)) - (o)) / (3))\n if <(END) = [1]> then\n delete this clone\n end\n end\n repeat until <(round (o)) = ((300) * (カメラZ))>\n change [o v] by ((((300) * (カメラZ)) - (o)) / (3))\n if <(END) = [1]> then\n delete this clone\n end\n end\n repeat until <(round (o)) = ((500) * (カメラZ))>\n change [o v] by ((((500) * (カメラZ)) - (o)) / (3))\n if <(END) = [1]> then\n delete this clone\n end\n end\n delete this clone\nend\nif <(ID) = [6]> then\n go to [back v] layer\n go [backward v] (1) layers\n switch costume to (形ぃ3 v)\n repeat (17)\n next costume\n end\n delete this clone\nend\nif <(ID) = [7]> then\n switch costume to (たて v)\n go to x: (0) y: (0)\n set [o v] to [0]\n 移動X [0] Y [0] M [-90] size [100] S [3]\n repeat until <(END) = [1]>\n go to [back v] layer\n end\n 移動X [0] Y [0] M [90] size [1] S [3]\n delete this clone\nend\nif <(ID) = [8]> then\n switch costume to (icon v)\n set [o v] to [0]\n set [m v] to [90]\n change [m v] by (1)\n repeat (50)\n set [s v] to (((S) * (0.75)) + ((((100) * (カメラZ)) - (o)) * (0.3)))\n change [o v] by (S)\n change [m v] by ([abs v] of (((90) - (M)) / (3)) )\n if <(M) > [360]> then\n set [m v] to [0]\n end\n end\n repeat (15)\n change [x v] by (((150) - (X)) / (3))\n change [m v] by (((-90) - (M)) / (3))\n end\n repeat (15)\n change [x v] by (((-150) - (X)) / (3))\n change [m v] by (((90) - (M)) / (3))\n end\n repeat (15)\n change [x v] by (((0) - (X)) / (3))\n end\n [7] まで待つ\n delete this clone\nend\nif <(ID) = [9]> then\n hide\n [7] まで待つ\n show\n switch costume to (name v)\n set [o v] to [0]\n set [m v] to [90]\n change [m v] by (1)\n repeat (40)\n set [s v] to (((S) * (0.75)) + ((((100) * (カメラZ)) - (o)) * (0.3)))\n change [o v] by (S)\n change [m v] by ([abs v] of (((90) - (M)) / (3)) )\n if <(M) > [360]> then\n set [m v] to [0]\n end\n end\n wait (0.3) seconds\n カメラX [50] Y [0] Z [1] M [0] S [3]\n カメラX [-50] Y [0] Z [1] M [0] S [3]\n カメラX [0] Y [0] Z [1] M [0] S [3]\n [11] まで待つ\n set [揺れ度 v] to [100]\n change [end v] by (1)\n repeat (17)\n set [揺れx v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れy v] to ((([cos v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れm v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * ((揺れ度) / (3)))\n change [揺れ度 v] by (((0) - (揺れ度)) / (3))\n change [o v] by (((0) - (o)) / (3))\n end\n delete this clone\nend\n\ndefine クローン (id) X (x) Y (y) M (m) size (size) 色 (色) 明るさ (明るさ) 透明度 (透明度)\nset [color v] effect to (色)\nset [brightness v] effect to (明るさ)\nset [ghost v] effect to (透明度)\nset [x v] to (x)\nset [y v] to (y)\nset [m v] to (m)\nset [o v] to (size)\nset [id v] to (id)\ncreate clone of (_myself_ v)\nset [id v] to []\n\nwhen I start as a clone\nforever\n go to x: (((揺れX) + ((X) + ((カメラX) + (カメラ揺れX)))) * (カメラZ)) y: (((揺れY) + ((Y) + ((カメラY) + (カメラ揺れY)))) * (カメラZ))\n point in direction ((揺れM) + ((M) + ((カメラM) + (カメラ揺れM))))\n if <<(ID) = [5]> and <(round (o)) > [100]>> then\n switch costume to (透明 v)\n set size to ((o) * (カメラZ)) %\n switch costume to (形ぃ2 v)\n else\n set size to ((o) * (カメラZ)) %\n end\nend\n\nwhen flag clicked\nリセット\nstart sound [Different Heaven - Safe And Sound \[NCS Release\].mp3 v]\n[1.6] まで待つ\nクローン [7] X [0] Y [0] M [90] size [1] 色 [] 明るさ [25] 透明度 []\n[3.5] まで待つ\nクローン [9] X [0] Y [0] M [90] size [1] 色 [] 明るさ [0] 透明度 []\nクローン [8] X [0] Y [0] M [90] size [1] 色 [] 明るさ [0] 透明度 []\n\ndefine リセット\nreset timer\npoint in direction (90)\nset [カメラx v] to [0]\nset [カメラy v] to [0]\nset [カメラm v] to [0]\nset [カメラz v] to [1]\nset [y v] to [0]\nset [s v] to [0]\nset [x v] to [0]\nset [end v] to [0]\nset [o v] to [0]\n\ndefine 揺れ度 (度)\nset [揺れ度 v] to (度)\nrepeat (17)\n set [揺れx v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れy v] to ((([cos v] of ((timer) * (500)) ) * (0.8)) * (揺れ度))\n set [揺れm v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * ((揺れ度) / (3)))\n change [揺れ度 v] by (((0) - (揺れ度)) / (3))\nend\n\ndefine 1回転\nset [m v] to [90]\nchange [m v] by (1)\nrepeat (46)\n change [m v] by ([abs v] of (((90) - (M)) / (3)) )\n if <(M) > [360]> then\n set [m v] to [0]\n end\nend\n\ndefine カメラ揺れ度 (度)\nset [カメラ揺れ度 v] to (度)\nrepeat (12)\n set [カメラ揺れx v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * (カメラ揺れ度))\n set [カメラy v] to ((([cos v] of ((timer) * (500)) ) * (0.8)) * (カメラ揺れ度))\n set [カメラ揺れm v] to ((([sin v] of ((timer) * (500)) ) * (0.8)) * ((カメラ揺れ度) / (3)))\n change [カメラ揺れ度 v] by (((0) - (カメラ揺れ度)) / (3))\nend\n\ndefine 移動X (x) Y (y) M (m) size (size) S (s)\nrepeat until <<(round (X)) = (x)> and <<(round (Y)) = (y)> and <<(round (M)) = (m)> and <(round (o)) = (size)>>>>\n change [x v] by (((x) - (X)) / (s))\n change [y v] by (((y) - (Y)) / (s))\n change [m v] by (((m) - (M)) / (s))\n change [o v] by (((size) - (o)) / (s))\nend\n\nwhen flag clicked\n[3.5] まで待つ\nrepeat (17)\n カメラ揺れ度 [20]\nend\n\nwhen flag clicked\n[3.5] まで待つ\nrepeat (16)\n クローン [5] X [0] Y [0] M [90] size [1] 色 [] 明るさ [25] 透明度 []\n wait (0.5) seconds\nend\n\ndefine カメラX (x) Y (y) Z (z) M (m) S (s)\nrepeat until <<(round (カメラX)) = (x)> and <<(round (カメラY)) = (y)> and <<(round (カメラZ)) = (z)> and <(round (カメラM)) = (m)>>>>\n change [カメラx v] by (((x) - (カメラX)) / (s))\n change [カメラy v] by (((y) - (カメラY)) / (s))\n change [カメラm v] by (((m) - (カメラM)) / (s))\n change [カメラz v] by (((z) - (カメラZ)) / (s))\nend\n\nwhen flag clicked\n[3.5] まで待つ\nぼん [0] [0]\n[5.2] まで待つ\nぼん [150] [0]\nクローン [2] X [100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [2] X [-100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n[5.5] まで待つ\nぼん [-150] [0]\nクローン [1] X [100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [1] X [-100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n[7] まで待つ\nぼん [0] [0]\n[9.2] まで待つ\nぼん [150] [0]\nクローン [2] X [100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [2] X [-100] Y [100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n[9.5] まで待つ\nぼん [-150] [0]\nクローン [1] X [100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\nクローン [1] X [-100] Y [-100] M [90] size [100] 色 [] 明るさ [100] 透明度 []\n\ndefine ぼん (x) (y)\npoint in direction (90)\nrepeat (12)\n クローン [6] X (x) Y (y) M (direction) size [100] 色 [] 明るさ [100] 透明度 []\n turn right (30) degrees\nend\n\nwhen flag clicked\nplay sound [Different Heaven - Safe And Sound \[NCS Release\].mp3 v] until done\nbroadcast (プロジェクトスタート v)\n\n@スプライト1\n\n@スプライト2\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [10]> then\n show\n go to [back v] layer\n else\n hide\n end\nend\n\n
(日本語は下です)\n\n【English】\n\n|| Rule explanation\n The rules are the same as normal platformers! Operate with the left and right keys and press the up key to jump! Be careful as you will die if you hit the spikes! There are 10 stages in total! I wish you the best!\n\n|| A word\n Plafo will post once a month\n\n|| Credits\n Player program @-seven7-\n next Dear @goriraf0612\n Intro @tomato-2nd\n BGM @-Xaf-\n Background @Ganondorfisbetter\n Momiji program @Toratora22\n Momiji @akiyuki6000000000000\n Turbo mode detection function @Pikurin\n\n|| People who spread the word\nDear @menmenma(((((\nDear @sakkar\nDear @daitaiko\nDear @mtr-mitouroku\nDear @ryy_dayo\nDear @narakiyo\nDear @blue-8682\nDear @okadohidehiko\nDear @tibitoka\n\n【日本語】\n\n|| ルール説明\n ルールは普通のプラットフォーマーと同じです!左右キーで操作して、上キーを押すとジャンプできます!トゲに当たると死んでしまうので注意してください!全部で10ステージです!頑張ってください!\n\n|| ひとこと\n プラフォ月1投稿決定\n\n|| クレジット\n プレイヤーのプログラム @-seven7-様\n next @goriraf0612様\n Intro @tomato-2nd様\n BGM @-Xaf-様\n 背景 @Ganondorfisbetter様\n もみじのプログラム @Toratora22様\n もみじ @akiyuki6000000000000様\n ターボモード検知機能 @Pikurin様\n\n\n|| 拡散してくれた方々\n@menmenma様(((((\n@sakkar様\n@daitaiko様\n@mtr-mitouroku様\n@ryy_dayo様\n@narakiyo様\n@blue-8682様\n@okadohidehiko様\n@tibitoka様\n@fuji_3035様
スイカゲームプラットフォーマー / Suika game platformer
@Stage\n\nwhen flag clicked\nset [ステージ v] to [1]\nset [time v] to [0]\nhide variable [☁ time v]\nhide variable [time v]\n\nwhen I receive [イントロ終わり/intro finish v]\nforever\n wait (1) seconds\n change [time v] by (1)\n if <(ステージ) = []> then\n show variable [☁ time v]\n show variable [time v]\n if <(☁ time) < (time)> then\n set [☁ time v] to (time)\n end\n stop [this script v]\n end\nend\n\nwhen I receive [次のステージ v]\nif <not <(ステージ) = []>> then\n change [ステージ v] by (1)\nend\n\nwhen I receive [イントロ終わり/intro finish v]\nforever\n play sound [スイカゲームBGM v] until done\nend\n\n@player\n\nwhen flag clicked\nset [ステージ数 v] to [12]\nhide\n\nwhen I receive [イントロ終わり/intro finish v]\nshow\nforever\n if <(ステージ) = [1]> then\n switch costume to (さくらんぼ v)\n end\n if <(ステージ) = [2]> then\n switch costume to (15 v)\n end\n if <(ステージ) = [3]> then\n switch costume to (ぶどう v)\n end\n if <(ステージ) = [4]> then\n switch costume to (デコポン v)\n end\n if <(ステージ) = [5]> then\n switch costume to (柿 v)\n end\n if <(ステージ) = [6]> then\n switch costume to (りんご v)\n end\n if <(ステージ) = [7]> then\n switch costume to (梨 v)\n end\n if <(ステージ) = [8]> then\n switch costume to (もも v)\n end\n if <(ステージ) = [9]> then\n switch costume to (パイナップル v)\n end\n if <(ステージ) = [10]> then\n switch costume to (メロン v)\n end\n if <<(ステージ) = [11]> or <(ステージ) = [12]>> then\n switch costume to (スイカ v)\n end\nend\n\ndefine 初期設定プログラム\nshow\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-210) y: (180)\npoint in direction (90)\n\nwhen I receive [イントロ終わり/intro finish 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 turn right (10) degrees\n switch costume to (コスチューム1 v)\n change [x v] by (1)\n end\n if <<key (left arrow v) pressed?> or <<<mouse down?> and <(mouse x) < (x position)>> or <key (a v) pressed?>>> then\n turn left (10) degrees\n switch costume to (コスチューム2 v)\n change [x v] by (-1)\n end\n set [x v] to ((X) * (0.89))\n change x by (X)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (-5)\n change x by ((X) * (-1))\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <(X) < [0]> then\n start sound [くっつき v]\n set [x v] to [10]\n else\n start sound [くっつき v]\n set [x v] to [-10]\n end\n set [y v] to [15]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> or <<<mouse down?> and <(y position) < (mouse y)>> or <key (w v) pressed?>>> then\n if <touching (地面 v)?> then\n start sound [可愛いジャンプ v]\n set [y v] to [15]\n end\n end\n change y by (1)\n if <[242] < (x position)> then\n 初期設定プログラム\n broadcast (次のステージ v)\n wait (1.3) seconds\n end\n if <(y position) < [-180]> then\n 初期設定プログラム\n start sound [壁キック v]\n end\n if <touching (トゲ v)?> then\n 初期設定プログラム\n start sound [壁キック v]\n end\nend\n\n@地面\n\nwhen flag clicked\nset [ステージ数 v] to [1]\nhide\n\nwhen I receive [イントロ終わり/intro finish v]\nshow\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [イントロ終わり/intro finish v]\ngo to x: (0) y: (-75)\nrepeat (50)\n change y by (((0) - (y position)) / (5))\nend\n\nwhen I receive [次のステージ v]\nwait (3) seconds\nchange [ステージ数 v] by (1)\n\nwhen I receive [イントロ終わり/intro finish v]\nwait (1) seconds\nreset timer\nset [time v] to [0]\nrepeat until <(ステージ数) = [10]>\n repeat until <[1] < (timer)>\n if <(ステージ数) = [10]> then\n stop [this script v]\n end\n end\n change [time v] by (1)\n reset timer\nend\n\n@トゲ\n\nwhen I receive [イントロ終わり/intro finish v]\n\nwhen flag clicked\nhide\n\nset [color v] effect to (0)\n\nwhen I receive [イントロ終わり/intro finish v]\ngo to [back v] layer\nshow\nforever\n switch costume to (ステージ)\nend\n\nshow\nforever\n switch costume to (ステージ数)\nend\n\n@サムネ\n\nwhen flag clicked\nset [ghost v] effect to (100)\n\nset [ghost v] effect to (0)\n\n@No turbo mode\n\nwhen flag clicked\nhide\nswitch costume to (no turbo mode v)\ngo to x: (0) y: (0)\nset rotation style [left-right v]\npoint in direction (90)\nforever\n turn right (0.0001) degrees\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n point in direction (90)\nend\n\nwhen flag clicked\nforever\n if <[90.1] < (direction)> then\n show\n switch costume to (ターボモードになりました v)\n go to x: (0) y: (0)\n stop [all v]\n else\n hide\n switch costume to (no turbo mode v)\n end\nend\n\n@NEXT\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 [次のステージ v]\nhide\nstart sound [High Whoosh v]\nクローン [1]\nwait (0.15) seconds\nクローン [2]\nwait (0.15) seconds\nクローン [3]\nwait (0.15) seconds\nクローン [next]\nwait (0.75) seconds\nクローン [5]\nwait (0.15) seconds\nクローン [6]\nstart sound [Finger Snap v]\nwait (0.15) seconds\nクローン [7]\nクローン [☆]\nクローン [♡]\nクローン [👤]\nchange [color v] effect by (15)\n\nwhen flag clicked\nset [color v] effect to (pick random (-200) to (200))\n\nif <(username) = [menmenma]> then\nelse\nend\n\n@ピッタリ地面\n\nwhen flag clicked\nforever\n hide\nend\n\n@スプライト1\n\nwhen flag clicked\nhide\nforever\n if <(ステージ) = [12]> then\n show\n go to [back v] layer\n else\n hide\n end\nend\n\n@intro\n\nwhen I start as a clone\nset [color v] effect to (0)\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\nset [color v] effect to (色)\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\nset [色 v] to (pick random (10) to (100))\nset [color v] effect to (色)\npoint in direction (90)\nreset timer\nstart sound [ v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\nset [color v] effect to (色)\n\nwhen I receive [\[intro\]end v]\nbroadcast (イントロ終わり/intro finish v)\n\n
(日本語は下です!遊ぶ前に必ず読んでください。)\n\n【English】\nI would appreciate it if you would stop advertising.\n⚡️I'm seriously aiming for a trend, so please follow and spread the word about Star Heart⚡️\nIf it spreads, I might give you a star heart...?\n\n\n|| Rule explanation\n The rules are the same as normal platformers! Operate with the left and right keys and press the up key to jump! Be careful as you will die if you hit the spikes! There are 12 stages in total! I wish you the best!\n\n|| A word\n Surprisingly, there are not many people posting watermelon game plans.\n\n|| Credits\n Player program @-seven7-\n next Dear @goriraf0612\n Intro @t9decode, @RentoGames\n Intro font @-Rubbyartz\n BGM, costumes, backgrounds, etc. @tkhs2011\n Thorn @YY-H\n Thumbnail @oro_9\n Clear text font meme\n\n\n|| People who spread the word\n@menmenma(((((\n@gitatesu\n@daitaiko\n@ma-sa-Games\n\n\n\n【日本語】\nまじで拡散お願いします(>人<;) ちなみに拡散とはスタジオに作品を入れることです!!\n宣伝はやめてくれると嬉しいです。\n⚡️本気で傾向目指してるんで星ハートフォロー拡散宣伝等よろしくお願いします⚡️\n拡散してくれたら星ハートを押すかも…?\n\n\n|| ルール説明\n ルールは普通のプラットフォーマーと同じです!左右キーで操作して、上キーを押すとジャンプできます!トゲに当たると死んでしまうので注意してください!全部で12ステージです!頑張ってください!\n\n|| ひとこと\n 意外とスイカゲームプラフォ投稿してる人少ない\n\n|| クレジット\n プレイヤーのプログラム @-seven7-様\n next @goriraf0612様\n Intro @t9decode様 @RentoGames様\n Introの文字 @-Rubbyartz様\n BGMやコスチューム、背景等 @tkhs2011様\n トゲ @YY-H様\n やられた時の効果音 @RentoGames様\n サムネ @oro_9様\n クリアの文字 font meme\n\n|| タグ\n #スイカゲーム #スイカ #プラットフォーマー #ゲーム #game #all #platformer #さくらんぼ #いちご #ぶどう #デコポン #柿 #りんご #梨 #もも #パイナップル #メロン\n#menmenma #拡散希望 #傾向乗りたい #傾向載りたい\n\n|| 更新履歴\n v1.0 今のところ共有\nv1.1 めり込んでバグを修正したかと思ってたけどまだめり込んでた\nv1.2 イントロの変更\nv1.3 桃の向き変更\nv1.4 クリアの時に壁を追加\nv1.5 イントロの色を毎回ランダムに (アイコンの色だけを変えたくなかったので変数を使ってみたら疲れた)\nv1.6 歩いているときに回転\nv1.7 一部ステージ変更\nv1.8 めり込むバグを修正しました\nv1.9 やられてしまった時に効果音を鳴らすように\n\n|| 拡散してくれた方々\n@menmenma様(((((\n@gitatesu様\n@daitaiko様\n@ma-sa-Games様\n\n
Earth 2 I A Platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [musicy v] until done\nend\n\n@p\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<key (b v) pressed?> or <touching (s2 v)?>> then\n broadcast (die v)\n end\n if <(x position) > [242]> then\n if <not <[] = [14]>> then\n if <not <[] = [15]>> then\n broadcast (lvl v)\n end\n end\n end\n if <(y position) < [-171]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (r v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [lvl 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 (l 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 (r 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 (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g 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 (g 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 (g 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 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 [die v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [lvl v]\nchange [lvl v] by (1)\ngo to x: (-180) y: (-50)\n\n@g\n\nwhen I receive [ed v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (lvl v)\n\ngo to x: (0) y: (100)\n\nwhen I receive [lvl v]\nnext costume\n\n@s2\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@tn\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\ngo to [front v] layer\n\nforever\n show\nend\n\n@sb\n\nwhen flag clicked\nshow\nswitch costume to (s v)\nset [d v] to [0]\ngo to x: (-195) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n if <not <(d) = [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 if <not <(d) = [1]>> then\n if <not <(lvl) = [15]>> then\n broadcast (lvl v)\n broadcast (die v)\n set [d v] to [1]\n switch costume to (s2 v)\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 [d v] to [0]\n switch costume to (s v)\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\n@s\n\nwhen I receive [lvl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n wait (0.5) seconds\n next costume\n end\n if <(costume [number v]) = [15]> then\n wait (0.5) seconds\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nclear graphic effects\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [brightness v] effect to (20)\n set [color v] effect to ((10) * (2))\nend\n\nbroadcast (lvl v)\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n
Click That Green Flag 2 Times For Better Gameplay!!!!\n\nParts -\nPart 1 - \nhttps://scratch.mit.edu/projects/892201456/\n\nStory -\nIn part 1\n\n\nIf you want it to be more famous then add it to 5-10 studios
Godzilla platformer/ゴジラ プラットフォーマー
@Stage\n\nwhen flag clicked\nswitch backdrop to (背景1 v)\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nwait (8) seconds\nset volume to (50) %\nforever\n play sound (pick random (1) to (6)) until done\nend\n\n@少しでも軽量化\n\n@Godzilla\n\nwhen I start as a clone\ndelete this clone\n\nwhen I receive [\[intro\]end v]\nshow\nrepeat (20)\n change [ghost v] effect by (-5)\nend\nset rotation style [left-right v]\npoint in direction (90)\nset [x2 v] to [0]\nset [y2 v] to [0]\nset [player: x v] to [0]\nset [player: y v] to [0]\nforever\n if <(y position) < [-170]> then\n start sound [crash v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n go to x: (-210) y: (100)\n end\n if <touching (spike v)?> then\n start sound [crash v]\n repeat (10)\n change [ghost v] effect by (7)\n change [pixelate v] effect by (7)\n change [brightness 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 [x2 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 change [x2 v] by (1)\n point in direction (90)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by (1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change x by ((X2) * (-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 <(X2) > [0]> then\n set [x2 v] to [-7]\n else\n set [x2 v] to [7]\n end\n set [y2 v] to [15]\n else\n set [x2 v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n if <<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> then\n set [y2 v] to [16.3]\n start sound [ニュッ v]\n end\n end\n change y by (1)\n change [y2 v] by (-1)\n change y by (Y2)\n if <<touching (road- v)?> or <touching (地面 v)?>> then\n change y by ((Y2) * (-1))\n set [y2 v] to [0]\n end\n if <(x position) > [230]> then\n if <not <(ぱざ) = [11]>> then\n broadcast (next v)\n start sound [Rip v]\n wait (0.5) seconds\n go to x: (-216) y: (50)\n end\n end\nend\n\nwhen flag clicked\nhide\nset size to (30) %\ngo to x: (-220) y: (50)\nset [ghost v] effect to (100)\nforever\n go to [back v] layer\nend\n\nwhen [1 v] key pressed\nswitch costume to (godzilla 1962/kinggoji v)\nplay sound [1960-1973 Godzilla Roars2 v] until done\n\nwhen [2 v] key pressed\nswitch costume to (godzilla 2001 idle v)\nplay sound [Godzilla 2001 Roar v] until done\n\nwhen [3 v] key pressed\nswitch costume to (godzilla 1984 v)\nplay sound [Godzilla 1984 Roars v] until done\n\nwhen [4 v] key pressed\nswitch costume to (shin godzilla v)\nplay sound [1960-1973 Godzilla Roars2 v] until done\n\nwhen [5 v] key pressed\nswitch costume to (godzilla 2021 v)\nplay sound [GvK Godzilla Roar v] until done\n\nwhen [6 v] key pressed\nswitch costume to (godzilla 2004 v)\nplay sound [Godzilla 2004 Roars v] until done\n\nwhen [7 v] key pressed\nswitch costume to (godzilla 1965 v)\nplay sound [Godzilla 1962-1975 Roars v] until done\n\nwhen [8 v] key pressed\nswitch costume to (godzilla 1994 v)\nplay sound [Godzilla 1994 Roar v] until done\n\nwhen [9 v] key pressed\nswitch costume to (burning godzilla v)\nplay sound [Burning Rage v] until done\n\nwhen [0 v] key pressed\nswitch costume to (original godzilla v)\nplay sound [Burning Rage v] until done\n\nwhen this sprite clicked\nnext costume\n\nwhen flag clicked\nforever\n if <<key (space v) pressed?> and <(costume [number v]) = [1]>> then\n switch costume to (godzilla 1962/kinggoji2 v)\n play sound [Atomic Breath v] until done\n switch costume to (godzilla 1962/kinggoji v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [2]>> then\n switch costume to (atomic breath release v)\n play sound [Godzilla, MK Atomic Breath Recreation v] until done\n switch costume to (godzilla 2001 idle v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [3]>> then\n switch costume to (godzilla 2 v)\n play sound [Godzilla 1984 breath v] until done\n switch costume to (godzilla 1984 v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [4]>> then\n switch costume to (shin godzilla2 v)\n play sound [Shin Godzilla - Atomic Heat Ray SFX3 v] until done\n switch costume to (shin godzilla v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [5]>> then\n switch costume to (godzilla 3 v)\n play sound [Godzilla vs v] until done\n switch costume to (godzilla 2021 v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [6]>> then\n switch costume to (godzilla 4 v)\n play sound [Godzilla 2004 Millennium Ray v] until done\n switch costume to (godzilla 2004 v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [7]>> then\n switch costume to (godzilla 5 v)\n play sound [Atomic Breath2 v] until done\n switch costume to (godzilla 1965 v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [8]>> then\n switch costume to (godzilla 6 v)\n play sound [Heisei godzilla atomic breath sound v] until done\n switch costume to (godzilla 1994 v)\n end\n if <<key (space v) pressed?> and <(costume [number v]) = [9]>> then\n switch costume to (godzilla 1995 v)\n play sound [Spiral Ray Sound-Effects \(1993-2004\) v] until done\n switch costume to (burning godzilla v)\n end\nend\n\nwhen flag clicked\nswitch costume to (godzilla 1962/kinggoji v)\n\nwhen I receive [start v]\nforever\n set [pan left/right v] effect to ((y position) / ((x position) / (2)))\n set volume to ((y position) / ((x position) / (2))) %\nend\n\n@地面\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\ngo to [back v] layer\n\nwhen I receive [\[intro\]end v]\nshow\n\nwhen I receive [next v]\nnext costume\n\n@CORONA\n\nwhen flag clicked\nshow\ngo to [back v] layer\n\nwhen I receive [\[intro\]end v]\nhide\n\n@Ocean\n\nwhen flag clicked\nhide\nforever\n if <([costume name v] of [地面 v]) = [コスチューム11]> then\n go to [back v] layer\n show\n else\n hide\n end\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [pixelate v] effect to (100)\nset [brightness v] effect to (100)\nset [whirl v] effect to (100)\nshow\nrepeat (10)\n change [pixelate v] effect by (-10)\n change [brightness v] effect by (-10)\n change [whirl v] effect by (-10)\nend\nwait (1) seconds\nhide\nset [pixelate v] effect to (100)\nset [brightness v] effect to (100)\nset [whirl v] effect to (100)\n\nwhen flag clicked\nhide\n\n@thumbnail\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@☆&♡\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (100)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [2]> then\n forever\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n start sound [決定ボタンを押す v]\n stop [this script v]\n end\n end\nend\nif <(costume [number v]) = [3]> then\n clear graphic effects\n go to x: (60) y: (208)\n glide (0.8) secs to x: (60) y: (120)\n wait (0.8) seconds\n glide (0.8) secs to x: (60) y: (208)\n delete this clone\nend\n\nwhen I receive [start v]\nhide\nset [ハート v] to [0]\nset [星 v] to [0]\ngo to x: (0) y: (0)\nswitch costume to (ハート v)\ncreate clone of (_myself_ v)\nswitch costume to (星 v)\ncreate clone of (_myself_ v)\nforever\n if <((ハート) + (星)) = [2]> then\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n stop [this script v]\n end\nend\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\nwhen I receive [start v]\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\n@spike\n\nwhen flag clicked\nset size to (80) %\ngo to x: (53) y: (-38)\nswitch costume to (コスチューム1 v)\nhide\nforever\n go to [back v] layer\nend\n\nwhen I receive [start v]\nshow\n\nwhen I receive [next v]\nnext costume\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n
日本語は下\nEnglish\nThis project was created to ride that trend. Everyone, please give me stars and hearts. please. Also, the platformer was borrowed from @omegadavid777. Thank you very much. In this game, you can transform into various Godzillas. However, this setting is based on the 1962 movie ``King Kong vs. Godzilla.'' (lol)\nMethod of operation\nGo right with the right arrow key\nMove left with the left arrow key.\nJump with the up arrow key!\nChange Godzilla with 1-0 keys!\n日本語\nこのプロジェクトは傾向に乗るために作りました。皆さん星とハートをください。お願いします。また、プラットフォーマーは@omegadavid777 さんからお借りしたものです。本当に感謝します。そして、このゲームは色々なゴジラに変更できます。でもステージは1962年公開の、「キングコング対ゴジラ」を参考に作りました。(笑)\n操作方法\n右向き矢印キーで右に行く\n左向き矢印キーで左に行く。\n上向き矢印キーでジャンプ!\n1〜9キーでゴジラを変更できます!
Halloween platformer!/ハロウィンのプラットフォーマー
@Stage\n\n@軽量化用スプライト!\n\n@プラフォ君\n\ndefine 初期位置\nswitch costume to (普通 v)\nset size to (65) %\ngo to x: (-212) y: (89)\nset rotation style [left-right v]\nset [x v] to [0]\nset [y v] to [0]\nshow\n\nwhen I start as a clone\nset [brightness v] effect to (0)\nrepeat (9)\n change [ghost v] effect by (7)\n change size by (-5.2)\nend\ndelete this clone\n\nwhen [down arrow v] key pressed\nforever\n if <<(y position) < [-165]> and <key (down arrow v) pressed?>> then\n 初期位置\n end\nend\n\nwhen [down arrow v] key pressed\nforever\n if <(y position) < [-180]> then\n start sound [crashed oof v]\n repeat (10)\n set [ghost v] effect to (7)\n end\n clear graphic effects\n wait (0.05) seconds\n 初期位置\n end\nend\n\nwhen I receive [スタート v]\nset [color v] effect to (色)\nshow\nset [ステージ v] to [1]\n初期位置\nforever\n if <(NEXT) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n create clone of (_myself_ v)\n change [x v] by (1.75)\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 create clone of (_myself_ v)\n change [x v] by (-1.75)\n point in direction (-90)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change y by (1)\n if <touching (ステージ v)?> then\n change 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 <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <(x) > [0]> then\n set [x v] to [-15]\n else\n set [x v] to [15]\n end\n set [y v] to [14.5]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n if <not <touching (空 v)?>> then\n change [y v] by (-1)\n end\n change y by (y)\n if <touching (空 v)?> then\n change [y v] by (-1)\n change y by (y)\n end\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 <touching (ステージ v)?>> then\n change y by (-1)\n if <<touching (ステージ v)?> and <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>>> then\n start sound [ジャンプ v]\n create clone of (_myself_ v)\n change [y v] by (15)\n end\n change y by (1)\n end\n if <touching (空 v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to [6]\n change y by (y)\n end\n set [x v] to ((x) / (1.3))\n set [y v] to ((y) / (1.5))\n end\n if <<touching (とげ・マグマ v)?> or <(y position) < [-175]>> then\n start sound [crashed oof v]\n repeat (10)\n change [ghost v] effect by (7)\n end\n clear graphic effects\n wait (0.05) seconds\n broadcast (リセット v)\n 初期位置\n end\n if <not <(ステージ) = [9]>> then\n if <(x position) > [215]> then\n change [ステージ v] by (1)\n wait (0.05) seconds\n 初期位置\n broadcast (NEXT v)\n start sound [NEXT v]\n end\n else\n set [ゴールしたか v] to [1]\n broadcast (ゴールした v)\n end\n if <touching (バネ v)?> then\n set [y v] to [20]\n broadcast (バネ発動! v)\n end\n if <<<key (down arrow v) pressed?> or <key (s v) pressed?>> or <<mouse down?> and <(y position) > (mouse y)>>> then\n switch costume to (しゃがむ v)\n if <<touching (とげ・マグマ v)?> or <(y position) < [-175]>> then\n 初期位置\n end\n else\n switch costume to (普通 v)\n end\nend\n\nwhen flag clicked\nhide\nhide variable [☁ 世界記録 v]\nhide variable [タイマー v]\n\nwhen I receive [スタート v]\nforever\n set [color v] effect to (色)\nend\n\nwhen I receive [スタート v]\nreset timer\nforever\n set [タイマー v] to ((timer) - (14))\nend\n\n@ステージ\n\nwhen I receive [スタート v]\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (-2) y: (1)\nset size to (100) %\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nhide\n\n@とげ・マグマ\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen I receive [スタート v]\npoint in direction (90)\ngo to x: (0) y: (0)\nshow\n\nwhen flag clicked\nhide\n\n@解説\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\nwhen flag clicked\nforever\n if <(NEXT) = [1]> then\n hide\n wait until <(NEXT) = [0]>\n show\n end\nend\n\nwhen I receive [スタート v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nhide\n\n@outro\n\nwhen I start as a clone\nif <(Outro:ID) = [0]> then\n go to x: (-500) y: (0)\n switch costume to (ー v)\n go to [front v] layer\n show\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (10))\n end\nend\nif <(Outro:ID) = [1]> then\n go to x: (-500) y: (0)\n switch costume to (ー2 v)\n go to [front v] layer\n show\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (10))\n end\nend\nif <(Outro:ID) = [2]> then\n go to x: (-500) y: (0)\n switch costume to (ー3 v)\n go to [front v] layer\n show\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (10))\n end\nend\nif <(Outro:ID) = [3]> then\n go to x: (0) y: (0)\n switch costume to (thank you v)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait (1) seconds\n repeat (10)\n change [ghost v] effect by (10)\n end\nend\nif <(Outro:ID) = [4]> then\n go to x: (0) y: (0)\n switch costume to (アイコン v)\n go to [front v] layer\n set size to () %\n show\n repeat until <[99] < (size)>\n change size by (((100) - (size)) / (5))\n end\n repeat until <[49] < (y position)>\n change y by (((50) - (y position)) / (5))\n end\n set [hannkaiten v] to [0]\n forever\n change [hannkaiten v] by (0.1)\n point in direction ((([sin v] of ((Hannkaiten) * (50)) ) * (10)) + (90))\n end\nend\nif <(Outro:ID) = [5]> then\n go to x: (-140) y: (50)\n switch costume to (サムネ(左) v)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set size to (130) %\n else\n set size to (100) %\n end\n end\nend\nif <(Outro:ID) = [6]> then\n go to x: (140) y: (50)\n switch costume to (サムネ(右) v)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n forever\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set size to (130) %\n else\n set size to (100) %\n end\n end\nend\nif <(Outro:ID) = [7]> then\n go to x: (-80) y: (-100)\n switch costume to (ハート・星・フォロー v)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\nif <(Outro:ID) = [8]> then\n go to x: (155) y: (-100)\n switch costume to (コスチューム1 v)\n set [ghost v] effect to (100)\n go to [front v] layer\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\nend\n\ndefine 色々つくる\nset [outro:id v] to [5]\ncreate clone of (_myself_ v)\nset [outro:id v] to [6]\ncreate clone of (_myself_ v)\nset [outro:id v] to [7]\ncreate clone of (_myself_ v)\nset [outro:id v] to [8]\ncreate clone of (_myself_ v)\n\nwhen I receive [アウトロ発動 v]\nwait (1) seconds\nstart sound [Believer - Silent Partner v]\nset [outro:id v] to [0]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [outro:id v] to [1]\ncreate clone of (_myself_ v)\nwait (0.1) seconds\nset [outro:id v] to [2]\ncreate clone of (_myself_ v)\nwait (1) seconds\nset [outro:id v] to [3]\ncreate clone of (_myself_ v)\nwait (2) seconds\nset [outro:id v] to [4]\ncreate clone of (_myself_ v)\nwait (2) seconds\n色々つくる\n\nbroadcast (アウトロ発動 v)\n\n@intro\n\nwhen I start as a clone\nif <(cloneID) = [logo]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (logo v)\n repeat until <[101] > (size)>\n switch costume to (bit v)\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (logo v)\n end\n repeat until <[66] > (size)>\n change size by (((65) - (size)) / (6.9))\n change [clone_dir v] by (((90) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n end\n set [clone_dir v] to [0.5]\n repeat until <(size) > [100]>\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n end\n repeat (7)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n turn right ((clone_dir) / (-12)) degrees\n switch costume to (logo v)\n end\n hide\n switch costume to (square1 v)\n set [cloneid v] to [square2]\n create clone of (_myself_ v)\n switch costume to (square2 v)\n set [cloneid v] to [square3]\n create clone of (_myself_ v)\n set [cloneid v] to [kirbyzaz]\n create clone of (_myself_ v)\n set [cloneid v] to [back3]\n create clone of (_myself_ v)\n repeat (8)\n set [clone_size v] to [50]\n set [cloneid v] to [square1]\n create clone of (_myself_ v)\n set [cloneid v] to [back2]\n create clone of (_myself_ v)\n broadcast (\[INTRO\]size v)\n switch costume to (square1 v)\n wait (0.561) seconds\n end\n broadcast (\[INTRO\]spin v)\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back]> then\n show\n set [clone_dir v] to [360]\n switch costume to (bit v)\n set size to (1200) %\n switch costume to (blackbar1 v)\n repeat until <[175] > (size)>\n switch costume to (bit v)\n change size by (((174) - (size)) / (6.9))\n change [clone_dir v] by (((65) - (clone_dir)) / (6.9))\n point in direction (clone_dir)\n switch costume to (back v)\n end\n set [clone_dir v] to [0.5]\n repeat (15)\n switch costume to (bit v)\n change [clone_dir v] by ((clone_dir) / (2))\n change size by (clone_dir)\n switch costume to (back v)\n turn right ((clone_dir) / (12)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [b1]> then\n switch costume to (blackbar1 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((125) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((-1) - (y position)) / (5))\n switch costume to (blackbar1 v)\n show\n end\n broadcast (\[INTRO\]end v)\nend\n\nwhen I start as a clone\nif <(cloneID) = [b2]> then\n switch costume to (blackbar2 v)\n set [ghost v] effect to (100)\n go to x: (0) y: (0)\n show\n repeat (10)\n set size to (100) %\n go to [front v] layer\n change [ghost v] effect by (-10)\n end\n wait (0.1) seconds\n repeat until <(timer) > [9]>\n go to [front v] layer\n change y by (((-125) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\n repeat until <(timer) > [10]>\n go to [front v] layer\n change y by (((1) - (y position)) / (5))\n switch costume to (blackbar2 v)\n show\n end\nend\n\nwhen flag clicked\npoint in direction (90)\nreset timer\nstart sound [Foxsky - Kirby Smash v]\nwait (0.7) seconds\nhide\nset [cloneid v] to [b1]\ncreate clone of (_myself_ v)\nset [cloneid v] to [b2]\ncreate clone of (_myself_ v)\nwait (0.3) seconds\nset [cloneid v] to [back]\ncreate clone of (_myself_ v)\nset [cloneid v] to [logo]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nif <(cloneID) = [square1]> then\n go to [back v] layer\n go [forward v] (3) layers\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n repeat until <(size) > [100]>\n change size by (((clone_size) - (size)) / (5))\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by (((clone_size) - (size)) / (5))\n switch costume to (clone_cos)\n turn right (((clone_dir) - (direction)) / (5)) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back2]> then\n switch costume to (back2 v)\n clear graphic effects\n set [ghost v] effect to (50)\n show\n go to [front v] layer\n repeat (25)\n change [ghost v] effect by (2)\n end\n hide\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [back3]> then\n go to x: (0) y: (0)\n show\n switch costume to (back3 v)\n set [s v] to [90]\n show\n set [clone_dir v] to [90]\n \n switch costume to (bit v)\n set size to (100) %\n go to [back v] layer\n change [clone_dir v] by (((s) - (clone_dir)) / (5))\n point in direction (clone_dir)\n switch costume to (back3 v)\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [square3]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * ((2.25) * (2.25))) - (size)) / (5))\n turn right ((((clone_dir) * ((2.25) * (2.25))) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(cloneID) = [square2]> then\n set [clone_dir v] to [0]\n show\n set [clone_cos v] to (costume [number v])\n set size to (0) %\n go to x: (0) y: (0)\n repeat until <(size) > [100]>\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n end\n repeat until <(size) > [1500]>\n switch costume to (bit v)\n change size by ((((clone_size) * (2.25)) - (size)) / (5))\n turn right ((((clone_dir) * (2.25)) - (direction)) / (5)) degrees\n switch costume to (clone_cos)\n turn right (0.1) degrees\n end\n delete this clone\nend\n\nwhen I receive [\[intro\]size v]\nif < (cloneID) contains [square]?> then\n if <[350] < (clone_dir)> then\n set [clone_dir v] to [0]\n end\n change [clone_size v] by ((clone_size) * (1.5))\n change [clone_dir v] by (22.5)\nend\nif <(cloneID) = [back3]> then\n change [s v] by (90)\nend\n\nwhen I receive [\[intro\]spin v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [kirbyzaz]> then\n set [clone_cos v] to (pick random (5) to (10))\n change size by (30)\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I start as a clone\nif <(cloneID) = [kirbyzaz]> then\n show\n set [clone_dir v] to [90]\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (bit v)\n set size to (200) %\n switch costume to (yourname v)\n \n switch costume to (bit v)\n change size by (((120) - (size)) / (5))\n switch costume to (yourname v)\n go to [front v] layer\n go [backward v] (2) layers\n end\nend\n\nwhen I receive [\[intro\]size v]\nif <(cloneID) = [b1]> then\n set [clone_cos v] to [2]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\nif <(cloneID) = [b2]> then\n set [clone_cos v] to [-5]\n repeat (35)\n set [clone_cos v] to (((clone_cos) * (0.75)) + (((90) - (direction)) * (0.3)))\n turn right (clone_cos) degrees\n end\nend\n\nwhen I receive [\[intro\]end v]\nif <<(cloneID) = [b1]> or <(cloneID) = [b2]>> then\n wait (1) seconds\n if <(cloneID) = [b1]> then\n change y by (1.5)\n repeat until <(y position) > [200]>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar1 v)\n end\n else\n change y by (-1.5)\n repeat until <[-200] > (y position)>\n switch costume to (back2 v)\n change y by ((y position) / (3))\n switch costume to (blackbar2 v)\n end\n end\n delete this clone\nelse\n hide\n delete this clone\nend\n\n@タボフィー\n\nwhen flag clicked\nforever\n set [turbo v] to [0]\n wait (0.001) seconds\n if <[3] < (Turbo)> then\n show\n else\n hide\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [turbo v] by (1)\nend\n\n@空\n\nwhen flag clicked\nclear graphic effects\nhide\n\nwhen I receive [スタート v]\nshow\nset [ghost v] effect to (100)\nforever\n switch costume to (ステージ)\nend\n\n@素材\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\nwhen I receive [サムネ v]\nset [星 v] to [0]\nset [ハート v] to [0]\n\nwhen flag clicked\nset [星 v] to [0]\nset [ハート v] to [0]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n hide\n go to x: (0) y: (-15)\n forever\n wait until <touching (mouse-pointer v)?>\n wait (0.1) seconds\n if <touching (mouse-pointer v)?> then\n set [ハート v] to [1]\n end\n end\nelse\n if <(costume [number v]) = [2]> then\n hide\n go to x: (0) y: (0)\n forever\n wait until <touching (mouse-pointer v)?>\n wait (0.1) seconds\n if <touching (mouse-pointer v)?> then\n set [星 v] to [1]\n end\n end\n else\n if <(costume [number v]) = [3]> then\n forever\n set size to (100) %\n go to x: (-90) y: (-600)\n go to [front v] layer\n wait until <<(星) = [1]> and <(ハート) = [1]>>\n show\n repeat (25)\n change y by (2)\n end\n wait (3) seconds\n repeat (30)\n set size to (1000) %\n change y by (-2)\n set size to (100) %\n end\n set [ハート v] to [0]\n set [星 v] to [0]\n hide\n end\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [サムネ v]\nswitch costume to (コスチューム1 v)\nrepeat (3)\n create clone of (_myself_ v)\n next costume\nend\n\n@❤⭐\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nwait (2) seconds\n\nwhen I receive [動き v]\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I start as a clone\nshow\n\nwhen I start as a clone\nif <(クローンおk) = [⭕]> then\n if <(costume [name v]) = [コスチューム3]> then\n switch costume to (コスチューム3 v)\n go to x: (60) y: (200)\n hide\n wait (0.5) seconds\n show\n repeat (10)\n change y by (((120) - (y position)) / (5))\n end\n show\n switch costume to (コスチューム3 v)\n switch costume to (コスチューム3 v)\n wait (0.5) seconds\n switch costume to (コスチューム3 v)\n repeat (15)\n change x by (((140) - (x position)) / (5))\n end\n switch costume to (コスチューム3 v)\n repeat (15)\n change x by (((210) - (x position)) / (5))\n end\n switch costume to (コスチューム3 v)\n repeat (20)\n change x by (((230) - (x position)) / (5))\n change y by (((180) - (y position)) / (5))\n end\n delete this clone\n end\nend\n\nwhen I start as a clone\nset [クローンおk v] to [⭕]\nif <(costume [name v]) = [コスチューム2]> then\n if <(クローンおk) = [⭕]> then\n show\n switch costume to (コスチューム2 v)\n repeat (20)\n change y by (((-50) - (y position)) / (5))\n end\n wait (0.55) seconds\n start sound [Coin v]\n switch costume to (コスチューム4 v)\n wait (0.55) seconds\n start sound [Coin v]\n switch costume to (コスチューム5 v)\n wait (0.55) seconds\n start sound [Coin v]\n switch costume to (コスチューム1 v)\n wait (0.5) seconds\n repeat (20)\n change y by (((10) - (y position)) / (5))\n end\n hide\n set [クローンおk v] to [❌]\n end\nend\n\nwhen I start as a clone\nif <(クローンおk) = [❌]> then\n delete this clone\nend\n\nwhen I receive [スタート v]\nforever\n switch costume to (コスチューム2 v)\n create clone of (_myself_ v)\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n wait (15) seconds\nend\n\n@♡☆などの雨\n\nwhen I receive [イントロ終わった v]\nhide\nset [gravity v] to [0]\nwait (1) seconds\nforever\n if <(ステージ) = [30]> then\n create clone of (_myself_ v)\n wait (0.2) seconds\n end\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (90.0) to (65.0)) %\ngo [backward v] (20) layers\nswitch costume to (pick random (1) to (5))\npoint in direction (pick random (0) to (180))\ngo to x: (pick random (-200.0) to (200.0)) y: (180)\nset [gravity v] to [0]\nrepeat until <(y position) < [-180]>\n change [gravity v] by (-1)\n change y by (gravity)\n turn right (((round (x position)) / ([abs v] of (round (x position)) )) * (2)) degrees\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\n@Broom\n\nwhen flag clicked\nhide\n\nwhen I receive [スタート v]\nshow\nforever\n go to x: ([x position v] of [プラフォ君 v]) y: (([y position v] of [プラフォ君 v]) + (-5))\nend\n\n@NEXT\n\nwhen I receive [next v]\nset [color v] effect to (変数)\nshow\ngo to x: (-540) y: (0)\nset [next v] to [1]\nrepeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (4))\nend\nrepeat until <(round (y position)) = [414]>\n change y by (((414) - (y position)) / (4))\nend\nhide\nset [next v] to [0]\nset [変数 v] to (pick random (1) to (100))\n\nwhen flag clicked\ngo to [front v] layer\nset size to (100) %\nset [next v] to [0]\nhide\n\n@終わり\n\nwhen I receive [ゴールした v]\nwait (0.1) seconds\nforever\n go to [front v] layer\n set size to (100) %\n show\n if <(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\n end\n wait (2) seconds\nend\n\nwhen flag clicked\nhide\nswitch costume to (pick random (1) to (2))\n\n@スプライト2\n\nwhen flag clicked\nhide\ngo to x: (-140) y: (0)\n\nwhen I start as a clone\nset size to (125) %\nshow\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set size to (115) %\n wait (0.1) seconds\n set size to (125) %\n start sound [Coin v]\n wait (0.1) seconds\n broadcast (スタート v)\n end\n else\n clear graphic effects\n end\nend\n\nwhen I receive [スタート v]\ndelete this clone\n\nwhen I receive [イントロ終わった v]\ncreate clone of (_myself_ v)\n\n@スプライト3\n\nwhen I start as a clone\nset size to (50) %\nshow\nforever\n if <(costume [name v]) = [p]> then\n set [color v] effect to (色)\n end\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (20)\n if <<mouse down?> and <touching (mouse-pointer v)?>> then\n set size to (60) %\n wait (0.1) seconds\n set size to (50) %\n start sound [ポップ v]\n if <(costume [name v]) = [1]> then\n change [色 v] by (8)\n wait (0.1) seconds\n else\n if <(costume [name v]) = [2]> then\n change [色 v] by (-8)\n wait (0.1) seconds\n end\n end\n end\n else\n set [brightness v] effect to (0)\n end\nend\n\nwhen I receive [スタート v]\ndelete this clone\n\nstart sound [ポップ v]\n\nwhen I receive [イントロ終わった v]\nset [色 v] to [0]\nswitch costume to (1 v)\nhide\ngo to x: (20) y: (0)\nrepeat (3)\n next costume\n create clone of (_myself_ v)\n change x by (60)\nend\n\nwhen flag clicked\nhide\n\n@スコア表示\n\nwhen I start as a clone\nset [クローン番号 v] to (x position)\nshow\nforever\n switch costume to (letter (クローン番号) of (タイマー))\n set size to (大きさ) %\n go to x: ((x(タイマー用)) + (((クローン番号) - (1)) * ((size) * (0.25)))) y: (y(タイマー用))\nend\n\nwhen flag clicked\nset [ゴールしたか v] to [0]\nhide variable [大きさ v]\nhide variable [クローン番号 v]\nhide variable [x(タイマー用) v]\nhide variable [y(タイマー用) v]\nhide variable [クローン作ったか v]\nset [クローン作ったか v] to [0]\n\nwhen flag clicked\nwait until <(ゴールしたか) = [1]>\nset x to (0)\nrepeat (10)\n change x by (1)\n create clone of (_myself_ v)\nend\nshow\nset [クローン作ったか v] to [1]\n\nwhen I start as a clone\nif <(☁ 世界記録) > (タイマー)> then\n set [☁ 世界記録 v] to (タイマー)\nend\n\n@スプライト1\n\n@ハンター\n\nwhen flag clicked\nhide\n\nwhen I receive [イントロ終わった v]\nhide\nwait until <(ステージ) = [8]>\nshow\npoint in direction (90)\nrepeat until <(ステージ) = [9]>\n point towards (プラフォ君 v)\n move (5) steps\nend\n\n
ステージはどんどん追加していきます!\n※タイマー機能実装のため再共有しました。\n拡散してくれた人、名前書きます!(タグの下)\n⭐傾向目指してます!⭐\n⭐I want to be on the trend!!!!⭐\nEnglish is below↓\n\n【日本語】\nこのプラットフォーマーはただのプラットフォーマーではありません。なぜなら、「飛ぶ」ことができるからです!\nこれを作るのに、ものすごく時間がかかりました。だから、♡&⭐を忘れずにお願いします!\n\n【English】\nWelcome to the my platformer! I'm @5-2kaito. Please follow me. This platformer can 「fly in the sky」! \nWe spent a lot of time making this. Please don't forget \nto press ♡&⭐!\n\n【クレジット】※感謝します。\nサムネ @harunaka926さん\n音 効果音ラボ\nハロウィンの背景 イラストAC\nイントロ @t9decodeさん\nplayの文字 @YY-Hさん\nタボフィー @boudannsyounenndannさん\nプラフォ君のコスチューム @takumarionさん\n♡&☆検知 @SMEcreaterさん\n♡&☆要求 @hidetada73さん\n♡&☆の雨 @youking2010さん\nアウトロ @osaruosaruosaruさん\n\n【タグ】\n#platformer #5-2kaito #Fly #game #games #halloween #mobile #PC #all\n\n【拡散してくれた人】\n@5-2kaito(((殴\n@pokesvさん\n@xyk7570さん\n@Zei_Para_channelさん\n@rairai34さん\n@sibainu345さん\n@karintou_さん\n@yuuya-0さん\n@kee-proさん\n@tibitokaさん\n@-sie-さん\n@HANIWA1222さん\n@mairu-さん\n@taaakuさん\n@tsu-san0410____さん
Kool platformer
@Stage\n\n@My player\n\nwhen flag clicked\nset [time v] to [0]\nset [gravity v] to [-1]\nset [jump force v] to [17]\nset [acceleration v] to [2]\nset [resistance v] to [0.8]\nbroadcast (setup v) and wait\nreset and begin level\n\ndefine move-in steps (steps)\nchange [falling v] by (1)\nrepeat (steps)\n set [last value v] to (x position)\n change x by ((speed x) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set x to (last value)\n set [speed x v] to [0]\n end\n set [last value v] to (y position)\n change y by ((speed y) / (steps))\n check touching solid\n if <(touching) > [0]> then\n set y to (last value)\n if <(speed y) < [0]> then\n set [falling v] to [0]\n end\n set [speed y v] to [0]\n end\nend\n\nwhen I receive [lvl2 v]\ngo to x: (-150) y: (50)\n\nwhen I receive [lvl3 v]\ngo to x: (-150) y: (50)\n\ndefine check touching solid\nif <<touching (ground v)?> or <touching (door 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 (ground v)?>\ncontrols - up and down\ncontrols - left and right\nmove-in steps (([abs v] of (speed x) ) + ([abs v] of (speed y) ))\n\ndefine controls - up and down\ncontrols-up\ncontrols-down\n\ndefine controls - left and right\nif <key (left arrow v) pressed?> then\n point in direction (-90)\n change [speed x v] by ((0) - (ACCELERATION))\nend\nif <key (right arrow v) pressed?> then\n point in direction (90)\n change [speed x v] by (ACCELERATION)\nend\nset [speed x v] to ((speed x) * (RESISTANCE))\n\ndefine reset and begin level\nset [pixelate v] effect to (0)\nset [ghost v] effect to (0)\nset [speed x v] to [0]\nset [speed y v] to [0]\nset [falling v] to [99]\nbegin lvl # [1] Go to x, y: [-150] [75]\npoint in direction (90)\n\nwhen I receive [game loop v]\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 lvl # ((LVL #) + (1)) Go to x, y: [-230] []\nend\nif <(x position) < [-235]> then\n if <not <(LVL #) = [0]>> then\n begin lvl # ((LVL #) + (-1)) Go to x, y: [235] []\n else\n begin lvl # ((LVL #) + (-1)) Go to x, y: [84] []\n end\nend\nif <(y position) < [-190]> then\n broadcast (lose life v)\nend\nif <<touching (danger v)?> or <touching (danger2 v)?>> then\n broadcast (lose life v)\nend\n\ndefine begin lvl # (lvl #) Go to x, y: (x) (y)\nset [lvl # v] to (lvl #)\nset x to (x)\nset y to (y)\nbroadcast (Change lvl v)\nstop [other scripts in sprite v]\nwait (0) seconds\nfix collision in direction [0]\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 (64)\n check touching solid\nend\nif <(touching) < [1]> then\n point in direction (temp)\nend\nmove (distance) steps\nturn right (180) degrees\nchange [distance v] by (1)\npoint in direction (90)\n\nwhen I receive [tick - first v]\nswitch costume to (player v)\nset rotation style [left-right v]\n\nwhen I receive [game loop v]\nset [ghost v] effect to (0)\nforever\n if <(time.stop) = [0]> then\n wait (0.1) seconds\n change [time v] by (0.1)\n end\nend\n\nwhen I receive [lose life v]\nstop [other scripts in sprite v]\nrepeat (100)\n change [pixelate v] effect by (1)\n change [ghost v] effect by (1)\nend\nreset and begin level\n\ndefine animate run\nswitch costume to (player v)\nwait (0.3) seconds\nswitch costume to (player2 v)\nwait (0.3) seconds\nswitch costume to (player3 v)\nwait (0.3) seconds\nswitch costume to (player2 v)\nwait (0.3) seconds\nswitch costume to (player v)\n\nanimate run\n\nanimate run\n\nwhen I receive [fix collision v]\nask [which direction] and wait\nrepeat (30)\n fix collision in direction (answer)\nend\n\nwhen flag clicked\nforever\n if <not <(y position) < [129]>> then\n broadcast (hide variables v)\n else\n broadcast (show variables v)\n end\nend\n\nwait (3) seconds\n\nwhen I receive [stop v]\nstop [all v]\n\ndefine controls-down\nif <key (down arrow v) pressed?> then\n switch costume to (player squat v)\nelse\n switch costume to (player v)\nend\nchange [speed y v] by (GRAVITY)\n\ndefine controls-up\nif <key (up arrow v) pressed?> then\n if <(falling) < [1]> then\n set [speed y v] to (JUMP FORCE)\n end\n switch costume to (player jump v)\nelse\n switch costume to (player v)\nend\n\nwhen I receive [change lvl v]\nif <(LVL #) = [14]> then\n set [time.stop v] to [1]\nelse\n set [time.stop v] to [0]\nend\n\nwhen flag clicked\nset [time.stop v] to [0]\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\n@ground\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\nwhen I receive [change lvl v]\nswitch costume to (join [lvl] (LVL #))\n\nwhen I receive [ex v]\nswitch costume to (lvl7ex v)\nset [lvl # v] to [7 EX]\n\n@text\n\nwhen flag clicked\nforever\n switch costume to (join [lvl] (LVL #))\nend\n\n@danger\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\nwhen I receive [change lvl v]\nswitch costume to (blank v)\nswitch costume to (join [lvl] (LVL #))\nif <<<<(LVL #) = [5]> or <(LVL #) = [6]>> or <(LVL #) = [7]>> or <(LVL #) = [13]>> then\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\n@money\n\nwhen I receive [change lvl v]\nif <(LVL #) = (my lvl)> then\n show\nelse\n hide\nend\n\nwhen I start as a clone\nrepeat until <touching (my player v)?>\n change y by ((0.5) * ([sin v] of (frame) ))\n change [frame v] by (5)\nend\nset [my lvl v] to []\nstart sound [Collect v]\nif <(costume [number v]) = [1]> then\n change [tokens v] by (1)\nelse\n add [key1] to [collected v]\nend\nrepeat (20)\n change y by (2)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen I receive [setup v]\ndelete all of [collected v]\nset [frame v] to [0]\nset [tokens v] to [0]\nhide\nplace [money] lvl [1] xy [20] [-59]\nplace [money] lvl [2] xy [0] [36]\nplace [money] lvl [3] xy [138] [-56]\nplace [money] lvl [4] xy [148] [-76]\nplace [money] lvl [5] xy [166] [-25]\nplace [money] lvl [6] xy [42] [0]\nplace [money] lvl [7] xy [-62] [-9]\nplace [money] lvl [8] xy [145] [-48]\nplace [money] lvl [9] xy [0] [0]\nplace [money] lvl [10] xy [-32] [-85]\nplace [money] lvl [11] xy [123] [-28]\nplace [money] lvl [12] xy [187] [-51]\nplace [money] lvl [13] xy [187] [-51]\n\ndefine place (costume name) lvl (lvl) xy (x) (y)\nset [my lvl v] to (lvl)\nswitch costume to (costume name)\ngo to x: (x) y: (y)\ncreate clone of (_myself_ v)\nset [my lvl v] to []\n\n@danger2\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\nwhen I receive [change lvl v]\nswitch costume to (blank v)\nswitch costume to (join [lvl] (LVL #))\n\n forever\n set y to ((5) * ([sin v] of ((timer) * (360)) ))\n end\nend\n\nwhen flag clicked\nswitch costume to (lvl1 v)\n\n@dark\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <<<<<(LVL #) = [8]> or <(LVL #) = [9]>> or <(LVL #) = [10]>> or <(LVL #) = [11]>> or <(LVL #) = [12]>> then\n show\n switch costume to (join [lvl] (LVL #))\n else\n hide\n end\nend\n\n@fix collision button\n\nwhen this sprite clicked\nbroadcast (fix collision v)\n\nwhen I receive [show variables v]\nshow variable [lvl # v]\nshow variable [tokens v]\nshow variable [time v]\nshow\n\nwhen I receive [hide variables v]\nhide variable [lvl # v]\nhide variable [tokens v]\nhide variable [time v]\nhide\n\n@door\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (4) y: (4)\nforever\n if <(LVL #) = [1]> then\n show\n if <(door.open) = [0]> then\n switch costume to (closed v)\n else\n glide (1) secs to x: (4) y: (125)\n switch costume to (open v)\n end\n else\n hide\n end\nend\n\nwhen I receive [restart v]\ngo to x: (4) y: (4)\n\n@button\n\nwhen flag clicked\nbroadcast (restart v)\nforever\n if <not <(LVL #) = [1]>> then\n hide\n else\n show\n end\nend\n\nwhen I receive [restart v]\nswitch costume to (not clicked v)\nset [door.open v] to [0]\nforever\n if <<touching (my player v)?> and <(costume [number v]) = [1]>> then\n if <(door.open) = [0]> then\n change [door.open v] by (1)\n else\n change [door.open v] by (-1)\n end\n switch costume to (clicked v)\n end\nend\n\nwhen I receive [lose life v]\nwait (3.4) seconds\nbroadcast (restart v)\n\n@skin button\n\nwhen this sprite clicked\nif <(costume [name v]) = [enter]> then\n broadcast (stop v)\n switch costume to (exit v)\nelse\n broadcast (game loop v)\n switch costume to (enter v)\nend\n\n@skin shop\n\nwhen I receive [game loop v]\nhide\n\nwhen I receive [stop v]\n\nshow\n\n@skins\n\nwhen this sprite clicked\nif <<<(costume [name v]) = (join [normal ] [select])> or <<[] = (join [demon ] [select])> or <[] = (join [purple ] [select])>>> or <<[] = (join [gradient ] [select])> or <<[] = (join [gradient demon ] [select])> or <[] = (join [me ] [select])>>>> then\n\n@portal\n\nwhen I receive [change lvl v]\nif <(LVL #) = [14]> then\n show\n switch costume to (lvl14 v)\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (my player v)?> then\n set [lvl # v] to [1]\n broadcast (Change lvl v)\n broadcast (game loop v)\n end\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\nset [encoded idx v] to [1]\nval = READ NUMBER from "encoded string"\nval = READ NUMBER from "encoded string"\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]\nset [my player uid v] to (pick random (1) to (9999999))\nset [player # v] to []\n\nwhen I receive [cloud - tick v]\nchange [cloud tick v] by (1)\nProcess Cloud Item [1] value (join [c ] (☁ CLOUD 1))\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 [collected v]\nend\nset [☁ cloud 1 v] to (encoded string)\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 [cloud values v])\nif <(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])\nend\nreplace item (player #) of [player data v] with (new value)\nset [player # v] to []\n\n
Controls: up arrow = jump, down arrow = squat, left arrow = left, right arrow = right. here are all versions so far:\nV1: basic game\nV2: soon!\n-----------------------------------WARNING---------------------------You cannot use coins for anything yet. It may be bad.
MINECRAFT PLATFORMER
@Stage\n\nwhen flag clicked\nforever\n play sound [音楽 v] until done\nend\n\n@1\n\ndefine 初期化\nswitch costume to (すてぃぶ v)\nset [yy v] to [0]\nset [xx v] to [0]\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nhide\nwait (0) seconds\nswitch costume to (すてぃぶ v)\nset rotation style [left-right v]\nshow\nset [xx v] to [0]\nset [yy v] to [0]\n初期化\nforever\n if <<key (right arrow v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (90)\n change [xx v] by (0.5)\n else\n point in direction (90)\n change [xx v] by (0.5)\n end\n end\n if <<key (left arrow v) pressed?> or <<mouse down?> and <[0] > (mouse x)>>> then\n if <<touching (14 v)?> or <touching (ソウルサンド v)?>> then\n point in direction (-90)\n change [xx v] by (-0.5)\n else\n point in direction (-90)\n change [xx v] by (-0.5)\n end\n end\n set [xx v] to ((xx) * (0.9))\n change x by (xx)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (xx))\n end\n if <not <touching (14 v)?>> then\n change [yy v] by (-1)\n end\n change y by (yy)\n if <touching (2 v)?> then\n change y by ((-1) * (yy))\n set [yy v] to [0]\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [10]\n end\n end\n if <touching (3 v)?> then\n broadcast (itai v)\n start sound [ようがかんn v]\n switch costume to (コスチューム3 v)\n 初期化\n end\n if <<<(x position) > [230]> or <touching (17 v)?>> or <[-185] > (y position)>> then\n if <not <(ステージ) = [16]>> then\n broadcast (next v)\n change [ステージ v] by (1)\n 初期化\n end\n end\nend\n\nまつ [0.15]\n\nchange [yy v] by (-1)\n\nif <(y position) > [180]> then\n if <(ステージ) = [1]> then\nend\n\nwhen I receive [終わり v]\n\n\n if <not <<<(x position) > [230]> or <touching (17 v)?>> = [16]>> then\n broadcast (next v)\n change [ステージ v] by (1)\n 初期化\n end\nend\n\ngo to (random position v)\n\nchange [ステージ v] by (1)\n\n\n if <(ステージ) = [6]> then\nend\n\nwhen flag clicked\nforever\n wait until <touching (14 v)?>\n if <<key (up arrow v) pressed?> or <<mouse down?> and <(mouse y) > [0]>>> then\n set [yy v] to [5]\n else\n change [yy v] by (-0.25)\n end\nend\n\ngo to x: (0) y: (0)\n\nwhen I receive [a v]\nshow\ngo to x: (-200) y: (0)\n\nwhen flag clicked\nforever\n\nset [yy v] to [5]\n\nchange [yy v] by (-0.25)\n\nwhen flag clicked\nforever\n if <<touching (2 v)?> and <<<key (left arrow v) pressed?> or <<mouse down?> and <(mouse x) < [0]>>> or <<key (right arrow v) pressed?> or <<mouse down?> and <[0] < (mouse x)>>>>> then\n play sound (pick random (2) to (3)) until done\n end\nend\n\nwhen flag clicked\nforever\n if <[0] < (ステージ)> then\n switch costume to (すてぃぶ v)\n end\nend\n\nwhen flag clicked\n\nwait until <touching (ソウルサンド v)?>\n\n\nchange [yy v] by (-1)\n\nwhen flag clicked\n\nwhen I receive [弓当たる v]\nset [yy v] to [5]\nchange [xx v] by (-10)\n\nwhen I receive [攻撃された v]\nset [yy v] to [5]\nchange [xx v] by (-5)\n\ndefine まつ (何秒???)\nwait (何秒???) seconds\n\ngo to (random position v)\n\n@2\n\nwhen flag clicked\nset [ステージ v] to [1]\nhide\nwait (0) seconds\nshow\nhide variable [☁ world records v]\nhide variable [time v]\ngo to [front v] layer\nforever\n switch costume to (ステージ)\nend\n\nset [ステージ v] to [18]\n\nwhen flag clicked\nset [time v] to [0]\nforever\n if <(ステージ) = [16]> then\n show variable [time v]\n if <(time) < (☁ World Records)> then\n set [☁ world records v] to (time)\n end\n else\n wait (1) seconds\n change [time v] by (1)\n end\nend\n\nshow variable [☁ world records v]\n\nset [☁ world records v] to [300]\n\n@3\n\nwhen flag clicked\nhide\nwait (0) seconds\nshow\nset [ステージ v] to [1]\nforever\n switch costume to (ステージ)\nend\n\n@4\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset size to (100) %\nset rotation style [all around v]\npoint in direction (180)\n\nwhen flag clicked\nforever\n go to [front v] layer\n if <(costume [number v]) = [2]> then\n if <<key (space v) pressed?> or <key (1 v) pressed?>> then\n repeat (3)\n turn right (15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (-15) degrees\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n if <<key (space v) pressed?> or <mouse down?>> then\n repeat (3)\n turn right (-15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (15) degrees\n end\n end\n end\nend\n\nwhen I receive [攻撃準備 v]\nif <(costume [number v]) = [1]> then\n repeat (3)\n turn right (-15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (15) degrees\n end\n point in direction (180)\nend\n\nwhen I receive [攻撃準備 v]\nif <(costume [number v]) = [2]> then\n repeat (3)\n turn right (-15) degrees\n end\n broadcast (攻撃 v)\n repeat (3)\n turn right (15) degrees\n end\n point in direction (180)\nend\n\nwhen flag clicked\n\nif <touching (1 v)?> then\n\nwhen flag clicked\n\nwhen flag clicked\nset [何の兼? v] to [-1]\nshow\nbroadcast (おく v)\nswitch costume to (剣 キ v)\nforever\n go to (1 v)\n if <<<key (a v) pressed?> or <key (left arrow v) pressed?>> or <<(mouse x) < (x position)> and <mouse down?>>> then\n switch costume to (剣 キ v)\n end\n if <<<key (d v) pressed?> or <key (right arrow v) pressed?>> or <<(x position) < (mouse x)> and <mouse down?>>> then\n switch costume to (建機2 v)\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) < [50]> then\nend\n\n@7\n\nwhen flag clicked\nhide\ngo to [back v] layer\ngo [forward v] (1) layers\nset size to (100) %\nset [brightness v] effect to (0)\ngo to x: (50) y: (-35)\nwait (0) seconds\nforever\n switch costume to (ステージ)\n show\nend\n\ngo to [back v] layer\n\nset [brightness v] effect to (-18)\n\nswitch costume to (ステージ1 v)\nset [brightness v] effect to (0)\nshow\n\nset [ステージ v] to [9]\n\nif <(ステージ) = [11]> then\n\nbroadcast (次元は違う v)\n\nswitch costume to (ステージ5 v)\n\nwhen flag clicked\nforever\n\nset size to (100) %\n\n@8\n\nwhen flag clicked\nset [hp v] to [20]\nhide\nwait (0) seconds\ngo to [front v] layer\nshow\ngo to x: (0) y: (-150)\nset size to (150) %\nswitch costume to (health20 v)\n\nwhen I receive [攻撃された v]\nstart sound [ダメージ v]\nchange [hp v] by (-3)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nswitch costume to ((costume [number v]) + (3))\n\nwhen I receive [終わり v]\nbroadcast (a v)\nset [hp v] to [20]\n\nwhen I receive [ゲーム終了です v]\n\nhide\n\nwhen flag clicked\nforever\n if <touching (すてぃいいいいいぶ v)?> then\n set [ghost v] effect to (80)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen I receive [次元は違う v]\nhide\n\nwhen flag clicked\n\nwhen I receive [終わり v]\n\nstop [all v]\n\nwhen I receive [弓当たる v]\nstart sound [ダメージ v]\nchange [hp v] by (-2)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nswitch costume to ((costume [number v]) + (4))\n\nrepeat (2)\n next costume\nend\n\nwhen flag clicked\nforever\n if <[0] > (HP)> then\nend\n\nstop [all v]\n\nbroadcast (終わり v)\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (health20 v)\n\nwhen I receive [itai v]\nstart sound [ダメージ v]\nchange [hp v] by (-5)\nswitch costume to ((costume [number v]) + (5))\n\nwhen I receive [うぉーでんざぱわー v]\nstart sound [ダメージ v]\nchange [hp v] by (-5)\nif <[0] > (HP)> then\n broadcast (終わり v)\nend\nswitch costume to ((costume [number v]) + (6))\n\nwhen I receive [攻撃された v]\nrepeat (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\nend\n\nwhen I receive [弓当たる v]\nrepeat (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\nend\n\nwhen I receive [itai v]\nrepeat (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\nend\n\nwhen I receive [うぉーでんざぱわー v]\nrepeat (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\nend\n\nwhen flag clicked\nforever\n if <not <(HP) = [20]>> then\n wait (pick random (3) to (5)) seconds\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 change [hp v] by (1)\n switch costume to ((costume [number v]) - (1))\n end\nend\n\nswitch costume to (health20 v)\n\nwhen flag clicked\nforever\n if <[0] > (HP)> then\n switch costume to (health20 v)\n broadcast (終わり v)\n end\nend\n\n@Oxygen\n\nwhen I receive [next v]\ngo to [front v] layer\n\nwhen I receive [リスポーン v]\ngo to [front v] layer\n\nwhen I receive [スタート v]\nforever\n go to [front v] layer\n switch costume to ((酸素ゲージ) + (1))\nend\n\n@爆発3\n\nwhen I start as a clone\ngo to x: (-93) y: (-29)\nshow\nstart sound [get4 v]\nswitch costume to (explosion_0 v)\nrepeat (7)\n wait () seconds\n next costume\nend\nhide\ndelete this clone\n\n@Clouds\n\nwhen I start as a clone\nwait until <[7] < (item (1) of [情報 v])>\ndelete this clone\n\nwhen I start as a clone\nif <[4] < (item (1) of [情報 v])> then\n hide\n delete this clone\nelse\n go to [back v] layer\n go [forward v] (1) layers\n repeat until <[5] < (backdrop [number v])>\n set [cloud y v] to (pick random (100) to (170))\n if <(#Biome) = [2]> then\n go [forward v] (5) layers\n set [cloud y v] to (pick random (-80) to (0))\n set [ghost v] effect to (50)\n end\n switch costume to ((1) + (pick random (1) to (10)))\n set y to (cloud y)\n repeat until <(cloud x) < [-400]>\n show\n set x to (cloud x)\n change [cloud x v] by (-0.4)\n set [ghost v] effect to (20)\n end\n change [cloud_num v] by (-1)\n delete this clone\n end\nend\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nhide\ngo to [back v] layer\nset [cloud_num v] to [0]\nset [cloud x v] to [-100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nset [cloud x v] to [100]\ncreate clone of (_myself_ v)\nchange [cloud_num v] by (1)\nforever\n if <(Cloud_Num) < [10]> then\n if <(pick random (1) to (5)) = [1]> then\n set [cloud x v] to [300]\n change [cloud_num v] by (1)\n create clone of (_myself_ v)\n end\n wait (3) seconds\n end\nend\n\n@太陽\n\nwhen flag clicked\nset size to (100) %\nshow\nforever\n change [d v] by (10)\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n change size by ([cos v] of (d) )\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <[] = [8]>\nhide\n\n@5\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound (pick random (1) to (2))\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (何の兼?)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n start sound [ぞんん v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (200) y: (50)\nswitch costume to (ゾンビ v)\nset size to (65) %\nforever\n if <(ステージ) = [1]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [2]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (0.4)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-0.4)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (X2))\n end\n change y by (y)\n if <touching (2 v)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\n if <([y position v] of [1 v]) > (y position)> then\n set [y v] to [10]\n end\n end\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwait (pick random (5) to (15)) seconds\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n set [y v] to [5]\n change [x2 v] by (4)\nend\n\n@文字\n\nwhen flag clicked\nforever\n go to [front v] layer\n switch costume to (ステージ)\nend\n\n@6\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound (pick random (1) to (2))\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (何の兼?)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n start sound [あああ v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (200) y: (50)\nswitch costume to (ゾンビ v)\nset size to (65) %\nforever\n if <(ステージ) = [3]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [4]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (0.4)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-0.4)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (X2))\n end\n change y by (y)\n if <touching (2 v)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\n if <([y position v] of [1 v]) > (y position)> then\n set [y v] to [10]\n end\n end\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwait (pick random (5) to (15)) seconds\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n set [y v] to [5]\n change [x2 v] by (4)\nend\n\n@9\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound (pick random (1) to (2))\n repeat (5)\n change x by (10)\n end\n change [俺のhp v] by (何の兼?)\n wait () seconds\n if <(俺のhp) = [0]> then\n start sound [死んじまった v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (200) y: (50)\nswitch costume to (ゾンビ v)\nset size to (65) %\nforever\n if <(ステージ) = [3]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [4]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [俺のhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n change [ゾ日y v] by (-1)\n if <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [ゾ日x v] by (0.4)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [ゾ日x v] by (-0.4)\n end\n set [ゾ日x v] to ((ゾ日x) * (0.9))\n change x by (ゾ日x)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (ゾ日x))\n end\n change y by (ゾ日y)\n if <touching (2 v)?> then\n change y by ((-1) * (ゾ日y))\n set [ゾ日y v] to [0]\n if <([y position v] of [1 v]) > (y position)> then\n set [ゾ日y v] to [10]\n end\n end\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwait (pick random (5) to (15)) seconds\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n set [ゾ日y v] to [5]\n change [ゾ日x v] by (4)\nend\n\n@光\n\nwhen flag clicked\ngo to [back v] layer\nforever\n turn right (0.2) degrees\n go to (建物 v)\nend\n\n@10\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound (pick random (1) to (2))\n repeat (5)\n change x by (10)\n end\n change [俺のhp v] by (何の兼?)\n wait () seconds\n if <(俺のhp) = [0]> then\n start sound [死んじまった v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (200) y: (0)\nswitch costume to (ゾンビ v)\nset size to (65) %\nforever\n if <(ステージ) = [7]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [4]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [俺のhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n change [ゾ日y v] by (-1)\n if <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [ゾ日x v] by (0.4)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [ゾ日x v] by (-0.4)\n end\n set [ゾ日x v] to ((ゾ日x) * (0.9))\n change x by (ゾ日x)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (ゾ日x))\n end\n change y by (ゾ日y)\n if <touching (2 v)?> then\n change y by ((-1) * (ゾ日y))\n set [ゾ日y v] to [0]\n if <([y position v] of [1 v]) > (y position)> then\n set [ゾ日y v] to [10]\n end\n end\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwait (pick random (5) to (15)) seconds\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n set [ゾ日y v] to [5]\n change [ゾ日x v] by (4)\nend\n\n@11\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n start sound (pick random (1) to (2))\n repeat (5)\n change x by (10)\n end\n change [ゾンビhp v] by (何の兼?)\n wait () seconds\n if <(ゾンビHP) = [0]> then\n start sound [Skeleton_death v]\n delete this clone\n end\nend\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\ngo to x: (200) y: (0)\nswitch costume to (ゾンビ v)\nset size to (70) %\nforever\n if <(ステージ) = [7]> then\n create clone of (_myself_ v)\n wait until <(ステージ) = [4]>\n end\nend\n\nwhen I receive [メッセージ1 v]\nstop [all v]\n\nwhen I start as a clone\nforever\n if <touching (1 v)?> then\n broadcast (攻撃された v)\n wait (1) seconds\n end\nend\n\nwhen I start as a clone\nset [ゾンビhp v] to [10]\nshow\nset rotation style [left-right v]\nforever\n change [y v] by (-1)\n if <([x position v] of [1 v]) > (x position)> then\n point in direction (90)\n change [x2 v] by (0.5)\n end\n if <([x position v] of [1 v]) < (x position)> then\n point in direction (-90)\n change [x2 v] by (-0.5)\n end\n set [x2 v] to ((X2) * (0.9))\n change x by (X2)\n if <touching (2 v)?> then\n change y by (6)\n end\n if <touching (2 v)?> then\n change y by (-6)\n change x by (() - (X2))\n end\n change y by (y)\n if <touching (2 v)?> then\n change y by ((-1) * (y))\n set [y v] to [0]\n if <([y position v] of [1 v]) > (y position)> then\n set [y v] to [10]\n end\n end\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwhen I start as a clone\nif <(y position) = (pick random (-185) to (-103))> then\n go to x: (245) y: (-66)\nend\n\nwait (pick random (5) to (15)) seconds\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [next v]\ndelete this clone\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n set [y v] to [5]\n change [x2 v] by (5)\nend\n\n@17\n\nwhen flag clicked\nforever\n switch costume to (ステージ)\nend\n\n@エンダードラゴン\n\nwhen flag clicked\nset [エンダードラゴン v] to [0]\nhide\nforever\n if <(ステージ) = [15]> then\n show\n broadcast (エンダードラゴン1 v)\n wait until <(ステージ) = [41]>\n end\nend\n\nwhen I receive [エンダードラゴン1 v]\nforever\n set [エンダードラゴン v] to [1]\n repeat (9)\n change [エンダードラゴン v] by (1)\n wait (0.001) seconds\n end\n repeat (9)\n change [エンダードラゴン v] by (-1)\n wait (0.001) seconds\n end\nend\n\nwhen flag clicked\nforever\n switch costume to (エンダードラゴン)\nend\n\nwhen I receive [攻撃 v]\nwait (0.15) seconds\nif <touching (4 v)?> then\n start sound (pick random (1) to (3))\n change [hp v] by (-1)\n if <(Hp) < [1]> then\n set [enndeorの判定 v] to [撃破]\n hide\n end\n if <(ステージ) = [41]> then\n change [エンダードラゴン v] by (10)\n wait (0.2) seconds\n change [エンダードラゴン v] by (-10)\n end\nend\n\nwhen flag clicked\nset [enndeorの判定 v] to [No]\nhide variable [hp v]\nset [hp v] to [30]\nset [エンダードラゴン v] to [0]\nset rotation style [left-right v]\nset size to (80) %\nhide\nforever\n if <(ステージ) = [15]> then\n go to x: (-13) y: (-35)\n show\n repeat until <(ステージ) = [16]>\n wait (1) seconds\n point in direction (90)\n repeat (50)\n change x by (1)\n change y by (1)\n end\n point in direction (-90)\n repeat (50)\n change x by (-1)\n change y by (-1)\n end\n point in direction (-90)\n repeat (50)\n change x by (-1)\n change y by (-1)\n end\n point in direction (90)\n repeat (50)\n change x by (1)\n change y by (1)\n end\n wait (4) seconds\n end\n end\nend\n\nwhen flag clicked\nforever\n if <touching (1 v)?> then\n end\nend\n\nbroadcast (攻撃された v)\nwait (1) seconds\n\nwhen flag clicked\nforever\n if <(ステージ) = [41]> then\n hide\n end\nend\n\nwhen I receive [next v]\nif <(ステージ) = [16]> then\n if <not <(enndeorの判定) = [撃破]>> then\n change [ステージ v] by (-1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(ステージ) = [15]> and <not <(enndeorの判定) = [撃破]>>> then\n wait (pick random (1) to (5)) seconds\n broadcast (発射 v)\n end\nend\n\n@うぇざー\n\nwhen flag clicked\nforever\n if <(ステージ) = [15]> then\n show\n forever\n switch costume to (Hp)\n end\n else\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <(ステージ) = [16]> then\n hide\n end\nend\n\n@佐宗\n\nwhen [timer v] > (0)\nstart sound [TheFatRat - Fly Away feat v]\ngo to x: (0) y: (555)\nrepeat (50)\n go to [front v] layer\n switch costume to (べく v)\n change y by (((0) - (y position)) / (10))\nend\ngo to x: (0) y: (0)\nwait (0.1) seconds\nforever\n go to [front v] layer\n set size to (100) %\n show\n if <<(costume [number v]) = [2]> or <(costume [number v]) = [3]>> 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\n end\n wait (2) seconds\nend\n\nwhen flag clicked\nforever\n reset timer\nend\n\nwhen flag clicked\nforever\n change [ghost v] effect by (10)\nend\n\nturn right (15) degrees\n\n@頭\n\nwhen flag clicked\ngo to x: (-160) y: (-90)\nset size to (600) %\nhide\n\nwhen I receive [発射 v]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (ウィザー v)\nshow\ngo to (エンダードラゴン v)\npoint towards (1 v)\nforever\n move (10) steps\n if <<touching (_edge_ v)?> or <touching (地面 v)?>> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n delete this clone\n end\n if <touching (1 v)?> then\n broadcast (弓当たる v)\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n delete this clone\n end\nend\n\nwhen I receive [攻撃 v]\nif <touching (4 v)?> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n hide\n wait (1) seconds\n delete this clone\nend\n\nwhen I receive [攻撃準備 v]\nif <touching (4 v)?> then\n repeat (6)\n wait (0.000000001) seconds\n next costume\n end\n start sound [get4 v]\n hide\n wait (1) seconds\n delete this clone\nend\n\n
\n https://scratch.mit.edu/projects/1015064546\n荒らしのやつについて\n\n1p感謝\n\n宣伝やめてください。\nPlease stop advertising.\n\nハートと星よろしくお願いします。\n木の剣が最強すぎる件は無視して下さい\n\n ▶MINECRAFT PLATFORMER◀\n\n ⇩⇩⇩⇩※最後まで読まないと損します⇩⇩⇩⇩\n     (日本語は下だよ!!!!!!)\n\nEnglish\n ▶ How to play\nUse the arrow keys to operate.\nIf you are on mobile, tap the direction you want to go to proceed\n\nHearts and stars\n\n日本語\n ▶ 遊び方\n矢印キーで操作します。\nモバイルの方は行きたい方向をタップすると進めます\n\nハートと星よろしくお願いします\n\nこの作品はみらーの垢で投稿したものの\n再利用です!((((\nこれが多分最後の量産型になります\nこの後はミニゲームやアニメを@-Mirano-で投稿します
150 level platformer
@Stage\n\nwhen flag clicked\nshow variable [level v]\nset [level v] to [1]\nswitch backdrop to (backdrop1 v)\n\nwhen flag clicked\nforever\n repeat until <(sound) = [1]>\n play sound (pick random (1) to (28)) until done\n end\nend\n\nwhen flag clicked\nforever\n if <(Level) = [151]> then\n hide variable [level v]\n end\nend\n\nwhen I receive [go v]\nchange [level v] by (1)\nnext backdrop\n\nwhen flag clicked\nhide variable [stop v]\nhide variable [death by fireball v]\nset [sound v] to [0]\nforever\n wait (0.1) seconds\n if <(Level) = [150]> then\n stop all sounds\n change [sound v] by (1)\n stop [this script v]\n end\nend\n\nset [level v] to [149]\nswitch backdrop to (backdrop149 v)\n\nset [death by fireball v] to [0]\n\nwhen I receive [level 999999 v]\nwait (0.1) seconds\nset [level v] to [999999]\nswitch backdrop to (backdrop999999 v)\n\nbroadcast (Level 999999 v)\n\nwhen I receive [level 150 pt 2 v]\nswitch backdrop to (backdrop150 v)\n\nwhen I receive [end! v]\nhide variable [level v]\nswitch backdrop to (backdrop151 v)\n\n@ \n\nwhen flag clicked\nset [death by fireball v] to [0]\nshow variable [deaths v]\nset [deaths v] to [0]\nshow\ngo to x: (-221) y: (136)\nforever\n set [x v] to [0]\n set [y v] to [0]\n forever\n if <touching color (#ffff00)?> then\n start sound [collect v]\n broadcast (go v)\n show\n go to x: (-221) y: (136)\n end\n if <touching color (#ff0000)?> then\n start sound [PUNCH v]\n show\n if <not <(Level) = [999999]>> then\n go to x: (-221) y: (136)\n change [deaths v] by (1)\n if <(Fireballs) = [0]> then\n change [death by fireball v] by (1)\n end\n else\n go to x: (17) y: (20)\n change [actual death v] by (1)\n end\n end\n if <touching color (#cc99ff)?> then\n if <(Level) = [115]> then\n go to x: (43) y: (9)\n start sound [zoop v]\n else\n if <(Level) = [116]> then\n go to x: (-20) y: (158)\n start sound [zoop v]\n else\n if <(Level) = [117]> then\n go to x: (-34) y: (93)\n start sound [zoop v]\n else\n if <(Level) = [125]> then\n go to x: (3) y: (160)\n start sound [zoop v]\n else\n if <(Level) = [126]> then\n go to x: (19) y: (113)\n start sound [zoop v]\n else\n if <(Level) = [128]> then\n go to x: (-126) y: (-77)\n start sound [zoop v]\n else\n if <(Level) = [135]> then\n go to x: (-13) y: (-153)\n start sound [zoop v]\n else\n if <(Level) = [137]> then\n start sound [zoop v]\n go to x: (-193) y: (-94)\n else\n if <(Level) = [139]> then\n go to x: (28) y: (-42)\n start sound [zoop v]\n else\n if <(Level) = [140]> then\n go to x: (123) y: (-121)\n start sound [zoop v]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n end\n go to [front v] layer\n change [y v] by (-1)\n if <key (left arrow v) pressed?> then\n change [x v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n change [x v] by (1)\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<touching color (#00cc44)?> or <touching color (#cc7700)?>> then\n change y by (1)\n end\n if <<touching color (#00cc44)?> or <touching color (#cc7700)?>> then\n change y by (1)\n end\n if <<touching color (#00cc44)?> or <touching color (#cc7700)?>> then\n change y by (1)\n end\n if <<touching color (#00cc44)?> or <touching color (#cc7700)?>> then\n change y by (1)\n end\n if <<touching color (#00cc44)?> or <touching color (#cc7700)?>> then\n change y by (-4)\n change x by ((x) * (-1))\n if <<key (up arrow v) pressed?> or <key (space v) pressed?>> then\n set [y v] to [15]\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 (#00cc44)?> or <touching color (#cc7700)?>> 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 (space v) pressed?>> and <<touching color (#00cc44)?> or <touching color (#cc7700)?>>> then\n set [y v] to [15]\n end\n if <<touching color (#99b2ff)?> or <touching color (#003fff)?>> then\n set [y v] to [25]\n end\n if <touching color (#009999)?> then\n set [y v] to [5]\n end\n change y by (1)\n end\nend\n\nwhen flag clicked\nforever\n if <<(Level) = [100]> and <key (z v) pressed?>> then\n broadcast (pew v)\n end\nend\n\nwhen I receive [purple v]\nset [color v] effect to (0)\n\nwhen I receive [bye! v]\ngo to x: (-221) y: (136)\n\nwhen I receive [message2 v]\nsay [Yes!!!!] for (3) seconds\nbroadcast (message3 v)\n\nwhen I receive [color v]\nchange [color v] effect by (10)\n\nshow variable [deaths v]\n\nturn left (15) degrees\n\nwhen flag clicked\nset [actual death v] to [0]\nforever\n set [player x v] to (x position)\nend\n\nset [level v] to [149]\n\nwhen I receive [fireballs v]\nset [death by fireball v] to [0]\n\n\n\nwhen I receive [hide death v]\nhide variable [deaths v]\nwait (2.5) seconds\nshow variable [deaths v]\n\nwhen I receive [level 999999 v]\nhide\nhide variable [deaths v]\nwait (0.1) seconds\nset [actual death v] to (Deaths)\nset [deaths v] to [999999]\nwait (0.5) seconds\ngo to x: (17) y: (20)\nshow variable [deaths v]\nshow variable [level v]\nshow\n\nwhen I receive [level 150 pt 2 v]\ngo to x: (-221) y: (136)\nset [level v] to [150]\nset [deaths v] to (Actual Death)\nwait (0.5) seconds\nset [ghost v] effect to (0)\n\nwhen I receive [exit 999999 v]\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\n\nwhen I receive [dead v]\nwait (5) seconds\nhide\n\nwhen I receive [end! v]\nwait (0.1) seconds\ngo to x: (-221) y: (136)\nshow\n\nwhen I receive [backdrop v]\nhide variable [deaths v]\nhide variable [level v]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nif <(Level) = [41]> then\n show\n go to x: (89) y: (-209)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [44]> then\n show\n go to x: (17) y: (98)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [92]> then\n show\n go to x: (107) y: (11)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [87]> then\n show\n go to x: (145) y: (-221)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [82]> then\n show\n go to x: (229) y: (-214)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [67]> then\n show\n go to x: (-150) y: (-8)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [81]> then\n show\n go to x: (98) y: (-166)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [127]> then\n show\n go to x: (235) y: (-154)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [116]> then\n show\n go to x: (52) y: (6)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [46]> then\n show\n go to x: (259) y: (3)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [105]> then\n show\n go to x: (-60) y: (-187)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [42]> then\n show\n go to x: (264) y: (-3)\n forever\n if <touching ( v)?> then\n hide\n broadcast (message1 v)\n end\n end\nend\n\nwhen I receive [key! v]\nset [ghost v] effect to (100)\nwait (2) seconds\ngo to x: (243) y: (-161)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nwait until <touching ( v)?>\nbroadcast (What v)\nhide\n\n@Sprite3\n\nwhen I receive [message1 v]\nhide\n\nwhen flag clicked\nhide\n\nwhen I receive [go v]\nif <(Level) = [42]> then\n switch costume to (costume2 v)\n show\n go to x: (61) y: (191)\nend\n\nwhen I receive [go v]\nif <(Level) = [44]> then\n switch costume to (costume3 v)\n show\n go to x: (-66) y: (-47)\nend\n\nwhen I receive [go v]\nif <(Level) = [46]> then\n switch costume to (costume4 v)\n show\n go to x: (-19) y: (-26)\nend\n\nwhen I receive [go v]\nif <(Level) = [67]> then\n switch costume to (costume5 v)\n show\n go to x: (-19) y: (-26)\nend\n\nwhen I receive [go v]\nif <(Level) = [81]> then\n switch costume to (costume6 v)\n show\n go to x: (39) y: (-31)\nend\n\nwhen I receive [go v]\nif <(Level) = [82]> then\n switch costume to (costume7 v)\n show\n go to x: (-205) y: (86)\nend\n\nwhen I receive [go v]\nif <(Level) = [92]> then\n switch costume to (costume9 v)\n show\n go to x: (-213) y: (-174)\nend\n\nwhen I receive [go v]\nif <(Level) = [87]> then\n switch costume to (costume8 v)\n show\n go to x: (-83) y: (-110)\nend\n\nwhen I receive [go v]\nif <(Level) = [105]> then\n switch costume to (costume10 v)\n show\n go to x: (185) y: (-128)\nend\n\nwhen I receive [go v]\nif <(Level) = [41]> then\n switch costume to (costume1 v)\n show\n go to x: (217) y: (-4)\nend\n\nwhen I receive [go v]\nif <(Level) = [116]> then\n switch costume to (costume5 v)\n show\n go to x: (1) y: (-68)\nend\n\nwhen I receive [go v]\nif <(Level) = [127]> then\n switch costume to (costume11 v)\n show\n go to x: (-146) y: (-122)\nend\n\nset [level v] to [91]\n\n@Sprite4\n\nwhen flag clicked\nhide\n\nhide\n\nwhen I receive [backdrop v]\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\nbroadcast (Backdrop v)\n\n@Ghoul\n\nwhen flag clicked\nset [death v] to [0]\nhide variable [death v]\nhide\n\nwhen I receive [message3 v]\nsay [Bwahahahahahahhahahahahahahahaha!!!] for (2) seconds\nsay [We'll see about that!!] for (2) seconds\nrepeat until <<(death) = [3]> or <(death) > [3]>>\n glide (3) secs to x: (pick random (-180) to (180)) y: (pick random (-240) to (240))\nend\nswitch costume to (ghoul-a v)\ngo to x: (185) y: (-117)\nforever\n if <(Level) = [101]> then\n hide\n end\nend\n\nwhen flag clicked\nforever\n if <touching (sprite5 v)?> then\n change [death v] by (1)\n say [Argh!!!] for (1) seconds\n end\nend\n\nwhen I receive [go v]\ngo to x: (185) y: (-117)\nif <(Level) = [99]> then\n switch costume to (ghoul-b v)\n show\n say [See, I wasn't lying!!!] for (3) seconds\n say [Do you think you could ever defeat me?] for (4) seconds\n broadcast (message2 v)\nend\n\nwhen I receive [ghoul v]\nshow\nforever\n if <(Level) = [151]> then\n hide\n end\nend\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (72) y: (82)\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [go v]\nif <(Level) = [99]> then\n show\nend\nforever\n if <(death) = [0]> then\n switch costume to (costume1 v)\n else\n if <(death) = [1]> then\n switch costume to (costume2 v)\n else\n if <(death) = [2]> then\n switch costume to (costume3 v)\n else\n hide\n end\n end\n end\nend\n\n@Sprite5\n\nwhen flag clicked\nhide\n\nwhen I receive [pew v]\nwait (0.1) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nshow\ngo to ( v)\nrepeat until <<touching (_edge_ v)?> or <touching (ghoul v)?>>\n change y by (5)\nend\nhide\ndelete this clone\n\n@Sprite7\n\nwhen flag clicked\nhide\nforever\n go to (mouse-pointer v)\nend\n\nwhen flag clicked\nforever\n if <(Level) = [134]> then\n show\n switch costume to (costume1 v)\n else\n if <(Level) = [136]> then\n show\n switch costume to (costume1 v)\n repeat until <not <(Level) = [136]>>\n if <mouse down?> then\n stamp\n end\n end\n else\n hide\n end\n end\nend\n\nhide\n\nwhen flag clicked\nhide\nforever\n if <key (r v) pressed?> then\n erase all\n end\nend\n\nwhen I receive [go v]\nerase all\n\n@Sprite8\n\nwhen flag clicked\nhide\n\nstop all sounds\n\nwhen flag clicked\nwait (0.5) seconds\nforever\n if <(Level) = [150]> then\n switch costume to (costume1 v)\n wait (4) seconds\n show\n wait (3) seconds\n hide\n switch costume to (costume2 v)\n wait (3) seconds\n show\n wait (1.5) seconds\n hide\n broadcast (boo!! v)\n stop [this script v]\n end\nend\n\nwhen I receive [go v]\nif <(Level) = [150]> then\n stop all sounds\n stop [this script v]\nend\n\n@Sprite9\n\nwhen I receive [boo!! v]\ngo to x: (159) y: (-43)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\n wait (0.1) seconds\nend\nwait (0.5) seconds\nbroadcast (Song Play v)\nsay [Hello, my evil nemesis.] for (2.5) seconds\nsay [You've come a long way.] for (3) seconds\nsay [You have completed 149 total levels.] for (2.5) seconds\nsay [Yet your failure was inevitable.] for (2.5) seconds\nsay (join [You may be strong, ] (username)) for (2.5) seconds\nsay [But I am here to end it all.] for (2.5) seconds\nswitch costume to (costume1 v)\nchange [stop v] by (1)\nset [fireballs v] to [0]\nbroadcast (Fireballs v)\nwait (8) seconds\nset [fireballs v] to [1]\nwait (1) seconds\nbroadcast (no!! v)\n\nwhen I receive [no!! v]\nglide (1) secs to x: (159) y: (-43)\nif <(Death by Fireball) = [0]> then\n say [You impressively dodged all my attacks.] for (3) seconds\n say [However, this was only but a warm-up.] for (3) seconds\n say [Now we will truly fight.] for (3) seconds\nelse\n say [You see?] for (2) seconds\n if <(Death by Fireball) = [1]> then\n say [I already killed you once from that one move.] for (2.5) seconds\n else\n say (join [I already killed you ] (join (Death by Fireball) [ times in that one move.])) for (2.5) seconds\n end\n say [Now I shall finish my duty.] for (2) seconds\nend\nsay [Kill the player, my minions] for (3) seconds\nbroadcast (minions v)\n\nwhen I receive [bye! v]\nrepeat (100)\n change size by (-1)\nend\nhide\n\nwhen I receive [bye! v]\nwait (1) seconds\nbroadcast (ghoul v)\n\nwhen I receive [go v]\nhide\n\nwhen I receive [song play v]\nstart sound [29728_newgrounds_i_don_ v]\n\nwhen flag clicked\npoint in direction (90)\nset [ghost v] effect to (100)\nhide\nset size to (100) %\nset [stop v] to [0]\nrepeat until <(Stop) = [1]>\n next costume\n wait (0.003) seconds\nend\nwait (2) seconds\nrepeat until <(Level) = [999999]>\n next costume\n wait (0.003) seconds\nend\n\nwhen I receive [??? v]\nwait (1) seconds\nsay (join [You're certainly stronger than I imagined, ] (username)) for (3) seconds\nsay [If you're still standing in my way after all that.] for (3) seconds\nsay [But I'm still not finished.] for (3) seconds\nsay [After all, I am the king of this land] for (2.5) seconds\nsay [I can change this world into whatever I want!] for (3) seconds\nbroadcast (Level 999999 v)\nhide\n\nbroadcast (??? v)\n\nwhen I receive [help me v]\ngo to x: (54) y: (20)\nset size to (50) %\nhide\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nwait (0.7) seconds\nrepeat (4)\n change [ghost v] effect by (-25)\nend\nwait (0.3) seconds\nrepeat (6)\n next costume\nend\nrepeat (4)\n change [ghost v] effect by (25)\nend\nhide\nbroadcast (Out of Bounds v)\nstop [this script v]\n\nwhen I receive [level 999999 v]\nhide\n\nwhen I receive [fireballs again v]\nswitch costume to (costume7 v)\nset size to (50) %\nset [ghost v] effect to (100)\ngo to x: (168) y: (-127)\npoint in direction (pick random (90) to (135))\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nbroadcast (Fireballs v)\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nwait (7) seconds\nset [fireballs v] to [1]\nbroadcast (Exit 999999 v)\n\nwhen I receive [level 150 pt 2 v]\npoint in direction (90)\ngo to x: (159) y: (-43)\nset size to (100) %\nset [ghost v] effect to (0)\nshow\nwait (2) seconds\nsay [Huff... Puff...] for (3) seconds\nsay (username) for (2) seconds\nsay [It is clear that I cannot defeat you.] for (3) seconds\nsay [However, you can't defeat me.] for (3) seconds\nsay [We are both in each other's ways.] for (3) seconds\nsay [And it becomes a stalemate.] for (3) seconds\nbroadcast (Key! v)\n\nwhen I receive [level 150 pt 2 v]\nforever\n next costume\n wait (0.003) seconds\nend\n\nwhen I receive [what v]\nsay [What...] for (2) seconds\nsay [Did you...] for (2) seconds\nsay [Just do?] for (2) seconds\nsay [Don't touch that block!]\nbroadcast (Level 151! v)\n\nwhen I receive [dead v]\nsay []\nsay [NO!] for (2) seconds\nsay [What you have any idea of what you've just done!?] for (3) seconds\nrepeat (100)\n change x by (10)\n wait (0.1) seconds\n change x by (-10)\n wait (0.1) seconds\nend\n\nwhen I receive [dead v]\nwait (5) seconds\nsay [NOOOOO!] for (3) seconds\n\nwhen I receive [end! v]\nhide\n\n@Sprite11\n\nwhen flag clicked\nhide\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I receive [minions v]\nrepeat (10)\n create clone of (_myself_ v)\n wait (1) seconds\nend\nbroadcast (??? v)\n\nwhen I start as a clone\npoint in direction (90)\nshow\ngo to x: (Player x) y: (83)\nrepeat until <touching ( v)?>\n change y by (-10)\nend\ndelete this clone\n\nwhen I start as a clone\nforever\n next costume\n wait (0.05) seconds\nend\n\nwhen I start as a clone\nwait (3) seconds\ndelete this clone\n\nwhen I receive [chomp v]\nchange [marks remain v] by (-1)\nset [ghost v] effect to (100)\nswitch costume to (costume1 v)\nshow\nwait (0.1) seconds\nif <(Mark Location) = [1]> then\n point in direction (90)\n go to x: (-115) y: (180)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (0.3) seconds\n repeat (36)\n change y by (-10)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Out of Bounds v)\nelse\n if <(Mark Location) = [2]> then\n point in direction (90)\n go to x: (115) y: (180)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (0.3) seconds\n repeat (36)\n change y by (-10)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Out of Bounds v)\n else\n if <(Mark Location) = [3]> then\n point in direction (180)\n go to x: (240) y: (-50)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (0.3) seconds\n repeat (48)\n change x by (-10)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Out of Bounds v)\n else\n if <(Mark Location) = [4]> then\n point in direction (180)\n go to x: (240) y: (120)\n repeat (4)\n change [ghost v] effect by (-25)\n end\n wait (0.3) seconds\n repeat (48)\n change x by (-10)\n end\n repeat (4)\n change [ghost v] effect by (25)\n end\n broadcast (Out of Bounds v)\n else\n if <(Mark Location) = [5]> then\n broadcast (Help me v)\n end\n end\n end\n end\nend\n\nwhen I receive [level 999999 v]\nforever\n next costume\n wait (0.05) seconds\nend\n\nset [seconds test 2 v] to [0.6]\n\n@Sprite12\n\nwhen this sprite clicked\nbroadcast (color v)\n\nwhen flag clicked\nshow\nforever\n if <(backdrop [name v]) = [backdrop130]> then\n hide\n broadcast (purple v)\n else\n show\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nhide variable [fireballs v]\nset [fireballs v] to [1]\nhide\n\nwhen I receive [fireballs v]\nset [fireballs v] to [0]\ngo to (sprite9 v)\nrepeat (3)\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I receive [fireballs v]\npoint towards ( v)\n\nwhen I start as a clone\nshow\ngo to [front v] layer\nrepeat until <(Fireballs) = [1]>\n move (10) steps\n if on edge, bounce\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nshow variable [fireballs v]\n\n@Sprite10\n\nwhen I receive [level 999999 v]\ngo to [front v] layer\nhide variable [level v]\nset volume to (0) %\ngo to x: (0) y: (0)\nshow\nwait (0.5) seconds\nset volume to (100) %\nhide\n\nwhen flag clicked\nhide\n\n@Sprite13\n\nwhen flag clicked\nhide\n\nwhen I receive [level 999999 v]\nset [marks remain v] to [6]\nset [seconds test v] to [2.3]\nhide\nset [mark location v] to [0]\nwait (1.5) seconds\nset [ghost v] effect to (100)\nset [mark location v] to (pick random (1) to (5))\nshow\nif <(Mark Location) = [1]> then\n go to x: (-136) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\nelse\n if <(Mark Location) = [2]> then\n go to x: (118) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [3]> then\n go to x: (-2) y: (-33)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [4]> then\n go to x: (-2) y: (124)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [5]> then\n go to x: (0) y: (39)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n end\n end\n end\n end\nend\n\nshow\n\nset [ghost v] effect to (0)\n\nwhen I receive [out of bounds v]\nif <(Marks Remain) > [0]> then\n set [ghost v] effect to (100)\n set [mark location v] to (pick random (1) to (5))\n show\n if <(Mark Location) = [1]> then\n go to x: (-136) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [2]> then\n go to x: (118) y: (46)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [3]> then\n go to x: (-2) y: (-33)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [4]> then\n go to x: (-2) y: (124)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n else\n if <(Mark Location) = [5]> then\n go to x: (0) y: (39)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (CHOMP v)\n end\n end\n end\n end\n end\nelse\n repeat (4)\n change [ghost v] effect by (25)\n end\n wait (1.5) seconds\n broadcast (Lava Flow v)\nend\n\n@Sprite15\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [lava flow v]\ngo to [back v] layer\nhide\ngo to x: (-150) y: (-27)\nset [ghost v] effect to (50)\nwait (0.5) seconds\nshow\nrepeat (5)\n set [ghost v] effect to (50)\n repeat (5)\n change [ghost v] effect by (10)\n end\n change [ghost v] effect by (-50)\n repeat (5)\n change [ghost v] effect by (10)\n end\n change x by (83)\n wait (1) seconds\nend\n\nbroadcast (Lava Flow v)\n\n@Sprite16\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [lava flow v]\ngo to [back v] layer\nhide\ngo to x: (-150) y: (-27)\nwait (1) seconds\nshow\nrepeat (5)\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n repeat (10)\n change [ghost v] effect by (10)\n end\n change x by (83)\n wait (0.7) seconds\nend\nbroadcast (Fireballs Again v)\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (-10) y: (10)\nhide\n\nwhen I receive [level 999999 v]\ngo to [back v] layer\nshow\nwait (4) seconds\ngo to [front v] layer\n\nwhen I receive [fireballs again v]\ngo to [back v] layer\n\nwhen I receive [level 150 pt 2 v]\nhide\n\n@Sprite17\n\nwhen flag clicked\nhide\n\nwhen I receive [exit 999999 v]\nset [ghost v] effect to (100)\nwait (1) seconds\nshow\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (Level 150 pt 2 v)\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\nwhen I receive [dead v]\nwait (5) seconds\ngo to [front v] layer\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nbroadcast (END! v)\nrepeat (4)\n change [ghost v] effect by (25)\nend\n\n@Sprite18\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [level 151! v]\ngo to x: (-2) y: (-80)\nshow\nwait until <touching ( v)?>\nswitch costume to (costume2 v)\nwait (0.1) seconds\nswitch costume to (costume1 v)\nhide\nwait (1) seconds\nbroadcast (Dead v)\n\n
This is a platformer. Obviously.\n- It was based on geometry dash\n- Ya might need to hit the flag twice\n- Use arrow keys to move\n- Touch yellow to move onto the next level\nNOTE: All levels are possible. Also, don't ask me to add more levels because it gets extremely laggy if I do.\nMy personal record:\nTime: 18:29\nDeaths: 48\n\n1.0: Shared w/ 100 lvls\n1.1: Changed player color\n1.2: Teleportation color\n1.3: 150 lvls\n1.4: Color changer (Top right corner)\n1.5: Choose to jump: space bar OR arrow key.\n1.6: Made level 94 easier.\n1.7: Changed position of minions in level 150\n1.8: Added one song!\n1.9: Changed the bugginess in level 100!\n2.0: Made level 100 even less buggy!\n2.1: Nerfed levels 12, 24, 26, 27, 66, 84, 89, 112, and 114\n2.2: Added death count!\n2.3: My biggest update yet: Changed levels 33, 45, 47, 57, 58, 59, 60, 68, 69, 70, 71, 76, 80, 81, 82, 85, 93, 94, 99, 103, 105, 114, 119, 126, 133, 135, 138, 139, 140, and made both bosses much easier to play!\n2.4: Nerfed/Changed Gameplay of levels 3 (I know, one of my OG Levels), 101, 102, and 150\n2.5: Lots of changes to boss fight dialogue and Gameplay
Pixelated Platformer
@Stage\n\n@Level\n\nwhen I receive [message1 v]\nshow\nset size to (2240) %\ngo to x: (0) y: (0)\ngo [backward v] (10000) layers\nforever\n switch costume to (level)\nend\n\nwhen flag clicked\nhide\n\n@Character\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nshow\nset [next level? v] to [no]\nset [level v] to [1]\nset [x v] to [0]\nset [y v] to [0]\ngo to x: (-167) y: (-146)\nset size to (285) %\ngo to [front v] layer\nforever\n if <key (right arrow v) pressed?> then\n change [x v] by (1.5)\n switch costume to (costume2 v)\n end\n if <key (left arrow v) pressed?> then\n change [x v] by (-1.5)\n switch costume to (costume3 v)\n end\n set [x v] to ((x) * (0.8))\n change x by (x)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change y by (1)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n if <key (up arrow v) pressed?> then\n if <(x) > [0]> then\n set [x v] to [-5]\n else\n set [x v] to [5]\n end\n set [y v] to [10]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (y)\n if <<touching color (#000000)?> or <touching color (#003fff)?>> 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 [13]\n end\n end\n if <touching color (#003fff)?> then\n if <key (up arrow v) pressed?> then\n set [y v] to [16]\n end\n end\n change y by (1)\n if <touching color (#00ffff)?> then\n change [level v] by (1)\n go to x: (-167) y: (-146)\n end\n if <<<(x) < [1]> and <(x) > [-1]>> and <not <<key (right arrow v) pressed?> or <key (left arrow v) pressed?>>>> then\n switch costume to (costume1 v)\n end\n if <<touching color (#ff0000)?> or <key (r v) pressed?>> then\n go to x: (-167) y: (-146)\n broadcast (oops v)\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 (costume1 v)\n end\n if <<touching color (#ff9400)?> and <(next level?) = [no]>> then\n broadcast (orange v)\n set [next level? v] to [yes]\n end\n if <(level) = [19]> then\n set [next level? v] to [no]\n end\n if <<touching color (#ff9400)?> and <(level) = [20]>> then\n set [y v] to [20]\n end\nend\n\n@intro\n\nwhen flag clicked\ngo to x: (0) y: (0)\nclear graphic effects\nset [ghost v] effect to (100)\nshow\nswitch costume to (images v)\nwait (1) seconds\nrepeat (50)\n change [ghost v] effect by (-2)\nend\nwait (1) seconds\nswitch costume to (images2 v)\nwait (1.5) seconds\nrepeat (10)\n change [brightness v] effect by (10)\nend\nhide\nwait (0.1) seconds\nbroadcast (message1 v)\n\n@block\n\nwhen I receive [orange v]\nif <(level) = [18]> then\n go to [front v] layer\n show\n set size to (1100) %\n repeat until <not <(level) = [18]>>\n go to (mouse-pointer v)\n end\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [oops v]\nstop [other scripts in sprite v]\nset [next level? v] to [no]\nhide\n\n@Sprite1\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nhide\nwait (1) seconds\nwait until <(level) = [19]>\ngo to x: (90) y: (-112)\nset size to (2240) %\ngo to [front v] layer\nshow\n\nwhen I receive [oops v]\nif <(level) = [19]> then\n go to x: (90) y: (-112)\n set size to (2240) %\n show\nend\n\nwhen I receive [orange v]\nhide\n\n@Sprite2\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\nwait (1) seconds\nwait until <(level) = [21]>\ngo to x: (0) y: (0)\ngo to [front v] layer\nshow\n\n@Thumbnail\n\nwhen flag clicked\ngo [backward v] (1000) layers\nhide\n\ngo to x: (0) y: (0)\nshow\ngo to [front v] layer\n\n@Volume\n\nwhen flag clicked\nhide\n\nwhen I receive [message1 v]\ngo to [front v] layer\nshow\nswitch costume to (costume1 v)\nforever\n if <(costume [number v]) = [1]> then\n play sound [vexento-arcade.mp3 v] until done\n end\nend\n\nwhen this sprite clicked\nif <(costume [number v]) = [1]> then\n switch costume to (costume2 v)\nelse\n switch costume to (costume1 v)\nend\n\nwhen I receive [message1 v]\nforever\n if <(costume [number v]) = [2]> then\n stop all sounds\n end\nend\n\n
Arrow keys to move. "R" to restart a level. Here is the key:\n\nblack: platform\nred: lava\nlight blue: what you are trying to get to\nblue: bounce pad (only bouncy when you jump)\norange: activates something, but you don't know what\n\nALL LEVELS ARE POSSIBLE and not virtually impossible
Earth 3 I A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (normal v)\nforever\n play sound [musicy v] until done\nend\n\nwhen flag clicked\nforever\n if <([costume # v] of [g v]) > [9]> then\n switch backdrop to (corrupted v)\n else\n switch backdrop to (normal v)\n end\nend\n\n@p\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<key (b v) pressed?> or <<touching (s2 v)?> or <touching (guards v)?>>> then\n broadcast (die v)\n end\n if <(x position) > [242]> then\n if <not <[] = [14]>> then\n if <not <[] = [15]>> then\n broadcast (lvl v)\n end\n end\n end\n if <(y position) < [-171]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (r v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [lvl 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 if <([costume # v] of [g v]) > [9]> then\n switch costume to (lc v)\n else\n switch costume to (l v)\n end\n end\n if <<<key (right arrow v) pressed?> or <key (d v) pressed?>> or <<mouse down?> and <(mouse x) > (x position)>>> then\n if <([costume # v] of [g v]) > [9]> then\n switch costume to (rc v)\n else\n switch costume to (r v)\n end\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 (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g 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 (g 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 (g 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 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 [die v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [lvl v]\nchange [lvl v] by (1)\ngo to x: (-180) y: (-50)\n\nbroadcast (lvl v)\n\n@g\n\nwhen I receive [ed v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (lvl v)\n\ngo to x: (0) y: (100)\n\nwhen I receive [lvl v]\nnext costume\n\n@s2\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@tn\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@sb\n\nwhen flag clicked\nshow\nswitch costume to (s v)\nset [d v] to [0]\ngo to x: (-195) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n if <([costume # v] of [g v]) > [13]> then\n switch costume to (s2 v)\n else\n if <not <(d) = [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 if <not <(d) = [1]>> then\n if <not <(lvl) = [15]>> then\n broadcast (lvl v)\n broadcast (die v)\n set [d v] to [1]\n switch costume to (s2 v)\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 [d v] to [0]\n switch costume to (s v)\n end\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 [die v]\n\nbroadcast (lvl v)\n\n@s\n\nwhen I receive [lvl v]\nnext costume\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [14]> then\n wait (0.5) seconds\n end\n if <(costume [number v]) = [15]> then\n wait (0.5) seconds\n end\nend\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nclear graphic effects\n\nwhen flag clicked\nforever\n go to [front v] layer\n set [brightness v] effect to (50)\n set [color v] effect to ((8) * (2))\nend\n\nbroadcast (lvl v)\n\nswitch costume to ((costume [number v]) - (1))\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n@Guards\n\nwhen flag clicked\nhide\nset rotation style [left-right v]\nSpawn Guard At [6]\n\ngo to x: (217) y: (-91)\n\ndefine Show Until Level is Passed (number)\nshow\nCheck1\nrepeat until <([costume # v] of [g v]) > (number)>\n Check1\n point in direction (-90)\n repeat (42)\n change x by (4)\n end\n point in direction (90)\n repeat (42)\n change x by (-4)\n end\n Check1\nend\nhide\n\ndefine Spawn Guard At (level)\nwait until <([costume # v] of [g v]) = (level)>\nShow Until Level is Passed (level)\n\nbroadcast (lvl v)\n\ndefine Check1\nrepeat until <([costume # v] of [g v]) > (number)>\nstop [other scripts in sprite v]\n\n@CORRUPTED\n\nwhen flag clicked\nset [ghost v] effect to (65)\nforever\n if <([costume # v] of [g v]) > [9]> then\n go to [front v] layer\n show\n set [ghost v] effect to (63)\n else\n hide\n end\nend\n\nbroadcast (lvl v)\n\n
Click That Green Flag 2 Times For Better Gameplay!!!!\nIf we got 10k Views and 1000 loves and favs i will do a part 4 i know its alot but i know you guys will do it also to speed it up add it to all famous studios\nParts -\nPart 1 - \nhttps://scratch.mit.edu/projects/892201456/\nPart 2 -\nhttps://scratch.mit.edu/projects/899984714/\n\nStory -\nIn part 1\n\n\nIf you want it to be more famous then add it to 5-10 studios
Jungle || a platformer (mobile friendly) #all #games #platformer
@Stage\n\nwhen flag clicked\nforever\n play sound [Inferno v] until done\nend\n\n@ \n\nwhen flag clicked\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n@background\n\nwhen flag clicked\ngo to [back v] layer\nforever\n switch costume to (level)\nend\n\n@spikes\n\nwhen flag clicked\nforever\n switch costume to (level)\nend\n\nset size to (100) %\n\n@Platform\n\nwhen flag clicked\ngo to [front v] layer\nforever\n switch costume to (level)\nend\n\n@Player\n\nwhen flag clicked\nshow\nreset X [-200] Y [0]\nset [ok v] to [0]\nset [level v] to [1]\nforever\n if <(ok) = [0]> then\n Speed [1] Friction [0.88] Gravity [-1] Jump height [13]\n if <touching (spikes v)?> then\n set [ok v] to [1]\n set rotation style [all around v]\n set [y v] to [10]\n start sound [Crunch v]\n repeat (20)\n change [y v] by (-1)\n change [ghost v] effect by (5)\n turn right (8) degrees\n change y by (Y)\n end\n set [ok v] to [0]\n reset X [-200] Y [0]\n end\n end\n if <[240] < (x position)> then\n change [level v] by (1)\n reset X [-200] Y [0]\n end\nend\n\ndefine reset X (x) Y (y)\ngo to x: (x) y: (y)\nset [y v] to [0]\nset [x v] to [0]\nset rotation style [left-right v]\npoint in direction (90)\nclear graphic effects\n\ndefine Speed (speed) Friction (friction) Gravity (gravity) Jump height (jump height)\nchange [y v] by (gravity)\nif <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(x position) < (mouse x)>>>> then\n change [x v] by (speed)\n point in direction (90)\nend\nif <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<mouse down?> and <(mouse x) < (x position)>>>> then\n change [x v] by ((speed) * (-1))\n point in direction (-90)\nend\nset [x v] to ((X) * (friction))\nchange x by (X)\nrepeat (8)\n change y by <touching (platform v)?>\nend\nif <touching (platform v)?> then\n change x by (() - (X))\n change y by (-8)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n set [y v] to ((jump height) - (3))\n set [x v] to ((5) - ((14) * <[0] < (X)>))\n end\nend\nchange y by (Y)\nif <touching (platform v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\nend\nchange y by (-1)\nif <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(y position) < (mouse y)>>>> then\n if <touching (platform v)?> then\n set [y v] to (jump height)\n end\nend\nchange y by (1)\nif <<key (down arrow v) pressed?> or <<key (s v) pressed?> or <<mouse down?> and <(mouse y) < (y position)>>>> then\n switch costume to (player2 v)\nelse\n switch costume to (player v)\nend\n\n@Like, Love and Follow\n\nwhen flag clicked\nhide\nset volume to (100) %\nforever\n wait (pick random (15) to (30)) seconds\n switch costume to (like, love and follow v)\n go to x: (70) y: (100)\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 (3) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\nforever\n set volume to (Volume) %\nend\n\n
Hello!\nThis is my Jungle || a platformer! I hope you like my project. If you like it, give heart, star and follow! Thanks very much <333\n\nLove and fav for more levels! Im very happy if you follow me! Thanks a lot! <333\n\nINSTRUCTIONS\nMove arrows, WSAD + (MOBILE FRIENDLY!)\nDon't touch spikes and lava!\n\nCREDITS\nIdea - @Maxi2255\nPlatformer script - @ringoumai\nPlatformer art - @Maxi2255\nPlatformer music - @-Xaf-\nHost contest - @MysteryScratcher06\n\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer\n#all #games #platformer
長ーーいプラットフォーマー200 モバイル対応 軽量 /long platformer 200 mobile
@Stage\n\nwhen flag clicked\nset [曲 v] to [0]\nclear sound effects\nset volume to (100) %\nswitch backdrop to (背景2 v)\nset [brightness v] effect to (-100)\nhide variable [エリア名 v]\nhide variable [area name v]\n\nwhen I receive [スタート v]\nif <(MAP番号) = [1]> then\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n set [曲 v] to [1]\n エリア名 [kokesiant城B20F 結晶洞] [kokesiant castle B20F crystal cave]\n wait until <[11] < (MAP番号)>\n エリア名 [地下19階 結晶洞] [B19F Cristal cave]\n wait until <[17] < (MAP番号)>\n エリア名 [地下18階 結晶洞上層] [B18F Cristal cave upper layer]\n wait until <[21] < (MAP番号)>\n switch backdrop to (背景1 v)\n 曲 [2]\n エリア名 [地下17階 kokesiant城深層地下通路] [B17F kokesiant castle underground passage]\n wait until <[39] < (MAP番号)>\n エリア名 [深層地下通路 地下16階] [underground passage B16F]\n wait until <[43] < (MAP番号)>\n エリア名 [深層地下通路 地下15階] [underground passage B15F]\n wait until <[53] < (MAP番号)>\n switch backdrop to (背景3 v)\n 曲 [3]\n エリア名 [地下通路の機械室 地下14階] [underground passage machine room B14F]\n wait until <[58] < (MAP番号)>\n switch backdrop to (背景3 v)\n エリア名 [機械室 地下13階] [machine room B13F]\n wait until <[60] < (MAP番号)>\n switch backdrop to (背景4 v)\n エリア名 [新地下通路 地下12階] [new underground passage B12F]\n wait until <[65] < (MAP番号)>\n エリア名 [新地下通路 地下11階] [new underground passage B11F]\n wait until <[71] < (MAP番号)>\n エリア名 [新地下通路 地下10階] [new underground passage B10F]\n wait until <[82] < (MAP番号)>\n エリア名 [新地下通路 地下9階] [new underground passage B9F]\n wait until <[89] < (MAP番号)>\n エリア名 [新地下通路 地下8階] [new underground passage B8F]\n wait until <[105] < (MAP番号)>\n switch backdrop to (背景5 v)\n 曲 [5]\n エリア名 [水没エリア 地下7階] [submerged area B7F]\n wait until <[113] < (MAP番号)>\n エリア名 [水没エリア 地下6階] [submerged area B6F]\n wait until <[117] < (MAP番号)>\nend\nif <(MAP番号) = [118]> then\n set [曲 v] to [5]\n set [color v] effect to (30)\n set [brightness v] effect to (5)\n set [brightness v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n エリア名 [地下5階 シアンの塔入口] [cyan tower entrance B5F]\n wait until <[118] < (MAP番号)>\n repeat (10)\n change volume by (-10)\n end\n set [曲 v] to [0]\n stop all sounds\n set volume to (100) %\n wait until <[122] < (MAP番号)>\n 曲 [6]\n switch backdrop to (背景6 v)\n clear graphic effects\n エリア名 [地下4階 シアンの塔] [cyan tower B4F]\n wait until <[138] < (MAP番号)>\n エリア名 [地下3階 シアンの塔] [cyan tower B3F]\n wait until <[146] < (MAP番号)>\n set [color v] effect to (75)\n エリア名 [地下2階 シアンの塔] [cyan tower B2F]\n wait until <[152] < (MAP番号)>\n エリア名 [地下1階 シアンの塔] [cyan tower B1F]\n wait until <[162] < (MAP番号)>\n clear graphic effects\n switch backdrop to (背景7 v)\n 曲 [7]\n エリア名 [地上1階 シアンの塔] [cyan tower 1F]\n wait until <[168] < (MAP番号)>\n switch backdrop to (背景5 v)\n set [color v] effect to (75)\n set [brightness v] effect to (100)\n repeat (16)\n change [brightness v] effect by (-5)\n end\n wait until <[169] < (MAP番号)>\n switch backdrop to (コスチューム7 v)\n clear graphic effects\n エリア名 [kokesiant城 1階] [kokesiant castle 1F]\n wait until <[177] < (MAP番号)>\n エリア名 [kokesiant城 2階] [kokesiant castle 2F]\n wait until <[183] < (MAP番号)>\n エリア名 [kokesiant城 3階] [kokesiant castle 3F]\n wait until <[185] < (MAP番号)>\n エリア名 [kokesiant城 4階] [kokesiant castle 4F]\n wait until <[192] < (MAP番号)>\n エリア名 [kokesiant城 5階] [kokesiant castle 5F]\n wait until <[194] < (MAP番号)>\n set [brightness v] effect to (-20)\n エリア名 [kokesiant城 最上階] [kokesiant castle 6F]\n wait until <[197] < (MAP番号)>\n switch backdrop to (背景8 v)\n clear graphic effects\n 曲 [8]\n エリア名 [kokesiant城 屋上] [kokesiant castle roof top]\n wait until <[199] < (MAP番号)>\n wait (5) seconds\n repeat (10)\n change [color v] effect by (2)\n wait (0.3) seconds\n end\nend\n\ndefine エリア名 (エリア) (area)\nset [エリア名 v] to (エリア)\nset [area name v] to (area)\nshow variable [エリア名 v]\nshow variable [area name v]\nwait (2) seconds\nhide variable [エリア名 v]\nset [エリア名 v] to []\nhide variable [area name v]\nset [area name v] to []\n\nstart sound [Crystal Caves v]\n\nwhen flag clicked\nset volume to (100) %\n\nwhen I receive [スタート v]\nforever\n if <(曲) = [1]> then\n play sound [Crystal Caves v] until done\n end\n if <(曲) = [2]> then\n play sound [under of kokesiant v] until done\n end\n if <(曲) = [3]> then\n play sound [kokesiant machine room v] until done\n end\n if <(曲) = [4]> then\n play sound [kokesiant fight v] until done\n end\n if <(曲) = [5]> then\n play sound [kokesiant submerged area v] until done\n end\n if <(曲) = [6]> then\n play sound [cyan tower v] until done\n end\n if <(曲) = [7]> then\n play sound [kokesiant castle v] until done\n end\n if <(曲) = [8]> then\n play sound [風\(kokesiant original\) v] until done\n end\n if <(曲) = [9]> then\n play sound [fw intro v] until done\n set [曲 v] to [10]\n end\n if <(曲) = [10]> then\n play sound [final weapon v] until done\n end\nend\n\ndefine 曲 (曲番号)\nset [曲 v] to (曲番号)\nstop all sounds\n\nset [pitch v] effect to (20000)\nstop all sounds\nstart sound [Crystal Caves v]\nstart sound [under of kokesiant v]\nstart sound [kokesiant machine room v]\nstart sound [kokesiant castle v]\nstart sound [kokesiant submerged area v]\nstart sound [cyan tower v]\nstart sound [kokesiant fight v]\nstart sound [fw intro v]\nstart sound [final weapon v]\n\nset [pitch v] effect to (-100)\n\nchange [曲 v] by (1)\n\nwhen I receive [えんど v]\nrepeat (10)\n change [brightness v] effect by (-7)\nend\nset [brightness v] effect to (-100)\nset [オールイレース v] to [1]\nswitch backdrop to (背景9 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nwait (1) seconds\nrepeat (10)\n change [brightness v] effect by (-10)\nend\nswitch backdrop to (背景10 v)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\nbroadcast (数字 v)\n\nwhen stage clicked\nif <(backdrop [number v]) = [11]> then\n set [pixelate v] effect to (50)\n change [曲 v] by (1)\n if <[10] < (曲)> then\n set [曲 v] to [1]\n end\n stop all sounds\n repeat (5)\n change [pixelate v] effect by (-10)\n end\nend\n\n@62FB5055-7370-43BB-871A-841A4E1590FD\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nshow\n\nset [☁ 世界記録 v] to [65535]\n\ngo to [front v] layer\n\n@データ101〜\n\nwhen I receive [dateつづき v]\nadd [333333833333333333333383333333333333338333333333333333883333333333333388333333333333388833333333333388883333333388888888333333888888888888888888888888888888888888858888888888883333388833333333] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888853333888888888833333388888888833333338888888883333333588888883333333338888883333333333588888333333333335553333333333333333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [888888888888883388888888888883338888888888883333888888888883338888888888883322888888888883332288888888883338228888888883338822888888883339992299888883339999229988883339999922993333339999992299] to [md v]\nadd [104] to [mゴール上 v]\nadd [888888888888888888888888888888888888888888333388888888888333399988888888333399998888888333339999888888333339999988888333333999998888333333399999888333333339999988333333333999993333333333399999] to [md v]\nadd [666688888888866666699999999999666699999999999966699999999999996669999999669999666999999666999966999999966699996699999966669999999999996669999999999996669999999999996666999999993333336699393939] to [md v]\nadd [666999999999999966999999999999996999999999999999699999333339933369999968888998839999996888899883999999688889988399999688888998839999968888899883999966888889988399966999999999933666999999999993] to [md v]\nadd [999939993993993999993999399399399999399939939939999969999993996999999999999699999999999999999999999999996999999999993999399999999999399939939939999939993993993999993999399399393399399939939939] to [md v]\nadd [666666666666666666666666666666666669966666666969699999996966999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999993666666666666663366666666666666] to [md v]\nadd [999999996699999999999999669999999999999966999999999999996699999999999999669999999996699966999999999669996699999999966999669999969996699999999996999669999999999699966999999999963996633333333336] to [md v]\nmove (0) steps\nadd [666666666666999366666666666699936666666666669993666666666666999366666666666699936666666666669993666666666666999399999999999999939999999999999993999999999999999699999999999999963333333333333333] to [md v]\nadd [111] to [mゴール上 v]\nadd [999388888888888899938888888888889993888888888885999333333333333399999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999993999999999999999] to [md v]\nadd [888888888883999388888888888399938888888888836993666666666663999399999999999999939999999999999993999999999999999399999999999999639999999999999993999999999999999399999999999999933666666666666663] to [md v]\nadd [113] to [mゴール上 v]\nadd [f666666666666666666666666666666669999999999999999999999999999999999999999999999993399399399399399] to [md v]\nadd [f888888888858888899999999933999999999999933339999999999933333399999999933333333993999333333333333] to [md v]\nadd [888888888888888388888888888888338888888888883333888888888883866688888888883886668888888883888666888888883888866699999939999966669999999999966666999999999996666699999999999666663333333336666666] to [md v]\nadd [116] to [mゴール上 v]\nadd [88888888888888838888888888888838888888888888838888888888888338888888888888388888888888888388888888888888388888888888X888888888888888388888888888888388888888888888388888888888883388888888888888] to [md v]\nadd [117] to [mゴール上 v]\nadd [222222222288822822882822288888282888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888858888888833388333333333333338833333] to [md v]\nadd [f888888888888778888888888883822838888888883388883888888883339999388588583333999933333333333399993] to [md v]\nadd [888838888888888888888388888888888888883888888888888888833888388888888888888338888888888888333888888888333333888888888338888388888888338888838888888329999992999988329999999299993329999999929999] to [md v]\nadd [120] to [mゴール上 v]\nadd [888888888888888888888888888888888888888888888888338888888888888833358888888888883333388888888888333333888888888833333335888888883333333335888888333333333338888833333333333388883333333333338333] to [md v]\nadd [121] to [mゴール左 v]\nadd [388888888888888833388888888888883333388888888888333333888888888888888888888888888888888X8888888888888833888888888888888338888888888888888888888888888888888888885555555588X888883333333333333333] to [md v]\nadd [122] to [mゴール左 v]\nadd [122] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888884444444444444444] to [md v]\nadd [f888888888888844488888888888844448888888888844444888888888844444488588588844444444444444644444444] to [md v]\nadd [f888888888888888888888888888884488888888888448888888888844888888888888888888888884444448888888888] to [md v]\nadd [888888888888888488888888X88888848888888888888884888X888888888884888888X8888X888488888888888888X48X888888888888848888X888X8888884888888888888X8848888888888888884888888X8888888844444444444X44444] to [md v]\nadd [126] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888888448448848848844] to [md v]\nadd [127] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888648888884664488864446444446448884444444444444644] to [md v]\nadd [128] to [mゴール左 v]\nadd [88888888888888888888888888888888888888888888888888888888888888888888888888888888777777777888888844444444488888884444444448888888444444444888888844444444488888884444444448X884884444444448444444] to [md v]\nadd [129] to [mゴール左 v]\nadd [fX88888X88888X88848888848888848884888884888884888488888488888448848888848888844884888884888884444] to [md v]\nadd [130] to [mゴール左 v]\nadd [448888888888888844888888888888884444488888888888444444888888888844444488888888884444444488888888444444448888888844444444448888884444444444888888444444444444888844444444444485884444444444444444] to [md v]\nadd [131] to [mゴール上 v]\nadd [131] to [mゴール左 v]\nadd [f88888888888888888888888888888888888888888888888848888X8888X4448848888888888444884888888888844444] to [md v]\nadd [f888888888888888888888888888888888888888885888888888588888444444488844444443333334444333333333333] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888488888888888884888888888888848888888888888488888888888884888888888888848888888888888488888888888884888888888888888] to [md v]\nadd [f888888888888888888884448848884448884488888888888884488888888888884448888888888884444888888888888] to [md v]\nadd [88888888888888888888888888888888888888888888888888888888888888888888888888844444888888888884444488888888X884444488884444488888888888444448888888888844444888888888X88888888888884448888888888888] to [md v]\nadd [f888888888888888888888886888888888888886668888888888886666688888888X86666666888884444444444444844] to [md v]\nadd [88888888888X44448888888888X44444888888888X44444488888888X44444448888888X44444444888888X44444444488888X44444444448888X44444444444888X44444444444488X444444444444488444444444444444444444444444444] to [md v]\nadd [138] to [mゴール上 v]\nadd [4488888888888884444888888888888444448888888888844444444448888884888888888888888488888888888888448888888888X8884488888888884488448888888884446644888888878444664488888884444466444444444444446644] to [md v]\nadd [139] to [mゴール上 v]\nadd [333333333333333333333333333333333333333333333333333333333333333366666666666666666666666666666666888888888888888888888888888888888888888888888888888888888888888888X888X88X888X884444444444484444] to [md v]\nadd [140] to [mゴール左 v]\nadd [888888888666666688888888866666668888888886666666888888888666666688888888866666668888888888888666888888888888888688888888888888884444488888888888444444888444888844444488844444884444448884444444] to [md v]\nadd [140] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888888YY88Y888Y888844444444444444884444444444444444] to [md v]\nadd [141] to [mゴール左 v]\nadd [f88888888888888888888888888888888YY888888888888888844888Y888888888844848Y8448Y8888844848884488444] to [md v]\nadd [142] to [mゴール左 v]\nadd [4444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444888888888888888888888888888888888888888888888888888Y8888Y888Y8884444444444444444] to [md v]\nadd [143] to [mゴール左 v]\nadd [f888888888888888888888888888888888846626482284888884666648888448888446644888844488844444488884444] to [md v]\nadd [144] to [mゴール左 v]\nadd [8888888888888888888888888888888888888888888888888888888X8888888888888844888888888888844448888888888844444488888888844444444888884444444444448888444444444444488844444444444444884444444444444444] to [md v]\nadd [145] to [mゴール左 v]\nadd [146] to [mゴール左 v]\nadd [146] to [mゴール上 v]\nadd [f8888888888888888888888888888888888888888888888888888888Y88Y888Y888884488848848884488448884884888] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888858888888888888883888888884444444444444444] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888884444444444444444] to [md v]\nadd [f888888888888888888888888888885448888888888544444888888544444444488854444444444444444444444444444] to [md v]\nadd [f888888888888888888888888888888888888888888888588888888858884444488844444488388884483888838838888] to [md v]\nadd [666668888888444466668888888444446668888888444444668888888444444468888888444444448888888444444444888888444444444488888444444444448888444444444444888444444444444488444444444444444444444444444444] to [md v]\nadd [152] to [mゴール上 v]\nadd [88888444444444888888844444444488888884444444448888888444444444888888844444444488888884444444448888888444444444888888844444444488888888888888888888888888888888888888888888888888444444Y4444Y4444] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888888888888588858888888888844444488888888844444448888888844444444488888844444444448888844444444444884444444444444448] to [md v]\nadd [888888889889888888888888988988888888888898898888888888889889888888888878978978878884884894894884888488889889888888448888988988888844888898898888844488889889883384449999999993334444999999999333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888877777788877888774444448884444444444444888444] to [md v]\nadd [8888888888444444888888888844444488844448884444448884444888444444888444488844444488X444488844444488444448884444448844448884444444884444888488888888444888888888888X444858888888884444444444444444] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888882882288284444488Y888888Y8444] to [md v]\nadd [159] to [mゴール上 v]\nadd [888444888888888488888448888888848888884448888884888888844488888488888888888888848888888888888884888888888888888488888444444X88848888444444448884888444444444888488444444444488844444444444448884] to [md v]\nadd [160] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888855885588858888844444444444888884444444444444444] to [md v]\nadd [161] to [mゴール上 v]\nadd [161] to [mゴール左 v]\nadd [488888888888888844888888888888884448888888888888444488888888888844444888888888884444448888888888444444488888888844444444888888884444444448888888444444444488888844444444444888884444444444444Y44] to [md v]\nadd [2888888888888844288888888888844428888888888844442888888888884448288888888844488828888888444Y8888288888444Y488888288884448888888828888888888888882888888888888888288X8888888888884444444444444444] to [md v]\nadd [162] to [mゴール上 v]\nadd [162] to [mゴール左 v]\nadd [f8888888888888888888888888888888888888888888888888884888488848888888Y888Y888Y88884444444444444444] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888885885858885854444444444444444] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888844444888Y444444488888888Y888888888888888Y888888888888888Y8888888888888X8Y888888888888Y444888888888888444488888884444444444444444] to [md v]\nadd [666666688866666666666668886666666666666888666666666666688866666666666668886666666666666888666666666666688866666688888668886688888888888888888888888888888888888888888888888888884444444484444444] to [md v]\nadd [888888884888888888888888488888888888888848888888888888884888888888888888488888848888488868888884888848888888884488844488888884448884449999994444884444999994444488444449999444444444444999944444] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888333333338888888888888228888888428888822888888442888882288888444288888228888444428888822888444442888882284444444288888228] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888858888888888888844444848484444444444484848] to [md v]\nadd [f888888888888888888888888888888888888888888848884888884888884848488848488848484844484848484848484] to [md v]\nadd [488888888888888848888888888888884888888888888888488884444444444448884888888888844888888888888884444888888888888444444444448888848888888888448884888888888888884488888888888884444444444444444444] to [md v]\nadd [88888888888844448888888888884444888888888888444488888888888844448888888848884444888888844888444488888844488844448888844448884444888844444888888888844444488888888844444444488888444444444YY44444] to [md v]\nadd [888888888333333388888888883333338888888888833333888888888888888888888888888888888888888888888888888888888888858888888888844444448888888844444444888888844444444488885844444444444444444444444444] to [md v]\nadd [f88888888888888888888888888888888888885888888888888883344444444448883338Y8Y8Y8Y844444444444444444] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888884444444444444444] to [md v]\nadd [888888888444444488888888444444448888888844444444888888844444444488888884444444448888884444444444888888444444444488888444444444448885844444444444884444444444444488444444444444444444444444444444] to [md v]\nadd [177] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888858855888588888833333338333333888888888888] to [md v]\nadd [888888888388888888888888838888888888888333888888888888838888888888888838882222228888883882888888888883888288888888888388828888888888388882858888888399999922222288399999999922993339999999992299] to [md v]\nadd [180] to [mゴール上 v]\nadd [33388888888888883338888888888888333888888888888833388888888888883338888888888888333883333338888888888333333888888888833333388888888883333338888844488333333X888844488333333388884448833333333333] to [md v]\nadd [181] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888888858885888888849993399339999489999339933999944] to [md v]\nadd [182] to [mゴール左 v]\nadd [488888888888888848888888888888884488888888888888448888888888888844488888888888884448888888888888444488888888888844444858888888884444444488888888444444444448888844444444444444884444444444444444] to [md v]\nadd [183] to [mゴール上 v]\nadd [183] to [mゴール左 v]\nadd [88888888888888888888888888888888888888888888888888888888888888888888484848848888888848888884888888884888888488888888488888848888888848888884X888888848888884488888884888885444884444444444444444] to [md v]\nadd [184] to [mゴール左 v]\nadd [444888844444444444488888444444444444888884444444444448888844444444444488884444444444448888844444444444488884444444444448888844884444444488888888444444444888888844444444448888884444444444444444] to [md v]\nadd [185] to [mゴール左 v]\nadd [185] to [mゴール上 v]\nadd [f88888888888888848888844488888844888444Y4888444Y48884Y8844844Y88888448888Y444888844Y888888Y888888] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888884444444444444444] to [md v]\nadd [f888888888888888888888488848888488888888888884888884488884888888488888888888888884466666666666666] to [md v]\nadd [48888884444444444888888888888888444888888888888884448888888888888844488888888888888444888888888888884448888888888888844488888888888888888888888888888888888888888888888888X888884444444444444444] to [md v]\nadd [189] to [mゴール上 v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888588888888888888834444488888888533888888888888833388888888888533338888888885833333999994444433333399999] to [md v]\nadd [f8888888888888888888888888888888888888844444444448888848888YY88YY84449999999999994999999999999999] to [md v]\nadd [888888888888333388888888888333338888888888333333888888888333333388888888333333338888888333333333888888333333333388888333333333338888333333333333888333333333333388333333333333334444444444444444] to [md v]\nadd [192] to [mゴール上 v]\nadd [88888888888888888888888888888888888888333Y888888888888883Y888888888888883Y88888888888X88388888888888888838888888888888883Y88888888888888388888888888888838888888888X8888388888883333333333333333] to [md v]\nadd [888888899888333388888889988833338888888998883333888888899888333388888889988833338888888998883333888888899888333388883889988833338883388998883333883339999999333383333999999933333333399999993333] to [md v]\nadd [194] to [mゴール上 v]\nadd [f333333333888844499999999999338889999999999933888999999999993388899999999933338883399333333333888] to [md v]\nadd [f888888888888888888888888888884448888888888444444888885844444444488844444444444444444444444444444] to [md v]\nadd [888888888888444488888888888444448888888888444444888888888444444488888888444444448888888444444444888888444444444488888444444444448888444444444444888444444444444488444444444444444444444444444444] to [md v]\nadd [197] to [mゴール上 v]\nadd [f888888888888888888888888888888888888883333333333888883333333333388883333333333333333333333333333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888777777777788883333333333333333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [200] to [ボス面 v]\n\nbroadcast (next v)\n\nset [map番号 v] to [127]\n\nadd [163] to [mゴール上 v]\n\nadd [163] to [mゴール左 v]\n\nbroadcast (next v)\n\nchange [map番号 v] by (20)\n\nset [map番号 v] to [167]\nbroadcast (next v)\n\nadd [159] to [mゴール左 v]\n\nchange [map番号 v] by (1)\n\n@〜100ステージ\n\nwhen flag clicked\nset [map番号 v] to [1]\npoint in direction (90)\ngo to x: (-225) y: (165)\ndelete all of [md v]\ndelete all of [mゴール上 v]\ndelete all of [mゴール左 v]\ndelete all of [ボス面 v]\nswitch costume to (コスチューム9 v)\nset size to (100) %\nhide\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888881111111111111111] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888881119119119119119] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888188888888888811118888888881111111888888111111111188811111111111111111111111111111] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888181818181811111818181818181111] to [md v]\nadd [f888888888888888888881999999999998881199999999999881119999999999981111999999999991111111111111111] to [md v]\nadd [f999999999999999999999999999999999999999999999999999999999999999999111111166111111111111116611111] to [md v]\nadd [f888888888858888899999999911999999999999111119999999991911111199999919991111111991111999111111119] to [md v]\nadd [f888888888888888899999999999916619999999999111661999999991111166199999911111666611111111116666666] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888887888888888881118288111111111] to [md v]\nadd [f888888888888888888888888888888888888888881881888888888881166118888887771116611181111111111661111] to [md v]\nadd [111111111118888188888888888888888888888888888888888888888877111188888888871111118888888871111111888888871111111188888871111111118888871111111111888871111111111188871111111111111111111111111111] to [md v]\nadd [11] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888881111111111111111] to [md v]\nadd [12] to [mゴール左 v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888888888885888888888888888118888888888888111188888888881911111888888888191111118888885519111111118581111911111111111] to [md v]\nadd [13] to [mゴール左 v]\nadd [f188888888888888811888888888888881111888888888888111118888888888811111118888888881111111118811811] to [md v]\nadd [14] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888881818885888881118888811111111] to [md v]\nadd [15] to [mゴール左 v]\nadd [f888888888888888888888888888888888181818888888888919191818888888891919191918181889191919191919191] to [md v]\nadd [16] to [mゴール左 v]\nadd [188888888888888818888888888888881188888888888888111188888888888811111888888888881111188888888888111111888888888811111119188888881111111911188888111111191118888811111119111118881111111911111191] to [md v]\nadd [17] to [mゴール上 v]\nadd [17] to [mゴール左 v]\nadd [888888811111111188888888111111118888888888888111888888888888888188888888888888888888888888888888888888888888888888888888888888888888888888888588888888888581111188888881111111111111111111111111] to [md v]\nadd [111111111111111118811111888111118888888188888881888888888888888888888888888888888888888888888888888888888888888888888888888888888888116611166111888111661116611188111166111661111111116611166111] to [md v]\nadd [888888888888818888888888888818888888888888818888888888888818888888888888818888888888888818888888888888818888888888888818888888888888818888888888888818888888888888819999999999991111999999999999] to [md v]\nadd [20] to [mゴール上 v]\nadd [888888888888882888888888888882888888888888882888888888888882888888888888882888888888888882888888888888881888888888881111888888888881888188888888881888818888888881999991999999991999999199999999] to [md v]\nadd [21] to [mゴール上 v]\nadd [f888888777777777788888722222222228888722888888888888722288888888888822288888888882222299999999999] to [md v]\nadd [888228888888888888822888888888888882288888888888888228888888858888822888882222228882288822288822888222888888882288822228888888228888882222228822888888888888882288888888888882222222222222222222] to [md v]\nadd [f888888888888888888888888888888888888828888888888888222288888826288222226662222622222222266222262] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888882222222222222222] to [md v]\nadd [888888822888888888888882288888888888888228888888888828822888882288882882288888228882288228888222888228822888822288222882288822228822288888882222822228888882222282222888888222222222222222222222] to [md v]\nadd [25] to [ボス面 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888858858885882262222222222222] to [md v]\nadd [f888888888888888888888288288288288888228828828828888222882882882888222288288288282222228828828828] to [md v]\nadd [888888888888222288888888888822228888888888886222888888887888622288888882288862228888882268886222888888226888622288888222688888888888222268888888888222226888888888222222258888882222222222222222] to [md v]\nadd [222222222222222222222222222222222222222222222222222222222228888822222222228888882222222228888888222222228888222288826628888222228888888888222222888888888222222288888888222222222222222222222222] to [md v]\nadd [222888222222222222288822222222222228882222222222222888222222222222288822222222222228882222222222888888888888888888888888888888888888888888888888888888888888888888888888888888882222222222222222] to [md v]\nadd [f888888888888888888888888888888888883688836888888883868838688888888886388868888882222222222222222] to [md v]\nadd [888888882288888888888888228888888888888822888888888888882288888888888888228888888888888822888888888888886888288888888828888828888888882888822888888882288822288888888222222222222222222222222222] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888888888888828822222888888882882222288888882288222228888885228822222888522222882222285222222288222222222222228822222] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888882882228822882222] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888588222882882882222222288888888222] to [md v]\nadd [666666888888888866666888888888886666888888828888666888888888888266888888888888228888888888888222888888888882882288828888828888228888888288888822888882888888882288888888888888222222222266666622] to [md v]\nadd [666666666666668866666666666668886666666666688888666666666688888866666666888888886666668888888888666888888888822288888888888222228888888882222222888888822222222288882222222222222222222222222222] to [md v]\nadd [888888888888888888888888888888888888888888882222888888888882882888888888882888288888888882888828888888882888882888888882888888288888882888888828888882888888882888882888888888282222666666666666] to [md v]\nadd [39] to [mゴール上 v]\nadd [f888888888888826688888888888266668888888882666666888888826666666688888266666666662226666666666666] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888588588888588882222222222222222] to [md v]\nadd [888888888882222288888888882222228888888882222222888888882222222288888882222222228888882222222222888882222222222288882222222222228882222222222222882222222222222282222222222222222222222222222222] to [md v]\nadd [42] to [mゴール上 v]\nadd [888888888888873388888888888873338888888888873333888888888873888388888888873888838888888873888883888888872888888388888852888888838888822888888883888522288888888377222229999999332222222999999933] to [md v]\nadd [43] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [44] to [mゴール左 v]\nadd [668888888888888866888888888888886688887788888888668888338888888866888883888888886699999338888888669999933388888899999993333888889999999333338888999999933333388899999993333333883333333333333333] to [md v]\nadd [45] to [mゴール左 v]\nadd [666666666666666666666668666686666686688868668686868668888868888699969999999999969999999999999999999999999929999999922299922999999222222222229999222222222222999922222222222222992222222222222222] to [md v]\nadd [46] to [mゴール左 v]\nadd [888888888888888888888888888888888888888888888888888888888888888899999999999999999999999999999999999699969996999999666666666669999999969996999999999999999999999999999999999999992226666666666222] to [md v]\nadd [47] to [mゴール左 v]\nadd [888888222222228822228229999992889992229999999288999992999929922299999299996999999999929999699999999999999969999999999999996999996999999999699999699999999969999966999999996999996666922222222222] to [md v]\nadd [48] to [mゴール左 v]\nadd [666888888888888866699999999999996669999999999999666999699999999966699966999999996669996699999999969999666999999999999966669999999999996666999999999999666669999999999966666699996226666666666662] to [md v]\nadd [49] to [mゴール左 v]\nadd [888888888888888888888888888888888888888888888888288888888888888828888888888888882299999999999999222999999999999922226999999999992222669999999999222226699999999922222266699999992222222266999992] to [md v]\nadd [50] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888882222222222222222] to [md v]\nadd [51] to [mゴール左 v]\nadd [51] to [ボス面 v]\nadd [888888888888888888888888888888888888888888888888878888888888888822778888888888882222778888888888222222778888888822222222778888882222222222778888222222222222778822222222222222782222222222222222] to [md v]\nadd [52] to [mゴール左 v]\nadd [288888822222222222888888888888888288888888888888882222222222288888888888888888828888888888888822888888888888882288888822222222882228888888888888222228888888888822222888888888882222222222222222] to [md v]\nadd [53] to [mゴール上 v]\nadd [53] to [mゴール左 v]\nadd [222222222222222222222222222222222222222222222222222222222222222222288888888888882888888888888888288888888888888888888888888888888888888222222222888882222222222288882222222222222222222222222222] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888883333388833333333333336663333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888588588588588583333333333333333] to [md v]\nadd [888888888338888888888888833888888888888883388888888888888338888888888888833888888888888883388888888888888668888888888888888888888888888888888888888883638888888888888363888883663333336333333366] to [md v]\nadd [888883366666666688888888888888888888888888888888888888888888888888888833333333338888833333333333888883333333333388883333333333338888333333333333888333333333333388833333333333333383333333333333] to [md v]\nadd [8888888888888888888888888888888888888888888888888888888888888888888888883333333388888888883333338888888888883333888888888888883388888X8888888833888833388888888388833338888888833333333666666663] to [md v]\nadd [888888888888888388888888888888388888888888883888888888888338888888888888388888888888333888888888888833388888888888883336666666668888333666666666888833366666666688X83336666666663333333666666666] to [md v]\nadd [60] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [61] to [mゴール左 v]\nadd [388888888888866638888888888886663888888888888666388888888888866638888888888886663888777777788666888833333338866388886333333888888888633333388888888863333338888888886333333X88883333333333333333] to [md v]\nadd [62] to [mゴール左 v]\nadd [f88888888888888888888888888888888888888888888888888888888888888888888888X888888X83366666336666663] to [md v]\nadd [63] to [mゴール左 v]\nadd [f888888888888888888888888888888888888888888888888336633338888888866666663838888886666666383833333] to [md v]\nadd [64] to [mゴール左 v]\nadd [388838888888888838883888888888883888888888888888388888888888888838X88888888888883338888888888888333333388888888833333333888888883333333338888888333333333388888833333333333588883333333333333333] to [md v]\nadd [65] to [mゴール左 v]\nadd [65] to [mゴール上 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883388383838833883] to [md v]\nadd [66] to [mゴール左 v]\nadd [f999999999999938899999999999993889999999999999388999999999999938899999999999993X83333333333333333] to [md v]\nadd [67] to [mゴール左 v]\nadd [f333333333339999999999999999999999999999999999999999999999999999999999999999999996666666666699333] to [md v]\nadd [68] to [mゴール左 v]\nadd [333333666666999936669999999999993669999999999999369999999999999939999999999999993999999999999999399996666666633339999999999999993999999999999999399999999999999939999999999999993333333333333333] to [md v]\nadd [69] to [mゴール左 v]\nadd [69] to [mゴール上 v]\nadd [999999999999333399999999999933339999999999933333999999999993333399999999993333339999999993333333999999999999999999999999999999999999999999333333999999933333333399999993333333333339999333333333] to [md v]\nadd [333333333999933339999999399999333999999933999993399333993339999339933399333399933999939933339993399993999933999333399399999399939999939999999993999993993999999399999366339999933339336633333333] to [md v]\nadd [71] to [mゴール上 v]\nadd [888888888888888888888888888888888877877877877877993383383383383399388888888888889938888888888888993888888888888899388888888888889938888888888888993666666666666699366666666666663336666666666666] to [md v]\nadd [f888888888888888888888888888888888888885858588888888883333333888888883333333366663333333333336666] to [md v]\nadd [3388888833333333333888888888888833333888888888883333338888888888888888888888888888888888888888888888888X8888888888888833333666638888833333366663888833333336666388833333333666633333333333366663] to [md v]\nadd [74] to [mゴール上 v]\nadd [f888878888888888888833999999999998883399999999999883339999999999988333999999999993333399999999999] to [md v]\nadd [f999999999999966699999933399999669999996339999999999996633699999999999663366999993333333333333333] to [md v]\nadd [f666666666666666699999999999999999999999999999999999999999999999999999999999669993333399999333333] to [md v]\nadd [f999999999999669966699999999999999999999669999999999999999999999999996699999969993333333333333333] to [md v]\nadd [f999999936639999999999933663399999999993366339999999999336633399999999333663339993399933366333399] to [md v]\nadd [f669999996999999999999999999999999999669999999966999966999999666699996699999666663333339933333333] to [md v]\nadd [f999999999999338399999999999333839999999999333383999999999333338399999999333333833366666633333383] to [md v]\nadd [8888888888888888888888888888888888888888888888888888888888888X8888888888888844488888888888884448888888888883333388888383838333338888338888833333888333888883333388333388888333333333338888833333] to [md v]\nadd [82] to [mゴール上 v]\nadd [333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333388888888888888888888888888888888888888888888888888885888858888883333333333333333] to [md v]\nadd [333333688888833333333368888883333333336888888333333333688888833333333368888883333333336888588333333333688338833388883368863888338888888886388888888888888638888888888778863777883333333XX3333333] to [md v]\nadd [333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333333366666666666666668888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [333333333388888833333333388888883333333388888888333333388888887833333388888887333333388888887333333388888887333388888888887333338888888887333333888888887333333388888857333333333333333333333333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [87] to [ボス面 v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888888888888888883333333333333333] to [md v]\nadd [888888888888333388888888888338338888888888338833888888888338883388888888338888338888888338888833888888338888883388888338888888338888338888888833888339999999993388339999999999333339999999999933] to [md v]\nadd [89] to [mゴール上 v]\nadd [f8888888888888888888888888888888888888688868886888888868886888688888X868X868X86883333333333333333] to [md v]\nadd [f888888888888888888888888888888888888X88888888888883336666633366688333666663336663333366666333666] to [md v]\nadd [f888888888888888888888888888888858888883883838883888838388383883888383838838388883838383883838888] to [md v]\nadd [f888888888888888888888888888888888888888888588888888858888333858888333885333333583333333333333333] to [md v]\nadd [f6666666666666666888888888888888888888888888888888888888888888888888888888888888833X3X333X333X333] to [md v]\nadd [888888888833388888888888883338888888888888333888888888888833388888888888883338888888333999666993888833399966699388833333999999938883333399999993883333339999999388333333999999933333333333333333] to [md v]\nadd [6668888888888883668888888888888368888888888888836888888333338883688888338888888388888338888888838888833888888883888883388833333388888338888888888888X3388888888888333335888888883333333333333333] to [md v]\nadd [888888888888888888888888888888888888888888888888888888888888888888888888888888388888888888838888888888888888888888888888883888888888888888888888888888883888888888388388888888883888888888888888] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888588858888388388333333333666666633333333] to [md v]\nadd [f888888888888888888888888888888888888888888888888888888888888888888588588858858883333333333333333] to [md v]\nadd [888888888888833388888888888883338888888888883333888888888883333388888888883333338888888883333333888888883333333388883388888833338888338888888883888333388888888888833333388888883333333333333333] to [md v]\nbroadcast (dateつづき v)\n\ndefine 配置 (配置)\nset [地形→水 v] to (配置)\nset size to (104) %\nset [配置用 v] to [1]\ngo to x: (-225) y: (165)\nif < (配置) contains [9]?> then\n broadcast (水 v)\nend\nif <(letter (1) of (配置)) = [f]> then\n change [配置用 v] by (1)\n go to x: (-225) y: (-15)\nelse\n repeat (6)\n repeat (16)\n if <(letter (配置用) of (配置)) = [X]> then\n switch costume to (コスチューム10 v)\n create clone of (_myself_ v)\n else\n if <(letter (配置用) of (配置)) = [Y]> then\n switch costume to (コスチューム11 v)\n create clone of (_myself_ v)\n else\n if <not <[7] < (letter (配置用) of (配置))>> then\n switch costume to (letter (配置用) of (配置))\n create clone of (_myself_ v)\n end\n end\n end\n change x by (30)\n change [配置用 v] by (1)\n end\n set x to (-225)\n change y by (-30)\n end\nend\nrepeat (6)\n repeat (16)\n if <(letter (配置用) of (配置)) = [X]> then\n switch costume to (コスチューム10 v)\n create clone of (_myself_ v)\n else\n if <(letter (配置用) of (配置)) = [Y]> then\n switch costume to (コスチューム11 v)\n create clone of (_myself_ v)\n else\n if <not <[7] < (letter (配置用) of (配置))>> then\n switch costume to (letter (配置用) of (配置))\n create clone of (_myself_ v)\n end\n end\n end\n change x by (30)\n change [配置用 v] by (1)\n end\n set x to (-225)\n change y by (-30)\nend\nswitch costume to (コスチューム9 v)\n\nwhen I receive [スタート v]\n配置 (item (1) of [md v])\n\nwhen I start as a clone\nshow\nif <(costume [number v]) = [7]> then\n forever\n go to [front v] layer\n end\nend\nif <(costume [number v]) = [11]> then\n forever\n repeat (20)\n set size to (pick random (98) to (102)) %\n change y by (3)\n end\n wait (0.2) seconds\n repeat (20)\n set size to (pick random (98) to (102)) %\n change y by (-3)\n end\n wait (0.2) seconds\n end\nend\n\nset size to (102) %\n\nwhen I receive [next v]\nif <(costume [number v]) = [9]> then\n set [移動できるか v] to [0]\n set [オールイレース v] to [1]\n wait (0.05) seconds\n set [オールイレース v] to [0]\n 配置 (item (MAP番号) of [md v])\n switch costume to (コスチューム9 v)\n if <not <[ボス面 v] contains (MAP番号)?>> then\n set [移動できるか v] to [おk]\n end\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nwait until <[0] < (オールイレース)>\ndelete this clone\n\nset [map番号 v] to [0]\nbroadcast (next v)\n\nset [map番号 v] to [24]\nbroadcast (next v)\n\n配置 (item (60) of [md v])\n\n配置 (item (length of [md v]) of [md v])\n\n配置 (item (69) of [md v])\n\n配置 (item (length of [md v]) of [md v])\n\n配置 [fYYY1]\n\n配置 [888888888888888888888888888888888888888888888888888888888888888888888888333333338888888888888228888888428888822888888442888882288888444288888228888444428888822888444442888882284444444288888228]\n\n@水\n\ndefine 配置 (配置)\nset [地形→水 v] to (配置)\nset size to (101) %\nset [配置水 v] to [1]\ngo to x: (-225) y: (165)\nif <(letter (1) of (配置)) = [f]> then\n change [配置水 v] by (1)\n go to x: (-225) y: (-15)\nelse\n repeat (6)\n repeat (16)\n if <(letter (配置水) of (配置)) = [9]> then\n create clone of (_myself_ v)\n end\n change x by (30)\n change [配置水 v] by (1)\n end\n set x to (-225)\n change y by (-30)\n end\nend\nrepeat (6)\n repeat (16)\n if <(letter (配置水) of (配置)) = [9]> then\n create clone of (_myself_ v)\n end\n change x by (30)\n change [配置水 v] by (1)\n end\n set x to (-225)\n change y by (-30)\nend\nswitch costume to (コスチューム9 v)\n\nwhen flag clicked\ngo to x: (-225) y: (165)\nhide\nswitch costume to (コスチューム1 v)\nset [オールイレース v] to [0]\n\nwhen I start as a clone\nswitch costume to (コスチューム3 v)\nshow\nclear graphic effects\nset [ghost v] effect to (40)\nforever\n repeat (20)\n change [brightness v] effect by (1)\n end\n repeat (20)\n change [brightness v] effect by (-1)\n end\nend\n\nwhen I receive [水 v]\nif <(costume [number v]) = [2]> then\n 配置 (地形→水)\n switch costume to (コスチューム1 v)\nend\n\nwhen I start as a clone\nwait (0.2) seconds\nwait until <[0] < (オールイレース)>\ndelete this clone\n\ngo to [front v] layer\nset size to (100) %\nset [配置水 v] to [1]\ngo to x: (-225) y: (165)\nrepeat (12)\n repeat (16)\n set x to (-225)\n change y by (-30)\nend\n\n@フクツウサソ\n\nwhen flag clicked\ngo to x: (157) y: (-119)\npoint in direction (90)\nhide\nswitch costume to (コスチューム1 v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[24] < (MAP番号)>\n set [曲 v] to [4]\n stop all sounds\n hide\n set [移動できるか v] to [0]\n repeat (20)\n move (0) steps\n end\n show\n erase all\n say [よう] for (1.5) seconds\n say [RTA楽しんでいるか?] for (1.5) seconds\n say [ついに俺、出世したんや] for (1.5) seconds\n say [俺はkokesiant志天王になったんだ!] for (2) seconds\n say [ではkokesiant志天王のフクツウサソ!] for (2) seconds\n say [行くで!] for (1.5) seconds\n set [移動できるか v] to [おk]\n forever\n 行動 (pick random (1) to (4))\n end\nend\n\ndefine 行動 (1〜4)\ngo to x: (157) y: (-119)\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nswitch costume to (コスチューム1 v)\nif <(1〜4) = [1]> then\n switch costume to (コスチューム1 v)\n repeat (2)\n wait (0.15) seconds\n next costume\n end\n set rotation style [all around v]\n set [クローン番号 v] to [1]\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (3))\n point in direction (90)\n turn right ((4) + ((x position) / (25))) degrees\n create clone of (_myself_ v)\n end\n point in direction (90)\n set x to (0)\n repeat (15)\n turn left (85) degrees\n move (10) steps\n turn right (85) degrees\n turn right (10) degrees\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム1 v)\n repeat (7)\n turn left (20) degrees\n change y by (-3.5)\n change x by (7)\n create clone of (_myself_ v)\n end\n point in direction (90)\n go to x: (157) y: (-119)\nend\nif <(1〜4) = [2]> then\n switch costume to (コスチューム1 v)\n repeat (10)\n change [brightness v] effect by (10)\n end\n switch costume to (コスチューム4 v)\n wait (0.2) seconds\n switch costume to (コスチューム5 v)\n wait (0.2) seconds\n repeat (5)\n move (-8) steps\n end\n set [brightness v] effect to (0)\n switch costume to (コスチューム6 v)\n wait (0.1) seconds\n switch costume to (コスチューム7 v)\n wait (0.2) seconds\n switch costume to (コスチューム5 v)\n wait (0.1) seconds\n switch costume to (コスチューム4 v)\n wait (0.05) seconds\n switch costume to (コスチューム1 v)\n repeat (5)\n move (8) steps\n end\nend\nif <(1〜4) = [3]> then\n switch costume to (コスチューム2 v)\n set [クローン番号 v] to [1]\n repeat until <[-1] < (y position)>\n change y by (([abs v] of (y position) ) / (3))\n change x by (-3)\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム8 v)\n set rotation style [all around v]\n repeat (30)\n turn right (55) degrees\n create clone of (_myself_ v)\n change y by (-3)\n change x by (-9)\n end\n switch costume to (コスチューム3 v)\n point in direction (90)\n switch costume to (コスチューム1 v)\n repeat until <(y position) < [-118]>\n change y by (((0) - ((119) - ([abs v] of (y position) ))) / (3))\n end\n wait (0.8) seconds\n set rotation style [left-right v]\n point in direction (-90)\n switch costume to (コスチューム3 v)\n glide (0.3) secs to x: (157) y: (-119)\n point in direction (90)\n switch costume to (コスチューム1 v)\nend\nif <(1〜4) = [4]> then\n switch costume to (コスチューム1 v)\n wait (0.2) seconds\n set [クローン番号 v] to [1]\n repeat (2)\n wait (0.2) seconds\n create clone of (_myself_ v)\n next costume\n end\n set [クローン番号 v] to [2]\n create clone of (_myself_ v)\n wait (0.5) seconds\n glide (1) secs to x: (-140) y: (-119)\n switch costume to (コスチューム1 v)\n wait (1.5) seconds\n set [クローン番号 v] to [1]\n repeat (20)\n change y by (5)\n set x to ((-140) + (([sin v] of ((y position) * (100)) ) * (5)))\n create clone of (_myself_ v)\n change [ghost v] effect by (5)\n end\n go to x: (157) y: (-119)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n set [ghost v] effect to (0)\nend\n\nwhen I start as a clone\nif <(クローン番号) = [1]> then\n repeat (5)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nif <(クローン番号) = [2]> then\n start sound [レーザー v]\n switch costume to (コスチューム9 v)\n change y by (-4)\n move (-40) steps\n wait (0) seconds\n repeat until <touching (_edge_ v)?>\n move (-25) steps\n end\n delete this clone\nend\n\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[24] < (MAP番号)>\n repeat (15)\n wait until <<(y position) < (([y position v] of [高性能天井判定付きプラットフォーム v]) - (30))> and <touching (高性能天井判定付きプラットフォーム v)?>>\n set [y v] to [21]\n set [pixelate v] effect to (100)\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n end\n stop [other scripts in sprite v]\n set [移動できるか v] to [0]\n clear graphic effects\n show\n repeat (10)\n change [brightness v] effect by (10)\n change [ghost v] effect by (10)\n end\n go to x: (0) y: (0)\n point in direction (90)\n switch costume to (コスチューム1 v)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n say [わあ強い…] for (2) seconds\n say [ではRTAの続きをどうぞ] for (2) seconds\n repeat (20)\n change [ghost v] effect by (5)\n change [brightness v] effect by (-8)\n change [pixelate v] effect by (5)\n end\n hide\n delete (1) of [ボス面 v]\n set [移動できるか v] to [おk]\n set [x v] to [15]\n set [曲 v] to [2]\n stop all sounds\nend\n\n@レーザースティッカー\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (-175) y: (54)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nhide\ndelete all of [xy v]\nadd [] to [xy v]\nadd [] to [xy v]\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[50] < (MAP番号)>\n move (100) steps\n set [曲 v] to [4]\n stop all sounds\n set [移動できるか v] to [0]\n wait (0.5) seconds\n show\n set [ghost v] effect to (100)\n repeat (10)\n move (-10) steps\n change [ghost v] effect by (-10)\n end\n say [俺は”kokesiant志天王“の1人] for (2) seconds\n say [レーザースティッカーだ!] for (2) seconds\n say [正直言ってワイ、強いで?] for (2) seconds\n say [勝 て る か な ?] for (2) seconds\n set [移動できるか v] to [おk]\n forever\n 初期 (pick random (1) to (4))\n end\nend\n\nset [クローン番号 v] to [1]\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nset rotation style [all around v]\nif <(クローン番号) = [1]> then\n show\n switch costume to (コスチューム2 v)\n point in direction (90)\n repeat until <<(移動できるか) = [0]> or <(MAP番号) < []>>\n go to x: (item (1) of [xy v]) y: (item (2) of [xy v])\n turn right ([abs v] of (([sin v] of ((timer) * (250)) ) * ([abs v] of (([sin v] of ((timer) * (350)) ) * (30)) )) ) degrees\n move (60) steps\n end\n repeat (10)\n change size by (30)\n change [ghost v] effect by (10)\n move (([sin v] of ((timer) * (200)) ) * (10)) steps\n end\n delete this clone\nend\nif <(クローン番号) = [2]> then\n show\n switch costume to (コスチューム2 v)\n point in direction (90)\n change [color v] effect by (25)\n repeat (pick random (20) to (25))\n go to x: (item (1) of [xy v]) y: (item (2) of [xy v])\n turn right ((0) - ([abs v] of (([sin v] of ((timer) * (250)) ) * ([abs v] of (([sin v] of ((timer) * (350)) ) * (30)) )) )) degrees\n move (([sin v] of ((timer) * (200)) ) * (70)) steps\n end\n set size to (20) %\n glide (0.5) secs to x: (pick random (-200) to (200)) y: (150)\n switch costume to (コスチューム3 v)\n set size to (50) %\n repeat (10)\n turn right (pick random (40) to (220)) degrees\n change y by (pick random (4) to (-4))\n end\n switch costume to (コスチューム4 v)\n set y to (0)\n go to [back v] layer\n switch costume to (コスチューム2 v)\n set size to (1800) %\n switch costume to (コスチューム4 v)\n clear graphic effects\n set [brightness v] effect to (50)\n point in direction (90)\n start sound [A Elec Guitar v]\n repeat (5)\n change [brightness v] effect by (-10)\n switch costume to (コスチューム2 v)\n change size by (-100)\n switch costume to (コスチューム4 v)\n end\n switch costume to (コスチューム5 v)\n wait (0.05) seconds\n switch costume to (コスチューム6 v)\n switch costume to (コスチューム2 v)\n set size to (1100) %\n switch costume to (コスチューム6 v)\n repeat (10)\n switch costume to (コスチューム2 v)\n change size by (-40)\n change [ghost v] effect by (10)\n switch costume to (コスチューム6 v)\n change [brightness v] effect by (10)\n end\n delete this clone\nend\nif <(クローン番号) = [3]> then\n show\n switch costume to (コスチューム7 v)\n point towards (高性能天井判定付きプラットフォーム v)\n repeat until <touching (_edge_ v)?>\n move (10) steps\n end\n delete this clone\nend\n\nwhen I receive [スタート v]\nforever\n replace item (1) of [xy v] with (x position)\n replace item (2) of [xy v] with (y position)\nend\n\nswitch costume to (コスチューム3 v)\nrepeat (10)\n change size by (30)\n change [ghost v] effect by (10)\n move (([sin v] of ((timer) * (200)) ) * (10)) steps\nend\ndelete this clone\n\ndefine 初期 (1〜4)\nswitch costume to (コスチューム1 v)\ngo to x: (-175) y: (54)\npoint in direction (90)\nset rotation style [left-right v]\nif <(1〜4) = [1]> then\n set [クローン番号 v] to [2]\n repeat (3)\n repeat (10)\n move (10) steps\n end\n create clone of (_myself_ v)\n end\n glide (1) secs to x: (-175) y: (54)\nend\nif <(1〜4) = [2]> then\n glide (3) secs to x: (-135) y: (-147)\n wait (1) seconds\n set [wave v] to [0]\n repeat (30)\n erase all\n ウェーバー\n go to x: (-135) y: (-147)\n change [wave v] by (1)\n end\n repeat (30)\n erase all\n ウェーバー\n change [wave v] by (-1)\n go to x: (-135) y: (-147)\n end\n erase all\n wait (1) seconds\n set rotation style [all around v]\n glide (3) secs to x: (-175) y: (54)\nend\nif <(1〜4) = [3]> then\n wait (0.2) seconds\n set [クローン番号 v] to [3]\n create clone of (_myself_ v)\n wait (0.5) seconds\n set [wave v] to [0]\n repeat (15)\n erase all\n change [wave v] by (3)\n ウェーバー\n go to x: (-175) y: (54)\n end\n point in direction (95)\n repeat (30)\n erase all\n ウェーバー\n set y to (54)\n change x by ((0) - ((wave) * (8)))\n change [wave v] by (-1)\n end\n point in direction (90)\n erase all\n wait (0.2) seconds\n set [クローン番号 v] to [3]\n repeat (5)\n create clone of (_myself_ v)\n end\n wait (0.5) seconds\n repeat until <(y position) < [-100]>\n change y by (((y position) - (55)) / (3))\n end\n set y to (-139)\n repeat (20)\n set x to (pick random (112) to (116))\n end\n wait (0.2) seconds\n set rotation style [all around v]\n point in direction (60)\n glide (1) secs to x: (-175) y: (54)\n point in direction (90)\n wait (0.2) seconds\nend\nif <(1〜4) = [4]> then\n set [クローン番号 v] to [2]\n create clone of (_myself_ v)\n glide (1) secs to x: (0) y: (54)\n set [クローン番号 v] to [2]\n repeat (2)\n create clone of (_myself_ v)\n end\n set [クローン番号 v] to [3]\n repeat (2)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n wait (1.5) seconds\n repeat until <(y position) < [-100]>\n change y by (((y position) - (55)) / (3))\n end\n wait (1) seconds\n set rotation style [all around v]\n repeat (10)\n turn left (3) degrees\n change x by (-10)\n end\n repeat (10)\n turn right (3) degrees\n change x by (-6)\n end\n point in direction (90)\n glide (1.5) secs to x: (-175) y: (54)\nend\n\nforever\n\ndefine ウェーバー\nset pen size to (6)\nset pen color to (#ff0000)\npen down\nrepeat (wave)\n change x by (10)\n set y to ((item (2) of [xy v]) + (([sin v] of (((x position) + (timer)) * (500)) ) * (5)))\nend\npen up\n\nchange y by (10)\n\nmove (10) steps\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[50] < (MAP番号)>\n repeat (25)\n wait until <<(y position) < (([y position v] of [高性能天井判定付きプラットフォーム v]) - (31))> and <touching (高性能天井判定付きプラットフォーム v)?>>\n set [y v] to [18]\n set [brightness v] effect to (80)\n repeat (8)\n change [brightness v] effect by (-10)\n end\n end\n stop [other scripts in sprite v]\n set [移動できるか v] to [0]\n clear graphic effects\n say [あれ?君、どこかで見たような…] for (2) seconds\n delete (1) of [ボス面 v]\n repeat (10)\n change [brightness v] effect by (15)\n change [ghost v] effect by (10)\n end\n erase all\n hide\n wait (0.5) seconds\n set [移動できるか v] to [おk]\n set [x v] to [-20]\n set [曲 v] to [2]\n stop all sounds\nend\n\n@ギャットラーゼーneo\n\nwhen flag clicked\ngo to x: (130) y: (-135)\nswitch costume to (コスチューム1 v)\nset size to (100) %\npoint in direction (90)\nset rotation style [left-right v]\nhide\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[86] < (MAP番号)>\n set [移動できるか v] to [0]\n show\n set [曲 v] to [4]\n stop all sounds\n go to x: (306) y: (-135)\n glide (0.5) secs to x: (130) y: (-135)\n go to x: (130) y: (-135)\n say [俺はkokesiant志天王の1人!] for (2) seconds\n say [ギャットラーゼーや!] for (2) seconds\n say [RTA走者の方ですか?] for (2) seconds\n say [頑張ってくださいね] for (2) seconds\n say [では、行くぞ!] for (2) seconds\n set [移動できるか v] to [おk]\n forever\n 行動 (pick random (1) to (4))\n end\nend\n\ndefine 行動 (1〜4)\nswitch costume to (コスチューム1 v)\ngo to x: (130) y: (-135)\npoint in direction (90)\nset rotation style [left-right v]\nset size to (100) %\nif <(1〜4) = [1]> then\n repeat (20)\n move (-2) steps\n end\n switch costume to (コスチューム2 v)\n set [クローン番号 v] to [1]\n repeat (4)\n wait (0.15) seconds\n create clone of (_myself_ v)\n end\n wait (1) seconds\n switch costume to (コスチューム1 v)\n wait (1) seconds\n set [クローン番号 v] to [2]\n repeat (5)\n create clone of (_myself_ v)\n wait (0.1) seconds\n end\n wait (1) seconds\n repeat (20)\n move (2) steps\n end\nend\nif <(1〜4) = [2]> then\n wait (0.5) seconds\n switch costume to (コスチューム2 v)\n wait (0.5) seconds\n switch costume to (コスチューム1 v)\n 波動砲\n wait (3) seconds\n repeat (45)\n move (-4) steps\n end\n wait (1) seconds\n switch costume to (コスチューム2 v)\n point in direction (-90)\n wait (0.5) seconds\n set [クローン番号 v] to [1]\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n wait (2) seconds\n repeat (45)\n move (-4) steps\n end\n point in direction (90)\n switch costume to (コスチューム2 v)\n wait (0.1) seconds\n create clone of (_myself_ v)\n wait (0.1) seconds\n switch costume to (コスチューム1 v)\n wait (0.2) seconds\nend\nif <(1〜4) = [3]> then\n repeat (35)\n move (-5) steps\n end\n switch costume to (コスチューム2 v)\n wait (0.5) seconds\n set [クローン番号 v] to [4]\n repeat (30)\n create clone of (_myself_ v)\n set x to (pick random (-43) to (-47))\n end\n set x to (-45)\n wait (1) seconds\n switch costume to (コスチューム1 v)\n repeat (35)\n move (5) steps\n end\nend\nif <(1〜4) = [4]> then\n wait (0.3) seconds\n switch costume to (コスチューム2 v)\n repeat (12)\n move (3) steps\n end\n switch costume to (コスチューム1 v)\n set [クローン番号 v] to [4]\n create clone of (_myself_ v)\n repeat until <(x position) < [1]>\n change x by ((0) - ((x position) / (5)))\n end\n wait (1) seconds\n repeat until <[129] < (x position)>\n change x by (((130) - ([abs v] of (x position) )) / (6))\n end\nend\n\nwhen I start as a clone\nif <(クローン番号) = [1]> then\n switch costume to (コスチューム3 v)\n show\n go to [front v] layer\n move (-27) steps\n change y by (50)\n set size to (300) %\n repeat (6)\n change size by (-20)\n end\n repeat (10)\n set size to (pick random (180) to (160)) %\n end\n set size to (700) %\n switch costume to (コスチューム4 v)\n set rotation style [all around v]\n turn right (pick random (160) to (200)) degrees\n move (-20) steps\n start sound [recording1 v]\n repeat (8)\n switch costume to (コスチューム3 v)\n change size by (-40)\n switch costume to (コスチューム4 v)\n end\n repeat (5)\n switch costume to (コスチューム3 v)\n change size by (-40)\n switch costume to (コスチューム4 v)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nif <(クローン番号) = [2]> then\n switch costume to (コスチューム5 v)\n show\n go to [front v] layer\n move (52) steps\n change y by (10)\n start sound [C Trumpet v]\n set [ghost v] effect to (100)\n repeat (10)\n change [ghost v] effect by (-10)\n change y by (5)\n end\n repeat until <touching (_edge_ v)?>\n change size by (6)\n change y by ((10) + (((size) - (100)) / (3)))\n end\n delete this clone\nend\nif <(クローン番号) = [3]> then\n switch costume to (コスチューム6 v)\n show\n go to [front v] layer\n change x by (-27)\n change y by (50)\n repeat (10)\n move (-22) steps\n change size by (10)\n end\n wait (pick random (0.3) to (2)) seconds\n go to [back v] layer\n point in direction (90)\n set size to (700) %\n switch costume to (コスチューム4 v)\n move (-20) steps\n start sound [recording1 v]\n repeat (8)\n switch costume to (コスチューム3 v)\n change size by (-40)\n switch costume to (コスチューム4 v)\n end\n repeat (5)\n switch costume to (コスチューム3 v)\n change size by (-40)\n switch costume to (コスチューム4 v)\n change [ghost v] effect by (20)\n end\n delete this clone\nend\nif <(クローン番号) = [4]> then\n switch costume to (コスチューム7 v)\n show\n go to [front v] layer\n move (-30) steps\n change y by (50)\n repeat until <touching (_edge_ v)?>\n move (pick random (-30) to (-25)) steps\n end\n delete this clone\nend\n\nset size to (100) %\n\ndefine 波動砲\nset [クローン番号 v] to [3]\npoint in direction (105)\nrepeat (4)\n create clone of (_myself_ v)\n turn left (6) degrees\nend\ncreate clone of (_myself_ v)\npoint in direction (90)\n\ncreate clone of (_myself_ v)\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[86] < (MAP番号)>\n repeat (25)\n wait until <<([y position v] of [高性能天井判定付きプラットフォーム v]) < [-99]> and <touching (高性能天井判定付きプラットフォーム v)?>>\n set [y v] to [20]\n set [pixelate v] effect to (100)\n start sound [ニャー v]\n repeat (10)\n change [pixelate v] effect by (-10)\n end\n end\n stop [other scripts in sprite v]\n set [移動できるか v] to [0]\n set [x v] to [0]\n say […なるほど、貴方ですか] for (2) seconds\n say [ではどうぞ] for (2) seconds\n repeat until <[179] < (y position)>\n change y by (([abs v] of ((315) + ((y position) - (179))) ) / (6))\n set [brightness v] effect to (([abs v] of ((315) + ((y position) - (179))) ) / (4))\n end\n hide\n delete (item # of [87] in [ボス面 v]) of [ボス面 v]\n set [x v] to [35]\n set [移動できるか v] to [おk]\n set [曲 v] to [3]\n stop all sounds\nend\n\ngo to [back v] layer\n\n@高性能天井判定付きプラットフォーム\n\ndefine 左開始\nswitch costume to (コスチューム1 v)\ngo to x: (230) y: (-100)\nset size to (90) %\nset [y v] to [0]\nset [x v] to [0]\npoint in direction (-90)\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (99.9)\n\nbroadcast (next v)\n\npoint in direction (-90)\n\nwhen I receive [死亡 v]\nif <(移動できるか) = [おk]> then\n 初期\nend\n\nwhen flag clicked\nhide\nset [移動できるか v] to [おk]\nset rotation style [left-right v]\n\ndefine 初期\nswitch costume to (コスチューム1 v)\ngo to x: (-230) y: (-100)\nset size to (90) %\nset [y v] to [0]\nset [x v] to [0]\npoint in direction (90)\ngo to [front v] layer\nclear graphic effects\nset [ghost v] effect to (99.9)\n\ndefine 移動\ngo to [front v] layer\nif <<<mouse down?> and <(x position) < (mouse x)>> or <key (right arrow v) pressed?>> then\n if <touching (水 v)?> then\n change [x v] by (1.5)\n else\n change [x v] by (1)\n end\n point in direction (90)\nend\nif <<<mouse down?> and <(mouse x) < (x position)>> or <key (left arrow v) pressed?>> then\n if <touching (水 v)?> then\n change [x v] by (-1.5)\n else\n change [x v] by (-1)\n point in direction (-90)\n end\nend\nif <(歩くか?) = [1]> then\n change x by (x)\nelse\n if <[480] < (橋移動)> then\n set [橋移動 v] to [480]\n change x by (x)\n set [歩くか? v] to [1]\n else\n set x to (0)\n change [橋移動 v] by (x)\n end\nend\nif <touching color (#000000)?> then\n change x by ((1.1) * ((0) - (x)))\n set [x v] to [0]\nend\nif <touching (水 v)?> then\n set [x v] to ((x) * (0.8))\nelse\n set [x v] to ((x) * (0.9))\nend\nchange y by (-4)\nif <touching color (#000000)?> then\n change y by (4)\n set [y v] to [0]\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <(y) < [0.01]> then\n set [y v] to [25]\n start sound [Jump v]\n end\n end\nelse\n change y by (4)\n change y by (-10)\nend\nif <touching (水 v)?> then\n if <(y) < [-3]> then\n set [y v] to [-1]\n end\n if <<key (up arrow v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>> then\n if <([abs v] of ((x position) - (mouse x)) ) < [3]> then\n set [y v] to [16]\n else\n set [y v] to [13]\n end\n end\nend\nif <touching color (#0035d8)?> then\n set [y v] to [37]\n start sound [Jump v]\nend\nchange y by (y)\n判定 床\nif <touching (水 v)?> then\n change [y v] by (-0.5)\nelse\n change [y v] by (-2)\nend\nif <touching (水 v)?> then\n if <(y) < [-1]> then\n set [y v] to [-1]\n end\nelse\n if <(y) < [-5]> then\n set [y v] to [-5]\n end\nend\n判定 床\nif <<touching color (#ff0000)?> or <(y position) < [-178]>> then\n broadcast (アウト v)\n broadcast (し v)\n repeat (10)\n change [brightness v] effect by (-10)\n end\n show\n clear graphic effects\n set [ghost v] effect to (99.9)\n if <[mゴール左 v] contains (MAP番号)?> then\n 左開始\n else\n 初期\n end\nend\nif <not <[ボス面 v] contains (MAP番号)?>> then\n if <[225] < (x position)> then\n if <<not <[mゴール上 v] contains (MAP番号)?>> and <not <[mゴール左 v] contains (MAP番号)?>>> then\n change [map番号 v] by (1)\n 初期\n broadcast (next v)\n wait (0.05) seconds\n end\n end\n if <<[mゴール上 v] contains (MAP番号)?> and <[172] < (y position)>> then\n if <[mゴール左 v] contains ((MAP番号) + (1))?> then\n 左開始\n change [map番号 v] by (1)\n broadcast (next v)\n wait (0.05) seconds\n else\n 初期\n change [map番号 v] by (1)\n broadcast (next v)\n wait (0.05) seconds\n end\n end\n if <(x position) < [-225]> then\n if <[mゴール左 v] contains (MAP番号)?> then\n if <[mゴール左 v] contains ((MAP番号) + (1))?> then\n 左開始\n go to x: (230) y: (-60)\n change [map番号 v] by (1)\n broadcast (next v)\n else\n 初期\n change [map番号 v] by (1)\n broadcast (next v)\n end\n end\n end\nend\n\ndefine 判定 床\nif <touching color (#000000)?> then\n if <[1] < (y)> then\n set [y v] to [0]\n change y by (2)\n repeat until <not <touching color (#000000)?>>\n change y by (-3)\n if <(y position) < [-124]> then\n repeat until <not <touching color (#000000)?>>\n if <[192] < (y position)> then\n 初期\n end\n change y by (2)\n end\n change y by (1.5)\n end\n end\n else\n if <touching color (#000000)?> then\n set [y v] to [0]\n repeat until <not <touching color (#000000)?>>\n if <[192] < (y position)> then\n 初期\n end\n change y by (2)\n end\n change y by (2)\n point in direction (90)\n change y by (1)\n broadcast (着地 v)\n end\n end\nend\n\nwhen I receive [アウト v]\nplay sound [Alien Creak2 v] until done\n\nwhen I receive [スタート v]\n初期\ngo to x: (-220) y: (100)\nshow\nset [brightness v] effect to (-100)\nrepeat (10)\n change [brightness v] effect by (10)\nend\nset [x v] to [15]\nforever\n if <(移動できるか) = [おk]> then\n 移動\n end\nend\n\nwhen I receive [アウト v]\nhide\n\nwhen [p v] key pressed\n初期\n\nwhen this sprite clicked\nif <<touching color (#000000)?> or <touching color (#b90000)?>> then\n 初期\nend\n\n初期\n\nbroadcast (食らった v)\n\n\n\nwhen I receive [エンディング v]\nhide\n\nwhen I receive [えんど v]\nstop [other scripts in sprite v]\nhide\n\n@kokesiant\n\nwhen flag clicked\nset size to (32) %\ngo to (高性能天井判定付きプラットフォーム v)\nchange y by (2)\npoint in direction (90)\nhide\nswitch costume to (cat-a v)\n\nwhen I receive [スタート v]\nset size to (32) %\ngo to (高性能天井判定付きプラットフォーム v)\nchange y by (2)\nhide\nset [brightness v] effect to (-100)\nshow\nrepeat (10)\n change [brightness v] effect by (10)\nend\nset rotation style [left-right v]\nforever\n go to [back v] layer\n go to (高性能天井判定付きプラットフォーム v)\n if <[0.9] < ([abs v] of (x) )> then\n if <[0] < (x)> then\n point in direction (90)\n else\n point in direction (-90)\n end\n end\n change y by (-3)\n if <([abs v] of (x) ) < [1]> then\n if <([abs v] of (y) ) < [2.2]> then\n switch costume to (cat-a v)\n set [counter v] to [0]\n end\n else\n if <<touching color (#0035d8)?> or <<touching (水 v)?> and <[2] < (y)>>> then\n switch costume to (コスチューム4 v)\n end\n change y by (-4)\n if <touching (〜100ステージ v)?> then\n change [counter v] by ([abs v] of (x) )\n if <[6] < (counter)> then\n set [counter v] to [0]\n if <(costume [number v]) = [3]> then\n switch costume to (コスチューム3 v)\n else\n switch costume to (コスチューム2 v)\n end\n end\n else\n if <[1] < (y)> then\n if <not <touching (水 v)?>> then\n switch costume to (コスチューム5 v)\n end\n else\n switch costume to (cat-a v)\n end\n if <(y) < [-3]> then\n switch costume to (コスチューム4 v)\n end\n end\n change y by (4)\n end\nend\n\nwhen I receive [アウト v]\nrepeat (10)\n change [brightness v] effect by (10)\nend\nclear graphic effects\n\nwhen I receive [スタート v]\nset [counter v] to [0]\nforever\n wait (0.8) seconds\n if <touching (水 v)?> then\n create clone of (_myself_ v)\n end\nend\n\nset size to (30) %\n\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nmove (10) steps\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nshow\nset size to (100) %\nset [ghost v] effect to (30)\nrepeat until <<not <touching (水 v)?>> or <touching (_edge_ v)?>>\n change y by (2)\n change x by (pick random (3) to (-3))\nend\ndelete this clone\n\nbroadcast (next v)\n\nset [map番号 v] to [5]\n\nwhen I receive [えんど v]\nrepeat (10)\n change [brightness v] effect by (25)\n change [ghost v] effect by (10)\nend\nhide\n\n@OP\n\nwhen flag clicked\nswitch costume to (コスチューム2 v)\nhide\ngo to x: (0) y: (0)\nerase all\nset size to (150) %\nOP\nwait (0.3) seconds\nshow\nset [brightness v] effect to (-100)\nswitch costume to (コスチューム3 v)\nset size to (146) %\ncreate clone of (_myself_ v)\nstart sound [fw intro v]\nset volume to (0) %\nrepeat (10)\n change [brightness v] effect by (10)\n change volume by (10)\nend\nwait (0.2) seconds\nforever\n change [color v] effect by (1)\nend\n\ndefine OP\nset size to (155) %\nswitch costume to (コスチューム2 v)\npen up\npoint in direction (90)\nerase all\nrepeat (24)\n stamp\n turn right (62) degrees\n stamp\n turn right (2) degrees\n stamp\n turn right (62) degrees\n stamp\n turn right (2) degrees\nend\n輪\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset size to (100) %\nset [brightness v] effect to (-100)\nrepeat (20)\n stamp\n change [brightness v] effect by (5)\nend\nstamp\n\nshow\n\nwhen I receive [4 v]\nwait (1) seconds\nOP\n\nchange [map番号 v] by (20)\n\nbroadcast (next v)\n\nwhen I receive [スタート v]\nreset timer\nrepeat (10)\n change [ghost v] effect by (10)\n change [pixelate v] effect by (10)\nend\nhide\n\nwhen I start as a clone\nset size to (100) %\nswitch costume to (コスチューム4 v)\ngo to [front v] layer\ngo to x: (0) y: (-140)\nclear graphic effects\nwait (0.2) seconds\nwait until <not <mouse down?>>\nwait until <<touching (mouse-pointer v)?> and <mouse down?>>\nif <[0] < (mouse x)> then\n switch backdrop to (背景5 v)\n set [map番号 v] to [118]\nelse\n switch backdrop to (背景2 v)\n set [map番号 v] to [1]\nend\nrepeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (10)\nend\nstop all sounds\nbroadcast (スタート v)\ndelete this clone\n\ndefine 輪\nerase all\nrepeat (36)\n turn right (2) degrees\n stamp\n turn right (2) degrees\n stamp\n turn right (2) degrees\n stamp\n turn right (2) degrees\n stamp\n turn right (2) degrees\n stamp\nend\n\n@滝\n\ndefine 描画\nset pen color to (#dafffc)\nset pen (transparency v) to (80)\npen up\nset [滝用 v] to [1]\ngo to x: (0) y: (180)\nset pen size to (100)\nrepeat (20)\n set x to (item (滝用) of [滝 v])\n pen down\n change y by (-38)\n pen up\n change y by (20)\n change [滝用 v] by (1)\nend\npen up\ngo to x: (100) y: (180)\nset [滝用 v] to [1]\nset pen size to (6)\nrepeat (20)\n set pen color to (#50d3ff)\n set pen (brightness v) to (150)\n set pen (transparency v) to ([abs v] of (item (滝用) of [滝 v]) )\n set x to ((100) + (([cos v] of ((y position) + ((timer) * (300))) ) * (1)))\n pen down\n change y by (-3)\n pen up\n change y by (-4)\n change [滝用 v] by (1)\nend\nset [滝用 v] to [1]\nrepeat (20)\n set pen color to (#50d3ff)\n set pen (brightness v) to (150)\n set pen (transparency v) to ([abs v] of (item (滝用) of [滝 v]) )\n pen down\n change y by (-3)\n pen up\n change y by (-4)\n change [滝用 v] by (1)\nend\n\nwhen flag clicked\nerase all\n滝登録用\n\ndefine 滝登録用\ndelete all of [滝 v]\nrepeat (20)\n add (pick random (-100) to (-70)) to [滝 v]\nend\n\nchange y by (20)\n\nwhen I receive [スタート v]\nclear sound effects\nset volume to (100) %\nrepeat until <[17] < (MAP番号)>\n erase all\n 描画\n insert (pick random (-100) to (-70)) at (1) of [滝 v] \n delete (21) of [滝 v]\nend\nerase all\nwait until <[53] < (MAP番号)>\nrepeat until <[60] < (MAP番号)>\n erase all\n 機械室\nend\nrepeat until <[105] < (MAP番号)>\n erase all\n とけい\nend\nerase all\nwait until <[122] < (MAP番号)>\n\nwhen I receive [スタート v]\nset volume to (0) %\nstart sound [滝1 v]\nrepeat (10)\n change volume by (10)\nend\nset volume to (100) %\nrepeat until <[17] < (MAP番号)>\n set volume to ((100) - ((([x position v] of [高性能天井判定付きプラットフォーム v]) + (85)) / (4))) %\n set [pitch v] effect to (pick random (-30) to (30))\n start sound [滝1 v]\n wait (0.05) seconds\nend\nrepeat (10)\n change volume by (-10)\n start sound [滝1 v]\nend\nwait (1) seconds\nset volume to (100) %\nclear sound effects\n\ndefine 機械室\ngo to x: (-130) y: (0)\npoint in direction (90)\nchange x by (18)\npen up\nset pen size to (5)\nset pen color to (#a27600)\nchange [t2 v] by (1)\nif <[8] < (t2)> then\n set [t2 v] to [1]\nend\nchange y by ((0) - (t2))\nrepeat until <(y position) < [-174]>\n pen down\n pen up\n change y by (-8)\nend\nchange x by (-36)\nchange y by (-3)\nset y to ((-180) + (t2))\nrepeat until <[-1] < (y position)>\n pen down\n pen up\n change y by (8)\nend\nchange [滝用 v] by (6)\npoint in direction (滝用)\npen up\ngo to x: (-130) y: (0)\nset pen color to (#423100)\nset pen size to (10)\nrepeat (6)\n pen down\n move (-17) steps\n move (34) steps\n pen up\n move (-17) steps\n turn right (60) degrees\nend\nset pen color to (#795b00)\nset pen size to (35)\npen down\npen up\nset pen size to (30)\nset pen color to (#946f00)\npen down\npen up\nset pen color to (#614600)\nset pen size to (20)\npen down\npen up\nset pen size to (17)\nset pen color to (#946a00)\npen down\npen up\n\nset [滝用 v] to [0]\n\nchange x by (-36)\n\ndefine とけい\ngo to x: (173) y: (113)\nset pen size to (5)\nset pen color to (#717171)\npoint in direction (((current [minute v]) * (0.5)) + ((current [hour v]) * (30)))\npen down\nmove (40) steps\npen up\nset pen color to (#444444)\ngo to x: (173) y: (113)\npoint in direction (((current [minute v]) * (6)) + ((current [minute v]) * (0.5)))\npen down\nmove (50) steps\npen up\nset pen color to (#bcbcbc)\ngo to x: (173) y: (113)\nset pen size to (3)\npoint in direction ((current [second v]) * (6))\npen down\nmove (55) steps\npen up\n\nrepeat until \n erase all\n 機械\nend\n\ndefine 機械\nset pen size to (10)\nset pen color to (#ffe900)\nset pen (brightness v) to ((100) - (([abs v] of ([sin v] of ((timer) * (100)) ) ) * (30)))\ngo to x: (-117) y: (3)\npen down\npen up\nchange y by (-20)\nset pen color to (#636dd2)\nset pen (color v) to ((100) - (([abs v] of ([sin v] of ((timer) * (100)) ) ) * (30)))\nset pen size to (5)\npen down\nchange y by (-100)\npen up\nchange x by (50)\nset pen color to (#63a7d2)\npen down\nchange y by (100)\npen up\nset pen size to (10)\nset pen color to (#ffe900)\nset pen (brightness v) to ((100) - (([abs v] of ([sin v] of ((timer) * (100)) ) ) * (30)))\ngo to x: (-117) y: (3)\nchange x by (50)\npen down\npen up\nchange x by (224)\npen down\npen up\n\n@ラスター\n\nwhen flag clicked\nhide variable [暗号化 v]\nset [暗号化 v] to [444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444444411441144444444444444444444444122222214444444444444444444441122222141444444444444444444412412224422144444444444444444412241211222144444444444444444412224142222444444444444444444412224142222144444444444444444412221211222144444444444444444412212224122144444444444444444441122222411444444444444444444444122222214444444444444444444444411111144444444444444444444444412222144444444444444444444444412222144444444444444444444334412222144444444444444444444334112222114444444444444444444331412222144144444444444444444334412222144444444444444444444334412222144444444444444444444334412222144444444444444444444334412222144444444444444444444434412222144444444444444444444434412222144444444444444444444434412222144444444444444444444434412222144444444444444444444434412222144444444444444444444434412222144444444444444444444434441224144444444444444444444434444141444444444444444444444434444444444444444444444444444434444444444444444444444444444444444444444444444444444]\nerase all\n\ndefine 描画 (横幅)\ngo to x: (156) y: (-83)\nset pen size to (2.5)\nset [描画用 v] to [1]\nrepeat (35)\n set x to ((148) + ((-15) + (([sin v] of (((timer) + (y position)) * (200)) ) * (横幅))))\n repeat (30)\n if <(letter (描画用) of (暗号化)) = [1]> then\n set pen color to (#001161)\n end\n if <(letter (描画用) of (暗号化)) = [2]> then\n set pen color to (#ffffff)\n end\n if <(letter (描画用) of (暗号化)) = [3]> then\n set pen color to (#742eff)\n end\n set pen (transparency v) to (消滅)\n if <(letter (描画用) of (暗号化)) < [4]> then\n pen down\n end\n pen up\n change x by (1.9)\n change [描画用 v] by (1)\n end\n change x by (-40)\n change y by (-1.9)\nend\npen up\n\nif <(letter (描画用) of (item (1) of [印刷結果 v])) < [4]> then\n\nwhen I receive [スタート v]\nwait (1) seconds\nif <(MAP番号) = [1]> then\n wait until <[24] < (MAP番号)>\n set [ラスター横幅 v] to [50]\n set [消滅 v] to [100]\n repeat (10)\n change [消滅 v] by (-5)\n change [ラスター横幅 v] by (-2)\n erase all\n 描画 (ラスター横幅)\n end\n repeat (10)\n change [ラスター横幅 v] by (-3)\n change [消滅 v] by (-5)\n erase all\n 描画 (ラスター横幅)\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (-130)\nhide\nset [橋移動 v] to [0]\nset [歩くか? v] to [1]\nhide\nset size to (100) %\n\nwhen I receive [スタート v]\nwait until <[167] < (MAP番号)>\nrepeat (3)\n next costume\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nwait until <[168] < (MAP番号)>\nshow\nwait until <[-1] < ([x position v] of [高性能天井判定付きプラットフォーム v])>\nrepeat until <[169] < (MAP番号)>\n 歩けるか判定\n set x to ((0) - (橋移動))\n go to [front v] layer\nend\nset [橋移動 v] to [480]\nwait until <[169] < (MAP番号)>\nhide\nwait until <[190] < (MAP番号)>\nswitch costume to (コスチューム6 v)\nrepeat until <[199] < (MAP番号)>\n create clone of (_myself_ v)\n wait (5) seconds\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [2]> then\n wait until <[168] < (MAP番号)>\n show\n repeat until <[169] < (MAP番号)>\n go to [front v] layer\n set x to ((240) + ((0) - (橋移動)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait until <[168] < (MAP番号)>\n show\n repeat until <[169] < (MAP番号)>\n go to [front v] layer\n set x to ((480) + ((0) - (橋移動)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait until <[168] < (MAP番号)>\n show\n set [ghost v] effect to (70)\n switch costume to (コスチューム5 v)\n set size to (440) %\n switch costume to (コスチューム4 v)\n set y to (0)\n repeat until <[169] < (MAP番号)>\n go to [back v] layer\n set x to (((0) - (橋移動)) + (300))\n end\n delete this clone\nend\nif <(costume [number v]) = [6]> then\n go to [back v] layer\n set [ghost v] effect to (65)\n switch costume to (コスチューム5 v)\n set size to (480) %\n switch costume to (コスチューム6 v)\n go to x: (-750) y: (0)\n switch costume to (コスチューム5 v)\n set size to (440) %\n switch costume to (コスチューム6 v)\n glide (8) secs to x: (750) y: (0)\n delete this clone\nend\n\ndefine 歩けるか判定\nif <(x) < [0]> then\n set [歩くか? v] to [1]\nelse\n if <[-1] < ([x position v] of [高性能天井判定付きプラットフォーム v])> then\n if <[480] < (橋移動)> then\n set [歩くか? v] to [1]\n else\n set [歩くか? v] to [0]\n end\n end\nend\n\ngo to x: (0) y: (0)\nswitch costume to (コスチューム6 v)\n\n\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n if <[197] < (MAP番号)> then\n show\n else\n hide\n end\nend\n\nwhen I start as a clone\nif <(costume [number v]) = [6]> then\n wait until <[199] < (MAP番号)>\n repeat (10)\n change [ghost v] effect by (10)\n change [brightness v] effect by (-10)\n end\n delete this clone\nend\n\n@アースター\n\nwhen flag clicked\ngo to x: (-200) y: (-270)\nswitch costume to (コスチューム1 v)\npoint in direction (90)\nset size to (100) %\nhide\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <[199] < (MAP番号)>\nset rotation style [all around v]\nset [曲 v] to [0]\nstop all sounds\nwait (0.5) seconds\nset [移動できるか v] to [0]\n一斉\nset y to (-270)\nshow\ngo to [back v] layer\nrepeat until <[-1] < (y position)>\n change y by (([abs v] of (y position) ) / (5))\n set [brightness v] effect to ((0) - (y position))\n set [ghost v] effect to ((0) - (y position))\nend\nset y to (0)\nset [brightness v] effect to (0)\nset [ghost v] effect to (0)\nwait (1) seconds\nglide (3) secs to x: (0) y: (0)\nrepeat (50)\n change y by (([sin v] of ((timer) * (300)) ) * (5))\n change [brightness v] effect by (2)\nend\nglide (0.1) secs to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n turn left (10) degrees\nend\nset [ghost v] effect to (100)\nswitch costume to (コスチューム2 v)\npoint in direction (90)\nrepeat (10)\n change [ghost v] effect by (-10)\n change [brightness v] effect by (-10)\nend\nwait (0.5) seconds\nrepeat (10)\n turn right (36) degrees\n change x by (12)\n change y by (-11.8)\nend\nswitch costume to (コスチューム3 v)\nglide (0.2) secs to x: (132) y: (-116)\npoint in direction (90)\nsay [よくここまで来ましたね、] for (2) seconds\nset [曲 v] to [9]\nstop all sounds\nsay [kokesiant志天王最強格] for (2) seconds\n旋回\nsay [アースターです。] for (2) seconds\nsay [RTA走者の腕、試させてもらいましょう!] for (2) seconds\nset [移動できるか v] to [おk]\nforever\n 行動 (pick random (1) to (4))\nend\n\ndefine 一斉\ngo to x: (-150) y: (-270)\nset [クローン番号 v] to [1]\nswitch costume to (コスチューム1 v)\ngo to [back v] layer\nrepeat (3)\n create clone of (_myself_ v)\n change x by (100)\nend\nclear graphic effects\n\nwhen I start as a clone\nif <(クローン番号) = [1]> then\n set y to (-270)\n show\n go to [back v] layer\n repeat until <[-1] < (y position)>\n change y by (([abs v] of (y position) ) / (5))\n set [brightness v] effect to ((0) - (y position))\n set [ghost v] effect to ((0) - (y position))\n end\n set y to (0)\n set [brightness v] effect to (0)\n set [ghost v] effect to (0)\n wait (1) seconds\n glide (3) secs to x: (0) y: (0)\n repeat (50)\n change y by (([sin v] of ((timer) * (300)) ) * (5))\n change [brightness v] effect by (2)\n end\n delete this clone\nend\nif <(クローン番号) = [2]> then\n go to [front v] layer\n switch costume to (コスチューム1 v)\n move (53) steps\n turn left (90) degrees\n move (15) steps\n repeat (20)\n turn right (88) degrees\n end\n delete this clone\nend\nif <(クローン番号) = [3]> then\n repeat (5)\n change [ghost v] effect by (20)\n change [brightness v] effect by (20)\n end\n delete this clone\nend\n\ndefine 旋回\nswitch costume to (コスチューム4 v)\nset [クローン番号 v] to [2]\ncreate clone of (_myself_ v)\nrepeat (20)\n start sound [Rip v]\n move (0) steps\nend\nswitch costume to (コスチューム3 v)\n\ndefine 行動 (1〜?)\nshow\ngo to x: (132) y: (-116)\nset size to (100) %\nswitch costume to (コスチューム3 v)\npoint in direction (90)\nset rotation style [all around v]\nif <(1〜?) = [1]> then\n 旋回\n set [クローン番号 v] to [3]\n switch costume to (コスチューム3 v)\n start sound [Rip v]\n repeat until <(x position) < [-49]>\n change x by (((0) - ((x position) + (50))) / (4))\n create clone of (_myself_ v)\n end\n set x to (-50)\n start sound [Rip v]\n switch costume to (コスチューム5 v)\n wait (0.2) seconds\n create clone of (_myself_ v)\n switch costume to (コスチューム3 v)\n wait (0.3) seconds\n 旋回\n wait (0.3) seconds\n glide (0.3) secs to x: (132) y: (-116)\nend\nif <(1〜?) = [2]> then\n set [クローン番号 v] to [3]\n start sound [Rip v]\n repeat (8)\n change y by (20)\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム6 v)\n repeat (5)\n create clone of (_myself_ v)\n turn right (3) degrees\n end\n repeat (7)\n turn right (30) degrees\n create clone of (_myself_ v)\n end\n start sound [Rip v]\n repeat (7)\n change x by (-30)\n change y by (-24)\n end\n repeat (10)\n turn right (15) degrees\n change x by (10)\n change y by (3)\n create clone of (_myself_ v)\n end\n point in direction (90)\n glide (0.3) secs to x: (132) y: (-116)\n switch costume to (コスチューム3 v)\nend\nif <(1〜?) = [3]> then\n 旋回\n wait (0.5) seconds\n switch costume to (コスチューム7 v)\n repeat (10)\n set x to (pick random (130) to (134))\n end\n set x to (132)\n set [クローン番号 v] to [3]\n repeat (5)\n move (-20) steps\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム8 v)\n start sound [Rip v]\n repeat (5)\n move (-20) steps\n end\n switch costume to (コスチューム2 v)\n wait (0.2) seconds\n 旋回\n switch costume to (コスチューム7 v)\n set rotation style [left-right v]\n set [クローン番号 v] to [3]\n point in direction (-90)\n repeat (5)\n move (-20) steps\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム8 v)\n start sound [Rip v]\n repeat (5)\n move (-20) steps\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム2 v)\n point in direction (90)\n set rotation style [all around v]\n wait (0.2) seconds\nend\nif <(1〜?) = [4]> then\n 旋回\n switch costume to (コスチューム6 v)\n set [クローン番号 v] to [3]\n repeat (8)\n change y by (40)\n create clone of (_myself_ v)\n end\n hide\n wait (1) seconds\n switch costume to (コスチューム6 v)\n set x to (([x position v] of [高性能天井判定付きプラットフォーム v]) + (30))\n point in direction (-105)\n show\n repeat (7)\n change y by (-40)\n create clone of (_myself_ v)\n end\n repeat (13)\n change x by (20)\n turn right (15) degrees\n create clone of (_myself_ v)\n end\n switch costume to (コスチューム3 v)\n create clone of (_myself_ v)\n glide (0.2) secs to x: (132) y: (-116)\n wait (0.1) seconds\nend\n\nwhen I receive [スタート v]\nwait (1) seconds\nwait until <[199] < (MAP番号)>\nrepeat (20)\n wait until <<(y position) < (([y position v] of [高性能天井判定付きプラットフォーム v]) - (57))> and <touching (高性能天井判定付きプラットフォーム v)?>>\n set [y v] to [22]\n set [brightness v] effect to (-50)\n repeat (5)\n change [brightness v] effect by (10)\n end\nend\nstop [other scripts in sprite v]\nset [移動できるか v] to [0]\nclear graphic effects\nshow\npoint in direction (90)\nswitch costume to (コスチューム6 v)\nglide (0.5) secs to x: (0) y: (0)\nset [曲 v] to [0]\nstop all sounds\nsay […分かってますよ] for (2) seconds\nset [曲 v] to [7]\nstop all sounds\nsay [やはり貴方ですね?] for (2) seconds\nsay [RTA走者を装って俺らを訪ねにくる…流石ですなぁ] for (2) seconds\nsay [世界征服に向けて頑張ります!] for (2) seconds\nset [クローン番号 v] to [3]\nrepeat (9)\n change y by (20)\n create clone of (_myself_ v)\nend\nswitch costume to (コスチューム1 v)\nrepeat until <(y position) < [1]>\n change y by (((0) - (y position)) / (3))\nend\ngo to x: (0) y: (0)\nwait (1) seconds\nrepeat (10)\n change size by (-6)\n change y by (-5)\nend\nset [クローン番号 v] to [3]\nrepeat (10)\n change [ghost v] effect by (10)\n change y by (10)\n create clone of (_myself_ v)\nend\nhide\nwait (1) seconds\nbroadcast (えんど v)\n\nchange y by (20)\n\n@数字表示x\n\ndefine 数字表示 (数字列あ)\nset [処理用あ v] to [1]\nrepeat (length of (数字列あ))\n pen up\n if <(letter (1) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n change y by (10)\n pen up\n if <(letter (2) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n move (10) steps\n pen up\n if <(letter (3) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n change y by (-10)\n pen up\n if <(letter (4) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n change y by (-10)\n pen up\n if <(letter (5) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n move (-10) steps\n pen up\n if <(letter (6) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n change y by (10)\n pen up\n if <(letter (7) of (item ((letter (処理用あ) of (数字列あ)) + (1)) of [暗号 v])) = [1]> then\n pen down\n end\n move (10) steps\n pen up\n change [処理用あ v] by (1)\n move (5) steps\nend\n\nchange [処理用あ v] by (1)\n\nwhen flag clicked\nset pen color to (#d4e9f9)\nhide\nset pen size to (3)\nerase all\npen up\ndelete all of [暗号 v]\nadd [1111110] to [暗号 v]\nadd [0011000] to [暗号 v]\nadd [0110111] to [暗号 v]\nadd [0111101] to [暗号 v]\nadd [1011001] to [暗号 v]\nadd [1101101] to [暗号 v]\nadd [1101111] to [暗号 v]\nadd [0111000] to [暗号 v]\nadd [1111111] to [暗号 v]\nadd [1111101] to [暗号 v]\n\nwhen I receive [えんど v]\nset [time v] to (round (timer))\n\nwhen I receive [スタート v]\nwait (0.1) seconds\nset [開始時m v] to (MAP番号)\n\nset [☁ 世界記録 v] to [65535]\n\nwhen I receive [数字 v]\nerase all\ngo to x: (35) y: (57)\n数字表示 (time)\nchange y by (-38)\nset x to (35)\nif <[3] < (開始時m)> then\n set pen color to (#ff00d0)\nend\nif <(開始時m) = [1]> then\n change [☁ 覇者 v] by (1)\n if <(time) < (☁ 世界記録)> then\n set [☁ 世界記録 v] to (time)\n end\nend\n数字表示 (☁ 世界記録)\n\n
正直言って最高傑作\n最初から始めた場合のみ世界記録に挑戦できます\n次回作でました↓\nhttps://scratch.mit.edu/projects/931586547/\nーーーーーーーーーーーーー\n全部 all https://scratch.mit.edu/studios/33985361/\n前作/Previous work https://scratch.mit.edu/projects/886620888/\n次回\nhttps://scratch.mit.edu/projects/931586547/\nマップ全体図/all map\nhttps://scratch.mit.edu/projects/845872312/\n彼らの軍事パレード/parade\nhttps://scratch.mit.edu/projects/873985565/\n\nkokesiant城での地下マラソン…を装い、kokesiant城を探索だ!(詳細は下)\n普通のプラットフォーマーと同様、針やマグマ、穴を避けてゴールを目指そう\n水中は矢印キーか、進行方向の長押し(指・マウス)で進みます。ボスは踏んで倒そう\n面ゴールは右or左or上です。右端でも進まない場合は上端へ行きましょう\nーーーーーーーーーーーーーーーーーーー\n【ストーリー】\nちょい前、kokesiant軍団が沈静化したと思われていた。kokesiant軍団総指導者のkokesiant氏は、彼らがサボっていないかどうかを確かめるため、kokesiant軍団ファンのRTA走者に変装し、kokesiant城RTAに出場したのである。\n\nA while ago, it was thought that the kokesiant army had subsided. The general leader of the kokesiant corps, kokesiant, disguised himself as an RTA runner who was a fan of the kokesiant corps and participated in the kokesiant castle RTA in order to check whether the runners were slacking off.
分裂できる!_ platformer!!
@Stage\n\nwhen flag clicked\nforever\n play sound [Unlimited v] until done\nend\n\nwhen flag clicked\nforever\n wait until <key (m v) pressed?>\n broadcast (初期化 v)\n wait until <not <key (m v) pressed?>>\nend\n\n@光\n\nwhen flag clicked\nset [clone2 v] to [1]\nswitch costume to (光 v)\nrepeat (2)\n change [clone2 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <(clone2) = [1]> then\n switch costume to (光 v)\n go to x: (0) y: (163)\nelse\n switch costume to (光2 v)\n go to x: (0) y: (-163)\nend\nforever\n go to [front v] layer\nend\n\n@針\n\nwhen flag clicked\nforever\n switch costume to (ステージ番号)\nend\n\n@SAMUNE\n\nwhen flag clicked\nhide\n\n@地面\n\nwhen flag clicked\nforever\n switch costume to (ステージ番号)\nend\n\nwhen flag clicked\nhide variable [timer v]\nset [timer v] to [0]\nwait until <key (any v) pressed?>\nrepeat until <(ステージ番号) = [9]>\n change [timer v] by (1)\n wait (1) seconds\nend\nshow variable [timer v]\n\n@プレイヤー2\n\ndefine 初期化\ngo to x: (-205) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ番号 v] to [1]\n初期化\nforever\n if <(分裂中?) = [NO]> then\n hide\n else\n スピード [1] 重力 [-1] 壁キック跳ね返り [10] 壁キック高さ [10] ジャンプ力 [15] <key (right arrow v) pressed?> <key (left arrow v) pressed?> <key (up arrow v) pressed?>\n show\n end\nend\n\ndefine スピード (x) 重力 (y) 壁キック跳ね返り (kx) 壁キック高さ (ky) ジャンプ力 (j) <右> <左> <上>\ncreate clone of (_myself_ v)\nif <右> then\n change [x1 v] by (x)\nend\nif <左> then\n change [x1 v] by ((0) - (x))\nend\nset [x1 v] to ((x1) * (0.9))\nchange x by (x1)\nchange [y2 v] by (y)\nchange y by (y2)\nif <touching (地面 v)?> then\n set [y2 v] to ((y2) * (-1))\n change y by (y2)\n set [y2 v] to [0]\nend\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [x1 v] to ((x1) * (-1))\n change x by (x1)\n change y by (-5)\n if <上> then\n if <[0] < (x1)> then\n set [x1 v] to (ky)\n else\n set [x1 v] to ((0) - (kx))\n end\n set [y2 v] to [10]\n start sound [壁キック v]\n else\n set [x1 v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-2)\nif <<上> and <touching (地面 v)?>> then\n start sound [Water Drop v]\n set [y2 v] to (j)\nend\nchange y by (2)\nif <<touching (針 v)?> or <(y position) < [-175]>> then\n 初期化\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [warp v]\ngo to (プレイヤー v)\n\nwhen I receive [初期化 v]\n初期化\n\n@プレイヤー3\n\ndefine 初期化\ngo to x: (-205) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ番号 v] to [1]\n初期化\nforever\n if <(分裂中?) = [NO]> then\n hide\n else\n スピード [1] 重力 [-1] 壁キック跳ね返り [10] 壁キック高さ [10] ジャンプ力 [15] <key (d v) pressed?> <key (a v) pressed?> <key (w v) pressed?>\n show\n end\nend\n\ndefine スピード (x) 重力 (y) 壁キック跳ね返り (kx) 壁キック高さ (ky) ジャンプ力 (j) <右> <左> <上>\ncreate clone of (_myself_ v)\nif <右> then\n change [x3 v] by (x)\nend\nif <左> then\n change [x3 v] by ((0) - (x))\nend\nset [x3 v] to ((x3) * (0.9))\nchange x by (x3)\nchange [y4 v] by (y)\nchange y by (y4)\nif <touching (地面 v)?> then\n set [y4 v] to ((y4) * (-1))\n change y by (y4)\n set [y4 v] to [0]\nend\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [x3 v] to ((x3) * (-1))\n change x by (x3)\n change y by (-5)\n if <上> then\n if <[0] < (x3)> then\n set [x3 v] to (ky)\n else\n set [x3 v] to ((0) - (kx))\n end\n set [y4 v] to [10]\n start sound [壁キック v]\n else\n set [x3 v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-2)\nif <<上> and <touching (地面 v)?>> then\n start sound [Water Drop v]\n set [y4 v] to (j)\nend\nchange y by (2)\nif <<touching (針 v)?> or <(y position) < [-175]>> then\n 初期化\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [warp v]\ngo to (プレイヤー v)\n\nwhen I receive [初期化 v]\n初期化\n\n@スプライト1\n\nwhen flag clicked\nforever\n if <mouse down?> then\n if <touching (mouse-pointer v)?> then\n if <(costume [number v]) = [1]> then\n set [分裂中? v] to [YES]\n switch costume to (no v)\n broadcast (warp v)\n else\n set [分裂中? v] to [NO]\n switch costume to (yes v)\n broadcast (warp2 v)\n end\n end\n wait until <not <mouse down?>>\n end\nend\n\nwhen flag clicked\nset [分裂中? v] to [YES]\nforever\n wait until <key (b v) pressed?>\n set [分裂中? v] to [NO]\n broadcast (warp2 v)\n wait until <not <key (b v) pressed?>>\n wait until <key (b v) pressed?>\n set [分裂中? v] to [YES]\n broadcast (warp v)\n wait until <not <key (b v) pressed?>>\nend\n\n@プレイヤー\n\ndefine 初期化\ngo to x: (-205) y: (0)\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nset [ステージ番号 v] to [1]\n初期化\nforever\n if <(分裂中?) = [NO]> then\n show\n スピード [1] 重力 [-1] 壁キック跳ね返り [10] 壁キック高さ [10] ジャンプ力 [15] <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<(x position) < (mouse x)> and <mouse down?>>>> <<key (left arrow v) pressed?> or <<key (a v) pressed?> or <<(mouse x) < (x position)> and <mouse down?>>>> <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<(y position) < (mouse y)> and <mouse down?>>>>\n else\n hide\n end\nend\n\ndefine スピード (x) 重力 (y) 壁キック跳ね返り (kx) 壁キック高さ (ky) ジャンプ力 (j) <右> <左> <上>\ncreate clone of (_myself_ v)\nif <右> then\n change [x v] by (x)\nend\nif <左> then\n change [x v] by ((0) - (x))\nend\nset [x v] to ((x) * (0.9))\nchange x by (x)\nchange [y v] by (y)\nchange y by (y)\nif <touching (地面 v)?> then\n set [y v] to ((y) * (-1))\n change y by (y)\n set [y v] to [0]\nend\nif <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n set [x v] to ((x) * (-1))\n change x by (x)\n change y by (-5)\n if <上> then\n if <[0] < (x)> then\n set [x v] to (ky)\n else\n set [x v] to ((0) - (kx))\n end\n set [y v] to [10]\n start sound [壁キック v]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\nend\nchange y by (-2)\nif <<上> and <touching (地面 v)?>> then\n start sound [ジャンプ v]\n set [y v] to (j)\nend\nchange y by (2)\nif <<[240] < (x position)> and <not <(ステージ番号) = [9]>>> then\n change [ステージ番号 v] by (1)\n 初期化\nend\nif <<touching (針 v)?> or <(y position) < [-180]>> then\n 初期化\nend\n\nwhen I start as a clone\nrepeat (10)\n change size by (-9)\n change [ghost v] effect by (10)\nend\ndelete this clone\n\nwhen I receive [warp2 v]\nset [ランダム v] to (pick random (1) to (2))\nif <(ランダム) = [1]> then\n go to (プレイヤー2 v)\n change y by (50)\nelse\n go to (プレイヤー3 v)\n change y by (50)\nend\n\nwhen I receive [初期化 v]\n初期化\n\n@スプライト2\n\nwhen flag clicked\nshow\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\n\n
\n 新作です!!\n https://scratch.mit.edu/projects/910284769 \nモバイル版を作っていただきました!!\n https://scratch.mit.edu/projects/1018708135 \n\n\n1K記念コンテストです!リミックス不要!\n\n https://scratch.mit.edu/projects/1015918130 \n\n\nアプデのため非共有にしました。\nBキーでぶんれつできるようになりました。\n共有日は5/4です。\n\n\n    分裂できるプラットフォーマー!!\n\n~ーー説明ーー~\n分裂でうまくステージを攻略しよう!!\n左下にボタンがあるので押してみよう!!\n青は矢印キー\n赤はawdキーで操作します!!\nモバイル勢は諦めてください...\n赤青のぷらふぉは次のステージに行くことはできないので、分裂を解除していく必要があります\n\n分裂を解除したら、赤か青、どちらかに黒はワープ\nします!!\n\n分裂中の時しかできないことも、分裂してないときしかできないこともあります!!\n\n頭を働かせてクリアしましょう!!\n\nサムネ依頼の時にちょっと共有したので50人ほど\n見たことあるかもしれません\n\nmキーを押すと復活できます
Detective - The platformer
@Stage\n\nwhen I receive [next v]\nnext backdrop\nchange [level v] by (1)\n\nwhen flag clicked\nhide variable [die v]\nhide variable [timer v]\nset [level v] to [0]\nswitch backdrop to (thumbnail v)\n\nwhen backdrop switches to [backdrop1 v]\nset [level v] to [0]\nset [level v] to [0]\n\nwhen backdrop switches to [thumbnail11 v]\nshow variable [die v]\nshow variable [timer v]\n\nwhen I receive [1 v]\nforever\n play sound [Vicetone - Nevada \(feat v] until done\nend\n\n@Sprite1\n\nwhen I receive [1 v]\nset rotation style [left-right v]\ngo to x: (-211) y: (-95)\nswitch costume to (costume1 v)\nshow\nset [speedx v] to [0]\nset [speedy v] to [0]\nforever\n go to [front v] layer\n forever\n if <key (left arrow v) pressed?> then\n point in direction (-90)\n change [speedx v] by (-1)\n end\n if <key (right arrow v) pressed?> then\n point in direction (90)\n change [speedx v] by (1)\n end\n end\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [1 v]\nforever\n set [speedx v] to ((speedx) * (0.9))\n change x by (speedx)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (1)\n if <touching color (#ffffff)?> then\n change y by (-5)\n change x by ((speedx) * (-1))\n if <key (up arrow v) pressed?> then\n if <(speedx) > [0]> then\n set [speedx v] to [-12]\n else\n set [speedx v] to [12]\n end\n set [speedy v] to [15]\n else\n set [speedx v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change [speedy v] by (-1)\n change y by (speedy)\n if <touching color (#ffffff)?> then\n change y by ((speedy) * (-1))\n set [speedy v] to [0]\n end\n change y by (-1)\n if <<key (up arrow v) pressed?> and <touching color (#ffffff)?>> then\n set [speedy v] to [14]\n end\n change y by (1)\n if <<touching color (#616161)?> or <(y position) < [-160]>> then\n change [die v] by (1)\n go to x: (-211) y: (-95)\n end\n if <(x position) > [225]> then\n broadcast (Next v)\n go to x: (-211) y: (-95)\n end\nend\n\nwhen flag clicked\nhide\n\nhide\n\n@DONT TAKE MY 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 (hongocphucbao v)\n set size to (100) %\n wait (1.33) seconds\n show\n Smooth Glide x [0] y [0] size [100] direction [90] speed [6]\nend\n\ndefine bounce finished size (size) bounciness (bounciness) elasticity (elasticity)\nset [size v] to [0]\nrepeat (40)\n set [size v] to (((size) * (bounciness)) + (((size) - (size)) / (elasticity)))\n change size by (size)\nend\n\ndefine Smooth Glide x: (x) y: (y) speed: (speed)\nrepeat until <<(round (x)) = (round (x position))> and <(round (y)) = (round (y position))>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\nend\ngo to x: (x) y: (y)\n\ndefine Smooth Size: (size) speed: (speed)\nrepeat until <(round (size)) = (round (size))>\n change size by (((size) - (size)) / (speed))\nend\nset size to (size) %\n\ndefine Smooth Rotate to (d) degrees at speed (s)\nrepeat until <(round (direction)) = (round (d))>\n turn right (((round (d)) - (round (direction))) / (s)) degrees\nend\npoint in direction (d)\n\ndefine Smooth Glide x (x) y (y) size (size) direction (direction) speed (speed)\nrepeat until <<(round (x)) = (round (x position))> and <<(round (y)) = (round (y position))> and <<(round (size)) = (round (size))> and <(round (direction)) = (round (direction))>>>>\n change x by (((x) - (x position)) / (speed))\n change y by (((y) - (y position)) / (speed))\n change size by (((size) - (size)) / (speed))\n turn right (((direction) - (direction)) / (speed)) degrees\nend\ngo to x: (x) y: (y)\nset size to (size) %\npoint in direction (direction)\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (90)\n go to x: (0) y: (0)\n Smooth Glide x: [200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow2]> then\n show\n switch costume to (arrow v)\n set size to (100) %\n point in direction (-90)\n go to x: (0) y: (0)\n Smooth Glide x: [-200] y: [0] speed: [8]\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Arrow1]> then\n repeat (20)\n change [ghost v] effect by (5)\n end\nend\n\nwhen flag clicked\nCreate Clone [Background]\nwait (3.55) seconds\nCreate Clone [Screen]\n\nwhen I start as a clone\nif <(Clone ID) = [Background]> then\n go to [back v] layer\n go [backward v] (1000) layers\n switch costume to (size hack v)\n set size to (100) %\n show\n point in direction (90)\n go to x: (0) y: (0)\n switch costume to (background v)\n set [brightness v] effect to (100)\n set [ghost v] effect to (100)\n repeat (10)\n change [brightness v] effect by (-10)\n change [ghost v] effect by (-10)\n end\n wait (13.4) seconds\n delete this clone\nend\n\ndefine Create Clone (id)\nset [clone id v] to (id)\ncreate clone of (_myself_ v)\nwait (0) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [White End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n set [brightness v] effect to (100)\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((22) - (x position)) / (6))\n change y by (((22) - (y position)) / (6))\n go to [front v] layer\n go [backward v] (1) layers\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Black End]> then\n switch costume to (size hack v)\n set size to (150) %\n switch costume to (end v)\n show\n go to x: (500) y: (500)\n point in direction (135)\n repeat (50)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n end\n repeat (20)\n change x by (((20) - (x position)) / (10))\n change y by (((20) - (y position)) / (10))\n go to [front v] layer\n change [ghost v] effect by (5)\n end\n delete this clone\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Cheveron]> then\n switch costume to (cheveron v)\n set size to (5) %\n go to [front v] layer\n go [backward v] (1) layers\n show\n repeat (50)\n go to [front v] layer\n go [backward v] (2) layers\n switch costume to (size hack v)\n change size by (((360) - (size)) / (12))\n switch costume to (cheveron v)\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (12) seconds\nCreate Clone [Black End]\nCreate Clone [White End]\n\nwhen flag clicked\nstart sound [Nurko & luma - tonight \[NIGHTCORE\] v]\n\nwhen I start as a clone\nif <(Clone ID) = [Pinwheel]> then\n switch costume to (pinwheel v)\n set size to (100) %\n go to [front v] layer\n go [backward v] (3) layers\n set [ghost v] effect to (0)\n set [brightness v] effect to (0)\n show\n repeat (238)\n turn right (3) degrees\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (3.55) seconds\nCreate Clone [Pinwheel]\n\nwhen flag clicked\nwait (5.17) seconds\nCreate Clone [Cheveron]\n\nwhen flag clicked\nwait (6.74) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (0) seconds\nCreate Clone [Name]\n\ndefine Shake (size)\nset size to (size) %\ngo to x: (0) y: (0)\nrepeat (26)\n go to [front v] layer\n change size by (((100) - (size)) / (10))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (3.48) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (5.09) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (6.7) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (8.28) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (9.86) seconds\n Shake [200]\nend\n\nwhen I start as a clone\nif <(Clone ID) = [Name]> then\n wait (11.41) seconds\n repeat (34)\n change [ghost v] effect by (4)\n change size by (((30) - (size)) / (8))\n go to x: (([sin v] of ((timer) * (1000)) ) * (((size) - (100)) * (0.1))) y: (([sin v] of ((timer) * (800)) ) * (((size) - (100)) * (0.1)))\n end\n delete this clone\nend\n\nwhen flag clicked\nwait (9.86) seconds\nCreate Clone [Cheveron]\n\ndefine Frame Tween Size: (s) speed: (spd)\nset [c v] to (costume [name v])\nswitch costume to (size hack v)\nchange size by (((round (s)) - (round (size))) / (spd))\nswitch costume to (c)\n\nwhen I start as a clone\nif <(Clone ID) = [Circles]> then\n go to [front v] layer\n go [backward v] (2) layers\n show\n switch costume to (circles v)\n go to x: (0) y: (0)\n set size to (1) %\n point in direction (0)\n set [ghost v] effect to (0)\n repeat (38)\n Frame Tween Size: [400] speed: [7]\n Frame tween rotation: [90] speed: [13]\n go to [front v] layer\n go [backward v] (2) layers\n change [ghost v] effect by ((100) / (38))\n change [brightness v] effect by (3.3333)\n end\n delete this clone\nend\n\ndefine Frame tween rotation: (r) speed: (spd)\nturn right (((round (r)) - (round (direction))) / (spd)) degrees\n\nwhen flag clicked\nwait (3.49) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (8.29) seconds\nCreate Clone [Circles]\n\nwhen flag clicked\nwait (15) seconds\nstop [all v]\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 (hongocphucbao v)\n\nwhen flag clicked\nwait (9.02) seconds\nCreate Clone [Arrow1]\nCreate Clone [Arrow2]\n\nwhen flag clicked\nwait (15) seconds\nbroadcast (1 v)\n\n@Thumbnail\n\nwhen flag clicked\nset [die v] to [0]\nset [level v] to [0]\nset [timer v] to [0]\nhide\nhide variable [die v]\nhide variable [timer v]\n\nwhen I receive [1 v]\ngo to [front v] layer\nrepeat until <(Level) = [10]>\n wait (0.1) seconds\n change [timer v] by (0.1)\nend\n\n
How to play :\nUse arrow keys to move !\nRules !\nI try all my best to make this one pls don't call it trash or bad !\nNo hate ! Fav and lov !\nNo ask for f4f ! Remix it !\nNo advertising ! Play it !\n
Jujutsu Kaisen - A Platformer.
@Stage\n\nwhen flag clicked\nforever\n play sound [Jujutsu Kaisen - Opening Full『Kaikai Kitan』by Eve v] until done\nend\n\n@KEEP\n\nwhen flag clicked\nforever\n hide\nend\n\n@Player\n\ndefine reset\ngo to x: (-201) y: (50)\nset [ghost v] effect to (0)\n\nwhen flag clicked\nreset\n\nreset\n\nwhen I start as a clone\nswitch costume to (gojo or fushiguro trail v)\nrepeat (5)\n change [ghost v] effect by (20)\nend\ndelete this clone\n\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(x position) > [246]> then\n broadcast (EZ NEXT LVL XD U SUCK CURATOR v)\n end\nend\n\nwhen flag clicked\nforever\n if <(x position) > [239]> then\n broadcast (EZ NEXT LVL XD U SUCK CURATOR v)\n reset\n change [level v] by (1)\n end\nend\n\nwhen flag clicked\nshow\nset [level v] to [1]\nreset\nset size to (100) %\nswitch costume to (gojo v)\nset [ghost v] effect to (100)\nshow\ngo [forward v] (1) layers\nforever\n create clone of (_myself_ v)\n set size to (100) %\n clear graphic effects\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 velocity v] by (.9)\n end\n if <<<key (left arrow v) pressed?> or <key (a v) pressed?>> or <<mouse down?> and <(mouse x) < (x position)>>> then\n point in direction (-90)\n change [x velocity v] by (-.9)\n end\n change x by (X Velocity)\n set [x velocity v] to ((X Velocity) * (0.85))\n if <touching (ground/level v)?> then\n change y by (2)\n if <touching (ground/level v)?> then\n change y by (2)\n if <touching (ground/level v)?> then\n change y by (2)\n if <touching (ground/level v)?> then\n change y by (2)\n if <touching (ground/level v)?> then\n change x by ((X Velocity) * (-2))\n change y by (-5)\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-5]\n else\n set [x velocity v] to [5]\n end\n set [y velocity v] to [13]\n else\n set [x velocity v] to [0]\n end\n end\n end\n end\n end\n end\n change [y velocity v] by (-0.8)\n change y by (Y Velocity)\n if <touching (ground/level v)?> then\n change y by ((Y Velocity) * (-1))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <touching (ground/level v)?> then\n if <<key (up arrow v) pressed?> or <<key (w v) pressed?> or <<mouse down?> and <(mouse y) > ((y position) + (20))>>>> then\n set [y velocity v] to [12]\n end\n end\n change y by (1)\n if <touching (spikes/lava v)?> then\n play sound [Wood Tap v] until done\n reset\n end\nend\n\nwhen I receive [ez next lvl xd u suck curator v]\nhide\nwait (0.2) seconds\nshow\ngo to x: (-211) y: (10)\n\nwhen I receive [ez next lvl xd u suck curator v]\nhide\nwait (2.5) seconds\nshow\n\nwhen I receive [thx v]\nswitch costume to (fushiguro v)\n\n@Ground/Level\n\nwhen flag clicked\nforever\n go to x: (0) y: (0)\n switch costume to (Level)\nend\n\n@Spikes/Lava\n\nwhen flag clicked\nforever\n switch costume to (Level)\n go to [back v] layer\nend\n\n@Thumbnail\n\nwhen flag clicked\nclear graphic effects\nset [ghost v] effect to (0)\nforever\n go to [front v] layer\n show\n change [ghost v] effect by (3)\nend\n\n@Thanks\n\nwhen flag clicked\nhide\nwait (1) seconds\nwait until <(Actions \(love/fave\)) = [2]>\nwait (1) seconds\nshow\ngo to x: (0) y: (50)\nreset timer\ngo to [front v] layer\nswitch costume to (thx 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 (thx v)\nreset timer\nbroadcast (Thx v)\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 (thx v)\n\n@Love and fave reminder\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\nhide\nwait (1) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (0) y: (150)\n show\n go to [front v] layer\n start sound [High Whoosh v]\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait (5) seconds\n start sound [High Whoosh v]\n repeat (17)\n change y by (7)\n end\n hide\n wait (pick random (10) to (20)) seconds\n else\n stop [this script v]\n end\nend\n\n@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
Hello, welcome to Jujutsu Kaisen - A Platformer!\nIn this game, you jump over Spikes and Lava and try to get to the last Level.\nThis game is inspired by Jujutsu Kaisen, an Anime. Comment your favorite character in Jujutsu Kaisen!
Cosmic -A Platformer-
@Stage\n\nwhen flag clicked\nswitch backdrop to (backdrop7 v)\nshow list [players v]\nadd (username) to [players v]\n\nnext backdrop\n\nwhen flag clicked\nwait (.3) seconds\nforever\n if <<(username) = [My_Name_is-----]> and <key (i v) pressed?>> then\n hide list [players v]\n else\n show list [players v]\n end\nend\n\nwhen flag clicked\n\nif <(username) = [My_Name_Is-----]> then\n ask [level?????] and wait\nend\nset [level v] to (answer)\nbroadcast (change level v)\n\nwhen flag clicked\nforever\n if <(level) = [43]> then\n switch backdrop to (backdrop1 v)\n else\n if <(level) > [43]> then\n broadcast (show v)\n switch backdrop to (backdrop2 v)\n else\n switch backdrop to (backdrop7 v)\n end\n end\nend\n\n@Sprite2\n\ndefine Next Level when <next level>\nif <next level> then\n change [level v] by (1)\n broadcast (change level v)\n set [x speed v] to [0]\n set [y speed v] to [0]\n go to x: (-190) y: (50)\nend\n\ndefine Die when <death>\nif <death> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-190) y: (50)\n set [x speed v] to [0]\n set [y speed v] to [0]\n change [deaths v] by (1)\n broadcast (Death v)\nend\n\nwhen flag clicked\nset [level v] to [1]\nhide\n\ndefine setup\nswitch costume to (costume v)\nset rotation style [left-right v]\ngo to x: (-190) y: (50)\nset [level v] to [1]\nbroadcast (change level v)\nset [x speed v] to [0]\nset [y speed v] to [0]\ngo to [front v] layer\nshow\n\nwhen I receive [start v]\nsetup\nforever\n Platform with Speed [9] Acceleration [1] Friction [0.9] Jump [13] Gravity [1] , Wall Jump Speed [6] Jump [10] Head Bounce [0] Bouncy [28] , Wall / slope factor [5]\n Die when <<<touching (cat empire ufo v)?> or <touching (cat 2 v)?>> or <<(y position) > [175.9]> or <<(y position) < [-178]> or <<<touching (spikes v)?> or <touching (lava v)?>> or <touching (cat 1 v)?>>>>>\n Next Level when <(x position) > [235]>\n if <(Cave) = [1]> then\n stop [this script v]\n end\nend\n\ndefine Platform with Speed (speed) Acceleration (acceleration) Friction (friction) Jump (jumping power) Gravity (gravity) , Wall Jump Speed (wall speed) Jump (wall jump) Head Bounce (head bounce) Bouncy (bounce) , Wall / slope factor (wall slope factor)\nchange [y speed v] by ((gravity) * (-1))\nif then\n broadcast (right v)\n if <(BB8) = [0]> then\n point in direction (90)\n end\n if <(x speed) < (speed)> then\n change [x speed v] by (acceleration)\n end\n if <(x speed) > (speed)> then\n set [x speed v] to (speed)\n end\nelse\n if then\n broadcast (left v)\n if <(BB8) = [0]> then\n point in direction (-90)\n end\n if <(x speed) > ((speed) * (-1))> then\n change [x speed v] by ((acceleration) * (-1))\n end\n if <(x speed) < ((speed) * (-1))> then\n set [x speed v] to ((speed) * (-1))\n end\n else\n set [x speed v] to ((x speed) * (friction))\n end\nend\nchange x by (x speed)\nrepeat (wall slope factor)\n if <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>> then\n change y by (1)\n end\nend\nif <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>> then\n change y by ((-1) * (wall slope factor))\n repeat until <not <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>>>\n change x by (((x speed) / ([abs v] of (x speed) )) * (-1))\n end\n if then\n if <(x speed) > [0]> then\n set [x speed v] to ((wall speed) * (-1))\n else\n set [x speed v] to (wall speed)\n end\n if <not <(wall jump) = [0]>> then\n set [y speed v] to (wall jump)\n end\n else\n set [x speed v] to [0]\n end\nend\nchange y by (y speed)\nif <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>> then\n if <(y speed) > [0]> then\n repeat until <not <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>>>\n change y by (-1)\n end\n set [y speed v] to (((y speed) * (head bounce)) * (-1))\n else\n repeat until <not <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>>>\n change y by (1)\n end\n set [y speed v] to [0]\n end\n if <touching (bounce v)?> then\n set [y speed v] to (bounce)\n end\nelse\n if <touching (bounce v)?> then\n if <(y speed) < [0]> then\n change y by ((y speed) * (-1))\n if <not <touching (bounce v)?>> then\n change y by (y speed)\n repeat until <<not <touching (bounce v)?>> or >\n change y by (1)\n end\n else\n change y by (y speed)\n end\n end\n set [y speed v] to (bounce)\n end\nend\nchange y by (-1)\nif <touching (bounce v)?> then\n set [y speed v] to (bounce)\nelse\n if <<touching (hover thing v)?> or <<touching (platform v)?> or <touching (wall v)?>>> then\n if then\n set [y speed v] to (jumping power)\n end\n end\nend\nchange y by (1)\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nif <[] = [1]> then\n switch costume to (costume13 v)\n delete this clone\nelse\n repeat (3)\n change [ghost v] effect by (15)\n if <(BB8) = [0]> then\n change size by (-5)\n end\n if <(BB8) = [1]> then\n hide\n end\n end\n delete this clone\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [skip v]\ngo to x: (-190) y: (50)\n\nwhen I receive [music v]\nset volume to (100) %\n\nwhen I receive [no music v]\nset volume to (0) %\n\nwhen I receive [cat v]\nswitch costume to (costume5 v)\n\nwhen I receive [christine v]\nswitch costume to (costume8 v)\n\nwhen I receive [fire v]\nswitch costume to (costume4 v)\n\nwhen I receive [comet v]\nswitch costume to (costume7 v)\n\nwhen I receive [forest v]\nswitch costume to (costume1 v)\n\nwhen I receive [normal v]\nswitch costume to (costume2 v)\n\nwhen I receive [transparent v]\nswitch costume to (costume6 v)\n\nwhen flag clicked\nset volume to (100) %\nforever\n play sound [Radiant v] until done\nend\n\nwhen flag clicked\nforever\n set [y v] to (y position)\nend\n\nwhen flag clicked\nforever\n if <<not <(costume [number v]) = [5]>> and <touching (sprite7 v)?>> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [ghost v] effect to (0)\n go to x: (-190) y: (50)\n set [x speed v] to [0]\n set [y speed v] to [0]\n change [deaths v] by (1)\n broadcast (Death v)\n end\nend\n\nwhen I receive [animation v]\nwait (21.75) seconds\n\nwhen I receive [elimeno p v]\nswitch costume to (costume9 v)\n\nwhen I receive [baby yoda v]\nswitch costume to (costume10 v)\n\nwhen flag clicked\nset [bb8 v] to [0]\nforever\n if <(costume [number v]) = [11]> then\n set [bb8 v] to [1]\n set size to (15) %\n else\n set [bb8 v] to [0]\n set size to (40) %\n end\n if <(level) = [39]> then\n broadcast (Maze v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [11]> then\n set rotation style [all around v]\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n turn right (25) degrees\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n set rotation style [all around v]\n turn left (25) degrees\n end\n if <<(costume [number v]) = [11]> and <(x speed) > [0]>> then\n repeat until <(x speed) = [0]>\n turn right ((1.3) * (x speed)) degrees\n end\n end\n if <<(costume [number v]) = [11]> and <(x speed) < [0]>> then\n repeat until <(x speed) = [0]>\n turn left ((1.3) / (x speed)) degrees\n end\n end\n else\n set rotation style [left-right v]\n end\nend\n\nwhen I receive [ice v]\nswitch costume to (costume3 v)\n\nchange size by (-1.75)\n\nwhen I receive [bb8 v]\nswitch costume to (costume11 v)\n\nwhen I receive [settings open v]\nset [x speed v] to [0]\n\nwhen I receive [r2d2 v]\nswitch costume to (costume12 v)\n\nwhen flag clicked\nset [cave v] to [0]\n\nwhen flag clicked\nforever\n if <touching (sprite14 v)?> then\n set [cave v] to [1]\n end\nend\n\nwhen I receive [continue v]\ngo to x: (-190) y: (50)\nforever\n Platform with Speed [9] Acceleration [1] Friction [0.9] Jump [13] Gravity [1] , Wall Jump Speed [6] Jump [10] Head Bounce [0] Bouncy [28] , Wall / slope factor [5]\n Die when <<<touching (cat empire ufo v)?> or <touching (cat 2 v)?>> or <<(y position) > [175.9]> or <<(y position) < [-175]> or <<<touching (spikes v)?> or <touching (lava v)?>> or <touching (cat 1 v)?>>>>>\n Next Level when <(x position) > [235]>\n if <(level) = [39]> then\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(Cave) = [1]> then\n hide\n broadcast (cave v)\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n set [x v] to (x position)\nend\n\nwhen I receive [continue v]\nshow\nchange [level v] by (1)\nbroadcast (change level v)\n\nwhen I receive [maze v]\nchange y by (1)\nforever\n if <(costume [number v]) = [11]> then\n set [bb8 v] to [1]\n set size to (7) %\n else\n set [bb8 v] to [0]\n set size to (20) %\n end\n if <not <(level) = [39]>> then\n broadcast (no maze v)\n stop [this script v]\n end\nend\n\nwhen I receive [no maze v]\nforever\n if <(costume [number v]) = [11]> then\n set [bb8 v] to [1]\n set size to (15) %\n else\n set [bb8 v] to [0]\n set size to (40) %\n end\nend\n\nwhen I receive [restart level v]\ngo to x: (-190) y: (50)\nbroadcast (change level v)\n\nwhen I receive [maze v]\nforever\n if <(costume [number v]) = [11]> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat until <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <touching (platform v)?>>\n change y by (4)\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> or <touching (platform v)?>>\n change y by (-4)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n repeat until <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <touching (platform v)?>>\n turn right (15) degrees\n change x by (4)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n repeat until <<not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <touching (platform v)?>>\n turn left (15) degrees\n change x by (-4)\n end\n end\n if <(X) > [230]> then\n change [level v] by (1)\n broadcast (change level v)\n broadcast (no maze v)\n stop [this script v]\n end\n if <(level) > [39]> then\n stop [this script v]\n end\n else\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n repeat until <<not <<key (up arrow v) pressed?> or <key (w v) pressed?>>> or <touching (platform v)?>>\n change y by (4)\n end\n end\n if <<key (down arrow v) pressed?> or <key (s v) pressed?>> then\n repeat until <<not <<key (down arrow v) pressed?> or <key (s v) pressed?>>> or <touching (platform v)?>>\n change y by (-4)\n end\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n repeat until <<not <<key (right arrow v) pressed?> or <key (d v) pressed?>>> or <touching (platform v)?>>\n point in direction (90)\n change x by (4)\n end\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n repeat until <<not <<key (left arrow v) pressed?> or <key (a v) pressed?>>> or <touching (platform v)?>>\n point in direction (-90)\n change x by (-4)\n end\n end\n if <(X) > [230]> then\n change [level v] by (1)\n broadcast (change level v)\n broadcast (no maze v)\n stop [this script v]\n end\n if <(level) > [39]> then\n stop [this script v]\n end\n end\nend\n\nwhen I receive [maze v]\nforever\n if <touching (platform v)?> then\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-190) y: (50)\n clear graphic effects\n end\n if <(level) > [39]> then\n stop [this script v]\n end\nend\n\nwhen I receive [no maze v]\ngo to x: (-190) y: (50)\nforever\n Platform with Speed [9] Acceleration [1] Friction [0.9] Jump [13] Gravity [1] , Wall Jump Speed [6] Jump [10] Head Bounce [0] Bouncy [28] , Wall / slope factor [5]\n Die when <<<touching (cat empire ufo v)?> or <touching (cat 2 v)?>> or <<(y position) > [175.9]> or <<(y position) < [-175]> or <<<touching (spikes v)?> or <touching (lava v)?>> or <touching (cat 1 v)?>>>>>\n Next Level when <(x position) > [235]>\nend\n\nwhen flag clicked\nset [deaths v] to [0]\nset [time v] to [0]\nforever\n if <(level) > [39]> then\n create clone of (_myself_ v)\n end\nend\n\n@Ad\n\nwhen flag clicked\nhide\nforever\n wait (pick random (25) to (35)) seconds\n go to x: (0) y: (50)\n show\n go to [front v] layer\n repeat (4)\n change y by (-2)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2.5) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nwhen flag clicked\nforever\n if <(Cave) = [1]> then\n hide\n end\nend\n\n@Text\n\nwhen flag clicked\nhide\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n set [ghost v] effect to (50)\n else\n set [ghost v] effect to (0)\n end\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Lava\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n repeat (5)\n change y by (2)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-2)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nrepeat (10)\n change y by (-2)\nend\n\nwhen I receive [pixel v]\nrepeat (1)\n change [pixelate v] effect by (37)\nend\n\nwhen I receive [challenge v]\nchange [pixelate v] effect by (-37)\n\nwhen flag clicked\ngo to x: (31) y: (-190)\nhide\ngo to [back v] layer\n\n@Spikes\n\nwhen I receive [change level v]\ngo to x: (-54) y: (-77)\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [animation v]\nshow\nswitch costume to (costume1 v)\nchange x by (-.75)\nforever\n go to [back v] layer\nend\n\nwhen I receive [alarm v]\nhide\nchange x by (.75)\n\nwhen flag clicked\nforever\n if <touching (sprite6 v)?> then\n go [forward v] (1) layers\n end\nend\n\nwhen flag clicked\nhide\n\n@Bounce\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen I receive [pixel v]\nrepeat (1)\n change [pixelate v] effect by (37)\nend\n\nwhen I receive [challenge v]\nchange [pixelate v] effect by (-37)\n\nwhen flag clicked\nhide\n\n@Thumbnail\n\nwhen flag clicked\nforever\n wait (.001) seconds\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nwait (1.0001) seconds\nforever\n wait (.001) seconds\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\nwhen flag clicked\nwait (1.00001) seconds\nforever\n wait (.001) seconds\n go to [front v] layer\n set [ghost v] effect to (100)\nend\n\n@hover thing\n\nwhen flag clicked\ngo to x: (-193) y: (148)\nforever\n set drag mode [draggable v]\nend\n\nwhen I receive [change level v]\ngo to x: (-193) y: (135)\nforever\n set drag mode [draggable v]\nend\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nswitch costume to (costume1 v)\nrepeat (8)\n change [ghost v] effect by (13)\nend\ndelete this clone\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@message\n\nwhen flag clicked\ngo to x: (27) y: (-78)\npoint in direction (90)\nset size to (100) %\nforever\n if <touching (sprite2 v)?> then\n repeat (50)\n turn right (10) degrees\n change size by (-2)\n end\n hide\n broadcast (message v)\n end\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (2)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-2)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\ndefine Twist\nforever\n repeat (50)\n turn right (.5) degrees\n end\n repeat (100)\n turn left (.5) degrees\n end\n repeat (50)\n turn right (.5) degrees\n end\nend\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\n@Cat 1\n\ndefine march\npoint in direction (90)\ngo to x: (150) y: (-116)\nforever\n point in direction (-90)\n glide (2) secs to x: (-140) y: (-116)\n wait (.05) seconds\n point in direction (90)\n glide (2) secs to x: (150) y: (-116)\n wait (.05) seconds\nend\n\nwhen I receive [change level v]\nforever\n march\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n set rotation style [left-right v]\nend\n\n@Cat 2\n\ndefine march\npoint in direction (90)\ngo to x: (-140) y: (-116)\nforever\n point in direction (90)\n glide (2) secs to x: (150) y: (-116)\n wait (.05) seconds\n point in direction (-90)\n glide (2) secs to x: (-140) y: (-116)\n wait (.05) seconds\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen I receive [change level v]\nforever\n march\nend\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\n@Platform\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\ngo to x: (35) y: (35)\nhide\n\n@Skip\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nwhen I receive [start v]\nset [skips v] to [0]\ngo to x: (-194) y: (-158)\nshow\ngo to [front v] layer\nswitch costume to (costume1 v)\nif <(costume [number v]) = [1]> then\n forever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n change [level v] by (1)\n change [skips v] by (1)\n broadcast (change level v)\n broadcast (Skip v)\n switch costume to (costume2 v)\n pause\n switch costume to (costume1 v)\n end\n else\n set size to (100) %\n set [color v] effect to (0)\n end\n end\nend\n\ndefine pause\nrepeat (10)\n wait (.75) seconds\nend\n\nwhen flag clicked\nforever\n if <(Cave) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [32]> then\n show\n stop [this script v]\n end\nend\n\n@sign\n\nwhen flag clicked\nhide\ngo to [front v] layer\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n set size to (100) %\n point in direction (90)\n else\n set size to (25) %\n point in direction (105)\n end\nend\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\n@Schnauzers\n\nwhen flag clicked\nhide\n\n@360° Spin\n\nwhen I receive [7 v]\ngo to [front v] layer\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nhide\nset [clone id v] to [Text]\ncreate clone of (_myself_ v)\nwait (2) seconds\n\nwhen I start as a clone\nrepeat (3)\n if <(Clone ID) = [Text]> then\n switch costume to (text v)\n point in direction (90)\n wait (.25) seconds\n repeat (3)\n turn right (32) degrees\n end\n repeat until <(round (direction)) = (round (90))>\n turn right (((90) - (direction)) / (5)) degrees\n end\n end\nend\nwait (1) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\nbroadcast (start v)\n\nwhen I start as a clone\nshow\n\nwhen I receive [delete v]\ndelete this clone\n\nset size to (130) %\n\nset size to (0) %\n\n@Sprite9\n\nwhen flag clicked\nshow\nbroadcast (5 v)\nbroadcast (7 v)\n\nwhen I receive [start v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@Confetti Side\n\nwhen I receive [5 v]\ngo to x: (0) y: (0)\npoint in direction (90)\nset size to (100) %\nclear graphic effects\nhide\nEPIC CONFETTI\nwait (2) seconds\n\nwhen I start as a clone\nif <(Clone ID) = [Confetti]> then\n switch costume to (pick random (1) to (2))\n set [color v] effect to (pick random (0) to (200))\n set [ghost v] effect to (100)\n set size to (pick random (25) to (75)) %\n Go To Edge\n if <(x position) > [0]> then\n set [y v] to (pick random (25) to (-10))\n set [x v] to (pick random (-30) to (-5))\n else\n set [y v] to (pick random (25) to (-10))\n set [x v] to (pick random (5) to (30))\n end\n repeat until <(round (round (round (round (round (round (round (round (y))))))))) = (round (round (round (round (round (round (round (round (-15)))))))))>\n change y by (y)\n change [y v] by (-1)\n change [ghost v] effect by (-20)\n change x by (x)\n change [x v] by (((0) - (x)) / (9))\n end\n repeat until <[-190] > (y position)>\n change y by (y)\n change x by (x)\n change [x v] by (((0) - (x)) / (5))\n end\n delete this clone\nend\n\nwhen I start as a clone\nshow\n\nwhen I receive [delete v]\ndelete this clone\n\ndefine EPIC CONFETTI\ngo to [front v] layer\nset [clone id v] to [Confetti]\nrepeat (50)\n create clone of (_myself_ v)\n wait (pick random (0) to (.05)) seconds\nend\n\ndefine Go To Edge\nrepeat until <touching (_edge_ v)?>\n go to (random position v)\nend\n\n@Sprite10\n\nwhen flag clicked\nhide\n\nwhen I receive [start v]\nshow\nforever\n go to [front v] layer\n if <touching (mouse-pointer v)?> then\n point in direction (60)\n if <mouse down?> then\n broadcast (settings open v)\n end\n else\n point in direction (90)\n end\nend\n\nwhen flag clicked\nforever\n if <(Cave) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [32]> then\n show\n stop [this script v]\n end\nend\n\n@Sprite11\n\nwhen flag clicked\ngo to x: (-3) y: (-6)\nhide\ngo to [front v] layer\n\nwhen I receive [settings open v]\nshow\nforever\n go to [front v] layer\nend\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nclear graphic effects\n\n@close\n\nchange [color v] effect by (25)\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\nwhen I receive [close option v]\ngo to x: (2) y: (117)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n set size to (110) %\n if <mouse down?> then\n broadcast (close v)\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1.5)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1.5)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\nwhen flag clicked\ngo to x: (2) y: (117)\npoint in direction (90)\nhide\ngo to [front v] layer\n\nwhen I receive [settings open v]\nshow\nbroadcast (close option v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\n@music\n\nturn right (.1) degrees\n\nwhen flag clicked\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (no music v)\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [2]> then\n broadcast (music v)\n end\nend\n\nwhen I receive [close option v]\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n next costume\n wait (.2) seconds\n end\nend\n\nwhen I receive [shop open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (-102) y: (70)\npoint in direction (90)\nhide\ngo to [front v] layer\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\ndefine Twist\nforever\n repeat (40)\n turn left (.07) degrees\n end\n repeat (80)\n turn right (.07) degrees\n end\n repeat (40)\n turn left (.07) degrees\n end\nend\n\nwhen I receive [settings open v]\nshow\nbroadcast (close option v)\ngo to x: (-102) y: (70)\nforever\n go to [front v] layer\nend\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\n@Left\n\nwhen flag clicked\nhide\n\nwhen I receive [close option v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (previous costume v)\n wait (.3) seconds\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\nwhen flag clicked\nforever\n Buffer\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\nwhen I receive [settings open v]\ngo to x: (-93) y: (-100)\npoint in direction (90)\nshow\nbroadcast (close option v)\nforever\n go to [front v] layer\nend\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen I receive [shop open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\n@right\n\nwhen flag clicked\nhide\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings open v]\ngo to x: (93) y: (-100)\npoint in direction (90)\nshow\nbroadcast (close option v)\nforever\n go to [front v] layer\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen I receive [close option v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (next costume v)\n wait (.3) seconds\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [shop open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\n@Costume reference\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings open v]\ngo to x: (-6) y: (-92)\npoint in direction (90)\nshow\nbroadcast (close option v)\nforever\n go to [front v] layer\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nnext costume\n\nwhen I receive [close option v]\nforever\n if <(costume [number v]) = [11]> then\n if <touching (mouse-pointer v)?> then\n set size to (35) %\n if <mouse down?> then\n else\n set size to (30) %\n end\n else\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n else\n set size to (100) %\n end\n end\nend\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Normal v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (Forest v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (Ice v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (fire v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (cat v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (transparent v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (comet v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (christine v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (elimeno p v)\n end\n if <(costume [number v]) = [10]> then\n broadcast (Baby Yoda v)\n end\n if <(costume [number v]) = [11]> then\n broadcast (bb8 v)\n end\n if <(costume [number v]) = [12]> then\n broadcast (r2d2 v)\n end\nend\n\nwhen I receive [previous costume v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen I receive [next costume v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [12]> then\n set [r2d2 v] to [1]\n else\n set [r2d2 v] to [0]\n end\nend\n\nwhen I receive [shop open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\n@Sprite20\n\nwhen flag clicked\nforever\n if <(username) = [My_Name_Is-----]> then\n if <key (s v) pressed?> then\n broadcast (change level v)\n change [level v] by (1)\n wait (.1) seconds\n end\n end\nend\n\nwhen flag clicked\nhide variable [☁ total time v]\nrepeat until <(level) = [46]>\n change [☁ total time v] by (1)\n wait (1) seconds\nend\n\nwhen flag clicked\nhide variable [time v]\nrepeat until <(level) = [46]>\n change [time v] by (.1)\n wait (.1) seconds\nend\n\n@Items\n\nturn right (.1) degrees\n\nwhen flag clicked\n\nwhen flag clicked\nswitch costume to (costume2 v)\ngo to x: (-10) y: (5)\npoint in direction (90)\nhide\ngo to [front v] layer\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.09) seconds\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\ndefine Twist\nforever\n repeat (40)\n turn left (.07) degrees\n end\n repeat (80)\n turn right (.07) degrees\n end\n repeat (40)\n turn left (.07) degrees\n end\nend\n\nwhen I receive [settings open v]\nshow\nbroadcast (close option v)\ngo to x: (-10) y: (5)\nforever\n go to [front v] layer\nend\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [close option v]\ngo to x: (-10) y: (5)\nforever\n if <touching (mouse-pointer v)?> then\n set [brightness v] effect to (15)\n set size to (110) %\n if <mouse down?> then\n broadcast (shop open v)\n close\n end\n else\n set [brightness v] effect to (0)\n set size to (100) %\n end\nend\n\ndefine close\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\nwait (0.09) seconds\ngo to x: (400) y: (400)\nclear graphic effects\n\n@Sprite1\n\nwhen I receive [shop open v]\nforever\n Twist\nend\n\nwhen I receive [shop open v]\nforever\n Buffer\nend\n\nwhen I receive [shop open v]\ngo to x: (-105) y: (-42)\nshow\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nwhen I receive [close option v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (previous item v)\n wait (.3) seconds\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [settings open v]\ngo to x: (400) y: (400)\n\nwhen I receive [settings open v]\nhide\n\n@Sprite3\n\nwhen I receive [shop open v]\nforever\n Twist\nend\n\nwhen I receive [shop open v]\nforever\n Buffer\nend\n\nwhen I receive [shop open v]\nshow\ngo to x: (105) y: (-42)\n\nwhen flag clicked\npoint in direction (90)\nhide\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nwhen I receive [close option v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n broadcast (next item v)\n wait (.3) seconds\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [settings open v]\ngo to x: (400) y: (400)\n\nwhen I receive [settings open v]\nhide\n\n@Sprite4\n\nwhen I receive [shop open v]\nforever\n Twist\nend\n\nwhen I receive [shop open v]\nforever\n Buffer\nend\n\nwhen I receive [shop open v]\ngo to x: (-5) y: (-42)\nshow\n\nwhen flag clicked\nswitch costume to (costume1 v)\npoint in direction (90)\nhide\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nwhen I receive [close option v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (110) %\n if <mouse down?> then\n else\n set size to (100) %\n end\nend\n\nwhen I receive [next item v]\nswitch costume to ((costume [number v]) + (1))\n\nwhen I receive [previous item v]\nswitch costume to ((costume [number v]) - (1))\n\nwhen flag clicked\nforever\n if <(costume [number v]) = [1]> then\n broadcast (Nothing v)\n end\n if <(costume [number v]) = [2]> then\n broadcast (top hat v)\n end\n if <(costume [number v]) = [3]> then\n broadcast (sword v)\n end\n if <(costume [number v]) = [4]> then\n broadcast (shine v)\n end\n if <(costume [number v]) = [5]> then\n broadcast (normal hat v)\n end\n if <(costume [number v]) = [6]> then\n broadcast (blue hat v)\n end\n if <(costume [number v]) = [7]> then\n broadcast (red v)\n end\n if <(costume [number v]) = [8]> then\n broadcast (Blue v)\n end\n if <(costume [number v]) = [9]> then\n broadcast (green v)\n end\nend\n\nwhen I receive [settings open v]\ngo to x: (400) y: (400)\n\n@Items2\n\nwhen flag clicked\nswitch costume to (nothing v)\nforever\n go to x: (X) y: (Y)\nend\n\nwhen I receive [nothing v]\nswitch costume to (nothing v)\n\nwhen I receive [normal hat v]\nswitch costume to (normal hat v)\n\nwhen I receive [shine v]\nswitch costume to (shine v)\n\nwhen I receive [sword v]\nswitch costume to (sword v)\n\nwhen I receive [top hat v]\nswitch costume to (top hat v)\n\nwhen flag clicked\nhide\nwait (10) seconds\nshow\nforever\n go to [front v] layer\nend\n\nwhen flag clicked\nforever\n if <(costume [name v]) = [Shine]> then\n go to [back v] layer\n else\n go to [front v] layer\n end\nend\n\nwhen I receive [mustache v]\nswitch costume to (red v)\n\nwhen flag clicked\nset size to (50) %\nforever\n set rotation style [left-right v]\nend\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen I receive [blue v]\nswitch costume to (blue v)\n\nwhen I receive [green v]\nswitch costume to (green v)\n\nwhen I receive [red v]\nswitch costume to (red v)\n\nwhen flag clicked\nforever\n if <<(BB8) = [1]> and <<(costume [name v]) = [Top hat]> or <<(costume [name v]) = [Normal hat]> or <(costume [number v]) = [Blue hat]>>>> then\n go to x: (X) y: ((Y) + (20))\n else\n go to x: (X) y: (Y)\n end\nend\n\nwhen I receive [blue hat v]\nswitch costume to (blue hat v)\n\nwhen I receive [maze v]\nrepeat until <not <(level) = [39]>>\n set size to (25) %\nend\n\nwhen flag clicked\nforever\n if <not <(level) = [39]>> then\n set size to (50) %\n end\nend\n\n@Cat Empire Ufo\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n wait (.3) seconds\n show\n show variable [countdown v]\n set [countdown v] to [20]\n broadcast (countdown v)\n forever\n wait (pick random (0.3) to (0.8)) seconds\n create clone of (_myself_ v)\n end\nelse\n hide variable [countdown v]\n hide\nend\n\nwhen flag clicked\nhide\nset size to (75) %\nclear graphic effects\n\nwhen flag clicked\nforever\n if <(countdown) < [1]> then\n wait (.3) seconds\n broadcast (wall down v)\n hide variable [countdown v]\n else\n broadcast (wall up v)\n end\nend\n\nwhen I start as a clone\nswitch costume to (costume2 v)\nrepeat until <<touching (platform v)?> or <touching (sprite2 v)?>>\n change y by (-4)\nend\ndelete this clone\n\nwhen I receive [countdown v]\nforever\n wait (1) seconds\n change [countdown v] by (-1)\n show\nend\n\nwhen I receive [death v]\nset [countdown v] to [20]\n\nhide variable [countdown v]\n\nwhen I receive [wall down v]\nforever\n delete this clone\nend\n\nwhen I receive [wall down v]\nrepeat (75)\n change size by (-1)\nend\n\nwhen I receive [wall down v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\nwhen flag clicked\nforever\n if <(level) = [18]> then\n show\n end\n if <(level) = [19]> then\n stop [other scripts in sprite v]\n end\nend\n\nwhen flag clicked\nforever\n go to x: (X) y: (100)\nend\n\n@Wall\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [wall up v]\ngo to [front v] layer\ngo to x: (50) y: (29)\n\nwhen I receive [wall down v]\nglide (2) secs to x: (50) y: (-96)\n\n@Sprite5\n\nwhen I receive [start v]\npoint in direction (90)\nclear graphic effects\nset size to (95) %\nshow\nset [ghost v] effect to (25)\ngo to x: (130) y: (75)\nforever\n repeat (10)\n turn right (.5) degrees\n change size by (.3)\n wait (0.01) seconds\n end\n wait (0.01) seconds\n repeat (10)\n turn left (.5) degrees\n change size by (-.3)\n wait (0.01) seconds\n end\n wait (0.01) seconds\n repeat (10)\n turn left (.5) degrees\n change size by (-.3)\n wait (0.01) seconds\n end\n wait (0.01) seconds\n repeat (10)\n turn right (.5) degrees\n change size by (.3)\n wait (0.01) seconds\n end\n wait (0.01) seconds\nend\n\nwhen flag clicked\nhide\ngo to [back v] layer\nwait (10) seconds\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n wait (.05) seconds\n forever\n go [backward v] (27) layers\n end\n end\nend\n\nwhen flag clicked\nforever\n go to [back v] layer\nend\n\nwhen I receive [change level v]\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(Cave) = [1]> then\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [5 v]\nshow\n\nwhen flag clicked\nforever\n if <(level) = [44]> then\n show\n stop [this script v]\n end\nend\n\nhide\n\n@Sprite6\n\nwhen flag clicked\nset size to (100) %\nset [ghost v] effect to (0)\nhide\nrepeat (25)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nset size to (pick random (80) to (100)) %\nturn right (pick random (30) to (45)) degrees\nset [ghost v] effect to (70)\ngo to (random position v)\nforever\n glide (15) secs to (random position v)\nend\n\nwhen I start as a clone\nforever\n go to [back v] layer\n change size by (pick random (-1.5) to (1.5))\nend\n\nwhen I start as a clone\nforever\n if <(size) > [120]> then\n repeat (100)\n change size by (-.1)\n end\n end\n if <[10] > (size)> then\n repeat (100)\n change size by (.1)\n end\n end\nend\n\nwhen I start as a clone\nwait (5) seconds\nforever\n go to [back v] layer\n change size by (pick random (-1.5) to (1.5))\nend\n\nwhen I start as a clone\nforever\n if <(level) > [28]> then\n repeat until <(level) > [43]>\n hide\n end\n end\n if <(level) > [43]> then\n show\n end\nend\n\n@Sprite7\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\nwhen flag clicked\nset [ghost v] effect to (10)\nhide\ngo to [back v] layer\nforever\n go to [back v] layer\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n wait (.05) seconds\n forever\n go [backward v] (27) layers\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<(level) = [22]> or <(level) = [23]>> then\n go [forward v] (1) layers\n else\n go to [back v] layer\n end\nend\n\nwhen flag clicked\nforever\n if <(level) = [24]> then\n set [ghost v] effect to (30)\n end\nend\n\nwhen flag clicked\nforever\n if <(Cave) = [1]> then\n hide\n end\nend\n\n@Sprite8\n\nwhen flag clicked\ngo to x: (34) y: (-6)\nhide\nswitch costume to (costume1 v)\nforever\n if <(level) = [23]> then\n show\n end\n if <(level) > [23]> then\n hide\n end\nend\n\nwhen I receive [animation v]\nswitch costume to (costume1 v)\nrepeat (8)\n next costume\n wait (2) seconds\nend\nrepeat (14)\n next costume\n wait (.09) seconds\nend\nwait (1) seconds\nnext costume\nbroadcast (Alarm v)\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen flag clicked\nforever\n if <touching (sprite2 v)?> then\n broadcast (Animation v)\n broadcast (note v)\n end\nend\n\nwhen I receive [note v]\nwait (7) seconds\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nswitch costume to (costume20 v)\ngo to x: (X) y: (Y)\ngo to [front v] layer\nglide (2) secs to x: (0) y: (-50)\nrepeat (50)\n turn right (15) degrees\n change size by (-2)\nend\nhide\nbroadcast (message v)\n\nwhen I start as a clone\nforever\n go to [front v] layer\nend\n\nwhen I receive [change level v]\nif <(level) > [23]> then\n hide\nend\nhide\n\n@Sprite12\n\nwhen I receive [alarm v]\nwait (2.3) seconds\nshow\nset [ghost v] effect to (60)\nrepeat until <(Cave) = [1]>\n start sound [death star alarm v]\n show\n wait (1.) seconds\n hide\n wait (1.2) seconds\nend\n\nwhen flag clicked\nhide\nclear graphic effects\n\nwhen I receive [music v]\nset volume to (100) %\n\nwhen I receive [no music v]\nset volume to (0) %\n\nwhen flag clicked\nforever\n if <(level) = [27]> then\n switch costume to (costume2 v)\n else\n switch costume to (costume1 v)\n end\nend\n\nwhen flag clicked\nforever\n if then\n hide\n end\nend\n\n@Sprite13\n\nwhen flag clicked\nset rotation style [left-right v]\nhide\nforever\n if <(BB8) = [1]> then\n show\n go to (sprite2 v)\n go to [front v] layer\n else\n hide\n end\nend\n\nwhen I receive [left v]\npoint in direction (-90)\n\nwhen I receive [right v]\npoint in direction (90)\n\nwhen flag clicked\nforever\n turn left (x speed) degrees\nend\n\nrepeat until <not >\nend\n\nwhen flag clicked\nif <(level) = [39]> then\n set size to (15) %\nelse\n set size to (30) %\nend\n\n@Sprite14\n\nwhen flag clicked\ngo to x: (36) y: (28)\nhide\n\nwhen I receive [change level v]\nswitch costume to (join [L] (level))\nif <(costume [name v]) = (join [L] (level))> then\n show\nelse\n hide\nend\n\n@Sprite15\n\nwhen I receive [cave v]\nbroadcast (Cave2 v)\nswitch costume to (costume1 v)\nshow\nstop [this script v]\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\nend\n\nwhen I receive [done falling v]\nhide\nbroadcast (continue v)\nstop [other scripts in sprite v]\nstop [this script v]\n\n@Sprite16\n\nwhen flag clicked\nswitch costume to (costume1 v)\nset size to (200) %\nhide\n\nwhen I receive [cave v]\nrepeat (500)\n go to [front v] layer\nend\n\nstop [other scripts in sprite v]\nstop [this script v]\n\nwhen I receive [done falling v]\nswitch costume to (costume2 v)\n\nwhen I receive [cave v]\nshow\nrepeat (100)\n turn right (10) degrees\n change size by (-2)\nend\nbroadcast (done falling v)\nhide\n\n@Sprite17\n\nwhen I receive [continue v]\nshow\nforever\n go to (sprite2 v)\nend\n\nwhen flag clicked\nhide\n\nwhen I receive [5 v]\n\nif <(level) > [43]> then\n broadcast (show v)\n switch backdrop to (backdrop2 v)\nelse\n switch backdrop to (backdrop7 v)\nend\n\nwhen flag clicked\nforever\n if <(level) > [43]> then\n hide\n end\nend\n\n@right2\n\nwhen flag clicked\nhide\n\nwhen I receive [close option v]\nforever\n go to [front v] layer\nend\n\nwhen I receive [settings open v]\ngo to x: (97) y: (62)\npoint in direction (90)\nshow\nbroadcast (close option v)\nforever\n go to [front v] layer\nend\n\ndefine Twist\nforever\n repeat (40)\n turn right (.1) degrees\n end\n repeat (80)\n turn left (.1) degrees\n end\n repeat (40)\n turn right (.1) degrees\n end\nend\n\ndefine Buffer\nforever\n repeat (5)\n change y by (1)\n wait (.1) seconds\n end\n wait (.1) seconds\n repeat (5)\n change y by (-1)\n wait (.1) seconds\n end\n wait (.1) seconds\nend\n\nwhen flag clicked\nforever\n Twist\nend\n\nwhen flag clicked\nforever\n Buffer\nend\n\nwhen I receive [close v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\nwhen I receive [close option v]\nforever\n if <touching (mouse-pointer v)?> then\n set size to (35) %\n if <mouse down?> then\n broadcast (restart level v)\n wait (.3) seconds\n end\n else\n set size to (30) %\n end\nend\n\nwhen I receive [shop open v]\nrepeat (10)\n change [ghost v] effect by (10)\nend\nhide\ngo to x: (400) y: (400)\nclear graphic effects\n\n@Sprite18\n\nwhen flag clicked\nhide\nforever\n if <(level) > [45]> then\n if <key (t v) pressed?> then\n show\n go to [front v] layer\n show variable [☁ total time v]\n show variable [deaths v]\n show variable [skips v]\n show variable [time v]\n else\n hide\n hide variable [☁ total time v]\n hide variable [deaths v]\n hide variable [time v]\n hide variable [skips v]\n end\n end\nend\n\n@Lag reducer\n\n
firstposts!platformer - 祝!初投稿プラットフォーマー!
@Stage\n\n@黒豆\n\nwhen flag clicked\nwait (3) seconds\nswitch backdrop to (背景1 v)\nswitch backdrop to (背景1 v)\nforever\n if <(x position) = [50]> then\n next backdrop\n end\nend\n\nwhen flag clicked\nhide\nwait (0) seconds\nwait until <(ゲームスタート) = [1]>\nwait (3) seconds\nshow\nswitch costume to (主人公\(いつもの姿\) v)\ngo to x: (-220) y: (-50)\nset rotation style [left-right v]\npoint in direction (90)\nset [変数 v] to [0]\nset [xv v] to [0]\nset [yv v] to [0]\nforever\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (-1)\n point in direction (-90)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (1)\n point in direction (90)\n end\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change y by (1)\n if <touching (地面 v)?> then\n change x by ((xv) * (-1))\n change y by (-7)\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <[0] < (xv)> then\n set [xv v] to [-10]\n else\n set [xv v] to [10]\n end\n set [yv v] to [15]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n set [yv v] to [15]\n end\n end\n change y by (1)\n change [yv v] by (-1)\n change y by (yv)\n if <touching (地面 v)?> then\n change y by ((yv) * (-1))\n set [yv v] to [0]\n end\n if <(x position) > [230]> then\n hide\n go to x: (-220) y: (-50)\n broadcast (NEXT v)\n broadcast (とげよ変われっ‼ v)\n wait (4) seconds\n show\n end\n if <touching (針 v)?> then\n go to x: (-220) y: (-50)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n if <touching (バネ v)?> then\n set [yv v] to [22]\n end\n if <[-180] > (y position)> then\n go to x: (-220) y: (-40)\n set [yv v] to [0]\n set [xv v] to [0]\n end\n set [xv v] to ((xv) * (0.89))\n change x by (xv)\n if <touching (水 v)?> then\n if <(yv) < [1]> then\n change [yv v] by (0.5)\n end\n end\nend\n\nwhen I start as a clone\nset size to (110) %\nrepeat (10)\n set [brightness v] effect to (-100)\n change [ghost v] effect by (10)\n change size by (-6)\n switch costume to (主人公\(いつもの姿\) v)\nend\ndelete this clone\n\nwhen flag clicked\nset [ゲームスタート v] to [0]\nwait until <(ゲームスタート) = [1]>\nwait (0.5) seconds\nforever\n play sound [RetroVision \[NCS____ Release\] v] until done\nend\n\nwhen I receive [ゲームスタート v]\nset [ゲームスタート v] to [1]\n\nwhen flag clicked\nswitch costume to (主人公\(いつもの姿\) v)\nshow\nforever\n if <[17] < (backdrop [number v])> then\n set size to (100) %\n switch costume to (洞窟探検モード v)\n end\n if <[23] < (backdrop [number v])> then\n set size to (110) %\n switch costume to (主人公a v)\n if <[28] < (backdrop [number v])> then\n switch costume to (主人公\(いつもの姿\) v)\n set size to (100) %\n end\n end\n if <[33] < (backdrop [number v])> then\n switch costume to (主人公\(いつもの姿\) v)\n set size to (110) %\n end\n if <[38] < (backdrop [number v])> then\n switch costume to (シュノーケルモード v)\n set size to (100) %\n end\n if <[43] < (backdrop [number v])> then\n switch costume to (主人公\(いつもの姿\) v)\n set size to (100) %\n end\n if <[46] < (backdrop [number v])> then\n switch costume to (主人公\(登山の姿\) v)\n set size to (100) %\n end\nend\n\nwhen flag clicked\nforever\n if <touching (水 v)?> then\n change x by (-2)\n end\nend\n\n@地面\n\nwhen flag clicked\nwait (3) seconds\nshow\nswitch costume to (コスチューム10 v)\n\nwhen I receive [next v]\nnext costume\n\nwhen flag clicked\nwait (3) seconds\nswitch backdrop to (背景1 v)\nswitch backdrop to (背景1 v)\nforever\n if <(x position) = [50]> then\n next backdrop\n end\nend\n\n@NEXT\n\ndefine NEXTのクローン作成\nswitch costume to (コスチューム1 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム2 v)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\ncreate clone of (_myself_ v)\n\ndefine 幕を (明るさ) の明るさでクローンを作る\nswitch costume to (コスチューム2 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\nswitch costume to (コスチューム3 v)\nset [brightness v] effect to (明るさ)\ncreate clone of (_myself_ v)\n\nwhen I receive [next v]\nset [next終了 v] to [0]\nset [みんな集まった? v] to [0]\ngo to [front v] layer\nstart sound [文字表示の衝撃音2 v]\nNEXTのクローン作成\n幕を [-100] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-50] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [-30] の明るさでクローンを作る\nwait (0.1) seconds\n幕を [0] の明るさでクローンを作る\n\nwhen I start as a clone\ngo to [front v] layer\nif <(costume [number v]) = [2]> then\n show\n clear graphic effects\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (228) y: (0)\n repeat until <(x position) < [1]>\n change x by (((0) - (x position)) / (7))\n end\n wait until <(みんな集まった?) = [1]>\n change x by (1)\n repeat until <[224] < (x position)>\n change x by ((x position) / (7))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n show\n go to [front v] layer\n go [backward v] (1) layers\n go to x: (-228) y: (0)\n repeat until <[-1] < (x position)>\n change x by (((0) - (x position)) / (7))\n end\n start sound [文字表示の衝撃音1 v]\n wait until <(みんな集まった?) = [1]>\n change x by (-1)\n repeat until <(x position) < [-225]>\n change x by ((x position) / (7))\n end\n delete this clone\nend\nif <(costume [number v]) = [1]> then\n wait (0.5) seconds\n go to [front v] layer\n show\n go to x: (0) y: (-381)\n repeat until <[-1] < (y position)>\n change y by (((0) - (y position)) / (5))\n end\n broadcast (みんな集まったよ v)\n broadcast (隠す v)\n change y by (1)\n repeat until <[250] < (y position)>\n change y by ((y position) / (5))\n end\n set [next終了 v] to [1]\n delete this clone\nend\n\nwhen I receive [みんな集まったよ v]\nset [みんな集まった? v] to [1]\n\nwhen I start as a clone\nif <(costume [number v]) = [1]> then\n repeat (100)\n go to [front v] layer\n go [backward v] (1) layers\n end\nend\n\n@たいよー\n\nwhen flag clicked\ngo to [back v] layer\nset size to (100) %\nforever\n repeat until <[110] < (size)>\n change size by (1)\n end\n repeat until <(size) < [99]>\n change size by (-1)\n end\nend\n\nwhen flag clicked\nhide variable [最高記録 v]\nswitch backdrop to (背景1 v)\nwait until <(ゲームスタート) = [1]>\nwait (3) seconds\nforever\n go to [back v] layer\n if <(backdrop [number v]) = [51]> then\n show variable [タイム v]\n show variable [最高記録 v]\n if <(最高記録) > (タイム)> then\n set [最高記録 v] to (タイム)\n end\n else\n wait (1) seconds\n end\nend\n\nwhen I receive [next v]\nnext backdrop\n\nwhen flag clicked\nshow\nforever\n if <[17] < (backdrop [number v])> then\n hide\n end\n if <[23] < (backdrop [number v])> then\n show\n end\n if <[37] < (backdrop [number v])> then\n hide\n end\n if <[42] < (backdrop [number v])> then\n show\n end\nend\n\n@サムネイル?\n\nwhen flag clicked\nwait (0) seconds\nwait until <(ゲームスタート) = [1]>\nhide variable [タイム v]\ngo to [front v] layer\nshow\nwait (3) seconds\nhide\nforever\n reset timer\nend\n\nwhen [timer v] > (0)\nshow\nhide variable [☁ タイム v]\nhide variable [☁ 最高記録 v]\n\n@針\n\nwhen flag clicked\nswitch costume to (最初 v)\ngo to x: (0) y: (5)\nshow\nforever\n if <(costume [number v]) = [16]> then\n turn right (-5) degrees\n else\n point in direction (90)\n end\nend\n\nwhen I receive [next v]\nnext costume\n\n@バネ\n\nwhen flag clicked\nhide\nforever\n if <(backdrop [number v]) = [8]> then\n show\n end\n if <(backdrop [number v]) = [9]> then\n hide\n end\nend\n\n@スプライト1\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\nhide\nforever\n if <(backdrop [number v]) = [11]> then\n show\n if <touching (黒豆 v)?> then\n switch costume to (コスチューム2 v)\n else\n switch costume to (コスチューム1 v)\n end\n else\n hide\n end\nend\n\n@スプライト2\n\nwhen flag clicked\nwait (0) seconds\ngo to [front v] layer\nhide\nforever\n go to (黒豆 v)\n if <(backdrop [number v]) = [18]> then\n show\n end\n if <(backdrop [number v]) = [23]> then\n hide\n end\nend\n\n@水\n\nwhen flag clicked\nhide\nrepeat until <(backdrop [number v]) = [38]>\n switch costume to (コスチューム1 v)\nend\nshow\nrepeat until <(backdrop [number v]) = [39]>\n switch costume to (コスチューム1 v)\nend\nswitch costume to (コスチューム2 v)\nforever\n if <(backdrop [number v]) > [39]> then\n show\n go to [front v] layer\n else\n hide\n end\n if <(backdrop [number v]) > [43]> then\n hide\n else\n show\n go to [front v] layer\n end\nend\n\n@草\n\nwhen flag clicked\nswitch costume to (コスチューム1 v)\ngo to [front v] layer\nhide\nrepeat until <(backdrop [number v]) > [50]>\n if <(backdrop [number v]) > [46]> then\n show\n end\nend\nhide\n\nwhen I receive [next v]\nif <<(backdrop [number v]) > [46]> and <(backdrop [number v]) < [51]>> then\n next costume\nend\n\n@小岩\n\n@パラシュート\n\n@小道具作成所\n\nwhen flag clicked\nset [ゲームスタート v] to [1]\n\n@字幕\n\nwhen flag clicked\nwait until <(ゲームスタート) = [1]>\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\nforever\n go to [front v] layer\n go [backward v] (4) layers\nend\n\nwhen I receive [next v]\nnext costume\n\n@新作サムネ\n\nwhen [timer v] > (0)\n\nshow\n\nwhen flag clicked\nforever\n hide\n reset timer\nend\n\n
初投稿傾向3Pありがとう!!もっと上がってくれ!\n矢印キーで操作\nモバ対応してません。(ごめんなさい)\nどんどんリミックス&コメントしてね。(荒らしは✕)\n⭐と❤押してくれた人は、コメントしてくれれば返信できます(できないときもある)
[10K VIEWS] Spooko | Platformer
@Stage\n\n@Trail\n\nwhen I start as a clone\ngo to (player v)\nshow\ngo to [back v] layer\nset [ghost v] effect to (0)\nset size to (100) %\nrepeat (20)\n change [brightness v] effect by (1)\n change [ghost v] effect by (5)\n change size by (-2.5)\nend\ndelete this clone\n\nwhen flag clicked\nhide\n\nwhen flag clicked\n\nwhen flag clicked\nhide\n\nforever\n change [color v] effect by (1)\nend\n\nwhen I receive [begin v]\nforever\n create clone of (trail v)\n wait (0) seconds\nend\n\nwhen flag clicked\nforever\n play sound [Dark Corridors - Dark Suspenseful Tension Music - Horror and Crime Background for Crime Scene v] until done\nend\n\n@Sprite3\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n wait (0.1) seconds\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen this sprite clicked\nwait (0.1) seconds\nbroadcast (play v)\n\nwhen I receive [begin flag v]\nhide\n\nwhen this sprite clicked\nbroadcast (begin flag v)\nbroadcast (Start v)\nbroadcast (yessir v)\nbroadcast (広告 v)\nbroadcast (play v)\n\n@Ground\n\nwhen flag clicked\nhide\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset size to (100) %\n\nswitch costume to (b v)\n\nwhen backdrop switches to [backdrop1 v]\n\nwhen I receive [begin flag v]\nswitch costume to (nugget v)\n\nwhen I receive [begin flag v]\nforever\n show\n set size to (100) %\n switch costume to (SCENE)\n go to [front v] layer\nend\n\nwhen I receive [begin flag v]\nset [scene v] to [1]\nswitch costume to (nugget v)\n\nwhen I receive [begin flag v]\nforever\n if <(SCENE) = [16]> then\n broadcast (Won v)\n end\nend\n\n@Player\n\nwhen I receive [next level v]\nbroadcast (Reset v)\n\nwhen I receive [reset v]\nset [x velocity v] to [0]\nset [y velocity v] to [0]\ngo to x: (-216) y: (40)\n\nwhen flag clicked\nhide\n\nwhen [r v] key pressed\ngo to x: (-187) y: (-41)\n\nchange [scene v] by (1)\n\nwhen I receive [begin flag v]\nbroadcast (begin v)\n\nwhen I receive [begin flag v]\ngo to x: (-187) y: (-41)\nshow\nswitch costume to (blue v)\nset rotation style [left-right v]\nforever\n switch costume to ([costume name v] of [thanks v])\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n point in direction (-90)\n change [x velocity v] by (-1.5)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n point in direction (90)\n change [x velocity v] by (1.5)\n end\n set [x velocity v] to ((X Velocity) * (0.85))\n change x by (X Velocity)\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (1)\n end\n if <touching (ground v)?> then\n change y by (-4)\n change x by ((X Velocity) * (-1))\n if <<key (up arrow v) pressed?> or <key (w v) pressed?>> then\n if <(X Velocity) > [0]> then\n set [x velocity v] to [-10]\n else\n set [x velocity v] to [10]\n end\n set [y velocity v] to [15]\n else\n set [x velocity v] to [0]\n end\n end\n change [y velocity v] by (-1)\n change y by (Y Velocity)\n if <touching (ground v)?> then\n change y by ((Y Velocity) - ((Y Velocity) * (2)))\n set [y velocity v] to [0]\n end\n change y by (-1)\n if <<touching (ground v)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [y velocity v] to [15]\n end\n change y by (1)\n if <(x position) > [239]> then\n broadcast (Next Level v) and wait\n change [scene v] by (1)\n end\n if <touching (spikes2 v)?> then\n broadcast (yell v)\n broadcast (Screen Shake v)\n broadcast (Reset v)\n else\n if <touching (spikes2 v)?> then\n broadcast (Reset v)\n end\n if <touching (spikes2 v)?> then\n broadcast (Reset v)\n end\n end\nend\n\nwhen I receive [begin flag v]\nbroadcast (chickennugget v)\n\n@Cloud\n\nwhen flag clicked\nhide\nrepeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@Cloud2\n\nwhen flag clicked\nhide\nrepeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@Cloud3\n\nwhen flag clicked\nhide\nrepeat (pick random (1) to (3))\n create clone of (_myself_ v)\n wait (0.5) seconds\nend\n\nwhen I start as a clone\nforever\n set size to (pick random (40) to (70)) %\n go to [back v] layer\n set [ghost v] effect to (pick random (5) to (50))\n if <(pick random (1) to (2)) = [1]> then\n show\n go to x: (-200) y: (pick random (20) to (180))\n repeat (160)\n change x by (2.5)\n end\n hide\n wait (pick random (2) to (7)) seconds\n end\n if <(pick random (1) to (2)) = [2]> then\n show\n go to x: (220) y: (pick random (20) to (180))\n repeat (160)\n change x by (-3.5)\n end\n hide\n wait (pick random (3) to (5)) seconds\n end\nend\n\n@Spikes2\n\nwhen flag clicked\nhide\n\nbroadcast (OH YES v)\n\nwhen I receive [begin flag v]\nshow\nforever\n switch costume to (SCENE)\nend\n\n@stars\n\nwhen I start as a clone\nif <(pick random (1) to (4)) = [1]> then\n set [v v] to (pick random (5.0) to (7.0))\nelse\n set [v v] to (pick random (0.6) to (2.0))\nend\nrepeat until <(y position) > [179]>\n change y by (v)\nend\ndelete this clone\n\nwhen I start as a clone\nshow\nset [ghost v] effect to (pick random (30) to (80))\nswitch costume to (resize v)\nset size to (pick random (40) to (100)) %\nswitch costume to (pick random (1) to (2))\nforever\n if <(pick random (1) to (0)) = [1]> then\n wait (pick random (12) to (5)) seconds\n else\n wait (pick random (0.1) to (0.3)) seconds\n end\n repeat (3)\n change [ghost v] effect by (10)\n end\n repeat (3)\n change [ghost v] effect by (-10)\n end\nend\n\nwhen I receive [yessir v]\nforever\n go to x: (pick random (-240) to (240)) y: (-180)\n create clone of (_myself_ v)\n wait (0.4) seconds\nend\n\nwhen flag clicked\nhide\n\n@Sprite4\n\nwhen flag clicked\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@Sprite2\n\nwhen flag clicked\nset [school v] to [1]\nshow\nforever\n if <(school) = [1]> then\n set [ghost v] effect to (0)\n point in direction ((90) + (([cos v] of ((timer) * (100)) ) * (1)))\n go to x: (0) y: ((90) + (([cos v] of ((timer) * (100)) ) * (5)))\n else\n change [ghost v] effect by (25)\n end\nend\n\nwhen I receive [play v]\nhide\n\n@Particle\n\nwhen flag clicked\nshow\nforever\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (0) to (3))\nset [ghost v] effect to (pick random (20) to (100))\nset [brightness v] effect to (pick random (-3) to (3))\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change [ghost v] effect by ((pick random (-1) to (1)) * (2))\n change [brightness v] effect by ((pick random (-1) to (1)) * (2))\n change y by (((2) + (costume [number v])) * ((costume [number v]) * (-1)))\n if <(y position) < [-178]> then\n delete this clone\n end\nend\n\nchange [ghost v] effect by ((pick random (-1) to (1)) * (2))\n\nwhen I receive [play v]\nhide\n\n@Particle2\n\nwhen I start as a clone\ngo to [back v] layer\nswitch costume to (pick random (0) to (3))\nset [ghost v] effect to (pick random (20) to (100))\nset [brightness v] effect to (pick random (-3) to (3))\ngo to x: (pick random (-240) to (240)) y: (180)\nforever\n change [ghost v] effect by ((pick random (-1) to (1)) * (2))\n change [brightness v] effect by ((pick random (-1) to (1)) * (2))\n change y by (((2) + (costume [number v])) * ((costume [number v]) * (-1)))\n if <(y position) < [-178]> then\n delete this clone\n end\nend\n\nchange [ghost v] effect by ((pick random (-1) to (1)) * (2))\n\nwhen I receive [start v]\nshow\nforever\n create clone of (_myself_ v)\n wait (0.3) seconds\nend\n\n@Like, Star, Follow\n\nwhen flag clicked\nhide\n\nwhen I receive [広告 v]\ncreate clone of (_myself_ v)\ngo to x: (152) y: (250)\nswitch costume to (ぐれー v)\nset size to (40) %\npoint in direction (90)\nshow\nstart sound [ポップ v]\nrepeat (30)\n change y by (((145) - (y position)) / (4))\nend\nrepeat (3)\n next costume\n wait (0.75) seconds\nend\nrepeat (30)\n change y by (((220) - (y position)) / (4))\nend\nhide\n\nwhen I start as a clone\ngo to x: (66) y: (92)\nset [ghost v] effect to (100)\nswitch costume to (マウス v)\ngo to [front v] layer\nset size to (45) %\npoint in direction (90)\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\nrepeat (20)\n change x by (((115) - (x position)) / (4))\n change y by (((140) - (y position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((156) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nrepeat (20)\n change x by (((195) - (x position)) / (4))\nend\nwait (0.05) seconds\nrepeat (20)\n change x by (((229) - (x position)) / (4))\n change y by (((95) - (y position)) / (4))\nend\nrepeat (10)\n change [ghost v] effect by (10)\nend\nset [ghost v] effect to (0)\ndelete this clone\n\nwhen I receive [音◯ v]\nrepeat (20)\n change volume by (-5)\nend\n\nwhen I receive [音 v]\nrepeat (20)\n change volume by (5)\nend\n\nwhen I receive [広告 v]\nwait (1) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\nwait (.5) seconds\nplay sound [Click v] until done\n\nrepeat (10)\n\nwhen I receive [\[intro\] over v]\n\nwhen flag clicked\n\n@Controls\n\nwhen flag clicked\nforever\n\nwhen flag clicked\nhide\n\nwhen I receive [yessir v]\nshow\nset [ghost v] effect to (0)\ngo to x: (2) y: (43)\nwait (2.8) seconds\nrepeat (10)\n change [ghost v] effect by (10)\nend\n\n@bg\n\nwhen flag clicked\nhide\n\nwhen I receive [yessir v]\nshow\ngo to [back v] layer\nforever\n switch costume to (SCENE)\nend\n\n@fin\n\nwhen flag clicked\nset [fin v] to [no]\nset [ghost v] effect to (100)\nhide\n\nwhen I receive [won v]\n\nset [fin v] to [yes]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\n@Love and fave reminder2\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nwait (2.5) seconds\ngo to [front v] layer\n\nwhen flag clicked\n\nwhen I receive [play v]\nwait (12) seconds\nforever\n if <(Actions \(love/fave\)) < [2]> then\n switch costume to (costume1 v)\n go to x: (-96) y: (126)\n show\n go to [front v] layer\n repeat (11)\n change y by (-6)\n end\n repeat (7)\n change y by (3)\n end\n repeat (6)\n change y by (-2)\n end\n wait until <<touching (mouse-pointer v)?> and <mouse down?>>\n repeat (17)\n change y by (7)\n end\n hide\n stop [this script v]\n else\n stop [this script v]\n end\nend\n\n@fin3\n\nwhen I receive [won v]\nset [fin v] to [yes]\ngo to [front v] layer\ngo [forward v] (1) layers\nshow\nrepeat (10)\n change [ghost v] effect by (-10)\nend\n\nwhen flag clicked\nset [fin v] to [no]\nset [ghost v] effect to (100)\nhide\n\n
✿ Welcome to "Spooko - Platformer" ✿\n\n ✿ Controls: Press space to start playing ✿\n➤ Use the arrow keys or WASD to move your character \n➤ 15 thrilling spooky levels!\n➤ Make sure to play with headphones :)\n\nIf your player breaks, double-tap the flag!\n\nPlease like, follow, and fav to support me :D\n\nIf you want to talk to me, join my studio! Link down below!\nhttps://scratch.mit.edu/studios/27433923/\n\nMassive thanks to: \n@SRIJAN2412 for background design\n@deimos7391 for sprite/character design\n\nTags: #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #games #trending #all #platformer #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #platformer #trending #all #games #trending #all #games
Winter I A Platformer
@Stage\n\nwhen flag clicked\nswitch backdrop to (normal v)\nforever\n play sound [musicy v] until done\nend\n\n@p\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nset [lvl v] to [1]\nforever\n if <<key (b v) pressed?> or <<touching (s2 v)?> or <touching (guards v)?>>> then\n broadcast (die v)\n end\n if <(x position) > [242]> then\n if <not <[] = [14]>> then\n if <not <[] = [15]>> then\n broadcast (lvl v)\n end\n end\n end\n if <(y position) < [-171]> then\n broadcast (die v)\n end\nend\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (r v)\nset [ghost v] effect to (0)\nshow\ngo to x: (-180) y: (-50)\nset [lvl 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 (l 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 (r 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 (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g v)?> then\n change y by (1)\n end\n if <touching (g 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 (g 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 (g 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 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 [die v]\ngo to x: (-180) y: (-50)\n\nwhen I receive [lvl v]\nchange [lvl v] by (1)\ngo to x: (-180) y: (-50)\n\n@g\n\nwhen I receive [ed v]\nhide\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\ngo to x: (0) y: (0)\n\nwhen flag clicked\ngo to [front v] layer\n\nbroadcast (lvl v)\n\ngo to x: (0) y: (100)\n\nwhen I receive [lvl v]\nnext costume\n\n@s2\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nforever\n go to [back v] layer\nend\n\nbroadcast (lvl v)\n\nwhen I receive [lvl v]\nnext costume\n\n@tn\n\nwhen flag clicked\nset [ghost v] effect to (100)\nshow\nforever\n go to [front v] layer\nend\n\n@sb\n\nwhen flag clicked\nshow\nswitch costume to (s v)\nset [d v] to [0]\ngo to x: (-195) y: (155)\nforever\n if <touching (mouse-pointer v)?> then\n if <([costume # v] of [g v]) > [13]> then\n switch costume to (s2 v)\n else\n if <not <(d) = [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 if <not <(d) = [1]>> then\n if <not <(lvl) = [15]>> then\n broadcast (lvl v)\n broadcast (die v)\n set [d v] to [1]\n switch costume to (s2 v)\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 [d v] to [0]\n switch costume to (s v)\n end\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\n@s\n\nwhen I receive [lvl v]\nnext costume\n\nwhen flag clicked\nshow\nswitch costume to (1 v)\nclear graphic effects\n\nwhen flag clicked\ngo to [back v] layer\ngo [forward v] (5) layers\nforever\n set [brightness v] effect to (85)\n set [color v] effect to ((50) * (2))\nend\n\nbroadcast (lvl v)\n\nswitch costume to ((costume [number v]) - (1))\n\n@r\n\nwhen flag clicked\nhide\ngo to x: (-6) y: (105)\n\nwhen flag clicked\nhide\ngo to [front v] layer\nforever\n wait (pick random (15) to (20)) seconds\n switch costume to (reminder v)\n go to x: (0) y: (105)\n show\n go to [front v] layer\n repeat (9)\n change y by (-6)\n end\n repeat (5)\n change y by (3)\n end\n repeat (5)\n change y by (-1)\n end\n wait (2) seconds\n repeat (15)\n change y by (7)\n end\n hide\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\nwhen flag clicked\nforever\n go to [front v] layer\nend\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\nswitch costume to (reminder v)\ngo to x: (0) y: (105)\nshow\ngo to [front v] layer\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) seconds\nrepeat (15)\n change y by (7)\nend\nhide\n\n
Click That Green Flag 2 Times For Better Gameplay!!!!\nStory -\nyou was very bored and you want to trying something new is exploring different islands but first you have to pass your island\n\nIf you want it to be more famous then add it to 5-10 studios
❏ Ordinary PLATFORMER ❏
@Stage\n\nwhen flag clicked\nstart sound [fire fly v]\nstart sound [fire fly v]\nstart sound [fire fly v]\nstart sound [fire fly v]\n\nwhen flag clicked\nset [タイマー v] to [0]\nforever\n wait (1) seconds\n change [タイマー v] by (1)\nend\n\n@プレイヤー\n\nwhen I start as a clone\nif <(costume [name v]) = [しゃがむ]> then\n switch costume to (クローン2 v)\nelse\n switch costume to (クローン v)\nend\nrepeat (15)\n change [ghost v] effect by (7.5)\n change size by (-7.5)\nend\ndelete this clone\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (((200) * (((x position) + (240)) / (480))) - (100))\nend\n\nwhen flag clicked\ngo to x: (-210) y: (13)\nset size to (100) %\ngo to [front v] layer\nshow\nhide variable [x v]\nhide variable [y v]\nset [x v] to [0]\nset [y v] to [0]\n\nwhen flag clicked\nforever\n create clone of (_myself_ v)\nend\n\nwhen flag clicked\nforever\n if <not <<<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> or <key (s v) pressed?>>> then\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (右上 v)\n else\n switch costume to (右 v)\n end\n else\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (左上 v)\n else\n switch costume to (左 v)\n end\n else\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n switch costume to (上 v)\n else\n switch costume to (普通 v)\n end\n end\n end\n end\nend\n\nwhen flag clicked\nforever\n if <<<key (right arrow v) pressed?> or <<(mouse x) > (x position)> and <mouse down?>>> or <key (d v) pressed?>> then\n change [x v] by (0.8)\n end\n if <<<key (left arrow v) pressed?> or <<(x position) > (mouse x)> and <mouse down?>>> or <key (a v) pressed?>> then\n change [x v] by (-0.8)\n end\n set [x v] to ((X) * (0.92))\n change x by (X)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change y by (1)\n if <<touching (壁 v)?> or <<touching (床 v)?> or <touching (裏ステージ v)?>>> then\n change x by ((0) - (X))\n change y by (-5)\n if <<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> then\n start sound [壁キック v]\n if <[0] < (X)> then\n set [x v] to [-10]\n else\n set [x v] to [10]\n end\n set [y v] to [15]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <<touching (床 v)?> or <touching (裏ステージ v)?>> then\n change y by ((0) - (Y))\n set [y v] to [0]\n end\n change y by (-2)\n if <<<<key (up arrow v) pressed?> or <<(mouse y) > (y position)> and <mouse down?>>> or <key (w v) pressed?>> and <<touching (裏ステージ v)?> or <touching (床 v)?>>> then\n start sound [ジャンプ音 v]\n set [y v] to [17]\n end\n change y by (1)\n if <<<[-160] > (y position)> or <touching (障害物 v)?>> or <touching (裏ステージ 障害物 v)?>> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n end\n if <<(x position) > [240]> and <not <([costume # v] of [床 v]) = [15]>>> then\n broadcast (次 v)\n hide\n wait (0.9) seconds\n set [x v] to [0]\n set [y v] to [0]\n go to x: (-186) y: (13)\n show\n end\n if <<<key (down arrow v) pressed?> or <<(y position) > (mouse y)> and <mouse down?>>> or <key (s v) pressed?>> then\n switch costume to (しゃがむ v)\n end\n if <([costume # v] of [床 v]) = [1]> then\n if <<(y position) = [-91]> and <(x position) = [-243]>> then\n broadcast (裏ステージ開始 v)\n end\n end\n if <touching (敵 v)?> then\n set [x v] to [0]\n set [y v] to [0]\n start sound [やられる v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n go to x: (-186) y: (13)\n repeat (10)\n change [ghost v] effect by (-10)\n end\n broadcast (やられる v)\n end\nend\n\nwhen flag clicked\nforever\n if <key (space v) pressed?> then\n broadcast (攻撃 v)\n end\nend\n\n@床\n\nwhen flag clicked\ngo to [front v] layer\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [次 v]\nwait (0.7) seconds\nnext costume\n\nwhen I receive [裏ステージ開始 v]\nhide\n\n@障害物\n\nwhen flag clicked\nswitch costume to (1 v)\ngo to x: (0) y: (0)\nshow\n\nwhen I receive [次 v]\nwait (0.7) seconds\nnext costume\n\nwhen I receive [裏ステージ開始 v]\nhide\n\n@NEXT\n\nwhen flag clicked\ngo to x: (482) y: (0)\nhide\n\nwhen I receive [次 v]\ngo to [front v] layer\ngo to x: (482) y: (0)\nshow\nstart sound [シーン切り替え v]\nglide (0.2) secs to x: (0) y: (0)\nwait (0.5) seconds\nglide (0.2) secs to x: (-482) y: (0)\nhide\n\nwhen flag clicked\nforever\n set [pan left/right v] effect to (((200) * (((x position) + (240)) / (480))) - (100))\nend\n\n@普通の太陽\n\nwhen flag clicked\ngo to [back v] layer\ngo to x: (240) y: (155)\nset size to (100) %\nshow\nforever\n repeat (20)\n change size by (0.5)\n end\n repeat (20)\n change size by (-0.5)\n end\nend\n\n@❤️と⭐️を!\n\nwhen flag clicked\nhide\n\nwhen flag clicked\nrepeat (9)\n wait (3) seconds\n start sound [ポップ v]\n show\n go to x: (128) y: (400)\n glide (0.8) secs to x: (128) y: (155)\n wait (2) seconds\n glide (0.8) secs to x: (128) y: (400)\n hide\nend\n\n@裏ステージ\n\nwhen I receive [裏ステージ開始 v]\nshow\n\nwhen I receive [次 v]\nwait (0.7) seconds\nnext costume\n\nwhen flag clicked\nhide\ngo to [front v] layer\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\n@裏ステージ 障害物\n\nwhen I receive [裏ステージ開始 v]\nshow\n\nwhen flag clicked\nhide\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\nwhen I receive [次 v]\nwait (0.7) seconds\nnext costume\n\n@敵\n\nwhen flag clicked\nhide\n\nwhen I receive [裏ステージ開始 v]\nshow\nforever\n glide (4) secs to (プレイヤー v)\nend\n\nwhen I receive [やられる v]\ngo to x: (218) y: (-88)\n\nwhen I receive [攻撃 v]\nset [体力 v] to [15]\nforever\n if <touching (剣 v)?> then\n change [体力 v] by (-1)\n end\n if <(体力) = [0]> then\n broadcast (裏ステージ終わり v)\n hide\n end\nend\n\n@壁\n\nwhen flag clicked\nhide\n\nwhen I receive [裏ステージ終わり v]\nhide\n\nwhen I receive [裏ステージ開始 v]\nforever\n if <([costume # v] of [裏ステージ v]) = [6]> then\n go to [front v] layer\n show\n end\nend\n\n@剣\n\nwhen flag clicked\nhide\nforever\n go to [front v] layer\n go to (プレイヤー v)\nend\n\nwhen flag clicked\npoint in direction (90)\n\nwhen I receive [攻撃 v]\ngo to (プレイヤー v)\nshow\nrepeat (3)\n turn right (10) degrees\nend\npoint in direction (90)\nhide\n\nwhen I receive [裏ステージ開始 v]\nforever\n if <([costume # v] of [裏ステージ v]) = [6]> then\n show\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (-1) y: (-11)\ngo to [front v] layer\nset [ghost v] effect to (100)\n\n
裏ステージ追加しました!\n\nプラットフォーマーです\n初作品なので下手です\n良ければ☆と♡お願いします\n\nーーーーーーーーーー操作方法ーーーーーーーーー\n左右移動︰矢印キー 右もしくは左・AもしくはDキー\nジャンプ︰矢印キー 上・Wキー\n裏ステージの戦闘時はスペースキーで剣をふれます\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\n\nTurboWarp↓\nhttps://turbowarp.org/911472811\n\n何でも入れろ~~~\nhttps://scratch.mit.edu/studios/34119408/
The Hardest Platformer Ever!
@Stage\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n end\nend\n\n@Sprite1\n\nwhen backdrop switches to [backdrop30 v]\npen down\nwait (10) seconds\npen up\nerase all\nswitch backdrop to (backdrop31 v)\n\nwhen I receive [message1 v]\nset [clircles: v] to [1]\nswitch backdrop to (backdrop1 v)\nset [level v] to [1]\ngo to x: (-223) y: (-167)\nset [yv v] to [0]\n\nwhen flag clicked\nset pen size to (5)\nerase all\npen up\nset pen color to (#666666)\nswitch backdrop to (backdrop1 v)\nset [ghost v] effect to (0)\nset [level v] to [1]\nset [deaths v] to [0]\nset [clircles: v] to [0]\nset [volume: v] to [100]\nset [game v] to [1]\nset [xv v] to [0]\nset [yv v] to [0]\nhide variable [sho v]\ngo to x: (-223) y: (-166)\npoint in direction (90)\nwait (2) seconds\nshow variable [sho v]\nshow\nforever\n if <(game) = [1]> then\n change [yv v] by (-0.5)\n if <key (right arrow v) pressed?> then\n change [xv v] by (0.7)\n point in direction (90)\n end\n if <key (left arrow v) pressed?> then\n change [xv v] by (-0.7)\n point in direction (90)\n end\n set [xv v] to ((Xv) * (0.9))\n change x by (Xv)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change y by (1)\n if <touching color (#000008)?> then\n change x by ((Xv) * (-1))\n change x by (-1)\n change y by (-5)\n change x by (1)\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n if <(Xv) > [0]> then\n set [xv v] to [-8]\n else\n set [xv v] to [8]\n end\n set [yv v] to [10]\n else\n set [xv v] to [0]\n end\n end\n end\n end\n end\n end\n end\n change y by (Yv)\n if <touching color (#000008)?> then\n change y by ((Yv) * (-1))\n set [yv v] to [0]\n end\n change y by (-1)\n if <touching color (#000008)?> then\n if <key (up arrow v) pressed?> then\n start sound [jump v]\n set [yv v] to [10]\n end\n end\n change y by (1)\n if <touching color (#ffff00)?> then\n start sound [next lvl v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n switch backdrop to (next backdrop v)\n change [level v] by (1)\n end\n if <touching color (#003fff)?> then\n start sound [jump v]\n set [yv v] to [300]\n end\n if <touching color (#00ffff)?> then\n if <key (up arrow v) pressed?> then\n set [yv v] to [5]\n else\n set [yv v] to [-1]\n end\n end\n if <touching color (#ff0000)?> then\n start sound [bxsb v]\n repeat (10)\n change [ghost v] effect by (10)\n end\n set [yv v] to [0]\n set [xv v] to [0]\n go to x: (-223) y: (-167)\n set [ghost v] effect to (0)\n change [deaths v] by (1)\n end\n if <(level) = [101]> then\n set [sho v] to [The end!]\n end\n if <(level) < [101]> then\n set [sho v] to (join [Level ] (join (level) [/100]))\n end\n if <(backdrop [name v]) = [backdrop101]> then\n set [sho v] to [¯\_\(ツ\)_/¯]\n end\n if <(backdrop [name v]) = [backdrop103]> then\n set [sho v] to [♪~ ᕕ\(ᐛ\)ᕗ]\n end\n end\nend\n\nwhen backdrop switches to [backdrop46 v]\nrepeat until <not <(backdrop [name v]) = [backdrop46]>>\n if <key (space v) pressed?> then\n switch backdrop to (backdrop47 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (space v) pressed?>>\n end\nend\n\nwhen backdrop switches to [backdrop25 v]\nset [clircles: v] to [0]\nwait (4) seconds\nif <(Clircles:) = [0]> then\n switch backdrop to (backdrop26 v)\nend\n\nwhen I receive [pause v]\nset [game v] to [0]\n\nwhen I receive [unpause v]\nset [game v] to [1]\n\nwhen flag clicked\nforever\n if <key (r v) pressed?> then\n start sound [pop v]\n set [yv v] to [0]\n go to x: (-223) y: (-167)\n change [deaths v] by (1)\n wait until <not <key (r v) pressed?>>\n end\nend\n\nwhen flag clicked\nforever\n if <key (e v) pressed?> then\n set [level v] to [1]\n switch backdrop to (backdrop1 v)\n end\nend\n\nwhen backdrop switches to [backdrop49 v]\nrepeat until <not <(backdrop [name v]) = [backdrop49]>>\n if <key (3 v) pressed?> then\n switch backdrop to (backdrop50 v)\n change [level v] by (1)\n go to x: (-223) y: (-167)\n set [yv v] to [0]\n wait until <not <key (3 v) pressed?>>\n end\nend\n\n@Sprite2\n\nwhen flag clicked\nswitch costume to (costume1 v)\nhide\n\nwhen backdrop switches to [backdrop49 v]\nhide\n\nwhen backdrop switches to [backdrop20 v]\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop20]>>\n go to (mouse-pointer v)\nend\n\nwhen backdrop switches to [backdrop21 v]\nhide\n\nwhen backdrop switches to [backdrop48 v]\nswitch costume to (costume2 v)\nshow\nrepeat until <not <(backdrop [name v]) = [backdrop48]>>\n go to (mouse-pointer v)\nend\n\n@Sprite3\n\nwhen flag clicked\nhide\nforever\n if <touching (mouse-pointer v)?> then\n set size to (112.5) %\n else\n set size to (100) %\n end\nend\n\nwhen this sprite clicked\nstart sound [pop v]\nbroadcast (message1 v)\nhide\n\nwhen backdrop switches to [backdrop25 v]\nshow\nwait (4) seconds\nhide\n\n@Sprite4\n\nwhen flag clicked\ngo to x: (-51) y: (45)\nhide\n\nwhen backdrop switches to [null2 v]\nhide\n\nwhen backdrop switches to [backdrop101 v]\nrepeat until <not <(backdrop [name v]) = [backdrop101]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop1 v]\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [backdrop12 v]\nrepeat until <not <(backdrop [name v]) = [backdrop12]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\n@Sprite5\n\nwhen flag clicked\ngo to x: (-110) y: (-74)\nhide\n\nwhen backdrop switches to [null v]\nrepeat until <not <(backdrop [name v]) = [null]>>\n if <touching (mouse-pointer v)?> then\n show\n end\nend\n\nwhen backdrop switches to [null2 v]\nhide\n\n@Sprite6\n\nwhen flag clicked\ngo to x: (-240) y: (0)\nhide\n\nwhen backdrop switches to [backdrop34 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop18 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop34]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop56 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop38 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop89 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop98 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop99]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop99 v]\nhide\nstop [other scripts in sprite v]\n\nwhen backdrop switches to [backdrop85 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop89]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop36 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop37]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop55 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop56]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\nwhen backdrop switches to [backdrop37 v]\nshow\nrepeat until <(backdrop [name v]) = [backdrop38]>\n repeat until <(x position) > [119]>\n wait (0.125) seconds\n change x by (7.5)\n end\n go to x: (-240) y: (0)\nend\n\n@Sprite7\n\nwhen flag clicked\nhide\n\nwhen I receive [message 2 v]\nask [What level are you on?] and wait\nif <(answer) = [41]> then\n broadcast (message 3 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 4 v]\nask [What was the name of the second boss?] and wait\nif <<(answer) = [Big Larry]> or <(answer) = [big larry]>> then\n broadcast (message 5 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen backdrop switches to [backdrop41 v]\nbroadcast (message 2 v)\n\nwhen I receive [message 5 v]\nask [What was the answer to question 1?] and wait\nif <(answer) = [41]> then\n switch backdrop to (backdrop42 v)\nelse\n start sound [buzz whir v]\n broadcast (message 2 v)\nend\n\nwhen I receive [message 3 v]\nif <not <(username) = []>> then\n ask [What's your username?] and wait\n if <(answer) = (username)> then\n broadcast (message 4 v)\n else\n start sound [buzz whir v]\n broadcast (message 3 v)\n end\nelse\n broadcast (message 4 v)\nend\n\n@Sprite8\n\nwhen flag clicked\nshow\nwait (2) seconds\nrepeat (20)\n change [ghost v] effect by (5)\nend\nhide\n\nwhen flag clicked\nset volume to (50) %\nforever\nend\n\nplay sound [ComputerVirus v] until done\n\nwhen flag clicked\nforever\n set volume to (100) %\n set volume to (50) %\nend\n\n@download\n\nwhen flag clicked\nset [ghost v] effect to (0)\nhide\nwait (2) seconds\nforever\n if <key (p v) pressed?> then\n if <not <(backdrop [name v]) = [backdrop46]>> then\n broadcast (pause v)\n set [ghost v] effect to (100)\n show\n repeat (10)\n change [ghost v] effect by (-10)\n end\n wait until <not <key (p v) pressed?>>\n wait until <key (p v) pressed?>\n repeat (10)\n change [ghost v] effect by (10)\n end\n broadcast (unpause v)\n hide\n wait until <not <key (p v) pressed?>>\n end\n end\nend\n\n
All levels are possible! I tested them!DO NOT TELL ME ITS IMPOSSIBLE!!!!! \nThere are some troll levels. First troll level :70\nWow! This is my best project! 1200 views!\n\nreally... 1800 views... u guys are the best....\n\nshoot the blue stuff doesn't bounce anymore\n\n
EDGAR PLATFORMER // #Games #All #Music #Tutorials #Stories #Platformer #Art
@Stage\n\nwhen I receive [始まり始まり v]\nswitch backdrop to (背景 v)\n\nwhen flag clicked\nswitch backdrop to (背景2 v)\n\nwhen flag clicked\nforever\n play sound [03 v] until done\nend\n\n@地面\n\nwhen I receive [nextstage v]\nnext costume\n\nwhen flag clicked\nshow\ngo to x: (0) y: (0)\nswitch costume to (コスチューム1 v)\n\n@草\n\nwhen I receive [nextstage v]\nnext costume\n\nwhen flag clicked\nshow\ngo to [back v] layer\nswitch costume to (雑草 v)\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\n\nwhen I receive [nextstage v]\nnext costume\n\nwhen flag clicked\nshow\nforever\n repeat (30)\n change [上下 v] by (-0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\n repeat (30)\n change [上下 v] by (0.05)\n set [上下 v] to ((上下) * (0.9))\n change y by (上下)\n end\nend\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (100)\nforever\n go to [front v] layer\nend\n\n@love and fav edgar\n\nwhen flag clicked\nshow\n\n@Next!\n\nwhen I receive [nextstage v]\nうひひひひ\n\ndefine clone (cloneid)\nswitch costume to (cloneid)\ncreate clone of (_myself_ v)\n\nwhen I start as a clone\nウイー\n\nwhen I start as a clone\nアハ\n\nwhen flag clicked\nset [はい変数 v] to [0]\nforever\n go to [front v] layer\nend\n\ndefine うひひひひ\nset [はい変数 v] to [1]\nhide\nstart sound [High Whoosh v]\nclone [1]\nwait (0.05) seconds\nclone [2]\nwait (0.05) seconds\nclone [3]\nwait (0.05) seconds\nclone [4]\nwait (0.05) seconds\nclone [5]\n\ndefine アハ\nif <(costume [number v]) = [1]> then\n wait (2.2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [2]> then\n wait (2.1) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [3]> then\n wait (2) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [4]> then\n wait (1.9) seconds\n repeat until <[465] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n delete this clone\nend\nif <(costume [number v]) = [5]> then\n wait (1.8) seconds\n repeat until <[330] < (x position)>\n change x by ((1) + ((x position) / (4)))\n end\n set [はい変数 v] to [0]\n delete this clone\nend\n\ndefine ウイー\nshow\nif <<(costume [number v]) = [1]> or <<(costume [number v]) = [2]> or <<(costume [number v]) = [3]> or <<(costume [number v]) = [4]> or <(costume [number v]) = [5]>>>>> then\n go to x: (468) y: (0)\n repeat until <(round (x position)) = [0]>\n change x by (((0) - (x position)) / (7))\n end\nend\n\n@雲\n\ndefine 1\ngo to x: (-307) y: (pick random (148) to (110))\nrepeat (100)\n change x by (2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (2)\nend\nrepeat (30)\n change x by (2)\nend\nhide\nwait (1) seconds\nshow\n\ndefine 2\ngo to x: (307) y: (pick random (148) to (110))\nrepeat (100)\n change x by (-2)\nend\nrepeat until <touching (_edge_ v)?>\n change x by (-2)\nend\nrepeat (30)\n change x by (-2)\nend\nhide\nwait (1) seconds\nshow\n\nwhen flag clicked\ngo to [back v] layer\n\nwhen flag clicked\nshow\nforever\n 1\n 2\nend\n\n@プレイヤー\n\ndefine 始め\nswitch costume to (edgar v)\ngo to x: (-225) y: (-38)\nwait (0.3) seconds\nset [x v] to [8]\nset [y v] to [5]\n\ndefine 左右\nif <(はい変数) = [0]> then\n if <<key (right arrow v) pressed?> or <<key (d v) pressed?> or <<mouse down?> and <(mouse x) > [0]>>>> then\n switch costume to (コスチューム2 v)\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 <[0] > (mouse x)>>>> then\n switch costume to (コスチューム3 v)\n change [x v] by (-0.9)\n end\n change x by (X)\n set [x v] to ((X) * (0.9))\nend\n\ndefine 上\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <touching (地面 v)?> then\n change y by (1)\nend\nif <(はい変数) = [0]> then\n if <touching (地面 v)?> then\n change y by (-3)\n change x by ((X) * (-1.16))\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>>> then\n switch costume to (edgar v)\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 [14]\n else\n set [x v] to [0]\n end\n end\n change y by (-1)\n if <touching (地面 v)?> then\n if <<key (w v) pressed?> or <<key (up arrow v) pressed?> or <<(mouse y) > [20]> and <mouse down?>>>> then\n set [y v] to [14]\n end\n end\n change [y v] by (-1)\n change y by (Y)\n if <touching (地面 v)?> then\n change y by ((Y) * (-1))\n set [y v] to [0]\n end\nend\n\ndefine 1\nreset timer\nhide variable [stage v]\nhide variable [タイム v]\nshow\nset [stage v] to [1]\n始め\ngo to [front v] layer\n\ndefine 2\nif <(x position) > [239]> then\n broadcast (nextstage v)\n change [stage v] by (1)\n wait until <(はい変数) = [1]>\n wait (1) seconds\n 始め\nend\nif <(y position) < [-179]> then\n broadcast (うわ~死んでるだぁさー v)\n start sound [タヒぬ v]\n 始め\nend\nif <touching (とげ v)?> then\n broadcast (うわ~死んでるだぁさー v)\n start sound [タヒぬ v]\n 始め\nend\n\nwhen flag clicked\nshow\n1\nforever\n 左右\n 上\n 2\nend\n\nwhen flag clicked\n\nforever\n if <(stage) = [10]> then\n wait (1) seconds\n broadcast (TheEnd v) and wait\n end\nend\n\nwhen flag clicked\nforever\n if <(Actions \(love/fave\)) = [2]> then\n switch costume to (hyperedgar v)\n end\nend\n\n@Sprite2\n\nwhen flag clicked\n\nhide\nwait (1) seconds\nif <(Actions \(love/fave\)) = [2]> then\n show\n go to x: (-18) y: (-3)\n reset timer\n go to [front v] layer\n switch costume to (2 v)\n set [ghost v] effect to (100)\n repeat until <(timer) > [3.5]>\n change y by ((y position) / (-15))\n change [ghost v] effect by (-3)\n end\n reset timer\n repeat until <(timer) > [3.5]>\n change y by (((y position) - (-100)) / (-15))\n change [ghost v] effect by (10)\n end\n hide\nend\n\nforever\nend\n\n\n\ngo to x: (0) y: (50)\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\nwait until <(Actions \(love/fave\)) = [2]>\nchange [diamonds v] by (100)\n\n
PC: W A S D or ↑ ↓ ← →\n\nPhone: Click\n\nTake a Look of this Awesome Projects:\n\nhttps://scratch.mit.edu/projects/843918707/\nhttps://scratch.mit.edu/projects/856427559/\nhttps://scratch.mit.edu/projects/820892128/
Simple PLATFORMER2 #game #platformer 
@Stage\n\nwhen flag clicked\nhide variable [level v]\nhide variable [time v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [start v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [start:easy v]\nswitch backdrop to (カッコいい?系 四角背景 v)\n\nwhen I receive [ゴール v]\nswitch backdrop to (背景3 v)\n\nwhen I receive [start:nomal v]\nswitch backdrop to (背景1 v)\n\nwhen I receive [start:difficult v]\nswitch backdrop to (背景2 v)\n\n@プラットフォーマー\n\nwhen I receive [次 v]\nset [x v] to [0]\nset [y v] to [0]\nswitch costume to (1 v)\ngo to x: (-210) y: (-50)\n\nwhen I start as a clone\nclear graphic effects\nset size to (100) %\nrepeat (10)\n change [ghost v] effect by (10)\n change size by (-10)\nend\ndelete this clone\n\nwhen flag clicked\n最初\n\ndefine ヒップドロップ\nrepeat until <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>>\n if <<[-166] > (y position)> or <touching (障害物 v)?>> then\n hide\n set rotation style [left-right v]\n set [x v] to [0]\n set [y v] to [0]\n if <(隠す) = [0]> then\n broadcast (1 v)\n else\n stop [this script v]\n end\n stop [this script v]\n end\n change [y v] by (-2)\n change y by (y)\nend\nif <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by ((0) - (y))\n set [x v] to [0]\n set [y v] to [0]\n set rotation style [left-right v]\nend\n\nwhen I receive [1 v]\nset [隠す v] to [1]\nplay sound [Cymbal v] until done\ngo to x: (-210) y: (-60)\nset [x v] to [0]\nset [y v] to [0]\nset [隠す v] to [0]\nshow\n\nwhen I receive [終わり v]\nstop [other scripts in sprite v]\nhide\n\ndefine 最初\ngo to [back v] layer\nshow\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [最初 v] to [0]\nset [x v] to [0]\nset [y v] to [0]\nset [状態 v] to [0]\nset [最初:方向 v] to [右]\nswitch costume to (1 v)\nshow\ngo to x: (-210) y: (-50)\nforever\n if <(最初) = [0]> then\n set [最初:乱数1 v] to (pick random (1) to (30))\n set [最初:乱数2 v] to (pick random (1) to (20))\n if <(最初:方向) = [右]> then\n if <(最初:乱数2) = [1]> then\n change [x v] by (2.0)\n point in direction (-90)\n create clone of (_myself_ v)\n else\n change [x v] by (1.3)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n if <[230] < (x position)> then\n set [最初:方向 v] to [左]\n end\n else\n if <(最初:乱数2) = [1]> then\n change [x v] by (-2.0)\n point in direction (-90)\n create clone of (_myself_ v)\n else\n change [x v] by (-1.3)\n point in direction (90)\n create clone of (_myself_ v)\n end\n if <(x position) < [-230]> then\n set [最初:方向 v] to [右]\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n end\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change x by ((x) * (-1))\n change y by (-5)\n end\n end\n end\n end\n end\n if <(y position) < [-95]> then\n if <(最初:乱数1) = [1]> then\n set [y v] to [13]\n end\n end\n change y by (-1)\n change y by (1)\n change [y v] by (-1)\n change y by (y)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n else\n stop [this script v]\n end\nend\n\ndefine 基本操作\ngo to x: (-210) y: (-50)\nset [隠す v] to [0]\nset [ヒップドロップ v] to [1]\nset rotation style [left-right v]\npoint in direction (90)\nset size to (100) %\nset [状態 v] to [0]\nswitch costume to (1 v)\nshow\nforever\n if <<[-166] > (y position)> or <touching (障害物 v)?>> then\n go to x: (-210) y: (-60)\n set [x v] to [0]\n set [y v] to [0]\n start sound [sword-clash1 v]\n end\n if <<key (a v) pressed?> or <<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>>> then\n if <key (space v) pressed?> then\n change [x v] by (-1.3)\n point in direction (-90)\n create clone of (_myself_ v)\n else\n change [x v] by (-1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n end\n if <<key (d v) pressed?> or <<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>>> then\n if <key (space v) pressed?> then\n change [x v] by (1.3)\n point in direction (-90)\n create clone of (_myself_ v)\n else\n change [x v] by (1)\n point in direction (-90)\n create clone of (_myself_ v)\n end\n end\n set [x v] to ((x) * (0.9))\n change x by (x)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by (1)\n end\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック 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) > [50]> and <mouse down?>>>> then\n if <(x) > [0]> then\n set [x v] to [-7]\n else\n set [x v] to [7]\n end\n set [y v] to [13]\n else\n set [x v] to [0]\n end\n end\n end\n end\n end\n end\n change y by (-1)\n if <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n if <<<key (up arrow v) pressed?> and <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>>> or <<<key (w v) pressed?> and <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>>> or <<mouse down?> and <<<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>> and <(mouse y) > [50]>>>>> then\n set [y v] to [14]\n create clone of (_myself_ v)\n start sound [suck1 v]\n end\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>>> then\n broadcast (Crouch v)\n if <not <touching (ブロック v)?>> then\n switch costume to (2 v)\n end\n if <[-166] > (y position)> then\n go to x: (-210) y: (-50)\n end\n else\n switch costume to (1 v)\n end\n end\n if <not <<<touching (地面 v)?> or <touching (隠しブロック2 v)?>> or <touching (ブロック v)?>>> then\n if <<key (s v) pressed?> or <<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>>> then\n set [ヒップドロップ v] to [0]\n wait (0.00001) seconds\n ヒップドロップ\n set [ヒップドロップ v] to [1]\n wait until <(ヒップドロップ) = [1]>\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 (隠しブロック2 v)?>> or <touching (ブロック v)?>> then\n change y by ((0) - (y))\n set [y v] to [0]\n end\n if <[220] < (x position)> then\n broadcast (next v)\n wait (1) seconds\n end\nend\n\nwhen I receive [start:difficult v]\nwait (0.1) seconds\ngo to x: (-210) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n基本操作\n\nwhen I receive [start:easy v]\nwait (0.1) seconds\ngo to x: (-210) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n基本操作\n\nwhen I receive [start:nomal v]\nwait (0.1) seconds\ngo to x: (-210) y: (-50)\nset [x v] to [0]\nset [y v] to [0]\n基本操作\n\nwhen I receive [ホーム v]\nstop [other scripts in sprite v]\n最初\n\n@地面\n\nwhen flag clicked\nset [stage v] to [0]\nshow\nswitch costume to (13 v)\ngo to x: (0) y: (0)\n\nwhen I receive [next v]\nwait (0.5) seconds\nchange [stage v] by (1)\nnext costume\nif <(level) = [nomal]> then\n if <(Stage) = [10]> then\n broadcast (隠しブロック表示 v)\n end\n if <(Stage) = [11]> then\n broadcast (ブロック v)\n end\n if <(Stage) = [13]> then\n broadcast (ゴール v)\n end\nend\nif <(level) = [easy]> then\n if <(Stage) = [23]> then\n broadcast (ゴール v)\n end\nend\nif <(level) = [difficult]> then\n if <(Stage) = [27]> then\n broadcast (ブロック2 v)\n end\n if <(Stage) = [31]> then\n broadcast (コース:隠す v)\n else\n clear graphic effects\n end\n if <(Stage) = [32]> then\n broadcast (ゴール v)\n end\nend\n\nwhen I receive [start:nomal v]\nclear graphic effects\nset [stage v] to [1]\nswitch costume to (1 v)\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nclear graphic effects\nset [stage v] to [0]\nshow\nswitch costume to (13 v)\ngo to x: (0) y: (0)\n\nwhen I receive [start:easy v]\nclear graphic effects\nset [stage v] to [13]\nswitch costume to (13 v)\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\n\nwhen I receive [start:difficult v]\nclear graphic effects\nset [stage v] to [23]\nswitch costume to (23 v)\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\n\nwhen I receive [コース:隠す v]\nset [ghost v] effect to (100)\n\n@障害物\n\nwhen flag clicked\nhide\n\nwhen I receive [start:nomal v]\nclear graphic effects\nset [stage v] to [1]\nshow\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start:easy v]\nclear graphic effects\nset [stage v] to [13]\nshow\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (Stage)\nend\n\nwhen I receive [start:difficult v]\nclear graphic effects\npoint in direction (90)\nset [stage v] to [23]\nshow\ngo to x: (0) y: (0)\ngo [backward v] (1) layers\ngo to [back v] layer\nforever\n switch costume to (Stage)\n if <(Stage) = [28]> then\n 障害物 移動\n else\n point in direction (90)\n end\n if <<(Stage) = [30]> or <(Stage) = [31]>> then\n 障害物:隠す\n else\n clear graphic effects\n end\nend\n\ndefine 障害物 移動\nswitch costume to (28 v)\nturn right (1) degrees\n\ndefine 障害物:隠す\nset [ghost v] effect to (100)\n\n@サムネ\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset [ghost v] effect to (100)\ngo to [front v] layer\nforever\n go to [front v] layer\nend\n\n@next\n\nwhen I receive [next v]\ngo to [front v] layer\nshow\ngo to x: (600) y: (0)\nglide (0.4) secs to x: (0) y: (0)\nbroadcast (次 v)\nwait (0.15) seconds\nglide (0.5) secs to x: (-591) y: (0)\nhide\n\nwhen flag clicked\nhide\n\n@隠しブロック\n\nwhen flag clicked\nhide\n\nwhen I receive [隠しブロック表示 v]\nswitch costume to (コスチューム2 v)\nforever\n if <touching (プラットフォーマー v)?> then\n broadcast (隠しブロック表示2 v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start:nomal v]\nshow\nswitch costume to (コスチューム1 v)\ngo to x: (0) y: (0)\n\n@隠しブロック2\n\nwhen flag clicked\ngo to x: (0) y: (0)\nhide\n\nwhen I receive [隠しブロック表示2 v]\nshow\nswitch costume to (コスチューム3 \(5\) v)\n\nwhen I receive [next v]\nhide\n\n@ブロック\n\nwhen flag clicked\nhide\n\nwhen I receive [ブロック v]\ngo to x: (0) y: (0)\nshow\nswitch costume to (11 v)\nforever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-76]> and <[-100] < ([x position v] of [プラットフォーマー v])>> and <<([y position v] of [プラットフォーマー v]) < [-30]> and <[-120] < ([y position v] of [プラットフォーマー v])>>> then\n play sound [Drum Boing v] until done\n hide\n stop [this script v]\n end\n end\nend\n\nwhen I receive [ブロック2 v]\nhide\nset [クローン数 v] to [0]\nrepeat (9)\n change [クローン数 v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\ngo to [front v] layer\nswitch costume to (11 v)\nshow\nif <(クローン数) = [1]> then\n go to x: (-30) y: (240)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [125]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [2]> then\n go to x: (-30) y: (216)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [101]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [3]> then\n go to x: (-30) y: (192)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [77]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [4]> then\n go to x: (-30) y: (168)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [53]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [5]> then\n go to x: (-30) y: (144)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [29]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [6]> then\n go to x: (-30) y: (120)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [5]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [7]> then\n go to x: (-30) y: (96)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [-19]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [8]> then\n go to x: (-30) y: (72)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [-43]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\nif <(クローン数) = [9]> then\n go to x: (-30) y: (48)\n forever\n if <(ヒップドロップ) = [0]> then\n wait until <(ヒップドロップ) = [1]>\n if <<<([x position v] of [プラットフォーマー v]) < [-85]> and <[-140] < ([x position v] of [プラットフォーマー v])>> and <([y position v] of [プラットフォーマー v]) < [-67]>> then\n play sound [Drum Boing v] until done\n delete this clone\n end\n end\n end\nend\n\n@最初\n\nwhen flag clicked\ngo to x: (0) y: (0)\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n if <mouse down?> then\n broadcast (level選択 v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [終わり v]\nbroadcast (記録表示 v)\n\nwhen I receive [ホーム v]\nshow\nset size to (100) %\nforever\n if <touching (mouse-pointer v)?> then\n set size to (130) %\n if <mouse down?> then\n broadcast (level選択 v)\n hide\n stop [this script v]\n end\n else\n set size to (100) %\n end\nend\n\nwhen I receive [start:difficult v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start:easy v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start:nomal v]\nstop [other scripts in sprite v]\nhide\n\n@level選択\n\nwhen flag clicked\nset [level v] to []\nset [クローン削除 v] to [0]\nset [クローン v] to [0]\nhide\n\nwhen I receive [level選択 v]\nset [クローン v] to [0]\nwait (0.1) seconds\nrepeat (3)\n change [クローン v] by (1)\n create clone of (_myself_ v)\nend\n\nwhen I start as a clone\nshow\nif <(クローン) = [1]> then\n switch costume to (easy v)\n go to x: (10) y: (41)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [最初 v] to [1]\n set [クローン削除 v] to [1]\n set [level v] to [easy]\n broadcast (start:easy v)\n end\n if <(クローン削除) = [1]> then\n delete this clone\n end\n end\nend\nif <(クローン) = [2]> then\n switch costume to (nomal v)\n go to x: (10) y: (-43)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [最初 v] to [1]\n set [クローン削除 v] to [1]\n set [level v] to [nomal]\n broadcast (start:nomal v)\n end\n if <(クローン削除) = [1]> then\n delete this clone\n end\n end\nend\nif <(クローン) = [3]> then\n switch costume to (difficult v)\n go to x: (10) y: (-125)\n forever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n set [最初 v] to [1]\n set [クローン削除 v] to [1]\n set [level v] to [difficult]\n broadcast (start:difficult v)\n end\n if <(クローン削除) = [1]> then\n delete this clone\n end\n end\nend\n\nwhen I receive [ホーム v]\nset [level v] to []\nset [クローン削除 v] to [0]\nset [クローン v] to [0]\nhide\n\n@音\n\nwhen flag clicked\nforever\n play sound [広がってく感じ v] until done\nend\n\nwhen I receive [start:difficult v]\nstop [other scripts in sprite v]\nforever\n play sound [穏やかで人気ありそう v] until done\nend\n\nwhen I receive [start:nomal v]\nstop [other scripts in sprite v]\nforever\n play sound [Inferno \(1\) v] until done\nend\n\nwhen I receive [start:easy v]\nstop [other scripts in sprite v]\nforever\n play sound [13002 v] until done\nend\n\nwhen I receive [ホーム v]\nstop [other scripts in sprite v]\nforever\n play sound [広がってく感じ v] until done\nend\n\n@もう一回\n\nwhen flag clicked\nhide\ngo to x: (-115) y: (-100)\nset size to (150) %\ngo to [front v] layer\n\nwhen I receive [ボタン表示 v]\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n if <(level) = [easy]> then\n set [最初 v] to [1]\n set [level v] to [easy]\n broadcast (start:easy v)\n hide\n stop [this script v]\n else\n if <(level) = [nomal]> then\n set [最初 v] to [1]\n set [level v] to [nomal]\n broadcast (start:nomal v)\n hide\n stop [this script v]\n else\n set [最初 v] to [1]\n set [level v] to [difficult]\n broadcast (start:difficult v)\n hide\n stop [this script v]\n end\n end\n end\nend\n\nwhen I receive [ホーム v]\nhide\nstop [other scripts in sprite v]\n\n@ホーム\n\nwhen flag clicked\nhide\ngo to x: (115) y: (-100)\nset size to (150) %\ngo to [front v] layer\n\nwhen I receive [ボタン表示 v]\ngo to [front v] layer\nshow\nforever\n if <<touching (mouse-pointer v)?> and <mouse down?>> then\n broadcast (ホーム v)\n hide\n stop [this script v]\n end\nend\n\nwhen I receive [start:nomal v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start:easy v]\nstop [other scripts in sprite v]\nhide\n\nwhen I receive [start:difficult v]\nstop [other scripts in sprite v]\nhide\n\n@変数隠す\n\nwhen [timer v] > (0.01)\n\nhide variable [time v]\nshow list [difficult:top10 v]\nshow list [difficult:top10time v]\nshow list [easy;top10time v]\nshow list [easy:top10 v]\nshow list [nomal:top10 v]\nshow list [nomal:top10time v]\nhide variable [1 v]\nhide variable [a v]\nhide variable [level v]\nhide variable [player death v]\nhide variable [stage v]\nhide variable [time v]\nhide variable [trans on or off v]\nhide variable [x v]\nhide variable [y v]\nhide variable [クローン削除 v]\nhide variable [ヒップドロップ v]\nhide variable [隠す v]\nhide variable [最初 v]\nhide variable [最初:方向 v]\nhide variable [最初:乱数1 v]\nhide variable [最初:乱数2 v]\n\nwhen flag clicked\nhide variable [time v]\nshow list [difficult:top10 v]\nshow list [difficult:top10time v]\nshow list [easy;top10time v]\nshow list [easy:top10 v]\nshow list [nomal:top10 v]\nshow list [nomal:top10time v]\nhide variable [1 v]\nhide variable [a v]\nhide variable [level v]\nhide variable [player death v]\nhide variable [stage v]\nhide variable [time v]\nhide variable [trans on or off v]\nhide variable [x v]\nhide variable [y v]\nhide variable [クローン削除 v]\nhide variable [ヒップドロップ v]\nhide variable [隠す v]\nhide variable [最初 v]\nhide variable [最初:方向 v]\nhide variable [最初:乱数1 v]\nhide variable [最初:乱数2 v]\n\n@タイマー3\n\ndefine easy リスト作成\n\nwhen flag clicked\nhide\n\nwhen I receive [ゴール v]\nstop [other scripts in sprite v]\nif <(level) = [easy]> then\n broadcast (easy world v)\nelse\n if <(level) = [nomal]> then\n broadcast (終わり v)\n else\n broadcast (終わり v)\n end\nend\n\neasy\n\nnomal\n\ndifficult\n\nwhen I receive [start:nomal v]\n基本\n\ndefine 基本\nwait (0.1) seconds\nhide\nset [time v] to [0]\nshow variable [time v]\nwait until <<<<<key (w v) pressed?> or <key (a v) pressed?>> or <key (s v) pressed?>> or <key (d v) pressed?>> or <<<key (right arrow v) pressed?> or <<(mouse x) > [1]> and <mouse down?>>> or <<<key (left arrow v) pressed?> or <<(mouse x) < [-1]> and <mouse down?>>> or <<<key (up arrow v) pressed?> or <<(mouse y) > [50]> and <mouse down?>>> or <<<key (down arrow v) pressed?> or <<[-50] > (mouse y)> and <mouse down?>>> or <<<key (up arrow v) pressed?> and <touching (地面 v)?>> or <<mouse down?> and <<touching (地面 v)?> and <(mouse y) > [50]>>>>>>>>>\nreset timer\nforever\n set [time v] to (timer)\nend\n\nwhen I receive [start:easy v]\n基本\n\nwhen I receive [start:difficult v]\n基本\n\nwhen I receive [記録表示 v]\nwait (0.5) seconds\nif <(level) = [easy]> then\n hide list [easy:top10 v]\nelse\n if <(level) = [nomal]> then\n else\n end\nend\nbroadcast (ボタン表示 v)\n\nhide list [nomal:top10 v]\n\nhide list [difficult:top10 v]\n\ndefine easy\n\nbroadcast (終わり v)\nstop [this script v]\n\ndefine nomal\nif <(Time) < (item (10) of [nomal:top10time v])> then\n if <(Time) < (item (9) of [nomal:top10time v])> then\n if <(Time) < (item (8) of [nomal:top10time v])> then\n if <(Time) < (item (7) of [nomal:top10time v])> then\n if <(Time) < (item (6) of [nomal:top10time v])> then\n if <(Time) < (item (5) of [nomal:top10time v])> then\n if <(Time) < (item (4) of [nomal:top10time v])> then\n if <(Time) < (item (3) of [nomal:top10time v])> then\n if <(Time) < (item (2) of [nomal:top10time v])> then\n if <(Time) < (item (1) of [nomal:top10time v])> then\n insert (Time) at (1) of [nomal:top10time v] \n insert (Time) at (1) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n else\n insert (Time) at (2) of [nomal:top10time v] \n insert (Time) at (2) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (3) of [nomal:top10time v] \n insert (Time) at (3) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (4) of [nomal:top10time v] \n insert (Time) at (4) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (5) of [nomal:top10time v] \n insert (Time) at (5) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (6) of [nomal:top10time v] \n insert (Time) at (6) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (7) of [nomal:top10time v] \n insert (Time) at (7) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (8) of [nomal:top10time v] \n insert (Time) at (8) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (9) of [nomal:top10time v] \n insert (Time) at (9) of [nomal:top10 v] \n delete (11) of [nomal:top10time v]\n delete (11) of [nomal:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n replace item (10) of [nomal:top10time v] with (Time)\n replace item (10) of [nomal:top10 v] with (Time)\n broadcast (終わり v)\n stop [this script v]\n end\nelse\n broadcast (終わり v)\n stop [this script v]\nend\n\ndefine difficult\nif <(Time) < (item (10) of [difficult:top10time v])> then\n if <(Time) < (item (9) of [difficult:top10time v])> then\n if <(Time) < (item (8) of [difficult:top10time v])> then\n if <(Time) < (item (7) of [difficult:top10time v])> then\n if <(Time) < (item (6) of [difficult:top10time v])> then\n if <(Time) < (item (5) of [difficult:top10time v])> then\n if <(Time) < (item (4) of [difficult:top10time v])> then\n if <(Time) < (item (3) of [difficult:top10time v])> then\n if <(Time) < (item (2) of [difficult:top10time v])> then\n if <(Time) < (item (1) of [difficult:top10time v])> then\n insert (Time) at (1) of [difficult:top10time v] \n insert (Time) at (1) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n else\n insert (Time) at (2) of [difficult:top10time v] \n insert (Time) at (2) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (3) of [difficult:top10time v] \n insert (Time) at (3) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (4) of [difficult:top10time v] \n insert (Time) at (4) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (5) of [difficult:top10time v] \n insert (Time) at (5) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (6) of [difficult:top10time v] \n insert (Time) at (6) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (7) of [difficult:top10time v] \n insert (Time) at (7) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (8) of [difficult:top10time v] \n insert (Time) at (8) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (9) of [difficult:top10time v] \n insert (Time) at (9) of [difficult:top10 v] \n delete (11) of [difficult:top10time v]\n delete (11) of [difficult:top10 v]\n broadcast (終わり v)\n stop [this script v]\n end\n else\n replace item (10) of [difficult:top10time v] with (Time)\n replace item (10) of [difficult:top10 v] with (Time)\n broadcast (終わり v)\n stop [this script v]\n end\nelse\n broadcast (終わり v)\n stop [this script v]\nend\n\nwhen I receive [ホーム v]\nshow list [easy:top10 v]\nshow list [nomal:top10 v]\nshow list [difficult:top10 v]\nhide variable [time v]\n\nwhen I receive [start:difficult v]\nshow list [easy:top10 v]\nshow list [nomal:top10 v]\nshow list [difficult:top10 v]\n\nwhen I receive [start:easy v]\nshow list [easy:top10 v]\nshow list [nomal:top10 v]\nshow list [difficult:top10 v]\n\nwhen I receive [start:nomal v]\nshow list [easy:top10 v]\nshow list [nomal:top10 v]\nshow list [difficult:top10 v]\n\neasy リスト作成\n\ndefine easyリスト作成2\ndelete all of [easy:top10 v]\ninsert (☁ 1) at (1) of [easy:top10 v] \ninsert (☁ 2) at (2) of [easy:top10 v] \ninsert (☁ 3) at (3) of [easy:top10 v] \ninsert (☁ 4) at (4) of [easy:top10 v] \ninsert (☁ 5) at (5) of [easy:top10 v] \ninsert (☁ 6) at (6) of [easy:top10 v] \ninsert (☁ 7) at (7) of [easy:top10 v] \ninsert (☁ 8) at (8) of [easy:top10 v] \ninsert (☁ 9) at (9) of [easy:top10 v] \ninsert (☁ 10) at (10) of [easy:top10 v] \n\neasy リスト作成\n\neasy リスト作成\n\nwhen [0 v] key pressed\nshow variable [☁ 1 v]\nshow variable [☁ 2 v]\nshow variable [☁ 3 v]\nshow variable [☁ 4 v]\nshow variable [☁ 5 v]\nshow variable [☁ 6 v]\nshow variable [☁ 7 v]\nshow variable [☁ 8 v]\nshow variable [☁ 9 v]\nshow variable [☁ 10 v]\n\nwhen [1 v] key pressed\nhide variable [☁ 1 v]\nhide variable [☁ 2 v]\nhide variable [☁ 3 v]\nhide variable [☁ 4 v]\nhide variable [☁ 5 v]\nhide variable [☁ 6 v]\nhide variable [☁ 7 v]\nhide variable [☁ 8 v]\nhide variable [☁ 9 v]\nhide variable [☁ 10 v]\n\nwhen flag clicked\neasyリスト作成2\nhide variable [☁ 1 v]\nhide variable [☁ 2 v]\nhide variable [☁ 3 v]\nhide variable [☁ 4 v]\nhide variable [☁ 5 v]\nhide variable [☁ 6 v]\nhide variable [☁ 7 v]\nhide variable [☁ 8 v]\nhide variable [☁ 9 v]\nhide variable [☁ 10 v]\n\neasy リスト作成\nbroadcast (終わり v)\nstop [this script v]\n\neasy リスト作成\nbroadcast (終わり v)\nstop [this script v]\n\neasy リスト作成\neasy リスト作成\nbroadcast (終わり v)\nstop [this script v]\n\nbroadcast (終わり v)\nstop [this script v]\n\neasy リスト作成\nbroadcast (終わり v)\nstop [this script v]\n\neasy リスト作成\nbroadcast (終わり v)\nstop [this script v]\n\neasy リスト作成\nbroadcast (終わり v)\nstop [this script v]\n\nwhen I receive [easy world v]\nif <(Time) < (☁ 10)> then\n if <(Time) < (☁ 9)> then\n if <(Time) < (☁ 8)> then\n if <(Time) < (☁ 7)> then\n if <(Time) < (☁ 6)> then\n if <(Time) < (☁ 5)> then\n if <(Time) < (☁ 4)> then\n if <(Time) < (☁ 3)> then\n if <(Time) < (☁ 2)> then\n if <(Time) < (☁ 1)> then\n insert (Time) at (1) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n else\n insert (Time) at (2) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (3) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (4) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (5) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (6) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (7) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (8) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n wait (0.1) seconds\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (9) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n wait (0.1) seconds\n broadcast (終わり v)\n stop [this script v]\n end\n else\n insert (Time) at (10) of [easy:top10 v] \n delete (11) of [easy:top10 v]\n broadcast (easyリスト作成 v)\n wait (0.1) seconds\n broadcast (終わり v)\n stop [this script v]\n end\nelse\n broadcast (easyリスト作成 v)\n broadcast (終わり v)\n stop [this script v]\nend\n\nset [☁ 10 v] to [60.23]\n\nwhen I receive [easyリスト作成 v]\nset [☁ 1 v] to (item (1) of [easy:top10 v])\nset [☁ 2 v] to (item (2) of [easy:top10 v])\nset [☁ 3 v] to (item (3) of [easy:top10 v])\nset [☁ 4 v] to (item (4) of [easy:top10 v])\nset [☁ 5 v] to (item (5) of [easy:top10 v])\nset [☁ 6 v] to (item (6) of [easy:top10 v])\nset [☁ 7 v] to (item (7) of [easy:top10 v])\nset [☁ 8 v] to (item (8) of [easy:top10 v])\nset [☁ 9 v] to (item (9) of [easy:top10 v])\nset [☁ 10 v] to (item (10) of [easy:top10 v])\n\n@スプライト1\n\nwhen flag clicked\n\nwhen backdrop switches to [カッコいい?系 四角背景 v]\n\n
【日本語は下】\nVolume 30% recommended.\n If you find it interesting, please give me stars and hearts!\n[Method of operation]\n・Basic operations are WASD or arrow keys\n(Press the down key or S key to crouch.)\n・ (Right Arrow or D) + Spacebar to accelerate\n・ (Left arrow or S) + space key to accelerate\n・Hip drop with down key in the air?\n (descends at high speed)\n※Due to the design of the course, there are some courses where you cannot move forward unless you jump or do a hip drop. Also, please be aware that there are some courses where you cannot see obstacles or the course itself.\n-------------------------------------------------------------------------\n音量30%程度推奨。\n面白かったら星とハートお願いします!\n[操作方法]\n ・基本操作はWASDまたは矢印キー\n(下キーまたはSキーでしゃがむ。)\n・(右矢印またはD)+スペースキーで加速\n・(左矢印またはS)+スペースキーで加速\n・空中で下キーでヒップドロップ?\n (高速で下に降りる)\n※コースの設計上、ジャンプをしないと道ができなかったり、ヒップドロップをしないと先に進めないコースがあります。又、障害物、コース自体が見えないコースもあるのでご注意ください。\n\n
3D Platformer
@Stage\n\n@Pen\n\nwhen flag clicked\nshow variable [quality v]\nset [level v] to [1]\nset pen size to (10)\nforever\n erase all\n if <(Level) = [1]> then\n set pen color to (#ee7d16)\n draw platform x: (200) y: (0) x2: (200) y2: (60)\n draw platform x: (200) y: (150) x2: (200) y2: (200)\n draw platform x: (150) y: (-250) x2: (150) y2: (-150)\n draw platform x: (150) y: (0) x2: (200) y2: (0)\n draw platform x: (-50) y: (-350) x2: (50) y2: (-350)\n set pen color to (#632d99)\n draw platform x: (-50) y: (0) x2: (150) y2: (0)\n draw platform x: (350) y: (-300) x2: (450) y2: (-300)\n draw platform x: (-50) y: (-250) x2: (50) y2: (-250)\n draw platform x: (-50) y: (0) x2: (-50) y2: (150)\n draw platform x: (150) y: (-250) x2: (100) y2: (-300)\n draw platform x: (100) y: (-300) x2: (50) y2: (-350)\n draw platform x: (-50) y: (-350) x2: (-100) y2: (-300)\n draw platform x: (-100) y: (-300) x2: (-150) y2: (-250)\n draw platform x: (-50) y: (-250) x2: (-50) y2: (0)\n set pen color to (#5cb712)\n draw platform x: (-150) y: (-250) x2: (-150) y2: (-150)\n set pen color to (#2ca5e2)\n draw platform x: (200) y: (-400) x2: (200) y2: (-100)\n end\n if <(Level) = [2]> then\n set pen color to (#2ca5e2)\n draw platform x: (300) y: (250) x2: (300) y2: (0)\n draw platform x: (-55) y: (150) x2: (-55) y2: (-500)\n set pen color to (#632d99)\n draw platform x: (-50) y: (50) x2: (50) y2: (50)\n draw platform x: (-50) y: (50) x2: (-50) y2: (150)\n draw platform x: (-50) y: (150) x2: (50) y2: (200)\n draw platform x: (200) y: (250) x2: (50) y2: (210)\n set pen color to (#0e9a6c)\n draw platform x: (50) y: (50) x2: (50) y2: (200)\n set pen color to (#ee7d16)\n draw platform x: (200) y: (50) x2: (200) y2: (200)\n draw platform x: (200) y: (200) x2: (50) y2: (200)\n draw platform x: (-50) y: (-100) x2: (300) y2: (-100)\n draw platform x: (300) y: (-100) x2: (300) y2: (0)\n draw platform x: (300) y: (250) x2: (300) y2: (350)\n draw platform x: (-125) y: (400) x2: (-125) y2: (-150)\n draw platform x: (-125) y: (-300) x2: (-125) y2: (-500)\n draw platform x: (-125) y: (-500) x2: (-55) y2: (-500)\n set pen color to (#5cb712)\n draw platform x: (-125) y: (-500) x2: (-500) y2: (-500)\n end\n if <(Level) = [3]> then\n set pen color to (#5cb712)\n draw platform x: (-1200) y: (500) x2: (-1200) y2: (150)\n set pen color to (#0e9a6c)\n draw platform x: (50) y: (50) x2: (100) y2: (0)\n draw platform x: (-100) y: (50) x2: (-150) y2: (0)\n set pen color to (#632d99)\n draw platform x: (-100) y: (50) x2: (50) y2: (50)\n draw platform x: (-25) y: (200) x2: (-25) y2: (50)\n draw platform x: (-200) y: (100) x2: (-300) y2: (100)\n draw platform x: (-500) y: (150) x2: (-1200) y2: (150)\n set pen color to (#ee7d16)\n draw platform x: (-300) y: (175) x2: (-300) y2: (500)\n draw platform x: (-600) y: (150) x2: (-700) y2: (150)\n draw platform x: (-750) y: (150) x2: (-900) y2: (150)\n draw platform x: (-1000) y: (150) x2: (-1200) y2: (150)\n end\nend\n\ndefine None\npen up\ngo to x: ((X) + (x)) y: ((Y) + (y))\npen down\npoint towards (center v)\nmove ((distance to [center v]) / (-4)) steps\nset [goto y v] to (y position)\nset [goto x v] to (x position)\ngo to x: ((X) + (x)) y: ((Y) + (y))\ngo to x: ((X) + (x2)) y: ((Y) + (y2))\npoint towards (center v)\nmove ((distance to [center v]) / (-4)) steps\ngo to x: (Goto X) y: (Goto Y)\n\n@Center\n\n@Player\n\ndefine Hit detect\nswitch costume to (detect v)\nset [old rotation v] to (direction)\npoint in direction (90)\nrepeat (4)\n turn right (90) degrees\n if <<touching color (#2ca5e2)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n set [jump time v] to [5]\n end\n if <<touching color (#632d99)?> or <touching color (#2ca5e2)?>> then\n set [old x v] to (x position)\n set [old y v] to (y position)\n if <<touching color (#2ca5e2)?> and <<key (up arrow v) pressed?> or <key (w v) pressed?>>> then\n move ((5) + ((-10) * (Quality))) steps\n end\n move (-10) steps\n change [xv v] by (((Old X) - (x position)) / (Quality))\n change [yv v] by (((Old Y) - (y position)) / (Quality))\n go to x: (Old X) y: (Old Y)\n repeat (10)\n if <<touching color (#632d99)?> or <touching color (#2ca5e2)?>> then\n move (-1) steps\n end\n end\n if <(direction) = [180]> then\n set [jump time v] to [5]\n end\n end\nend\npoint in direction (Old Rotation)\nswitch costume to (main v)\n\ndefine Motion Quality\nrepeat (Quality)\n change x by (((XV) / (Quality)) * (-1))\n change y by (((YV) / (Quality)) * (-1))\n if <<touching color (#632d99)?> or <touching color (#2ca5e2)?>> then\n Hit detect\n end\n if <touching color (#109b6c)?> then\n set [jump time v] to [5000]\n end\nend\nchange [x v] by ((x position) * (-1))\nchange [y v] by ((y position) * (-1))\ngo to x: (0) y: (0)\n\nwhen I receive [start v]\npoint in direction (90)\nset [xv v] to [0]\nset [yv v] to [0]\nset [x v] to [0]\nset [y v] to [-100]\nforever\n go to x: (0) y: (0)\n change [yv v] by (1)\n if <<<<key (up arrow v) pressed?> or <key (w v) pressed?>> and <[0] < (Jump Time)>> and <[0] = [0]>> then\n set [jump time v] to [0]\n set [yv v] to [-15]\n end\n change [jump time v] by (-1)\n Motion Quality\n turn right ((XV) * (-2.5)) degrees\nend\n\nwhen flag clicked\nbroadcast (start v)\n\nwhen I receive [start v]\nwait (0.01) seconds\nforever\n if <<key (r v) pressed?> or <<[1000] < (Y)> or <touching color (#ee7d16)?>>> then\n set [x v] to [0]\n set [jump time v] to [0]\n set [y v] to [-100]\n set [xv v] to [0]\n set [yv v] to [0]\n end\n if <touching color (#5db814)?> then\n stop [other scripts in sprite v]\n set [xv v] to ((XV) / (10))\n set [yv v] to ((YV) / (10))\n repeat (60)\n change x by ((XV) * (-1))\n change y by ((YV) * (-1))\n turn right ((XV) * (-2.5)) degrees\n end\n broadcast (start v)\n change [level v] by (1)\n stop [this script v]\n end\n if <<key (left arrow v) pressed?> or <key (a v) pressed?>> then\n change [xv v] by (1)\n end\n if <<key (right arrow v) pressed?> or <key (d v) pressed?>> then\n change [xv v] by (-1)\n end\n set [yv v] to ((YV) / (1.05))\n set [xv v] to ((XV) / (1.05))\nend\n\n@Light\n\nwhen flag clicked\ngo to x: (0) y: (0)\nset [ghost v] effect to (50)\ngo to [front v] layer\nforever\n go to (player v)\nend\n\n@Sprite1\n\nwhen flag clicked\ngo to x: (0) y: (0)\ngo [backward v] (100) layers\n\n@Thumbnail\n\nwhen flag clicked\nhide\nwait (0.1) seconds\ngo to [front v] layer\ngo to x: (0) y: (0)\nforever\n change [fps calculate v] by (1)\nend\n\nwhen flag clicked\nforever\n wait (1) seconds\n set [fps v] to (FPS Calculate)\n set [fps calculate v] to [0]\nend\n\n
This is a 3D platformer engine!\n\nThere are 3 levels as of now.\n\nThe Quality slider changes what tier ground detection is at. I recommend above 2 for the best and least glitchy experience.